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//===================================================================== // NS_MoveToLocation // // Higher level Cersei action to get to anywhere on the map using // jetting and skiing as appropriate //===================================================================== class NS_MoveToLocation extends NS_Action threaded; //===================================================================== // Constants const DIRECT_MOVE_MAXIMUM_DISTANCE = 1500; const PRELIMINARY_MOVE_DISTANCE = 15000; const PRELINARY_MOVE_DESTINATION_SEARCH_RADIUS = 5000; struct TerminalConditions { var float height; var float distanceXY; var float distanceZ; var float velocity; }; //===================================================================== // Variables var Vector destination; var Actor target; // Actor being followed (if any - can be None) var Character.SkiCompetencyLevels skiCompetency; var Character.JetCompetencyLevels jetCompetency; var Character.GroundMovementLevels groundMovement; var float terminalDistanceXY; var float terminalDistanceZ; var float energyUsage; var float terminalVelocity; var float terminalHeight; var Controller.FindPathAIProperties workAIProperties; var NS_Action forwardAction; // if we ever use this again make sure to AddRef/Release! var Vector jetSkiDestination; // destination for long range jetting/skiing var bool jetpackCapable; var bool bInZeroG; var int routeCacheI; var array<Actor> ignore; var bool preliminaryMove; var vector workVector; var array<Vector> workPoints; var vector originalDestination; //===================================================================== // Functions //--------------------------------------------------------------------- // Every NS Action has a static startAction function which allocates the // action, initialises it, and starts it running. // // destination: location where character desires to be at end of local move, snapped to ground // target: Actor being followed (can be None) // skiCompetency: ski skill level during local move, none implies no skiing // jetCompetency: jet skill level during local move, none implies no jetting // groundMovement: type of ground based movement during local move, none implies only jetting and skiing // energyUsage: min. amount of energy in pawn after action completes // terminalVelocity: the speed you would like to be going when the action terminates // terminalHeight: how high you'd like to be at destination // terminalDistanceXY: distance from destination in XY for action to succeed // terminalDistanceZ: distance from destination in Z for action to succeed static function NS_MoveToLocation startAction( AI_Controller c, ActionBase parent, Vector destination, optional Actor target, optional Character.SkiCompetencyLevels skiCompetency, optional Character.JetCompetencyLevels jetCompetency, optional Character.GroundMovementLevels groundMovement, optional float energyUsage, optional TerminalConditions terminalConditions) { local NS_MoveToLocation action; // create new object // (in the future, we may want to allow for actions that don't create a // new action, and pay for that by having their child not be interruptable) action = new(c.level.Outer) class'NS_MoveToLocation'( c, parent ); // set action parameters action.destination = destination; action.originalDestination = destination; action.target = target; action.skiCompetency = skiCompetency; action.jetCompetency = jetCompetency; action.groundMovement = groundMovement; action.energyUsage = energyUsage; action.terminalVelocity = terminalConditions.velocity; action.terminalHeight = terminalConditions.height; action.terminalDistanceXY = terminalConditions.distanceXY; action.terminalDistanceZ = terminalConditions.distanceZ; action.runAction(); return action; } //--------------------------------------------------------------------- function cleanup() { //log( name @ controller.pawn.name @ "discard path! (cleanup)" ); controller.discardFindPath(); super.cleanup(); } //===================================================================== // States state Running { Begin: if (controller.Pawn.logNavigationSystem) log( name @ "(" @ controller.Pawn.name @ "): move to" @ destination @ "started; target:" @ target @ "(dist:" @ VDist( destination, controller.Pawn.Location ) @ ")" ); // initialise find path AI properties // ... jetpack flag jetpackCapable = (jetCompetency == JC_DEFAULT && Character(controller.Pawn).jetCompetency > JC_NONE) || (jetCompetency > JC_NONE); workAIProperties.jetpack = jetpackCapable; // ... if in zero-g, call doLocalMove directly bInZeroG = (Character(controller.Pawn).Movement == MovementState_ZeroGravity); // ... team name if (Rook(controller.Pawn).team() == None) workAIProperties.teamName = 'None'; else workAIProperties.teamName = Rook(controller.Pawn).team().name; // ... temporary workAIProperties.upCostFactor = 0; workAIProperties.downCostFactor = 0; // zero_g check if ( bInZeroG ) { if (controller.Pawn.logNavigationSystem) log( name $ ": zero-g: doing direct move to" $ destination ); waitForAction( class'NS_DoLocalMove'.static.startAction(controller, self, destination, false, , skiCompetency, jetCompetency, groundMovement, energyUsage, terminalVelocity, terminalHeight, terminalDistanceXY, terminalDistanceZ )); goto('ErrorCheck'); } // construct ignore list if (target != None) ignore[0] = target; // if destination is sufficiently close and can be reached then move directly to destination if ( VDistSquared( destination, controller.Pawn.Location ) < DIRECT_MOVE_MAXIMUM_DISTANCE * DIRECT_MOVE_MAXIMUM_DISTANCE ) { if ((terminalHeight <= 0) && controller.canPointBeReached(controller.Pawn.Location, destination, controller.Pawn, ignore)) { if (controller.Pawn.logNavigationSystem) log( name $ ": doing direct move to" @ destination ); waitForAction( class'NS_DoLocalMove'.static.startAction(controller, self, destination, false, , skiCompetency, jetCompetency, groundMovement, energyUsage, terminalVelocity, terminalHeight, terminalDistanceXY, terminalDistanceZ )); goto('ErrorCheck'); } else if ((terminalHeight >= 0) && workAIProperties.jetpack && controller.canPointBeReachedUsingJetpack(controller.Pawn.Location, destination, controller.Pawn)) { if (controller.Pawn.logNavigationSystem) log( name $ ": doing direct jetpack move to" @ destination @ VSize2D(controller.Pawn.Velocity) ); waitForAction( class'NS_DoLocalMove'.static.startAction(controller, self, destination, false, , skiCompetency, jetCompetency, groundMovement, energyUsage, terminalVelocity, terminalHeight, terminalDistanceXY, terminalDistanceZ, true )); goto('ErrorCheck'); } } // todo: if pawn is in the air, find a path node in the direction of travel and call findPath with this // path node as the initial node (this is so findPath doesn't have to do anchoring on airborne pawns) //log( name @ controller.pawn.name @ "new path!" ); controller.findPath(controller.Pawn.Location, destination, workAIProperties, ignore, controller.Pawn.logNavigationSystem); controller.getFindPathResult(); // at this point route cache is guaranteed to contain at least one location or nothing if failure //assert(!controller.RouteComplete || (controller.routeCache.length > 0)); // if no path was found and no jetpack then try to get a path with a jetpack if ((controller.routeCache.length == 0) && !workAIProperties.jetpack) { if (controller.Pawn.logNavigationSystem) log( name $ ": no path, attempting to find path using jetpack" ); workAIProperties.jetpack = true; controller.discardFindPath(); controller.findPath(controller.Pawn.Location, destination, workAIProperties, ignore, controller.Pawn.logNavigationSystem); controller.getFindPathResult(); } // fail if no path was found if (controller.routeCache.length == 0) { if (controller.Pawn.logNavigationSystem) log( name $ ": cannot find path (immediately after attempt one)" ); errorCode = ACT_CANT_FIND_PATH; goto('ErrorCheck'); } // have character move toward first location if waiting for path forwardAction = None; if (!controller.isFindPathComplete()) { if (controller.Pawn.logNavigationSystem) log( name $ ": doing move to preliminary route first location" @ controller.routeCache[0].location ); // don't do anything at this point controller.stopMove(); // TO DO: DECIDE WHETHER OR NOT TO DO SOMETHING HERE, NEED TO HANDLE CASE WE HAVE JETPACK PATH WITH NO JETPACK } // wait for path to complete while ( class'Pawn'.static.checkAlive( controller.pawn ) && !controller.isFindPathComplete() ) { sleep(0.0); } if ( class'Pawn'.static.checkDead( controller.pawn ) ) fail( ACT_ALL_RESOURCES_DIED ); // stop character moving toward destination if (forwardAction != None && !forwardAction.hasCompleted()) forwardAction.interruptAction(); controller.getFindPathResult(); //log( name @ controller.pawn.name @ "discard path!" ); controller.discardFindPath(); // if no path was found and no jetpack then try to get a path with a jetpack if ((controller.routeCache.length == 0) && !workAIProperties.jetpack) { if (controller.Pawn.logNavigationSystem) log( name $ ": no path, attempting to find path using jetpack" ); workAIProperties.jetpack = true; controller.findPath(controller.Pawn.Location, destination, workAIProperties, ignore, controller.Pawn.logNavigationSystem); // wait for path to complete while ( class'Pawn'.static.checkAlive( controller.pawn ) && !controller.isFindPathComplete() ) { sleep(0.0); } if ( class'Pawn'.static.checkDead( controller.pawn ) ) fail( ACT_ALL_RESOURCES_DIED ); controller.getFindPathResult(); controller.discardFindPath(); } // fail if no path was found if (controller.routeCache.length == 0) { if (controller.Pawn.logNavigationSystem) log( name $ ": cannot find path (after attempt one)" ); errorCode = ACT_CANT_FIND_PATH; goto('ErrorCheck'); } // fail if no jetpack but we have a jetpack path and the first element is a jetpack connection if (workAIProperties.jetpack && !jetpackCapable && controller.routeCache[0].jetpack) { if (controller.Pawn.logNavigationSystem) log( name $ ": cannot find path (got a jetpack path but first reach is a jetpack reach)" ); errorCode = ACT_CANT_FIND_PATH; goto('ErrorCheck'); } // if no jetpack but we have a jetpack path cull all points after first jetpack connection if (workAIProperties.jetpack && !jetpackCapable) { for (routeCacheI = 1; routeCacheI < controller.routeCache.length; ++routeCacheI) { if (controller.routeCache[routeCacheI].jetpack) { controller.routeCache.length = routeCacheI; break; } } } waitForAction( class'NS_MoveAlongWaypoints'.static.startAction(controller, self, 0, controller.routeCache.length - 1, target, skiCompetency, jetCompetency, groundMovement, energyUsage, terminalVelocity, terminalHeight, terminalDistanceXY, terminalDistanceZ )); ErrorCheck: if (errorCode != ACT_SUCCESS) { // if irreversibly off course try again if (errorCode == ACT_IRREVERSIBLY_OFF_COURSE) { if (controller.Pawn.logNavigationSystem) log( name $ ": irreversibly off course thus attempting move again" ); goto('Begin'); } // if path not found due to search space exhaustion try again using a point a bit closer if (!preliminaryMove && errorCode == ACT_CANT_FIND_PATH && controller.lastFindPathResult == FPR_SearchSpaceExhausted) { preliminaryMove = true; // calculate preliminary move point workVector = destination - controller.Pawn.location; workVector = Normal(workVector); workVector = controller.Pawn.location + workVector * PRELIMINARY_MOVE_DISTANCE; // calculate preliminary move destination controller.getNodesWithinSphere(workVector, PRELINARY_MOVE_DESTINATION_SEARCH_RADIUS, workPoints); if (workPoints.length > 0) destination = workPoints[0]; else destination = workVector; if (controller.Pawn.logNavigationSystem) log(name $ ": failed due to pathfinder search space exhaustion, doing preliminary move to" @ destination); goto('Begin'); } if (controller.Pawn.logNavigationSystem) log( name $ ": failure" ); fail(errorCode); } // try for original destination if this was a preliminary move if (preliminaryMove) { preliminaryMove = false; destination = originalDestination; goto('Begin'); } // partial success if jetpack path used without jetpack if (workAIProperties.jetpack && !jetpackCapable) fail(ACT_PARTIAL_SUCCESS); succeed(); } |
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