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//===================================================================== // Setup // Performs one-time initializations/setup for Tyrion AI //===================================================================== class Setup extends Engine.Tyrion_Setup native; //===================================================================== // Constants const TARGET_DURATION = 0.5f; // minimum time the player has to target an for the AI to think it's in the way const MAX_TARGET_CHECK_RANGE = 10000.0f; // maximum range for target detection ray traces const TIMETOHIT_FUDGE_TERM = 1.0f; // added to timeToHit to get upper bound on impact time //===================================================================== // Variables var Tyrion_ResourceBase sensorResource; // resource that sensors are attached to //===================================================================== // Functions native static final function Tyrion_ResourceBase GetStaticSensorResource(); native static final function SetStaticSensorResource(Tyrion_ResourceBase sr); //--------------------------------------------------------------------- // Called at start of gameplay. function postBeginPlay() { sensorResource = new class'AI_SensorResource'; SetStaticSensorResource(sensorResource); sensorResource.init(); // global sensors set up before resource ticks (other sensors rely on it) //log( "AI_SensorResource created!" ); } function PostLoadGame() { assert(sensorResource != None); SetStaticSensorResource(sensorResource); } //--------------------------------------------------------------------- // Called whenever time passes function Tick( float deltaTime ) { sensorResource.Tick( deltaTime ); } //--------------------------------------------------------------------- // Hook in Tyrion for the rook to call into at every tick // The purpose of this function is to collect in place all // general AI-related rook processing event doRookRelatedAIProcessing( float deltaSeconds, Pawn pawn ) { local Rook rook; rook = Rook(pawn); // will always be a rook; a pawn is passed in because this function has to be declared in engine rook.updatePastPositions( deltaSeconds ); // more rook-specific processing to come... } //--------------------------------------------------------------------- // Hook in Tyrion for the Player to call into at every tick function doPlayerRelatedAIProcessing( float deltaSeconds, Pawn pawn ) { local PlayerCharacterController pcc; local BaseAICharacter target; pcc = PlayerCharacterController(pawn.controller); assert( pcc != None ); target = BaseAICharacter(pcc.lastIdentified); // Is an AI blocking the player's shot? if ( class'Pawn'.static.checkAlive( target ) && pcc.lastIdentifiedDuration >= TARGET_DURATION && target.isFriendly( Rook(pawn) ) && enemyBehindTarget( Rook(pawn), target, pcc.lastIdentifiedHitLocation ) != None ) { AI_CharacterResource(target.characterAI).commonSenseSensorAction.getOutOfWaySensor.setValue( pawn, target.Location ); } } //--------------------------------------------------------------------- // stop all movement actions event stopActions( Pawn pawn ) { if ( pawn.controller != None ) AI_Controller(pawn.controller).stopActions(); } //--------------------------------------------------------------------- // Continue a ray trace from "shooter" beyond the first target hit ("hitRook"); // return any enemy character hit function Character enemyBehindTarget( Rook shooter, Rook hitRook, Vector startTrace ) { local Vector endTrace; local Character hit; endTrace = startTrace + Vector(shooter.firingMotor().getViewRotation()) * MAX_TARGET_CHECK_RANGE; hit = Character(hitRook.AITrace( endTrace, startTrace, Vect(32, 32, 32) )); if ( hit != None && !shooter.isFriendly( hit ) ) return hit; else return None; } //--------------------------------------------------------------------- // Sends a message to GetOutOfWaySensor when a pawn was bumped by a friendly // (this function is necessary because gameplay code calls this) function sendGetOutOfWayMessage( Pawn bumpedPawn, Vector bumpDirection ) { AI_CharacterResource(bumpedPawn.characterAI).commonSenseSensorAction.getOutOfWaySensor.setValue( bumpedPawn, bumpDirection ); } //--------------------------------------------------------------------- // Sends a message to painSensor of squad members when a member dies // (this function is necessary because gameplay code calls this) function sendAllyDiedMessage( Pawn ally, Pawn deadPawn, Pawn InstigatedBy, class<DamageType> damageType, vector HitLocation ) { if ( ally.characterAI != None ) AI_CharacterResource(ally.characterAI).commonSenseSensorAction.painSensor.setValue( 100, InstigatedBy, HitLocation, damageType, lastTick ); } //--------------------------------------------------------------------- // set the expected time this projectile will impact (for miss speech events) static final function setTarget( Pawn attacker, Rook target, float timeToHit ) { // don't overwrite info for previous shot if ( target.expectedImpactTime < attacker.level.TimeSeconds ) { //log( "Setting new attacker:" @ ai.name @ "Weapon:" @ BaseAICharacter(ai).weapon.name @ "impact:" @ timeToHit ); target.attacker = attacker; target.expectedImpactTime = attacker.level.TimeSeconds + timeToHit + TIMETOHIT_FUDGE_TERM; } } //--------------------------------------------------------------------- // gets enemy list from the enemy sensor function array<Pawn> getEnemyListFromSensor( Pawn ai ) { local AI_EnemySensor enemySensor; local int i; local array<Pawn> result; if ( ai.characterAI == None || Rook(ai).vision == None || AI_CharacterResource(ai.characterAI).commonSenseSensorAction == None ) return result; enemySensor = AI_CharacterResource(ai.characterAI).commonSenseSensorAction.enemySensor; if ( enemySensor == None || enemySensor.queryUsage() == 0 ) return result; for ( i = 0; i < enemySensor.enemies.length; i++ ) { result[result.length] = enemySensor.enemies[i]; } return result; } //--------------------------------------------------------------------- // Checks integrity of ai's enemies list (debug only) event enemyListSanityCheck( Pawn ai ) { local AI_EnemySensor enemySensor; local int i, j; local array<Pawn> seenList; local Rook seenRook; local bool bFoundEnemy; if ( ai.characterAI == None || Rook(ai).vision == None || AI_CharacterResource(ai.characterAI).commonSenseSensorAction == None ) return; enemySensor = AI_CharacterResource(ai.characterAI).commonSenseSensorAction.enemySensor; if ( enemySensor == None || enemySensor.queryUsage() == 0 ) return; seenList = Rook(ai).vision.getSeenList(); for ( i = 0; i < enemySensor.enemies.length; i++ ) { if ( enemySensor.enemies[i] == None ) { log( "ENEMY LIST sanity check failed for" @ ai.name $ ": contains None entry" ); assert( enemySensor.enemies[i] != None ); } } for ( i = 0; i < enemySensor.enemies.length; i++ ) { if ( !Rook(ai).vision.isVisible( enemySensor.enemies[i] ) ) { log( "ENEMY LIST sanity check failed for" @ ai.name $ ":" @ enemySensor.enemies[i].name @ "is in enemiesList but not in seenList" ); assert( false ); } } for ( i = 0; i < seenList.length; i++ ) { seenRook = Rook(seenList[i]); if ( !Rook(ai).isFriendly(seenRook) ) { bFoundEnemy = false; for ( j = 0; j < enemySensor.enemies.length; j++ ) if ( seenRook == enemySensor.enemies[j] ) bFoundEnemy = true; if ( !bFoundEnemy ) { log( "ENEMY LIST sanity check failed for" @ ai.name $ ":" @ seenRook.name @ "is in seenList but not in enemyList" ); assert( bFoundEnemy ); } } } } |
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