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class VehicleMoveToLocationTest extends TyrionUnitTest; var (VehicleMoveToLocationTest) Character driver; var (VehicleMoveToLocationTest) Vehicle vehicle; var (VehicleMoveToLocationTest) float desiredSpeed; var (VehicleMoveToLocationTest) bool attack; var (VehicleMoveToLocationTest) array<vector> attackRoute; var vector destination; var NS_Action action; var AI_Controller workController; var Rook attackTarget; var int index; state UnitTestState { function BeginState() { destination = location; // get AI controller workController = AI_Controller(driver.Controller); if (workController == None) { signalFailed(string(driver.name) $ " does not have an AI_Controller."); return; } } Begin: // have AI enter vehicle if (!(vehicle.tryToDrive(driver))) { signalFailed("AI driver was not able to enter vehicle."); goto('End'); } if (!attack) { log("BuggyMoveToLocation started"); if (Buggy(vehicle) != None) { log("Car"); action = class'CarMoveToLocation'.static.startAction(workController, None, destination, desiredSpeed).myAddRef(); } else if (JointCOntrolledAircraft(vehicle) != None) { log("Aircraft"); action = class'AircraftMoveToLocation'.static.startAction(workController, None, destination, true, 1500).myAddRef(); } else assert(false); ActionWait: if (!action.hasCompleted()) { Sleep(1.0); goto 'ActionWait'; } } else { // get attack target attackTarget = Rook(level.getLocalPlayerController().Pawn); if (attackTarget == None) signalFailed("failed to get attack target"); if (attackRoute.length < 2) signalFailed("attack route length less than 2"); index = 0; AttackStart: if ( action != None ) { action.Release(); action = None; } action = class'AircraftDoLocalMove'.static.startAction(workController, None, attackRoute[index], 750, 1500, attackTarget, false, vect(0,0,0)).myAddRef(); AttackActionWait: if (!action.hasCompleted()) { Sleep(1.0); goto 'AttackActionWait'; } ++index; if (index == attackRoute.length) index = 0; if (workController == None || Vehicle(workController.Pawn) == None) goto('End'); goto('AttackStart'); } signalPassed(); End: if ( action != None ) { action.Release(); action = None; } } defaultProperties { desiredSpeed = 2250 attack = false } |
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