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//============================================================================= // AIController, the base class of AI. // // Controllers are non-physical actors that can be attached to a pawn to control // its actions. AIControllers implement the artificial intelligence for the pawns they control. // // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= //NEW class AIController extends LicenseeController /*OLD class AIController extends Controller */ native; //NEW (mdf): renamed from EAttitude and moved here where it belongs enum EReaction // order in increasing "friendliness" { REACTION_Fear, // will try to run away REACTION_Attack, // will attack enemy //!!mdf-tbr?: REACTION_Frenzy, // will attack anything, indiscriminately //!!mdf-tbd: REACTION_Threaten, // animations, but no attack //!!mdf-tbd: REACTION_Ignore, // will ignore -- no reaction beyond maybe looking at target //!!mdf-tbd: REACTION_Friendly, // will act especially friendly //!!mdf-tbd: REACTION_Follow // will follow accepts player as leader }; //OLD var bool bHunting; // tells navigation code that pawn is hunting another pawn, // so fall back to finding a path to a visible pathnode if none // are reachable var bool bAdjustFromWalls; // auto-adjust around corners, with no hitwall notification for controller or pawn // if wall is hit during a MoveToXXX latent execution. //NEW (mdf) not used with U2 /*OLD var AIScript MyScript; */ var(AI) private float Skill; //NEW (mdf) NPC's base skill in 0.0..1.0 simulated //NEW event PreBeginPlay() { Super.PreBeginPlay(); if ( bDeleteMe ) return; //NEW (mdf) not used with U2 /*OLD if ( Level.Game != None ) Skill += Level.Game.Difficulty; Skill = FClamp(Skill, 0, 3); */ } /* Reset() reset actor to initial state - used when restarting level without reloading. */ function Reset() { Super.Reset(); // by default destroy bots (let game re-create) if ( bIsPlayer ) Destroy(); } //NEW (mdf) /*OLD function NotifyTakeHit( Pawn Instigator, vector HitLocation, int Damage, class<DamageType> DamageType, vector Momentum ) { if( Instigator != None && Instigator != Pawn ) DamageAttitudeTo( Instigator, Damage ); } */ //OLD //NEW (mdf) not used with U2 /*OLD function Trigger( actor Other, pawn EventInstigator ) { TriggerScript(Other,EventInstigator); } */ //NEW (mdf) see GetInverseTrajectory /*OLD function float AdjustToss(Ammunition TossedAmmunition, vector Start, vector End) { local vector RecommendedVector, Dir2D; local float ReachTime, Dist2D, StartVelZ, EndZ; // check for negative gravity if ( Pawn.PhysicsVolume.Gravity.Z >= 0 ) return 0; RecommendedVector = TossedProjectileClass.Static.GetTossVelocity( Pawn, rot(0,0,0) ); //determine how long I might be in the air StartVelZ = RecommendedVector.Z; RecommendedVector.Z = 0; Dir2D = End - Start; //Dir2D.Z = 0; Dist2D = VSize(Dir2D); ReachTime = Dist2D/VSize(RecommendedVector); EndZ = StartVelZ/ReachTime - 0.25f * Pawn.PhysicsVolume.Gravity.Z * ReachTime; return FMin( -1 * EndZ, Dist2D ); } */ /* TriggerScript() trigger AI script (this may enable it) */ //NEW (mdf) not used with U2 /*OLD function bool TriggerScript( actor Other, pawn EventInstigator ) { if ( MyScript != None ) { MyScript.Trigger(EventInstigator,pawn); return true; } return false; } */ /* DisplayDebug() list important controller attributes on canvas */ function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { local int i; local string T; Super.DisplayDebug(Canvas,YL, YPos); Canvas.DrawColor.B = 255; Canvas.DrawText(" NAVIGATION MoveTarget "$GetItemName(String(MoveTarget))$" PendingMover "$PendingMover$" MoveTimer "$MoveTimer, false); YPos += YL; Canvas.SetPos(4,YPos); Canvas.DrawText(" Destination "$Destination$" Focus "$GetItemName(string(Focus)), false); YPos += YL; Canvas.SetPos(4,YPos); Canvas.DrawText(" RouteGoal "$GetItemName(string(RouteGoal))$" RouteDist "$RouteDist, false); YPos += YL; Canvas.SetPos(4,YPos); for ( i=0; i<16; i++ ) { if ( RouteCache[i] == None ) { if ( i > 5 ) T = T$"--"$GetItemName(string(RouteCache[i-1])); break; } else if ( i < 5 ) T = T$GetItemName(string(RouteCache[i]))$"-"; } Canvas.DrawText("RouteCache: "$T, false); } function HearPickup(Pawn Other); function float AdjustDesireFor(Pickup P) { return 0; } //NEW (mdf) //let NPC block switching if desired function bool AllowPickupWeaponSwitch( Weapon Self, float CurrentRating, float PendingRating ) { return true; } // default implementation exec function bool SwitchToBestWeapon( optional out float Rating, optional out byte bUseAltMode ) { return false; } //OLD /* GetFacingDirection() returns direction faced relative to movement dir 0 = forward 16384 = right 32768 = back 49152 = left */ //NEW (mdf) not used currently... /* ...and would need to be changed to work with new serpentine code need to know whether doing / about to do move with strafing... and currently GetTacticalMove returns random results in some cases... if ( bAdvancedTactics && !bNoTact ) --> if( GetTacticalMoveType() != TMT_None && !bNoTact ) */ /*OLD function int GetFacingDirection() { local float strafeMag; local vector Focus2D, Loc2D, Dest2D, Dir, LookDir, Y; if ( (FocalPoint == Destination) || ((MoveTarget != None) && (MoveTarget == Focus)) ) return 0; if ( bAdvancedTactics && !bNoTact ) { if ( bTacticalDir ) return 49152; else return 16384; return 0; } // check for strafe or backup Focus2D = FocalPoint; Focus2D.Z = 0; Loc2D = Pawn.Location; Loc2D.Z = 0; Dest2D = Destination; Dest2D.Z = 0; lookDir = Normal(Focus2D - Loc2D); Dir = Normal(Dest2D - Loc2D); strafeMag = lookDir dot Dir; Y = (lookDir Cross vect(0,0,1)); if ((Y Dot (Dest2D - Loc2D)) < 0) return ( 49152 + 16384 * strafeMag ); else return ( 16384 - 16384 * strafeMag ); } */ /* UpdateTactics() - called every 0.5 seconds if TacticalMoveType is TMT_Basic and is performing a latent MoveToActor() */ event UpdateTactics() { //DMTNS( "UpdateTactics!" ); if ( bTacticalDir ) { bTacticalDir = false; bNoTact = ( FRand() < 0.3 ); } else { bTacticalDir = true; bNoTact = ( FRand() < 0.3 ); } } // UpdateEyeHeight() called if Controller's pawn is viewtarget of a player function AdjustView(float DeltaTime) { local float TargetYaw, TargetPitch; local rotator OldViewRotation,ViewRotation; //NEW (mdf) 829 fix pending reply from stevep Super.AdjustView( DeltaTime ); if( !Pawn.bUpdateEyeHeight ) return; //OLD // update viewrotation ViewRotation = Rotation; OldViewRotation = Rotation; //NEW (mdf) if ( ControllerEnemy == None ) /*OLD if ( Enemy == None ) */ { ViewRotation.Roll = 0; if ( DeltaTime < 0.2 ) { OldViewRotation.Yaw = OldViewRotation.Yaw & 65535; OldViewRotation.Pitch = OldViewRotation.Pitch & 65535; TargetYaw = float(Rotation.Yaw & 65535); if ( Abs(TargetYaw - OldViewRotation.Yaw) > 32768 ) { if ( TargetYaw < OldViewRotation.Yaw ) TargetYaw += 65536; else TargetYaw -= 65536; } TargetYaw = float(OldViewRotation.Yaw) * (1 - 5 * DeltaTime) + TargetYaw * 5 * DeltaTime; ViewRotation.Yaw = int(TargetYaw); TargetPitch = float(Rotation.Pitch & 65535); if ( Abs(TargetPitch - OldViewRotation.Pitch) > 32768 ) { if ( TargetPitch < OldViewRotation.Pitch ) TargetPitch += 65536; else TargetPitch -= 65536; } TargetPitch = float(OldViewRotation.Pitch) * (1 - 5 * DeltaTime) + TargetPitch * 5 * DeltaTime; ViewRotation.Pitch = int(TargetPitch); SetRotation(ViewRotation); } } } //NEW (mdf) not used /*OLD function SetOrders(name NewOrders, Controller OrderGiver); function actor GetOrdersObject() { return None; } function name GetOrders() { return ''; //NEW (mdf) //OLD return 'None'; } */ /* PrepareForMove() Give controller a chance to prepare for a move along the navigation network, from Anchor (current node) to Goal, given the reachspec for that movement. Called if the reachspec doesn't support the pawn's current configuration. By default, the pawn will crouch when it hits an actual obstruction. However, Pawns with complex behaviors for setting up their smaller collision may want to call that behavior from here */ event PrepareForMove(NavigationPoint Goal, ReachSpec Path); /* WaitForMover() Wait for Mover M to tell me it has completed its move */ function WaitForMover(Mover M) { PendingMover = M; bPreparingMove = true; //NEW (mdf) StopMovement( true, false ); /*OLD Pawn.Acceleration = vect(0,0,0); */ } /* MoverFinished() Called by Mover when it finishes a move, and this pawn has the mover set as its PendingMover */ function MoverFinished() { if ( PendingMover.MyMarker.ProceedWithMove(Pawn) ) { PendingMover = None; bPreparingMove = false; } } /* UnderLift() called by mover when it hits a pawn with that mover as its pendingmover while moving to its destination */ function UnderLift(Mover M) { local NavigationPoint N; bPreparingMove = false; PendingMover = None; // find nearest lift exit and go for that if ( (MoveTarget != None) && MoveTarget.IsA('LiftCenter') ) for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) if ( N.IsA('LiftExit') && (LiftExit(N).LiftTag == M.Tag) && ActorReachable(N) ) { MoveTarget = N; return; } } //NEW (mdf) //----------------------------------------------------------------------------- // ADDITIONAL INTERFACE FUNCTIONS //----------------------------------------------------------------------------- function ETacticalMoveType GetTacticalMoveType() { if( GetTimeSinceEnemyLastSeen() < 1.0 && GetSkill() > (1.25*FRand()-1) ) return Pawn.TacticalMoveType; else return TMT_None; } //----------------------------------------------------------------------------- function bool GetAimingLocation( out vector TargetLocation ) { local Actor TargetActor; local bool bValid; local Pawn CurrentEnemy; local Actor CurrentTarget; TargetActor = GetTarget(); if( TargetActor != None ) { CurrentEnemy = ControllerEnemy; if( TargetActor == CurrentEnemy ) { if( GetTimeSinceEnemyLastSeen() > 0.5 ) { // aim at last seen location TargetLocation = GetLastEnemySeenLocation(); } else { TargetLocation = CurrentEnemy.Location; } TargetLocation.Z += 0.90*CurrentEnemy.CollisionHeight; bValid = true; } else { CurrentTarget = ControllerTarget; if( CurrentTarget != None ) { if( Pawn(CurrentTarget) != None ) TargetLocation = CurrentTarget.Location + vect(0,0,1)*0.9*CurrentTarget.CollisionHeight; else TargetLocation = CurrentTarget.Location + vect(0,0,1)*0.5*CurrentTarget.CollisionHeight; bValid = true; } } } //if( bValid ) // DMTNS( "GetAimingLocation Actor: " $ TargetActor $ " returning " $ bValid ); return bValid; } /*----------------------------------------------------------------------------- NOTE: an NPC's skill is in the range 0.0..1.0. The skill returned by GetSkill has the game's difficulty level added to it (clamped into 0.0..1.0). This allows for having NPCs of varying skill within the same game difficulty level, although it is unlikely that this will be used for singleplayer (this is really more useful for having customized bots in multiplayer games). Game code that makes use of an NPC's skill probably shouldn't assume anything about the number of skill levels although we may need to do this in some cases where values don't scale well linearly. */ function SetSkill( float NewSkill ) { Skill = FClamp( NewSkill, 0.0, 1.0 ); } //----------------------------------------------------------------------------- function float GetSkill() { return FClamp( Skill + Level.Game.GetNormalizedDifficulty(), 0.0, 1.0 ); } //----------------------------------------------------------------------------- function DisableSenses( optional bool bIncludingBumps ) { Disable( Event_HearNoise ); Disable( Event_SeeEnemy ); //!!mdf-tbr? if( bIncludingBumps ) Disable( Event_NotifyBump ); } //----------------------------------------------------------------------------- function EnableSenses( optional bool bIncludingBumps ) { Enable( Event_HearNoise ); Enable( Event_SeeEnemy ); //!!mdf-tbr? if( bIncludingBumps ) Enable( Event_NotifyBump ); } //OLD defaultproperties { bAdjustFromWalls=true bShouldPossess=true MinHitWall=-0.500000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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