Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 00368 00369 00370 00371 00372 00373 00374 00375 00376 00377 00378 00379 00380 00381 00382 00383 00384 00385 00386 00387 00388 00389 00390 00391 00392 00393 00394 00395 00396 00397 00398 00399 00400 00401 00402 00403 00404 00405 00406 00407 00408 00409 00410 00411 00412 00413 00414 00415 00416 00417 00418 00419 00420 00421 00422 00423 00424 00425 00426 00427 00428 00429 00430 00431 00432 00433 00434 00435 00436 00437 00438 00439 00440 00441 00442 00443 00444 00445 00446 00447 00448 00449 00450 00451 00452 00453 00454 00455 00456 00457 00458 00459 00460 00461 00462 00463 00464 00465 00466 00467 00468 00469 00470 00471 00472 00473 00474 00475 00476 00477 00478 00479 00480 00481 00482 00483 00484 00485 00486 00487 00488 00489 00490 00491 00492 00493 00494 00495 00496 00497 00498 00499 00500 00501 00502 00503 00504 00505 00506 00507 00508 00509 00510 00511 00512 00513 00514 00515 00516 00517 00518 00519 00520 00521 00522 00523 00524 00525 00526 00527 00528 00529 00530 00531 00532 00533 00534 00535 00536 00537 00538 00539 00540 00541 00542 00543 00544 00545 00546 00547 00548 00549 00550 00551 00552 00553 00554 00555 00556 00557 00558 00559 00560 00561 00562 00563 00564 00565 00566 00567 00568 00569 00570 00571 00572 00573 00574 00575 00576 00577 00578 00579 00580 00581 00582 00583 00584 00585 00586 00587 00588 00589 00590 00591 00592 00593 00594 00595 00596 00597 00598 00599 00600 00601 00602 00603 00604 00605 00606 00607 00608 00609 00610 00611 00612 00613 00614 00615 00616 00617 00618 00619 00620 00621 00622 00623 00624 00625 00626 00627 00628 00629 00630 00631 00632 00633 00634 00635 00636 00637 00638 00639 00640 00641 00642 00643 00644 00645 00646 00647 00648 00649 00650 00651 00652 00653 00654 00655 00656 00657 00658 00659 00660 00661 00662 00663 00664 00665 00666 00667 00668 00669 00670 00671 00672 00673 00674 00675 00676 00677 00678 00679 00680 00681 00682 00683 00684 00685 00686 00687 00688 00689 00690 00691 00692 00693 00694 00695 00696 00697 00698 00699 00700 00701 00702 00703 00704 00705 00706 00707 00708 00709 00710 00711 00712 00713 00714 00715 00716 00717 00718 00719 00720 00721 00722 00723 00724 00725 00726 00727 00728 00729 00730 00731 00732 00733 00734 00735 00736 00737 00738 00739 00740 00741 00742 00743 00744 00745 00746 00747 00748 00749 00750 00751 00752 00753 00754 00755 00756 00757 00758 00759 00760 00761 00762 00763 00764 00765 00766 00767 00768 00769 00770 00771 00772 00773 00774 00775 00776 00777 00778 00779 00780 00781 00782 00783 00784 00785 00786 00787 00788 00789 00790 00791 00792 00793 00794 00795 00796 00797 00798 00799 00800 00801 00802 00803 00804 00805 00806 00807 00808 00809 00810 00811 00812 00813 00814 00815 00816 00817 00818 00819 00820 00821 00822 00823 00824 00825 00826 00827 00828 00829 00830 00831 00832 00833 00834 00835 00836 00837 00838 00839 00840 00841 00842 00843 00844 00845 00846 00847 00848 00849 00850 00851 00852 00853 00854 00855 00856 00857 00858 00859 00860 00861 00862 00863 00864 00865 00866 00867 00868 00869 00870 00871 00872 00873 00874 00875 00876 00877 00878 00879 00880 00881 00882 00883 00884 00885 00886 00887 00888 00889 00890 00891 00892 00893 00894 00895 00896 00897 00898 00899 00900 00901 00902 00903 00904 00905 00906 00907 00908 00909 00910 00911 00912 00913 00914 00915 00916 00917 00918 00919 00920 00921 00922 00923 00924 00925 00926 00927 00928 00929 00930 00931 00932 00933 00934 00935 00936 00937 00938 00939 00940 00941 00942 00943 00944 00945 00946 00947 00948 00949 00950 00951 00952 00953 00954 00955 00956 00957 00958 00959 00960 00961 00962 00963 00964 00965 00966 00967 00968 00969 00970 00971 00972 00973 00974 00975 00976 00977 00978 00979 00980 00981 00982 00983 00984 00985 00986 00987 00988 00989 00990 00991 00992 00993 00994 00995 00996 00997 00998 00999 01000 01001 01002 01003 01004 01005 01006 01007 01008 01009 01010 01011 01012 01013 01014 01015 01016 01017 01018 01019 01020 01021 01022 01023 01024 01025 01026 01027 01028 01029 01030 01031 01032 01033 01034 01035 01036 01037 01038 01039 01040 01041 01042 01043 01044 01045 01046 01047 01048 01049 01050 01051 01052 01053 01054 01055 01056 01057 01058 01059 01060 01061 01062 01063 01064 01065 01066 01067 01068 01069 01070 01071 01072 01073 01074 01075 01076 01077 01078 01079 01080 01081 01082 01083 01084 01085 01086 01087 01088 01089 01090 01091 01092 01093 01094 01095 01096 01097 01098 01099 01100 01101 01102 01103 01104 01105 01106 01107 01108 01109 01110 01111 01112 01113 01114 01115 01116 01117 01118 01119 01120 01121 01122 01123 01124 01125 01126 01127 01128 01129 01130 01131 01132 01133 01134 01135 01136 01137 01138 01139 01140 01141 01142 01143 01144 01145 01146 01147 01148 01149 01150 01151 01152 01153 01154 01155 01156 01157 01158 01159 01160 01161 01162 01163 01164 01165 01166 01167 01168 01169 01170 01171 01172 01173 01174 01175 01176 01177 01178 01179 01180 01181 01182 01183 01184 01185 01186 01187 01188 01189 01190 01191 01192 01193 01194 01195 01196 01197 01198 01199 01200 01201 01202 01203 01204 01205 01206 01207 01208 01209 01210 01211 01212 01213 01214 01215 01216 01217 01218 01219 01220 01221 01222 01223 01224 01225 01226 01227 01228 01229 01230 01231 01232 01233 01234 01235 01236 01237 01238 01239 01240 01241 01242 01243 01244 01245 01246 01247 01248 01249 01250 01251 01252 01253 01254 01255 01256 01257 01258 01259 01260 01261 01262 01263 01264 01265 01266 01267 01268 01269 01270 01271 01272 01273 01274 01275 01276 01277 01278 01279 01280 01281 01282 01283 01284 01285 01286 01287 01288 01289 01290 01291 01292 01293 01294 01295 01296 01297 01298 01299 01300 01301 01302 01303 01304 01305 01306 01307 01308 01309 01310 01311 01312 01313 01314 01315 01316 01317 01318 01319 01320 01321 01322 01323 01324 01325 01326 01327 01328 01329 01330 01331 01332 01333 01334 01335 01336 01337 01338 01339 01340 01341 01342 01343 01344 01345 01346 01347 01348 01349 01350 01351 01352 01353 01354 01355 01356 01357 01358 01359 01360 01361 01362 01363 01364 01365 01366 01367 01368 01369 01370 01371 01372 01373 01374 01375 01376 01377 01378 01379 01380 01381 01382 01383 01384 01385 01386 01387 01388 01389 01390 01391 01392 01393 01394 01395 01396 01397 01398 01399 01400 01401 01402 01403 01404 01405 01406 01407 01408 01409 01410 01411 01412 01413 01414 01415 01416 01417 01418 01419 01420 01421 01422 01423 01424 01425 01426 01427 01428 01429 01430 01431 01432 01433 01434 01435 01436 01437 01438 01439 01440 01441 01442 01443 01444 01445 01446 01447 01448 01449 01450 01451 01452 01453 01454 01455 01456 01457 01458 01459 01460 01461 01462 01463 01464 01465 01466 01467 01468 01469 01470 01471 01472 01473 01474 01475 01476 01477 01478 01479 01480 01481 01482 01483 01484 01485 01486 01487 01488 01489 01490 01491 01492 01493 01494 01495 01496 01497 01498 01499 01500 01501 01502 01503 01504 01505 01506 01507 01508 01509 01510 01511 01512 01513 01514 01515 01516 01517 01518 01519 01520 01521 01522 01523 01524 01525 01526 01527 01528 01529 01530 01531 01532 01533 01534 01535 01536 01537 01538 01539 01540 01541 01542 01543 01544 01545 01546 01547 01548 01549 01550 01551 01552 01553 01554 01555 01556 01557 01558 01559 01560 01561 01562 01563 01564 01565 01566 01567 01568 01569 01570 01571 01572 01573 01574 01575 01576 01577 01578 01579 01580 01581 01582 01583 01584 01585 01586 01587 01588 01589 01590 01591 01592 01593 01594 01595 01596 01597 01598 01599 01600 01601 01602 01603 01604 01605 01606 01607 01608 01609 01610 01611 01612 01613 01614 01615 01616 01617 01618 01619 01620 01621 01622 01623 01624 01625 01626 01627 01628 01629 01630 01631 01632 01633 01634 01635 01636 01637 01638 01639 01640 01641 01642 01643 01644 01645 01646 01647 01648 01649 01650 01651 01652 01653 01654 01655 01656 01657 01658 01659 01660 01661 01662 01663 01664 01665 01666 01667 01668 01669 01670 01671 01672 01673 01674 01675 01676 01677 01678 01679 01680 01681 01682 01683 01684 01685 01686 01687 01688 01689 01690 01691 01692 01693 01694 01695 01696 01697 01698 01699 01700 01701 01702 01703 01704 01705 01706 01707 01708 01709 01710 01711 01712 01713 01714 01715 01716 01717 01718 01719 01720 01721 01722 01723 01724 01725 01726 01727 01728 01729 01730 01731 01732 01733 01734 01735 01736 01737 01738 01739 01740 01741 01742 01743 01744 01745 01746 01747 01748 01749 01750 01751 01752 01753 01754 01755 01756 01757 01758 01759 01760 01761 01762 01763 01764 01765 01766 01767 01768 01769 01770 01771 01772 01773 01774 01775 01776 01777 01778 01779 01780 01781 01782 01783 01784 01785 01786 01787 01788 01789 01790 01791 01792 01793 01794 01795 01796 01797 01798 01799 01800 01801 01802 01803 01804 01805 01806 01807 01808 01809 01810 01811 01812 01813 01814 01815 01816 01817 01818 01819 01820 01821 01822 01823 01824 01825 01826 01827 01828 01829 01830 01831 01832 01833 01834 01835 01836 01837 01838 01839 01840 01841 01842 01843 01844 01845 01846 01847 01848 01849 01850 01851 01852 01853 01854 01855 01856 01857 01858 01859 01860 01861 01862 01863 01864 01865 01866 01867 01868 01869 01870 01871 01872 01873 01874 01875 01876 01877 01878 01879 01880 01881 01882 01883 01884 01885 01886 01887 01888 01889 01890 01891 01892 01893 01894 01895 01896 01897 01898 01899 01900 01901 01902 01903 01904 01905 01906 01907 01908 01909 01910 01911 01912 01913 01914 01915 01916 01917 01918 01919 01920 01921 01922 01923 01924 01925 01926 01927 01928 01929 01930 01931 01932 01933 01934 01935 01936 01937 01938 01939 01940 01941 01942 01943 01944 01945 01946 01947 01948 01949 01950 01951 01952 01953 01954 01955 01956 01957 01958 01959 01960 01961 01962 01963 01964 01965 01966 01967 01968 01969 01970 01971 01972 01973 01974 01975 01976 01977 01978 01979 01980 01981 01982 01983 01984 01985 01986 01987 01988 01989 01990 01991 01992 01993 01994 01995 01996 01997 01998 01999 02000 02001 02002 02003 02004 02005 02006 02007 02008 02009 02010 02011 02012 02013 02014 02015 02016 02017 02018 02019 02020 02021 02022 02023 02024 02025 02026 02027 02028 02029 02030 02031 02032 02033 02034 02035 02036 02037 02038 02039 02040 02041 02042 02043 02044 02045 02046 02047 02048 02049 02050 02051 02052 02053 02054 02055 02056 02057 02058 02059 02060 02061 02062 02063 02064 02065 02066 02067 02068 02069 02070 02071 02072 02073 02074 02075 02076 02077 02078 02079 02080 02081 02082 02083 02084 02085 02086 02087 02088 02089 02090 02091 02092 02093 02094 02095 02096 02097 02098 02099 02100 02101 02102 02103 02104 02105 02106 02107 02108 02109 02110 02111 02112 02113 02114 02115 02116 02117 02118 02119 02120 02121 02122 02123 02124 02125 02126 02127 02128 02129 02130 02131 02132 02133 02134 02135 02136 02137 02138 02139 02140 02141 02142 02143 02144 02145 02146 02147 02148 02149 02150 02151 02152 02153 02154 02155 02156 02157 02158 02159 02160 02161 02162 02163 02164 02165 02166 02167 02168 02169 02170 02171 02172 02173 02174 02175 02176 02177 02178 02179 02180 02181 02182 02183 02184 02185 02186 02187 02188 02189 02190 02191 02192 02193 02194 02195 02196 02197 02198 02199 02200 02201 02202 02203 02204 02205 02206 02207 02208 02209 02210 02211 02212 02213 02214 02215 02216 02217 02218 02219 02220 02221 02222 02223 02224 02225 02226 02227 02228 02229 02230 02231 02232 02233 02234 02235 02236 02237 02238 02239 02240 02241 02242 02243 02244 02245 02246 02247 02248 02249 02250 02251 02252 02253 02254 02255 02256 02257 02258 02259 02260 02261 02262 02263 02264 02265 02266 02267 02268 02269 02270 02271 02272 02273 02274 02275 02276 02277 02278 02279 02280 02281 02282 02283 02284 02285 02286 02287 02288 02289 02290 02291 02292 02293 02294 02295 02296 02297 02298 02299 02300 02301 02302 02303 02304 02305 02306 02307 02308 02309 02310 02311 02312 02313 02314 02315 02316 02317 02318 02319 02320 02321 02322 02323 02324 02325 02326 02327 02328 02329 02330 02331 02332 02333 02334 02335 02336 02337 02338 02339 02340 02341 02342 02343 02344 02345 02346 02347 02348 02349 02350 02351 02352 02353 02354 02355 02356 02357 02358 02359 02360 02361 02362 02363 02364 02365 02366 02367 02368 02369 02370 02371 02372 02373 02374 02375 02376 02377 02378 02379 02380 02381 02382 02383 02384 02385 02386 02387 02388 02389 02390 02391 02392 02393 02394 02395 02396 02397 02398 02399 02400 02401 02402 02403 02404 02405 02406 02407 02408 02409 02410 02411 02412 02413 02414 02415 02416 02417 02418 02419 02420 02421 02422 02423 02424 02425 02426 02427 02428 02429 02430 02431 02432 02433 02434 02435 02436 02437 02438 02439 02440 02441 02442 02443 02444 02445 02446 02447 02448 02449 02450 02451 02452 02453 02454 02455 02456 02457 02458 02459 02460 02461 02462 02463 02464 02465 02466 02467 02468 02469 02470 02471 02472 02473 02474 02475 02476 02477 02478 02479 02480 02481 02482 02483 02484 02485 02486 02487 02488 02489 02490 02491 02492 02493 02494 02495 02496 02497 02498 02499 02500 02501 02502 02503 02504 02505 02506 02507 02508 02509 02510 02511 02512 02513 02514 02515 02516 02517 02518 02519 02520 02521 02522 02523 02524 02525 02526 02527 02528 02529 02530 02531 02532 02533 02534 02535 02536 02537 02538 02539 02540 02541 02542 02543 02544 02545 02546 02547 02548 02549 02550 02551 02552 02553 02554 02555 02556 02557 02558 02559 02560 02561 02562 02563 02564 02565 02566 02567 02568 02569 02570 02571 02572 02573 02574 02575 02576 02577 02578 02579 02580 02581 02582 02583 02584 02585 02586 02587 02588 02589 02590 02591 02592 02593 02594 02595 02596 02597 02598 02599 02600 02601 02602 02603 02604 02605 02606 02607 02608 02609 |
//============================================================================= // UtilGame.uc // $Author: Mfox $ // $Date: 1/05/03 8:45p $ // $Revision: 38 $ //============================================================================= //NEW: file class UtilGame extends Actor // never instantiated and extending Actor makes things easier abstract; //============================================================================= // Game-level utility functions, e.g. inventory, actor searching, AI. //============================================================================= const MaxFilteredActors = 10; const NonPawnGravityFactor = 0.500; // amount we need to scale gravity by for Newtonian physics calculations to work const PawnGravityFactor = 1.000; // pawns seem to fall under 2x the gravity of other actors...? // debug const TimeFieldSize = 8; const NameFieldSize = 15; const StateFieldSize = 32; const PrefixFieldSize = 5; const MaxPathCheckRadius = 1300; // (PathsMaxDist+100) const Radians45 = 0.785398; // 45 degrees in radians //============================================================================= enum ETrajectoryType { TRAJ_None, TRAJ_Low, // only check/return low trajectory TRAJ_High, // only check/return high trajectory TRAJ_PreferLow, // check/return low first, then check/return high if low fails TRAJ_PreferHigh, // check/return high first, then check/return low if high fails }; enum ELeapResult { LR_None, // no solution or blocked LR_OutOfRange, // destination is too far to reach LR_OutOfAngle, // angle between vector to destination and Pawn's rotation is too great LR_Success, // found a valid solution }; enum EDistanceFilterType { DFT_First, DFT_Closest, DFT_Furthest, DFT_Any, }; enum EVisibilityFilterType { VFT_None, VFT_Visible, VFT_FOV, }; var int VerifyTrajectorySamples; var float VerifyTrajectoryHorizontalExtentPadding; var float VerifyTrajectoryVerticalExtentPadding; var int MaxPredictProjectileAttempts; var float PredictProjectileThreshold; var float MinTargetBlockedMissMultiplier; var float MaxTargetBlockedMissMultiplier; var float MinTargetBlockedPitchError; var float MaxTargetBlockedPitchError; var float MinModifyForSpreadDistance; var float MinPitchError; var float MaxPitchError; var private name LastDebugName; //============================================================================= //@ Inventory accessor and mutator functions //============================================================================= static final function DumpInventory( Pawn P, optional string ContextString ) { local Inventory Inv; P.DMTNS( "DumpInventory" @ ContextString $ ":" ); for( Inv = P.Inventory; Inv != None; Inv = Inv.Inventory ) P.DMTNS( " " $ Inv ); } //----------------------------------------------------------------------------- // Spawn and add to inventory if not already present. If an item of the same // class is present, return that one. static final function Inventory GiveInventoryClass( Pawn TargetPawn, class<Inventory> InvClass ) { local Inventory Inv, InvNew; //TargetPawn.DMTNS( "GiveInventoryClass " $ InvClass ); //class'UtilGame'.static.DumpInventory( TargetPawn, "GiveInventoryClass BEGIN" ); if( InvClass != None ) { Inv = TargetPawn.FindInventoryType( InvClass ); if( Inv == None || Inv.bMergesCopies ) { InvNew = TargetPawn.Spawn( InvClass ); if( InvNew != None ) InvNew.GiveTo( TargetPawn ); } } //class'UtilGame'.static.DumpInventory( TargetPawn, "GiveInventoryClass END" ); if( Inv != None ) return Inv; else return InvNew; } //----------------------------------------------------------------------------- // Spawn and add to inventory if not already present. static final function Inventory GiveInventoryString( Pawn TargetPawn, coerce string InventoryString ) { return GiveInventoryClass( TargetPawn, class<Inventory>(DynamicLoadObject( InventoryString, class'Class' )) ); } //----------------------------------------------------------------------------- // Add to inventory if not already present. static final function bool GiveInventory( Pawn TargetPawn, Inventory Inv ) { local Inventory MatchingInv; if( Inv != None ) { MatchingInv = TargetPawn.FindInventoryType( Inv.Class ); if( MatchingInv == None || Inv.bMergesCopies ) { Inv.GiveTo( TargetPawn ); return true; } } return false; } //----------------------------------------------------------------------------- static final function bool RemoveInventoryString( Pawn TargetPawn, coerce string InventoryString ) { local Inventory Inv; local class<Inventory> RemovedClass; if( InventoryString != "" ) RemovedClass = class<Inventory>(DynamicLoadObject( InventoryString, class'Class' )); else RemovedClass = class'Inventory'; if( RemovedClass != None ) { for( Inv = TargetPawn.Inventory; Inv != None; Inv = Inv.Inventory ) { if( Inv.IsA( RemovedClass.Name ) ) Inv.Destroy(); //removes inventory as well } } return (RemovedClass != None); } //----------------------------------------------------------------------------- // Return inventory item from holder's inventory matching class 'InventoryType' static final function Inventory GetInventoryItem( Pawn InventoryHolder, class<Inventory> InventoryType ) { local Inventory CurrentInventoryItem; local Inventory FoundInventoryItem; if( InventoryHolder == None ) return None; for( CurrentInventoryItem = InventoryHolder.Inventory; ( ( None != CurrentInventoryItem ) && ( None == FoundInventoryItem ) ); CurrentInventoryItem = CurrentInventoryItem.Inventory ) { if( ClassIsChildOf( CurrentInventoryItem.Class, InventoryType ) ) { FoundInventoryItem = CurrentInventoryItem; } } return FoundInventoryItem; } //----------------------------------------------------------------------------- static final function int GetInventoryCount( Pawn InventoryHolder, class<Inventory> InventoryType ) { local Inventory CurrentInventoryItem; local int InventoryCount; for( CurrentInventoryItem = InventoryHolder.Inventory; CurrentInventoryItem != None; CurrentInventoryItem = CurrentInventoryItem.Inventory ) { if( CurrentInventoryItem.IsA( InventoryType.Name ) ) { InventoryCount++; } } return InventoryCount; } //----------------------------------------------------------------------------- // Checks whether P has the given weapon in its inventory, spawning one and // giving it to P if necessary. static final function Weapon ForceWeaponIntoInventory( Pawn P, class<Weapon> WeapClass ) { local Inventory Inv; local Weapon Weap; //class'UtilGame'.static.DumpInventory( P, "ForceWeaponIntoInventory BEGIN" ); // see if already in inventory Inv = P.FindInventoryType( WeapClass ); if( Inv == None ) { //P.DMTNS( "ForceWeaponIntoInventory spawning " $ WeapClass ); Weap = P.Spawn( WeapClass ); Weap.GiveTo( P ); } else { Weap = Weapon( Inv ); } //class'UtilGame'.static.DumpInventory( P, "ForceWeaponIntoInventory END" ); return Weap; } //----------------------------------------------------------------------------- // Note: Weap can be None to specify that the Pawn should be holding no weapon. static final function MakeWeaponCurrent( Pawn P, Weapon Weap ) { #debug P.Controller.StopFiring( 0.5, SFI_WeaponSwitch, GetContext() ); #release P.Controller.StopFiring( 0.5, SFI_WeaponSwitch ); P.PendingWeapon = Weap; if( P.PendingWeapon == P.Weapon ) P.PendingWeapon = None; if( P.PendingWeapon == None ) return; if( P.Weapon == None ) P.ChangedWeapon(); if( P.Weapon != P.PendingWeapon ) P.Weapon.PutDown(); } //----------------------------------------------------------------------------- // Note: can use WeapClass=None to specify that the Pawn shouldn't be holding a // weapon. static final function Weapon SetCurrentWeaponClass( Pawn P, class<Weapon> WeapClass ) { local Weapon Weap; if( WeapClass != None ) { Weap = ForceWeaponIntoInventory( P, WeapClass ); if( P.Weapon != Weap ) MakeWeaponCurrent( P, Weap ); } return Weap; } //----------------------------------------------------------------------------- // Makes sure Pawn has the given weapon in his inventory and makes it the // currently selected weapon. Makes sure that the Pawn has the default amount // of ammo for the weapon. Can use WeaponClassString="" to specify that the // Pawn shouldn't be holding a weapon. static final function Weapon SetCurrentWeaponString( Pawn P, string WeaponClassString ) { local Weapon Weap; local class<Weapon> WeapClass; if( P != None ) { if( WeaponClassString != "" ) WeapClass = Class<Weapon>( DynamicLoadObject( WeaponClassString, Class'Class' ) ); // set even if DynamicLoadObject fails to make problem obvious Weap = SetCurrentWeaponClass( P, WeapClass ); } // !!mdf-tbr?: if( Weap == None && WeaponClassString != "" ) P.DMTN( "SetCurrentWeaponString -- couldn't set weapon to: " $ WeaponClassString ); return Weap; } //============================================================================= //@ Misc //============================================================================= //----------------------------------------------------------------------------- // Returns true if the given actor can be moved MoveDistance units along the // given MoveDir. Makes sure that the collision cylinder will fit along the // trace from the actor's current location to the new location and that the // maximum step height is not exceeded. //----------------------------------------------------------------------------- static final function bool CanActorMoveTo( Actor A, vector MoveDir, float MoveDistance ) { local vector HitLocation, HitNormal, Extent; local Actor HitActor; Extent.X = A.CollisionRadius; Extent.Y = A.CollisionRadius; Extent.Z = A.CollisionHeight; //trace from actor's location MoveDistance units along MoveDir using extents HitActor = class'Util'.static.TraceRecursive( A, HitLocation, HitNormal, A.Location, false, , MoveDir, MoveDistance, Extent, TRACE_AllBlocking ); return ( ( HitActor == None ) || ( VSize( HitLocation - A.Location ) >= MoveDistance ) ); } //----------------------------------------------------------------------------- // Put the given actor at the given location, but adjust location's Z value so // the bottom of the actor's collision cylinder is touching the floor. // // Doesn't handled sloped surfaces currently (actor could end up intersecting // surface). Probably not too great on stairs either. // // !!mdf-tbd: add an optional offset used instead of calculated one to avoid doing // this 2x? // // !!mdf-tbd: turn into exec function which calls actor version or at least consolidate // common functionality? static final function bool PlaceActorOnFloorUnderLocation( Actor TargetActor, vector TargetLocation ) { local vector HitLocation, HitNormal; local vector NewLocation; local float HeightAboveFloor; local bool bRetVal; bRetVal = false; // trace down from target location to determine height above floor // !!mdf-tbd: instance actor probably isn't at either of the endpoints for the trace -- can // this cause problems? More generally, can't TraceRecursive fail or return incorrect // results if the desired HitLocation is inside the instance actor? class'Util'.static.TraceRecursive( TargetActor, HitLocation, HitNormal, TargetLocation, false, 500, , 500 ); // !!mdf-tbf: this assumes a flat surface. Not sure but I think the engine might "pop" the // TargetActor up if necessary on a sloped surface or on stairs etc. Not trivial to determine // (quickly) exactly how much vertical offset should be so that actor under/over given location // will *just* sit on the floor. HeightAboveFloor = VSize( TargetLocation - HitLocation ); NewLocation = TargetLocation; NewLocation.Z += (TargetActor.CollisionHeight - HeightAboveFloor); return TargetActor.SetLocation( NewLocation ); } //----------------------------------------------------------------------------- // !!mdf-tbd: really need to turn this into a native function which uses // MoveActor to drop the actor to the floor (after turning on collision // temporarily as needed). This function will likely fail for sloped surfaces. static final function PlaceActorOnFloor( Actor A ) { local Actor HitActor; local vector HitLocation, HitNormal; // NOTE: can't use phys_falling etc. -- we might want this to happen right away HitActor = class'Util'.static.TraceRecursive( A, HitLocation, HitNormal, A.Location, false, 500, , 500 ); if( HitActor != None ) { if( !A.SetLocation( HitLocation + A.CollisionHeight*vect(0,0,1) ) ) A.DMAssert( false, GetContext() ); } } //----------------------------------------------------------------------------- // If the NPC could be obstructed by geometry at the given location, find point // on ground slightly above/below given location that Pawn is likely able to // reach. For flying or swimming NPCs, only need to adjust if the point above // the ground is higher than the original location (i.e. fix NPCs flying or // swimming into geometry but don't fix case where destination will cause NPC // to fly/swim above the ground since that is ok unless the NPC is walking). //!!mdf-tbd: return false if destination is in geometry and can't be adjusted? static function AdjustDestinationForPhysics( Actor SourceActor, out vector DestinationLocation ) { local float TargetDistance; local vector OriginalLocation, AdjustedLocation, HitLocation, HitNormal; local Actor HitActor; OriginalLocation = DestinationLocation; //AddCylinder( OriginalLocation, 2, 2, ColorWhite() ); TargetDistance = 1.25*VSize2D( DestinationLocation - SourceActor.Location ); //SourceActor.DMTNS( "TargetDistance #1: " $ TargetDistance ); // first trace up to make sure TargetDistance won't shift us up into // geometry above the original location. //AddArrow( DestinationLocation, DestinationLocation + FMax( TargetDistance*1.10, 1024.0 )*vect(0,0,1), ColorWhite() ); HitActor = SourceActor.Trace( HitLocation, HitNormal, DestinationLocation + FMax( TargetDistance*1.10, 1024.0 )*vect(0,0,1), DestinationLocation, false ); if( HitActor != None && HitLocation != DestinationLocation ) TargetDistance = VSize( DestinationLocation - HitLocation ); // raise destination location up enough to account for where Pawn could end up if // walking toward destination on a max steepness slope AdjustedLocation = DestinationLocation; AdjustedLocation.Z += TargetDistance; // trace down until we hit the ground (allow for sloped surface) //SourceActor.DMTNS( "TargetDistance #2: " $ TargetDistance ); //AddArrow( AdjustedLocation, AdjustedLocation - FMax( TargetDistance*1.10, 1024.0 )*vect(0,0,1), ColorOrange() ); //!!mdf-tbd: use moveactor with extents to do this (drop location back to ground) then eliminate fitactor at stuff? HitActor = SourceActor.Trace( HitLocation, HitNormal, AdjustedLocation - FMax( TargetDistance*1.10, 1024.0 )*vect(0,0,1), AdjustedLocation, false ); if( HitActor != None ) { // adjust destination location? AdjustedLocation = HitLocation; AdjustedLocation.Z += SourceActor.CollisionHeight + CCFloatHeight; //AddCylinder( AdjustedLocation, 4, 4, ColorYellow() ); if( SourceActor.FitActorAt( AdjustedLocation ) != 0 ) // get engine to pop location out of geometry? { if( SourceActor.Physics == PHYS_Walking ) { // trace to ground again (location may have been pushed above the ground HitActor = SourceActor.Trace( HitLocation, HitNormal, AdjustedLocation - 128.0*vect(0,0,1), AdjustedLocation, false ); if( HitActor != None ) { AdjustedLocation = HitLocation; AdjustedLocation.Z += SourceActor.CollisionHeight + CCFloatHeight; DestinationLocation = AdjustedLocation; // walking creature has to stay on ground } } else if( AdjustedLocation.Z > DestinationLocation.Z ) DestinationLocation = AdjustedLocation; // flying/swimming creature blocked by geometry? //AddCylinder( AdjustedLocation, 8, 8, ColorOrange() ); } } #debugbegin //AddCylinder( OriginalLocation, 4, 4, ColorMagenta() ); //if( DestinationLocation != OriginalLocation ) // AddArrow( OriginalLocation, DestinationLocation, ColorMagenta() ); #debugend } //----------------------------------------------------------------------------- static final function MakeShake( Actor Context, vector ShakeLocation, float ShakeRadius, float ShakeMagnitude, optional float ShakeDuration ) { local Controller C; local PlayerController Player; local float Dist,Pct; if( Context==None || ShakeRadius<=0 || ShakeMagnitude<=0 ) return; for( C=Context.Level.ControllerList; C!=None; C=C.nextController ) { Player = PlayerController(C); //NEW (mib) - don't shake a flying / ghosted player (leave shake in for matinee cutscenes) if( Player!=None && (Player.Pawn==None || Player.Pawn.Physics != PHYS_Flying) ) /*OLD if( Player!=None ) */ { Dist = VSize(ShakeLocation-Player.Location); if( Dist<ShakeRadius ) { Pct = 1.0 - (Dist / ShakeRadius); Player.ShakeView( ShakeMagnitude * Pct, ShakeDuration ); } } } } //----------------------------------------------------------------------------- // Copies display-related information from Source Actor to DestinationActor. static final function CopyDisplaySettings( Actor Source, Actor Destination ) { local int i; for( i = 0; i < Destination.Skins.length; i++ ) { Destination.Skins[ i ] = Source.Skins[ i ]; } Destination.Mesh = Source.Mesh; Destination.Mesh = Source.Mesh; Destination.Texture = Source.Texture; Destination.SetDrawScale ( Source.DrawScale ); Destination.AnimSequence = Source.AnimSequence; Destination.AnimFrame = Source.AnimFrame; Destination.AnimRate = Source.AnimRate; Destination.TweenRate = Source.TweenRate; Destination.SimAnim.bAnimLoop = Source.SimAnim.bAnimLoop; Destination.SimAnim.AnimFrame = Source.AnimFrame * 10000; Destination.SimAnim.AnimRate = Source.AnimRate * 5000; Destination.SimAnim.TweenRate = Source.TweenRate * 1000; //!!cdh Destination.SimAnim.W = Source.AnimLast * 10000; Destination.bAnimFinished = Source.bAnimFinished; Destination.bSpecialLit = Source.bSpecialLit; } static final function string GetAIDebugMessage( Controller C, string Prefix, coerce string Msg, optional coerce string StateStr, optional bool bSpace ) { local name ThisDebugName; local string ThisDebugNameStr; if( C.Pawn != None ) ThisDebugName = C.Pawn.Name; else ThisDebugName = 'xxxx'; if( default.LastDebugName != ThisDebugName ) { if( bSpace ) log( "", '' ); default.LastDebugName = ThisDebugName; } // use real name for players (bots) if( C.PlayerReplicationInfo != None ) ThisDebugNameStr = C.PlayerReplicationInfo.PlayerName; else ThisDebugNameStr = string(ThisDebugName); return ( class'Util'.static.GetPaddedTime( C.Level.TimeSeconds, TimeFieldSize, true ) @ class'Util'.static.PadString( Right( ThisDebugNameStr, NameFieldSize ), NameFieldSize ) @ class'Util'.static.PadString( StateStr, StateFieldSize ) @ class'Util'.static.PadString( Prefix, PrefixFieldSize ) @ Msg ); } //----------------------------------------------------------------------------- static final function LogAIDebugMessage( Controller C, string Prefix, coerce string Msg, optional coerce string StateStr, optional bool bSkipLine ) { local string HealthStr; if( C.Pawn != None ) HealthStr = string(C.Pawn.Health); else HealthStr = "NA"; C.DM( GetAIDebugMessage( C, Prefix, Msg $ " (Controller: " $ C $ " Enemy: " $ C.ControllerEnemy $ " Health: " $ HealthStr $ ")", StateStr, true ) ); if( bSkipLine ) log( "", '' ); } //----------------------------------------------------------------------------- static final function DrawFace( Face F, Color Clr ) { local int i; for( i=0; i<F.Points.Length-1; i++ ) AddLine( F.Points[ i ], F.Points[ i+1 ], Clr ); AddLine( F.Points[ F.Points.Length-1 ], F.Points[ 0 ], Clr ); } //----------------------------------------------------------------------------- static final function bool VertexWithinDistance( Actor A, array<Face> Faces, float MaxDistance ) { local float Distance; local int ii, jj; for( ii=0; ii<Faces.Length; ii++ ) { for( jj=0; jj<Faces[ jj ].Points.Length; jj++ ) { Distance = VSize( A.Location - Faces[ ii ].Points[ jj ] ); if( Distance < MaxDistance ) return true; } } return false; } //----------------------------------------------------------------------------- // Note: assumes that no edge in Faces is > MaxPathDistance units long (for the // quick-filter test). static final function bool UpdatePathsForBlockingFaces( Actor ContextActor, array<Face> Faces, float CostToAdd, int TeamNumber, array<ReachSpec> ModifiedReachSpecs ) { local int ii, jj; local vector IntersectionPoint; local NavigationPoint StartNP, EndNP; local ReachSpec RS; local Controller C; local float AddPathOffset; local bool bIntersects; local bool bModifiedPaths; //!!debug help //ContextActor.DMTNS( "Faces: " $ Faces.Length ); //for( ii=0; ii<Faces.Length; ii++ ) // DrawFace( Faces[ ii ], ColorRed() ); ModifiedReachSpecs.Length = 0; for( StartNP = ContextActor.Level.NavigationPointList; StartNP != None; StartNP = StartNP.nextNavigationPoint ) { // NOTE: optimization don't bother to check points which are too far away // from any point in the Faces list to possibly have a path through it. if( VertexWithinDistance( StartNP, Faces, MaxPathCheckRadius ) ) { // look at all paths (reachspecs) out of this StartNP for( ii=0; ii<StartNP.PathList.Length; ii++ ) { RS = StartNP.PathList[ ii ]; EndNP = StartNP.PathList[ ii ].End; //ContextActor.DMTNS( " checking NP2: " $ EndNP ); if( VertexWithinDistance( EndNP, Faces, MaxPathCheckRadius ) ) { // see if path out of StartNP passes through wall (all 6 sides -- can't use a bounding box as left/right might not be at same height) bIntersects = false; for( jj=0; jj<Faces.Length; jj++ ) { if( class'Util'.static.LineConvexPolygonIntersection( RS.Start.Location, EndNP.Location, Faces[ jj ].Points, IntersectionPoint ) ) { bIntersects = true; break; } } if( bIntersects ) { ModifiedReachSpecs[ ModifiedReachSpecs.Length ] = RS; // enable/disable modify/restore any paths which pass through or near the wall RS.ExtraCost += CostToAdd; // is the reachspec back to 0 ExtraCost? if( RS.ExtraCost != 0 ) { RS.SpecialTeamNumber = TeamNumber; RS.bSpecialCollision = true; } else { RS.SpecialTeamNumber = class'ReachSpec'.default.SpecialTeamNumber; RS.bSpecialCollision = false; } bModifiedPaths = true; } } } } } //mdf-tbr: for testing (so path colors updated instantlly) but pbly not adding much overhead if( bModifiedPaths ) { for( C=ContextActor.Level.ControllerList; C!=None; C=C.nextController ) { if( C.IsRealPlayer() ) { C.ConsoleCommand( "paths refresh" ); break; } } } return bModifiedPaths; } //----------------------------------------------------------------------------- // static function bool CutsceneIsRunning( actor ContextActor ) { local SceneManager SM; foreach ContextActor.AllActors( class'SceneManager', SM ) { if( SM.bIsRunning ) return true; } return false; } //============================================================================= //@ Projectile Motion //============================================================================= static final function float GetGravityConstant( Actor SourceActor, class<Actor> ProjectileClass ) { if( ClassIsChildOf( ProjectileClass, class'Pawn' ) ) return -PawnGravityFactor * SourceActor.PhysicsVolume.default.Gravity.Z; else return -NonPawnGravityFactor * SourceActor.PhysicsVolume.default.Gravity.Z; } /*----------------------------------------------------------------------------- The range of a projectile (horizontal distance traveled before the projectile is back at the starting height is given by: Range = speed^2 * sin( 2*theta ) / g where speed = initial speed theta = initial angle above horizontal g = gravity Unreal's simulated physics are close enough to Newtonian physics for these equations to work fine as long as the gravity is scaled by a "magic" fudge factor to get the gravity "right". */ static final function float GetRange( Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, float Theta ) { return ProjectileSpeed * ProjectileSpeed * sin( 2*Theta ) / GetGravityConstant( SourceActor, ProjectileClass ); } /*----------------------------------------------------------------------------- The maximum range of a projectile (see GetRange equation) occurs when the sin( 2*Theta) component is maximized, which will occur when 2*Theta = 90 degrees since sin(90) = 1.0. RangeMax = speed^2 / g */ static final function float GetMaxRange( Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed ) { return ProjectileSpeed * ProjectileSpeed / GetGravityConstant( SourceActor, ProjectileClass ); } /*----------------------------------------------------------------------------- The best reference for this is probably "Inverse Trajectory Determination" from Game Programming Gems 2 (Aaron Nicholls). If we have V = initial velocity X = target distance from start Y = target elevation relative to start elevation G = gravity the angle needed to have the fired projectile pass through X,Y is given by Theta = invtan[ V^2[ -X +/- sqrt( (X^2 - G^2*X^4/V^4 + 2G*X^2*Y/V^2) / G*X^2 ) ]] and the time to the target is given by T = X / (V * cos(Theta)) Returns the number of solutions found: 0: target is outside of projectile's range (try 45 degrees?) 1: target is at projectile's range 2: target is inside projectile's range (high and low solutions) Note that if the target is inside the projectile'salways be 2 solutions, one using a lower/flatter trajectory, the other using a higher/more arcing trajectory. In general, the lower trajectory is more desirable as it will get the projectile to the target more quickly, but there are cases where the higher trajectory may be desired, e.g. to "mix up" shots or to shoot over an obstruction. Use VerifyTrajectory to check whether the trajectory is likely to intersect with any geometry. */ static final function int GetInverseTrajectory( Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, vector StartLocation, vector TargetLocation, out float ThetaLow, out float ThetaHigh, out float InterceptTimeLow, out float InterceptTimeHigh ) { local float V; local float G; local float X, Y; local float Root, SquareRoot; local float XSquared, VSquared, GXSquared; local float TempFloat; local int NumSolutions; if( ProjectileSpeed ~= 0.0 ) return 0; V = ProjectileSpeed; X = VSize2D( TargetLocation - StartLocation ); Y = -(TargetLocation.Z - StartLocation.Z); G = GetGravityConstant( SourceActor, ProjectileClass ); //SourceActor.DMTNS( "GetInveseTrajectory BEGIN" ); //SourceActor.DMTNS( " TargetDistance: " $ VSize( TargetLocation - StartLocation ) ); //SourceActor.DMTNS( " ProjectileSpeed: " $ ProjectileSpeed ); //SourceActor.DMTNS( " Gravity: " $ G ); //SourceActor.DMTNS( " MaxRange (flat): " $ GetMaxRange( SourceActor, ProjectileClass, ProjectileSpeed ) ); XSquared = X*X; VSquared = V*V; Root = XSquared - (G*G*XSquared*XSquared/(VSquared*VSquared)) + (2*G*XSquared*Y/VSquared); //SourceActor.DMTNS( " V: " $ V ); //SourceActor.DMTNS( " G: " $ G ); //SourceActor.DMTNS( " X: " $ X ); //SourceActor.DMTNS( " Y: " $ Y ); //SourceActor.DMTNS( " Root: " $ Root ); if( Root < 0 ) { NumSolutions = 0; } else { GXSquared = G*XSquared; if( Root ~= 0 ) { ThetaLow = ATan( -X / G*XSquared ); ThetaHigh = ThetaLow; InterceptTimeLow = X / (V * Cos( ThetaLow )); InterceptTimeHigh = InterceptTimeLow; NumSolutions = 1; } else { SquareRoot = Sqrt( Root ); ThetaLow = ATan( VSquared*(-X + SquareRoot) / GXSquared ); ThetaHigh = ATan( VSquared*(-X - SquareRoot) / GXSquared ); if( Abs( ThetaHigh ) < Abs( ThetaLow ) ) { //SourceActor.DMT( " swapping ThetaLo and ThetaHi" ); TempFloat = ThetaHigh; ThetaHigh = ThetaLow; ThetaLow = TempFloat; } InterceptTimeLow = X / (V * Cos( ThetaLow )); InterceptTimeHigh = X / (V * Cos( ThetaHigh )); NumSolutions = 2; } } //SourceActor.DMTNS( " ThetaLow: " $ ThetaLow $ " Time: " $ InterceptTimeLow ); //SourceActor.DMTNS( " ThetaHigh: " $ ThetaHigh $ " Time: " $ InterceptTimeHigh ); //SourceActor.DMTNS( "GetInveseTrajectory END NumSolutions: " $ NumSolutions ); return NumSolutions; } /*----------------------------------------------------------------------------- Return false if any of several lines along trajectory are blocked by anything apart from the target actor. Also return false if the projectile won't arive before it expires (non-zero LifeSpan). The location of the projectile at time T is given by: X = X0 + Vx * t Y = Y0 + Vy * t + 1/2 * gt^2 or, if we shift the projectile start to the origin: X = Vx * t Y = Vy * t + 1/2 * gt^2 where X0 = starting X position Y0 = starting Y position Vx = horizontal component of initial velocity Vy = vertical component of initial velocity G = gravity and Vx = V * cos( Theta ) Vy = V * sin( Theta ) */ static final function bool VerifyTrajectory( Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, vector StartLocation, vector TargetLocation, Actor TargetActor, float Theta, optional float InterceptTime, optional vector Extents, optional float MinTimeOutDistance ) { local float G; local float X, Y; local float VX, VY; local float SampleTime, TimeIncrement; local int ii; local vector SampleLocation, PreviousLocation, ProjectileDirection; local Actor HitActor; local vector HitNormal, HitLocation; local bool bValid; //SourceActor.DMTNS( "VerifyTrajectory BEGIN" ); //SourceActor.DMTNS( " Theta: " $ Theta ); //AddCylinder( StartLocation, 4, 4, ColorWhite() ); //AddCylinder( TargetLocation, 4, 4, ColorWhite() ); bValid = true; if( InterceptTime <= 0.0 ) { if( ProjectileSpeed ~= 0.0 ) { bValid = false; } else { // caller wants us to determine the intercept time InterceptTime = VSize2D( TargetLocation - StartLocation) / (ProjectileSpeed * cos( Theta ) ); //SourceActor.DMTNS( " InterceptTime: " $ InterceptTime ); } } VX = ProjectileSpeed * cos( Theta ); VY = ProjectileSpeed * sin( Theta ); G = GetGravityConstant( SourceActor, ProjectileClass ); ProjectileDirection = TargetLocation - StartLocation; ProjectileDirection.Z = 0; ProjectileDirection = Normal( ProjectileDirection ); // return false if the projectile be within X units of the target before it expires if( ProjectileClass != None && ProjectileClass.default.LifeSpan > 0.0 && InterceptTime > ProjectileClass.default.LifeSpan ) { //SourceActor.DMTNS( " Projectile LifeSpan too short checking timeout distance InterceptTime: " $ InterceptTime ); SampleTime = ProjectileClass.default.LifeSpan; X = VX * SampleTime; Y = VY * SampleTime + 0.5 * G * SampleTime*SampleTime; SampleLocation = StartLocation + X * ProjectileDirection; SampleLocation.Z = SampleLocation.Z - Y; if( VSize( SampleLocation - TargetLocation ) > MinTimeOutDistance ) bValid = false; } if( bValid ) { SampleTime = 0.0; TimeIncrement = InterceptTime / default.VerifyTrajectorySamples; //AddCylinder( StartLocation, 4, 4, ColorYellow() ); //SourceActor.DMTNS( " TargetActor: " $ TargetActor $ " Gravity: " $ G $ " target distance: " $ VSize( TargetLocation - StartLocation ) $ " TargetHeight: " $ TargetLocation.Z ); PreviousLocation = StartLocation; PreviousLocation.Z += default.VerifyTrajectoryVerticalExtentPadding; // so first trace doesn't hit level below source // needed since the predicted trajectory isn't exactly what we'll get (should be dead-on in X/Y though) Extents.X += default.VerifyTrajectoryHorizontalExtentPadding; Extents.Y += default.VerifyTrajectoryHorizontalExtentPadding; Extents.Z += default.VerifyTrajectoryVerticalExtentPadding; for( ii=0; ii<default.VerifyTrajectorySamples; ii++ ) { //!!hack: if "projectile" is a pawn, back up the last sample somewhat //if( ii == (default.VerifyTrajectorySamples-1) && ClassIsChildOf( ProjectileClass, class'Pawn' ) ) // TimeIncrement *= 0.5; SampleTime += TimeIncrement; X = VX * SampleTime; Y = VY * SampleTime + 0.5 * G * SampleTime*SampleTime; SampleLocation = StartLocation + X * ProjectileDirection; SampleLocation.Z = SampleLocation.Z - Y; // for the last sample, shift the location up by vertical padding or else // we'll pbly trace into the world geometry below the target locationa if( ii == (default.VerifyTrajectorySamples-1) ) { //SourceActor.DMTNS( " Shifting SampleLocation up by " $ default.VerifyTrajectoryVerticalExtentPadding ); SampleLocation.Z += default.VerifyTrajectoryVerticalExtentPadding; } //SourceActor.DMTNS( " X: " $ X $ " Y: " $ Y $ " Height: " $ SampleLocation.Z ); //!!mdf-tbd: should we worry about (dynamic) actors when tracing? // yes, so we'll hit XMP items? HitActor = SourceActor.Trace( HitLocation, HitNormal, SampleLocation, PreviousLocation, false, Extents, , TRACE_AllBlocking ); //HitActor = SourceActor.Trace( HitLocation, HitNormal, SampleLocation, PreviousLocation, false, Extents, , TRACE_World ); if( HitActor == None ) { //!!mdf-tbd: static meshes don't generally block extent traces so try a no-extent trace //this might catch some cases but without proper extent collision it won't be perfect //this check can be removed if we assume that levels with the GL used by NPCs or //leaping NPCs will have extent collision added as needed. //!!mdf-tbd: possible optimization, especially in areas with low ceilings // check the entire trajectory with single line traces first HitActor = SourceActor.Trace( HitLocation, HitNormal, SampleLocation, PreviousLocation, false, vect(0,0,0), , TRACE_World ); //if( HitActor != None && HitActor != TargetActor ) // SourceActor.DMTNS( " no-extent trace hit " $ HitActor ); } if( HitActor != None && HitActor != TargetActor && Theta ~= -Radians45 ) { //SourceActor.DMTNS( " checking for max range hit" ); //SourceActor.DMTNS( " SampleLocation.Z: " $ SampleLocation.Z ); //SourceActor.DMTNS( " TargetLocation.Z: " $ TargetLocation.Z ); // hack for using maximum range -- allow a hit below or past target location if( SampleLocation.Z < TargetLocation.Z ) HitActor = TargetActor; } //!!tbd: call OKToHit on HitActor instead of just checking if we hit TargetActor? if( HitActor != None && HitActor != TargetActor ) { //SourceActor.DMTNS( " failed - hit: " $ HitActor $ " instead of " $ TargetActor ); //AddArrow( PreviousLocation, SampleLocation, ColorRed() ); //AddCylinder( SampleLocation, Extents.X, Extents.Z, ColorRed() ); bValid = false; break; } else { //AddArrow( PreviousLocation, SampleLocation, ColorYellow() ); } if( HitActor == TargetActor ) break; PreviousLocation = SampleLocation; } } //SourceActor.DMTNS( "VerifyTrajectory END: " $ bValid ); return bValid; } /*----------------------------------------------------------------------------- Wrapper for GetInverseTrajectory / VerifyTrajectory. Calculates solution for specified trajectory (low and/or high) then verifies that the trajector is valid. */ static final function bool GetVerifiedInverseTrajectory( Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, vector StartLocation, vector TargetLocation, Actor TargetActor, ETrajectoryType TrajectoryType, out float Theta, out float InterceptTime, optional vector Extents, optional float MinTimeOutDistance ) { local int NumSolutions; local float ThetaLow, ThetaHigh, InterceptTimeLow, InterceptTimeHigh; local bool bTriedHi; local bool bSuccess; //SourceActor.DMTNS( "GetVerifiedInverseTrajectory BEGIN" ); NumSolutions = GetInverseTrajectory( SourceActor, ProjectileClass, ProjectileSpeed, StartLocation, TargetLocation, ThetaLow, ThetaHigh, InterceptTimeLow, InterceptTimeHigh ); //SourceActor.DMTNS( " NumSolutions: " $ NumSolutions ); if( NumSolutions == 1 ) { // only one trajectory (45 degrees) //SourceActor.DMTNS( " checking only solution (45 degrees)" ); if( VerifyTrajectory( SourceActor, ProjectileClass, ProjectileSpeed, StartLocation, TargetLocation, TargetActor, ThetaLow, InterceptTimeLow, Extents, MinTimeOutDistance ) ) { Theta = ThetaLow; InterceptTime = InterceptTimeLow; bSuccess = true; } } else if( NumSolutions == 2 ) { // 2 possible trajectories if( TrajectoryType == TRAJ_High || TrajectoryType == TRAJ_PreferHigh ) { // try high first //SourceActor.DMTNS( " checking high solution" ); Theta = ThetaHigh; InterceptTime = InterceptTimeHigh; bTriedHi = true; } else { // try low first //SourceActor.DMTNS( " checking low solution" ); Theta = ThetaLow; InterceptTime = InterceptTimeLow; bSuccess = true; } bSuccess = VerifyTrajectory( SourceActor, ProjectileClass, ProjectileSpeed, StartLocation, TargetLocation, TargetActor, Theta, InterceptTime, Extents, MinTimeOutDistance ); if( !bSuccess && TrajectoryType != TRAJ_High && TrajectoryType != TRAJ_Low ) { if( bTriedHi ) { // now check low //SourceActor.DMTNS( " checking low solution" ); Theta = ThetaLow; InterceptTime = InterceptTimeLow; } else { // now check high //SourceActor.DMTNS( " checking high solution" ); Theta = ThetaHigh; InterceptTime = InterceptTimeHigh; } bSuccess = VerifyTrajectory( SourceActor, ProjectileClass, ProjectileSpeed, StartLocation, TargetLocation, TargetActor, Theta, InterceptTime, Extents, MinTimeOutDistance ); } } //SourceActor.DMTNS( "GetVerifiedInverseTrajectory END bSuccess: " $ bSuccess ); return bSuccess; } //----------------------------------------------------------------------------- static final function ELeapResult VerifyLeapParameters( Actor SourceActor, class<Actor> ProjectileClass, float ProjectileSpeed, vector TargetLocation, vector StartLocation, Actor TargetActor, ETrajectoryType TrajectoryType, out float Theta, optional vector Extents ) { local float InterceptTime; local ELeapResult Result; // don't bother with trajectory calculation if predicted location isn't within range if( VSize( TargetLocation - SourceActor.Location ) > GetMaxRange( SourceActor, ProjectileClass, ProjectileSpeed ) ) { Result = LR_OutOfRange; } else if( !GetVerifiedInverseTrajectory( SourceActor, ProjectileClass, ProjectileSpeed, SourceActor.Location, TargetLocation, TargetActor, TrajectoryType, Theta, InterceptTime, Extents ) ) { Result = LR_None; } else if( Normal( TargetLocation - SourceActor.Location ) dot vector( SourceActor.Rotation ) < 0.707 ) { Result = LR_OutOfAngle; } else { Result = LR_Success; } //SourceActor.DMTNS( " VerifyLeapParameters returning " $ EnumStr( enum'ELeapResult', Result ) ); return Result; } //============================================================================= //@ Aiming //============================================================================= static final function vector GetRotatedFireStart( Pawn SourcePawn, vector SourceLocation, rotator TargetRotation, vector FireOffset ) { local vector X, Y, Z; local vector ReturnedFireStart; GetAxes( TargetRotation, X, Y, Z ); ReturnedFireStart = SourceLocation + SourcePawn.EyePosition() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z; // prone NPCs are getting a fire start that is in the ground? ReturnedFireStart.Z = FMax( SourceLocation.Z - 0.5*SourcePawn.CollisionHeight, ReturnedFireStart.Z ); //SourcePawn.DMTNS( "GetRotatedFireStart returning " $ ReturnedFireStart ); //SourcePawn.DMTNS( " TargetRotation: " $ TargetRotation ); //SourcePawn.DMTNS( " EyePosition: " $ TargetPawn.EyePosition() ); return ReturnedFireStart; } //----------------------------------------------------------------------------- static final function bool TryToHit( Actor AimingActor, Actor TargetActor, float TargetDistance, float SpreadDegrees, // weapon firing spread -- increases trytohit odds with increasing distance float LastHitTime, float MaxAffectedByHitTime, float LastAcquisitionTime, float MaxAffectedByAcquisitionTime, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance, optional float TryToHitBaseSpeed, optional float TryToHitBaseSpeedOdds ) { local float TryToHitOdds; local float SizeRelativeVelocity; local float TimeSinceLastHit; local float TimeSinceLastAcquired; TryToHitOdds = TryToHitBaseOddsMin + (TryToHitBaseOddsMax - TryToHitBaseOddsMin) * AimingActor.GetSkill(); #debugbegin //AimingActor.DMT( "TryToHit (" $ AimingActor.GetStateName() $ ")" ); //AimingActor.DMT( " Initial Odds: " $ TryToHitOdds ); //AimingActor.DMT( " Relative Velocity: " $ VSize( TargetActor.Velocity - AimingActor.Velocity ) ); //AimingActor.DMT( " TimeSinceLastHit: " $ AimingActor.Level.TimeSeconds - LastHitTime ); //AimingActor.DMT( " TimeSinceLastAcquired: " $ AimingActor.Level.TimeSeconds - LastAcquisitionTime ); #debugend // modify base odds depending on distance if( TargetDistance > TryToHitMaxHitDistance ) TryToHitOdds = 0.0; else if( TargetDistance < TryToHitMinMissDistance ) TryToHitOdds = 1.0; else if( TargetDistance < TryToHitBaseDistance ) TryToHitOdds += (1.0 - TryToHitOdds) * ((TryToHitBaseDistance - TargetDistance) / (TryToHitBaseDistance - TryToHitMinMissDistance)); else if( TargetDistance > TryToHitBaseDistance ) TryToHitOdds += -TryToHitOdds * ((TargetDistance - TryToHitBaseDistance) / (TryToHitMaxHitDistance - TryToHitBaseDistance)); //#debug AimingActor.DMT( " TryToHitOdds (distance): " $ TryToHitOdds ); if( SpreadDegrees > 0.0 && TargetDistance > default.MinModifyForSpreadDistance ) { //#debug AimingActor.DMT( " SpreadDegrees:" $ SpreadDegrees ); // if weapon has a spread (e.g. the AR primary) increase odds of trying to hit // with distance wrt spread at targetdistance vs target radius (i.e. small // target at great distance will be missed most of the time even if aiming // right at the target). TryToHitOdds = TryToHitOdds * TargetDistance * sin( 0.5*DegreesToRadians*SpreadDegrees ) / TargetActor.CollisionRadius; } //#debug AimingActor.DMT( " TryToHitOdds (spread): " $ TryToHitOdds ); //!!mdf-tbd used to control this with bUsePhysics param but uc doesn't allow > 16 // params so just do this if AimingActor is a Pawn for now. if( Pawn(AimingActor) != None ) { // aiming actor should have aim affected by target's physics if( TryToHitOdds > 0.0 && TryToHitBaseSpeed > 0.0 && TryToHitBaseSpeedOdds > 0.0 ) { // decrease odds of hit with increasing relative velocity SizeRelativeVelocity = VSize( TargetActor.Velocity - AimingActor.Velocity ); if( SizeRelativeVelocity <= TryToHitBaseSpeed ) TryToHitOdds *= 1.0 - (1.0-TryToHitBaseSpeedOdds)*(SizeRelativeVelocity / TryToHitBaseSpeed); else TryToHitOdds *= TryToHitBaseSpeedOdds*(TryToHitBaseSpeed / SizeRelativeVelocity); //#debug AimingActor.DMT( " TryToHitOdds (velocity): " $ TryToHitOdds ); } if( TryToHitOdds > 0.0 ) { TimeSinceLastHit = AimingActor.Level.TimeSeconds - LastHitTime; if( TimeSinceLastHit < MaxAffectedByHitTime ) { // decrease odds of hit due to being hit recently TryToHitOdds *= TimeSinceLastHit / MaxAffectedByHitTime; //#debug AimingActor.DMT( " TryToHitOdds (hit): " $ TryToHitOdds ); } TimeSinceLastAcquired = AimingActor.Level.TimeSeconds - LastAcquisitionTime; if( TimeSinceLastAcquired < MaxAffectedByAcquisitionTime ) { // decrease odds of hit due to target being acquired recently TryToHitOdds *= TimeSinceLastAcquired / MaxAffectedByAcquisitionTime; //#debug AimingActor.DMT( " TryToHitOdds (acquisition): " $ TryToHitOdds ); } if( AimingActor.Physics == PHYS_Falling ) { // decrease odds of hit due to NPC falling (note: relative velocity considered above instead of here) TryToHitOdds *= 0.5; //#debug AimingActor.DMT( " TryToHitOdds (NPC falling): " $ TryToHitOdds ); } if( TargetActor.Physics == PHYS_Falling ) { // decrease odds of hit due to target falling (note: relative velocity considered above instead of here) TryToHitOdds *= 0.5; //#debug AimingActor.DMT( " TryToHitOdds (target falling): " $ TryToHitOdds ); } } } //!!mdf-tbd: maybe increase odds of hitting stationary non-Pawn targets? //#debug AimingActor.DMT( "TryToHit Final Odds: " $ TryToHitOdds ); TryToHitOdds = FClamp( TryToHitOdds, 0.0, 1.0 ); return ( FRand() <= TryToHitOdds ); } /*----------------------------------------------------------------------------- Determine a good vector along which to intentionally miss the given target actor based on the direction that the actor is facing. If the actor is an NPC or if the actor (player) is generally facing the NPC, the NPC shouldn't favor missing in either direction (ReverseOdds ~0.50), otherwise, the NPC should try to miss along the given vector (ReverseOdds < 0.50) so that the player sees the shots pass in front of him for greater effect. */ static final function vector GetMissVector( Actor AimingActor, Actor TargetActor, float LastHitTime, float MaxAffectedByHitTime, float MaxHitMissMultiplier, float MinHitPitchError, float MaxHitPitchError, float LastAcquisitionTime, float MaxAffectedByAcquisitionTime, float MaxAcquireMissMultiplier, float MinAcquirePitchError, float MaxAcquirePitchError, bool bTargetObscured, // true ==> don't have LOS to target (e.g. smoke in way) out int PitchError ) { local vector TargetVector; local vector TargetFacingVector; local vector MissVector; local float CosFacingAngle; local float ReverseOdds; local float TimeSinceLastHit; local float TimeSinceLastAcquired; local float PitchAdjustMultiplier; local int AddedPitchError; TargetVector = Normal( AimingActor.Location - TargetActor.Location ); TargetFacingVector = vector(TargetActor.Rotation); CosFacingAngle = TargetVector dot TargetFacingVector; //DMTNS( "angle: " $ RadiansToDegrees * ACos( CosFacingAngle ) $ "(" $ CosFacingAngle $ ")" ); if( TargetActor.IsRealPlayer() && Abs( CosFacingAngle ) < 0.866 ) { //DMTNS( "target not facing NPC" ); // ReverseOdds = 0.25; // player generally facing across firing direction -- favor shots in front ReverseOdds = 0.0; // player generally facing across firing direction -- favor shots in front } else { //DMTNS( "target facing NPC" ); ReverseOdds = 0.50; // player generally facing along firing direction -- don't favor shots in front } //DMTNS( "ReverseOdds: " $ ReverseOdds ); MissVector = Normal( TargetVector cross vect(0,0,1) ); // vector across firing direction if( (MissVector dot TargetFacingVector) < 0 ) MissVector = -MissVector; if( FDecision( ReverseOdds ) ) MissVector = -MissVector; // when missing, miss by more than usual if recently hit? TimeSinceLastHit = AimingActor.Level.TimeSeconds - LastHitTime; if( TimeSinceLastHit < MaxAffectedByHitTime ) { MissVector *= MaxHitMissMultiplier*(MaxAffectedByHitTime - TimeSinceLastHit); AddedPitchError = (MaxHitPitchError - FRand()*(MaxHitPitchError - MinHitPitchError))*(MaxAffectedByHitTime - TimeSinceLastHit); PitchError += AddedPitchError; //AimingActor.DMTNS( "increased PitchError by " $ AddedPitchError $ " due to taking hit " $ TimeSinceLastHit $ " secs ago" ); } // when missing, miss by more than usual if recently acquired? TimeSinceLastAcquired = AimingActor.Level.TimeSeconds - LastAcquisitionTime; if( TimeSinceLastAcquired < MaxAffectedByAcquisitionTime ) { MissVector *= MaxAcquireMissMultiplier*(MaxAffectedByAcquisitionTime - TimeSinceLastAcquired); AddedPitchError = (MaxAcquirePitchError - FRand()*(MaxAcquirePitchError - MinAcquirePitchError))*(MaxAffectedByAcquisitionTime - TimeSinceLastAcquired); PitchError += AddedPitchError; //AimingActor.DMTNS( "increased PitchError by " $ AddedPitchError $ " due to acquired " $ TimeSinceLastAcquired $ " secs ago" ); } if( bTargetObscured ) { MissVector *= default.MinTargetBlockedMissMultiplier + default.MaxTargetBlockedMissMultiplier * FRand(); AddedPitchError = default.MinTargetBlockedPitchError - FRand()*(default.MaxTargetBlockedPitchError - default.MinTargetBlockedPitchError); PitchError += AddedPitchError; //AimingActor.DMTNS( "increased PitchError by " $ AddedPitchError $ " due to target being obscured" ); } // scale pitch error depending on how much target is facing aiming actor // so shots generally tend to pass in front of the target (more exciting) if( TargetActor.IsRealPlayer() ) { // scale by 1.0 (target facing aiming actor) to 0.1 (target facing completely across firing direction or away from aiming actor) PitchAdjustMultiplier = FMax( 0.1, 0.9 * CosFacingAngle + 0.1 ); PitchError *= PitchAdjustMultiplier; } PitchError = FClamp( PitchError, default.MinPitchError, default.MaxPitchError ); //AddArrow( TargetActor.Location, TargetActor.Location + 64.0*MissVector, ColorCyan() ); return MissVector; } //----------------------------------------------------------------------------- // Returns false for cases where there is no solution, otherwise sets // AimingDestination to the location to move to/fire at to reach the target. // NOTE: predicts where AimingActor and TargetActor might meet but doesn't // check to see whether those locations are actually reachable. static final function bool GetAimingDestination( Actor AimingActor, float AimingSpeed, float DelayTime, // optional additional delay before aiming actor will start moving Actor TargetActor, out vector AimingDestination ) { local vector TargetLocation; local vector InitialAimingVector; // vector from target to actor local vector TargetVelocity; local float TargetSpeed, TargetSpeedSquared; // speeds convenience vars local float InitialAimingDistance, cosY; // intermediate calcs local float a, b, c; // quadratic vars local float InterceptDistance1, InterceptDistance2; // 2 possible solutions local float BestInterceptDistance; local float InterceptTime; // time #debugbegin // for testing the result local vector PredictedTargetActorLocation; local vector PredictedAimingActorLocation; local float PredictedDistanceDelta; #debugend local bool bResult; //AimingActor.DMTNS( "GetAimingDestination Actor: " $ AimingActor $ " Speed: " $ AimingSpeed $ " Target: " $ TargetActor $ " Target Speed: " $ VSize( TargetActor.Velocity ) ); if( AimingSpeed <= 0.0 ) warn( "GetAimingDestination: AimingSpeed is <= 0.0!" ); TargetSpeed = VSize( TargetActor.Velocity ); if( TargetSpeed ~= 0.0 ) { // special case: target isn't moving AimingDestination = TargetActor.Location; bResult = true; } //else if( TargetActor.Physics == PHYS_Falling && TargetActor.Velocity.Z > 0 ) else if( TargetActor.Physics == PHYS_Falling && TargetActor.Velocity.Z > 0 ) { // special case: target is "falling up" // hack "solution": predict where NPC will land and assume projectile // speed will always be high enough to intercept that location? AimingDestination = TargetActor.FallLanding( TargetActor.Location, TargetActor.Velocity ); bResult = true; } else { /*!!mdf-tbd: current behavior good enough? if( TargetActor.Physics == PHYS_Falling ) { // special case: target is falling (down) // predict where NPC will land, then use that location + 2D part of // current velocity to predict where target will end up? } */ // Label a triangle XYZ with AimingActor's location, TargetActor's initial location, the Intercept location, respectively // Let the sides be defined as: // x = TargetActor initial location <---> Intercept location // y = AimingActor initial location <---> Intercept location // z = AimingActor initial location <---> TargetActor initial location (=InitialAimingDistance) // // Algorithm: // 1. InitialAimingVector = AimingActorLocation - AimingTargetLocation z = | InitialAimingVector | // 2. cosY = Vm dot (z) / ( |Vm| |La-Lm|) // 3. The Cosine Law will give us a function of x and y (in terms of z and cosY) // y^2 = x^2 + z^2 - 2*x*z*cos( Y ) // 4. At the time of intercept: y / AimingTargetSpeed = x / AimingSpeed // 5. Solve 4. for y and substitute back into 3: // 6. Simplify the quadratic into the form: ax^2 + bx + c = 0 // 7. Apply quadratic rule: x = -b +/- sqrt( b^2 - 4ac ) / 2a // 8. Intercept location is x units along the TargetActor's velocity vector // 9. Intercept direction = Intercept location - AimingActor location // shift target location back/forward in time depending on delay TargetLocation = TargetActor.Location + DelayTime * TargetActor.Velocity; #debugbegin if( DelayTime != 0.0 ) { //AimingActor.DMTNS( "shifting target location to allow for a delay of " $ DelayTime $ " secs"); //AddArrow( TargetActor.Location, TargetLocation, ColorOrange() ); } #debugend TargetSpeedSquared = TargetSpeed * TargetSpeed; // vector and magnitude of initial location difference InitialAimingVector = AimingActor.Location - TargetLocation; InitialAimingDistance = VSize( InitialAimingVector ); cosY = Normal( TargetActor.Velocity ) dot Normal( InitialAimingVector ); a = AimingSpeed * AimingSpeed - TargetSpeedSquared; b = 2 * InitialAimingDistance * TargetSpeedSquared * cosY; c = -TargetSpeedSquared * InitialAimingDistance * InitialAimingDistance; if( class'Util'.static.GetQuadraticSolutions( a, b, c, InterceptDistance1, InterceptDistance2 ) > 0 ) { // choose smallest positive solution (so NPC doesn't back up to intercept location) if( InterceptDistance1 < 0 ) BestInterceptDistance = InterceptDistance2; else if( InterceptDistance2 < 0 ) BestInterceptDistance = InterceptDistance1; else BestInterceptDistance = FMin( InterceptDistance1, InterceptDistance2 ); InterceptTime = BestInterceptDistance / TargetSpeed; #debugbegin //AimingActor.DMTNS( " InterceptTime: " $ InterceptTime ); #debugend if( InterceptTime >= 0 ) { AimingDestination = TargetLocation + InterceptTime * TargetActor.Velocity; #debugbegin // enable this code to verify result PredictedTargetActorLocation = TargetLocation + InterceptTime * TargetActor.Velocity; PredictedAimingActorLocation = AimingActor.Location + InterceptTime * Normal(AimingDestination - AimingActor.Location) * AimingSpeed; PredictedDistanceDelta = VSize( PredictedTargetActorLocation - PredictedAimingActorLocation ); //if( PredictedDistanceDelta > 1.0 ) // AimingActor.DMTNS( "WARNING: GetAimingDestination: Predicted intercept is off by:" @ PredictedDistanceDelta @ "units" ); #debugend bResult = true; } } } #debugbegin // afaict, as long as the aiming speed is > the speed of the target, there should always be a solution AimingActor.DMAssert( bResult || AimingSpeed <= TargetSpeed, GetContext() ); #debugend //AddArrow( AimingActor.Location, AimingDestination ); //AddCylinder( AimingDestination, 4, 4 ); return bResult; } //----------------------------------------------------------------------------- static final function GetBestPredictedLocation( Actor AimingActor, Actor TargetActor, float ClosingSpeed, float DelayTime, out vector PredictedLocation ) { local bool bResult; local Actor HitActor; local vector HitLocation, HitNormal; // predict where Enemy is headed bResult = GetAimingDestination( AimingActor, ClosingSpeed, DelayTime, TargetActor, PredictedLocation ); // tbd: need to do an extent trace and/or full reachability check? // reachability could be optional, e.g. dumb creatures might blindly attack enemy? // mdf-tbd: pointreachable should be in Actor? //if( !PointReachable( PredictedLocation ) || !TargetActor.PointReachable( PredictedLocation ) ) // PredictedLocation = TargetActor.Location; if( !bResult ) { //AimingActor.DMTNS( "GetBestPredictedLocation no solution -- looking at where TargetActor will be blocked" ); //PredictedLocation = TargetActor.Location; HitActor = class'Util'.static.TraceRecursive( AimingActor, HitLocation, HitNormal, TargetActor.Location, false, , TargetActor.Velocity, , , TRACE_World ); if( HitActor != None ) { //AddArrow( TargetActor.Location, HitLocation, ColorMagenta() ); //AimingActor.DMTNS( " GetBestPredictedLocation using blocked location" ); PredictedLocation = HitLocation + AimingActor.CollisionRadius * HitNormal; // pull back enough for aiming actor to fit at target location } else { //AimingActor.DMTNS( " GetBestPredictedLocation no solution using TargetActor location" ); PredictedLocation = TargetActor.Location; } } else { //AimingActor.DMTNS( " GetBestPredictedLocation -- predicted location found" ); // if target is blocked from PredictedLocation by geometry then back up the PredictedLocation HitActor = class'Util'.static.TraceRecursive( AimingActor, HitLocation, HitNormal, TargetActor.Location, false, , PredictedLocation - TargetActor.Location, VSize( PredictedLocation - TargetActor.Location ), , TRACE_World ); if( HitActor != None ) { //AddArrow( HitLocation, HitLocation + 128.0 * HitNormal ); //AimingActor.DMTNS( "GetBestPredictedLocation target will be blocked by geometry - adjusting predicted location" ); PredictedLocation = HitLocation + AimingActor.CollisionRadius * HitNormal; // pull back enough for aiming actor to fit at target location //AddCylinder( PredictedLocation, 4, 4, ColorMagenta() ); } // if AimingActor. can't get to PredictedLocation, go right at target instead if( !AimingActor.FastTrace( AimingActor.Location, PredictedLocation ) ) { //AimingActor.DMTNS( "GetBestPredictedLocation no trace - using TargetActor" ); PredictedLocation = TargetActor.Location; } } //AddArrow( AimingActor.Location, PredictedLocation, ColorGreen() ); //AddCylinder( PredictedLocation, 4, 4, ColorGreen() ); } /*----------------------------------------------------------------------------- Iterative approach to determining predicted location when using projectile physics with a moving target. If the location can be predicted it is returned in PredictedLocation, otherwise the given location is returned unmodified. !!mdf-tbd: location prediction code should take geometry into account and try to place the moving actor on the floor if walking (same thing with other movement prediction code afaik). !!mdf-tbd: this seems to work really well - is it worth trying to come up with a non-iterative equation? */ static final function GetBestPredictedProjectileLocation( Actor AimingActor, Actor TargetActor, class<Actor> ProjectileClass, float ProjectileSpeed, float DelayTime, vector StartLocation, float TargetDistance, bool bUseHighTrajectory, out vector TargetLocation ) { local int NumSolutions; local float ThetaLow, ThetaHigh; local float InterceptTime, InterceptTimeLow, InterceptTimeHigh; local vector CurrentTargetLocation, CurrentPredictedLocation; local float DistanceDelta; local vector SavedLocation, PredictedMoveVector; local int Attempt; // note: assumes we are heading towards target actor (e.g. as opposed to a last seen position) CurrentTargetLocation = TargetActor.Location; for( Attempt=0; Attempt<default.MaxPredictProjectileAttempts; Attempt++ ) { // break when we get an acceptible result or determine that there is no solution? NumSolutions = GetInverseTrajectory( AimingActor, ProjectileClass, ProjectileSpeed, StartLocation, CurrentTargetLocation, ThetaLow, ThetaHigh, InterceptTimeLow, InterceptTimeHigh ); //AddCylinder( CurrentTargetLocation, TargetActor.CollisionRadius, TargetActor.CollisionHeight, ColorBlue() ); if( NumSolutions == 0 ) { if( ProjectileSpeed ~= 0.0 ) { TargetLocation = CurrentTargetLocation; return; } InterceptTime = TargetDistance / (0.5*ProjectileSpeed); } else if( bUseHighTrajectory ) { InterceptTime = InterceptTimeHigh; } else { InterceptTime = InterceptTimeLow; } // use delay + trajectory intercept times to determine where target will be then PredictedMoveVector = (InterceptTime + DelayTime) * TargetActor.Velocity; // see how far target will be able to move in that direction SavedLocation = TargetActor.Location; TargetActor.Move( PredictedMoveVector, true ); if( TargetActor.Location != (SavedLocation + PredictedMoveVector ) ) { // target will hit a wall or something so aim for that location TargetLocation = TargetActor.Location; TargetActor.SetLocation( SavedLocation ); return; } CurrentPredictedLocation = TargetActor.Location; TargetActor.SetLocation( SavedLocation ); //AddCylinder( CurrentPredictedLocation, TargetActor.CollisionRadius, TargetActor.CollisionHeight, ColorCyan() ); // how far off are we? DistanceDelta = VSize( CurrentTargetLocation - CurrentPredictedLocation ); //AimingActor.DMTNS( "delta for attempt #" $ Attempt $ " is: " $ DistanceDelta ); if( DistanceDelta <= default.PredictProjectileThreshold ) { TargetLocation = CurrentTargetLocation; return; } // try half way? CurrentTargetLocation += 0.5*(CurrentPredictedLocation - CurrentTargetLocation); } } //============================================================================= //@ Searching //============================================================================= static final function bool VerifyNamedActor( Actor A, bool bAllowUnSafe ) { if( bAllowUnSafe || A.bEditorPlaced ) return true; A.DMTNS( "Warning: GetFilteredActors used to find a named non-editor placed actor (this is unreliable): " $ A $ "!" ); return false; } //----------------------------------------------------------------------------- // Search for closest actor to InstanceActor which matches given ClassName // (bIsA=false) or IsA(ClassName) (bIsA=true). Returns None if no such actor // found. Matches with InstanceActor are NOT filtered out. static final function Actor GetClosestOfClass( Actor InstanceActor, name ClassName, bool bIsA ) { local Actor A; local float MinDist; local float Distance; local Actor Closest; // try to match closest actor with same class (not including super classes) as given name Closest = None; MinDist = 999999; foreach InstanceActor.AllActors( class'Actor', A ) { if( A.Class.Name == ClassName || (bIsA && A.IsA(ClassName)) ) { Distance = VSize( InstanceActor.Location - A.Location ); if( Distance < MinDist ) { Closest = A; MinDist = Distance; } } } return Closest; } //----------------------------------------------------------------------------- // NOTE: if this is called with a target name that ends in a digit, we look for // a matching actor in the level. But, this isn't safe if the actor was spawned // in-game since there is no guarantee that the same name will be used each // time. Will normally return None for these cases, use bAllowUnSafe=true to // allow such actors to be found, e.g. for testing purposes. static final function Actor GetNamedActor( Actor InstanceActor, name N, optional bool bTryClassMatch, optional bool bAllowUnSafe ) { local Actor A; if( InstanceActor != None ) { if( !bTryClassMatch || class'Util'.static.EndsInDigit( string(N) ) ) { // first try to find an actor with the given name (can be at most one) //!!! foreach InstanceActor.AllActors( class'Actor', A ) //foreach InstanceActor.DynamicActors( class'Actor', A ) { if( A.Name == N ) { if( VerifyNamedActor( A, bAllowUnSafe ) ) return A; else return None; } } } if( bTryClassMatch ) { A = GetClosestOfClass( InstanceActor, N, false ); // try exact match if( A == None ) A = GetClosestOfClass( InstanceActor, N, true ); // try IsA match return A; } } return None; } //----------------------------------------------------------------------------- static final function Actor GetNamedOrHitActor( Controller C, optional name TargetName, optional bool bTraceVisibleNonColliding, optional bool bTryClassMatch ) { if( TargetName != '' ) { return GetNamedActor( C, TargetName, bTryClassMatch, true ); } else { return class'Util'.static.GetHitActor( C, bTraceVisibleNonColliding ); } } //----------------------------------------------------------------------------- static final function bool FindActorByName( Actor SearchingActor, Name ActorName, out Actor FoundActor ) { local Actor CurrentActor; local bool bFoundActor; foreach SearchingActor.AllActors( class'Actor', CurrentActor ) { if( CurrentActor.Name == ActorName ) { FoundActor = CurrentActor; bFoundActor = true; break; } } return bFoundActor; } /*----------------------------------------------------------------------------- GetFilteredActors: For now searches: navigation point list if given class is NavigationPoint (or a child class) dynamic actors if given class isn't static by default allactors (potentially sloow) If TagetName ends in digits, assumes that goal is a named object, rather than a class (searches all colliding actors for one with matching name). Otherwise maps TargetName to a specific class. When using VFT_Visible/VFT_FOV uses LineOfSightTo/CanSee if OriginActor is a Pawn otherwise uses Trace. Returns number of matching actors found (usually 0/1 unless Type=3 in which case can return 0..MaxFilteredActorss). !!mdf-tbd: collapse as many of the actor iterator classes as possible once generic lists support integrated. */ static final function int GetFilteredActors( Actor OriginActor, // actor to search from string TargetNameStr, // name of class or object to search for out Actor MatchingActors[ MaxFilteredActors ], // array for returning matching actors float MinRadius, // min considered distance around OriginActor float MaxRadius, // max considered distance around OriginActor EDistanceFilterType DistanceFilterType, // first/closest/furthest/all EVisibilityFilterType VisibilityFilterType, // none/visible/fov int MaxMatches, // when using DFT_Any, caps number of matches (to less than MaxFilteredActors ) optional bool bAllowUnSafe, // allow finding named non-level placed actors optional bool b2DDistanceCheck ) // consider 2D distance checks only { local Actor A; local int NumMatchingActors; local name TargetName; local class<Actor> BaseClass; local float DistanceBetweenActors; local Pawn P; local Controller OriginController; local bool bPawnVisibleFilter, bPawnFOVFilter, bActorVisibleFilter; local float BestDistance; // !!mdf-tbr: local NavigationPoint TempN; local Controller TempC; if( DistanceFilterType == DFT_Closest ) BestDistance = 999999.9; else BestDistance = -999999.9; if( class'Util'.static.EndsInDigit( TargetNameStr ) ) // !!mdf-tbd: this assumes no class names end in digits (bad anyway because of way engine creates object names) { BaseClass = class'Actor'; TargetName = StringToName( TargetNameStr, true ); } else { BaseClass = class<Actor>( DynamicLoadObject( TargetNameStr, class'class' )); TargetName = ''; } if( MaxRadius <= 0.0 ) MaxRadius = 999999.0; else if( MaxRadius > 999999.0 ) MaxRadius = 999999.0; // prepare for any necessary visibility checks if( VisibilityFilterType != VFT_None ) { P = Pawn(OriginActor); if( P != None ) { OriginController = P.Controller; if( VisibilityFilterType == VFT_Visible ) bPawnVisibleFilter = true; else bPawnFOVFilter = true; } else { bActorVisibleFilter = true; } } if( MaxMatches == 0 ) MaxMatches = MaxFilteredActors; NumMatchingActors = -1; if( BaseClass != None && MaxRadius >= MinRadius ) { NumMatchingActors = 0; // !!mdf-tbr: temp cut and paste job -- once MJL finishes actor lists support // we can go back to using a single AllActors loop. Factoring out the filter // and add code would be a complete waste of time (and slow) at this point.. if( ClassIsChildOf( BaseClass, class'NavigationPoint' ) ) { // use navigation point list for( TempN=OriginActor.Level.NavigationPointList; TempN!=None; TempN=TempN.NextNavigationPoint ) { A = TempN; if( !ClassIsChildOf( A.Class, BaseClass ) ) continue; if( b2DDistanceCheck ) DistanceBetweenActors = VSize2D( A.Location - OriginActor.Location ); else DistanceBetweenActors = VSize( A.Location - OriginActor.Location ); if( DistanceBetweenActors < MinRadius ) continue; // too close if( DistanceBetweenActors > MaxRadius ) continue; // too far // in Min..Max if( TargetName != '' && A.Name != TargetName ) continue; // wrong object name (if looking for a specific actor) // check any visibility constraints if( bPawnVisibleFilter && !OriginController.LineOfSightTo( A ) ) continue; // Pawn has no LOS to A if( bPawnFOVFilter && !OriginController.CanSee( A ) ) continue; // A not in Pawn's field of view (stronger test than LOS) if( bActorVisibleFilter && !SLCActorCanSeeActor( OriginActor, A ) ) continue; // something is between OriginActor and A // this is a valid actor if( TargetName != '' ) { // looking for a specific target actor if( A.Name == TargetName ) { if( VerifyNamedActor( A, bAllowUnSafe ) ) MatchingActors[ NumMatchingActors++ ] = A; break; } } else if( DistanceFilterType == DFT_First ) { // done -- return first candidate MatchingActors[ NumMatchingActors++ ] = A; break; } else if( DistanceFilterType == DFT_Any ) { // return first N candidates MatchingActors[ NumMatchingActors++ ] = A; if( NumMatchingActors == MaxMatches ) break; } else if( DistanceFilterType == DFT_Closest ) { // track closest if( DistanceBetweenActors < BestDistance ) { MatchingActors[ 0 ] = A; BestDistance = DistanceBetweenActors; NumMatchingActors = 1; // ya -- this could be reset to 1 multiple times } } else { // track furthest if( DistanceBetweenActors > BestDistance ) { MatchingActors[ 0 ] = A; BestDistance = DistanceBetweenActors; NumMatchingActors = 1; // ya -- this could be reset to 1 multiple times } } } } else if( ClassIsChildOf( BaseClass, class'Pawn' ) ) { // use controller list for( TempC=OriginActor.Level.ControllerList; TempC!=None; TempC=TempC.NextController ) { A = TempC.Pawn; if( A == None ) continue; if( !ClassIsChildOf( A.Class, BaseClass ) ) continue; DistanceBetweenActors = VSize( A.Location - OriginActor.Location ); if( DistanceBetweenActors < MinRadius ) continue; // too close if( DistanceBetweenActors > MaxRadius ) continue; // too far // in Min..Max if( TargetName != '' && A.Name != TargetName ) continue; // wrong object name (if looking for a specific actor) // check any visibility constraints if( bPawnVisibleFilter && !OriginController.LineOfSightTo( A ) ) continue; // Pawn has no LOS to A if( bPawnFOVFilter && !OriginController.CanSee( A ) ) continue; // A not in Pawn's field of view (stronger test than LOS) if( bActorVisibleFilter && !SLCActorCanSeeActor( OriginActor, A ) ) continue; // something is between OriginActor and A // this is a valid actor if( TargetName != '' ) { // looking for a specific target actor if( A.Name == TargetName ) { // found it if( VerifyNamedActor( A, bAllowUnSafe ) ) MatchingActors[ NumMatchingActors++ ] = A; break; } } else if( DistanceFilterType == DFT_First ) { // done -- return first candidate MatchingActors[ NumMatchingActors++ ] = A; break; } else if( DistanceFilterType == DFT_Any ) { // return first N candidates MatchingActors[ NumMatchingActors++ ] = A; if( NumMatchingActors == MaxMatches ) break; } else if( DistanceFilterType == DFT_Closest ) { // track closest if( DistanceBetweenActors < BestDistance ) { MatchingActors[ 0 ] = A; BestDistance = DistanceBetweenActors; NumMatchingActors = 1; // ya -- this could be reset to 1 multiple times } } else { // track furthest if( DistanceBetweenActors > BestDistance ) { MatchingActors[ 0 ] = A; BestDistance = DistanceBetweenActors; NumMatchingActors = 1; // ya -- this could be reset to 1 multiple times } } } } else if( BaseClass.default.bStatic ) { // use RadiusActors (sloow) foreach OriginActor.RadiusActors( BaseClass, A, MaxRadius ) { DistanceBetweenActors = VSize( A.Location - OriginActor.Location ); if( DistanceBetweenActors < MinRadius ) continue; // too close //!!mdf-tbr: shouldn't be needed with radius check in AllActors? if( DistanceBetweenActors > MaxRadius ) //!!mdf-tbr: continue; // too far // in Min..Max if( TargetName != '' && A.Name != TargetName ) continue; // wrong object name (if looking for a specific actor) // check any visibility constraints if( bPawnVisibleFilter && !OriginController.LineOfSightTo( A ) ) continue; // Pawn has no LOS to A if( bPawnFOVFilter && !OriginController.CanSee( A ) ) continue; // A not in Pawn's field of view (stronger test than LOS) if( bActorVisibleFilter && !SLCActorCanSeeActor( OriginActor, A ) ) continue; // something is between OriginActor and A // this is a valid actor if( TargetName != '' ) { // looking for a specific target actor if( A.Name == TargetName ) { // found it if( VerifyNamedActor( A, bAllowUnSafe ) ) MatchingActors[ NumMatchingActors++ ] = A; break; } } else if( DistanceFilterType == DFT_First ) { // done -- return first candidate MatchingActors[ NumMatchingActors++ ] = A; break; } else if( DistanceFilterType == DFT_Any ) { // return first N candidates MatchingActors[ NumMatchingActors++ ] = A; if( NumMatchingActors == MaxMatches ) break; } else if( DistanceFilterType == DFT_Closest ) { // track closest if( DistanceBetweenActors < BestDistance ) { MatchingActors[ 0 ] = A; BestDistance = DistanceBetweenActors; NumMatchingActors = 1; // ya -- this could be reset to 1 multiple times } } else { // track furthest if( DistanceBetweenActors > BestDistance ) { MatchingActors[ 0 ] = A; BestDistance = DistanceBetweenActors; NumMatchingActors = 1; // ya -- this could be reset to 1 multiple times } } } } else { // use DynamicActors foreach OriginActor.DynamicActors( BaseClass, A, , MaxRadius ) { DistanceBetweenActors = VSize( A.Location - OriginActor.Location ); if( DistanceBetweenActors < MinRadius ) continue; // too close //!!mdf-tbr: shouldn't be needed with radius check in DynamicActors? if( DistanceBetweenActors > MaxRadius ) //!!mdf-tbr: continue; // too far // in Min..Max if( TargetName != '' && A.Name != TargetName ) continue; // wrong object name (if looking for a specific actor) // check any visibility constraints if( bPawnVisibleFilter && !OriginController.LineOfSightTo( A ) ) continue; // Pawn has no LOS to A if( bPawnFOVFilter && !OriginController.CanSee( A ) ) continue; // A not in Pawn's field of view (stronger test than LOS) if( bActorVisibleFilter && !SLCActorCanSeeActor( OriginActor, A ) ) continue; // something is between OriginActor and A // this is a valid actor if( TargetName != '' ) { // looking for a specific target actor if( A.Name == TargetName ) { // found it if( VerifyNamedActor( A, bAllowUnSafe ) ) MatchingActors[ NumMatchingActors++ ] = A; break; } } else if( DistanceFilterType == DFT_First ) { // done -- return first candidate MatchingActors[ NumMatchingActors++ ] = A; break; } else if( DistanceFilterType == DFT_Any ) { // return first N candidates MatchingActors[ NumMatchingActors++ ] = A; if( NumMatchingActors == MaxMatches ) break; } else if( DistanceFilterType == DFT_Closest ) { // track closest if( DistanceBetweenActors < BestDistance ) { MatchingActors[ 0 ] = A; BestDistance = DistanceBetweenActors; NumMatchingActors = 1; // ya -- this could be reset to 1 multiple times } } else { // track furthest if( DistanceBetweenActors > BestDistance ) { MatchingActors[ 0 ] = A; BestDistance = DistanceBetweenActors; NumMatchingActors = 1; // ya -- this could be reset to 1 multiple times } } } } } return NumMatchingActors; } //----------------------------------------------------------------------------- // GetClosestActor // // Returns the Actor of the specified class which is closest to the OriginActor // and withing the specified MaxSearchRadius (if 0 any distance is valid). // // Optimized for NavigationPoints, Controllers and Projectiles (including // but this can still be a very slow call). static final function Actor GetClosestActor( Actor OriginActor, class<Actor> ClassToSearchFor, optional float MaxSearchRadius ) { local Controller C; local NavigationPoint NP; local Actor A; local float DistanceBetweenActors; local float ClosestDistance; local Actor ClosestActor; ClosestDistance = 999999.9; if( MaxSearchRadius ~= 0.0 ) MaxSearchRadius = 999999.9; // optimize special cases if( ClassIsChildOf( ClassToSearchFor, class'Controller' ) ) { // optimization for Controllers for( C=OriginActor.Level.ControllerList; C!=None; C=C.NextController ) { if( C.IsA( ClassToSearchFor.Name ) ) { DistanceBetweenActors = VSize( C.Pawn.Location - OriginActor.Location ); if( DistanceBetweenActors <= MaxSearchRadius && DistanceBetweenActors < ClosestDistance ) { ClosestActor = C; ClosestDistance = DistanceBetweenActors; } } } } else if( ClassIsChildOf( ClassToSearchFor, class'NavigationPoint' ) ) { // optimization for NavigationPoints for( NP=OriginActor.Level.NavigationPointList; NP!=None; NP=NP.NextNavigationPoint ) { if( NP.IsA( ClassToSearchFor.Name ) ) { DistanceBetweenActors = VSize( NP.Location - OriginActor.Location ); if( DistanceBetweenActors <= MaxSearchRadius && DistanceBetweenActors < ClosestDistance ) { ClosestActor = NP; ClosestDistance = DistanceBetweenActors; } } } } else { //mjl-tbd: have this search the LevelInfo's ActorLists for a thing of the appropriate class, and use it // general case -- slooow foreach OriginActor.AllActors( ClassToSearchFor, A ) { DistanceBetweenActors = VSize( A.Location - OriginActor.Location ); if( DistanceBetweenActors <= MaxSearchRadius && DistanceBetweenActors < ClosestDistance ) { ClosestActor = A; ClosestDistance = DistanceBetweenActors; } } } return ClosestActor; } //============================================================================= //@ Visibility //============================================================================= //----------------------------------------------------------------------------- // Allows you to check if an object is in your view. //----------------------------------------------------------------------------- // ViewVec: A vector facing "forward" (relative to your location.) // DirVec: A vector pointing to the object in question. (relative to your location.) // FOVCos: Cosine of how many degrees between ViewVec and DirVec to be seen. //----------------------------------------------------------------------------- // REQUIRE: FOVCos > 0 // NOTE: While normalization is not required for ViewVec or DirVec, it helps // if both vectors are about the same size. //----------------------------------------------------------------------------- static final function bool IsInViewCos( vector ViewVec, vector DirVec, float FOVCos ) { local float CosAngle; //cosine of angle from object's LOS to WP CosAngle = Normal( ViewVec ) dot Normal( DirVec ); //The first test makes sure the target is within the firer's front 180o view. //The second test might look backwards, but it isn't. Since cos(0) == 1, //as the angle gets smaller, CosAngle *increases*, so an angle less than //the max will have a larger cosine value. return (0 <= CosAngle && FOVCos < CosAngle); } //----------------------------------------------------------------------------- // Allows you to check if an object is in your view. //----------------------------------------------------------------------------- // ViewVec: A vector facing "forward" (relative to your location.) // DirVec: A vector pointing to the object in question. (relative to your location.) // FOV: How many degrees the target must be within to be seen. //----------------------------------------------------------------------------- // REQUIRE: FOV < 90 // NOTE: While normalization is not required for ViewVec or DirVec, it helps // if both vectors are about the same size. //----------------------------------------------------------------------------- static final function bool IsInView( vector ViewVec, vector DirVec, float FOV ) { return IsInViewCos( ViewVec, DirVec, cos( ( 2 * Pi ) / ( 360 / FOV ) ) ); } //----------------------------------------------------------------------------- // Returns true if the first Actor has an uninterrupted LOS to the second actor. static final function bool SLCActorCanSeeActor( Actor SourceActor, Actor TargetActor ) { local vector TraceHitLocation, TraceHitNormal; // can we trace a line from the source actor to the target actor? return( SourceActor.Trace( TraceHitLocation, TraceHitNormal, TargetActor.Location, SourceActor.Location, true ) == TargetActor ); } //----------------------------------------------------------------------------- // Returns true if Target is in within given FOVCos wrt SeeingActor. //----------------------------------------------------------------------------- static final function bool ActorLookingAt( Actor SeeingActor, Actor Target, float FOVCos ) { //2002.12.19 (mdf) warning fix if( Target == None || SeeingActor == None ) return false; return IsInViewCos( vector(SeeingActor.Rotation), Target.Location - SeeingActor.Location, FOVCos ); } //----------------------------------------------------------------------------- // MLCActorCanSeeActor: //----------------------------------------------------------------------------- // TraceFromActor: Actor to trace from // TraceToActor: Actor to trace to // FOVCos: (optional) cos of FOV to use (1/2 of the total FOV), // If <= -1, FOV not used. // //----------------------------------------------------------------------------- // Returns true if Actor is not entirely occluded by geometry from the given // TraceFromActor's point of view. If bTraceActors is true, other actors will // block the TraceFromActor's view of the TraceToActor. // // Determines whether an Actor can see another actor, i.e. whether any line from // the TraceFroActor's center (+baseeyeheight if TraceFromActor is a Pawn) // to the TraceToActor exists which doesn't hit any geometry or another actor // (if bTraceActors is true) and is within the FOV relative to the TraceFromActor's // ViewRotation. // //----------------------------------------------------------------------------- // Notes: // // There's got to be a better way to do this. Tim has to do this when he // draws the actors on the screen. Is there any way we can piggy-back off // of that code? // // CanSee is fubar: reports true even if facing 180 degrees away, but close, // could be related to the fact that CanSee also takes noises into account... // LineOfSightTo is fubar: doesn't take actor's into account? // // Will return true if the TraceFromActor can see the bottom, center or top of // the given TraceToActor's collision cylinder. Currently only traces to the // horizontal center of the actor, doesn't currently check left and right sides. // // TBD: do left-left and right-right checks as well to handle case where // actors can only see each other's left/right side. // // Seems this can fail for small (fast?) actors e.g. tracing from a Pawn to a // dart projectile which was maybe 200 units in front consistently fails to // hit the dart. //----------------------------------------------------------------------------- static final function bool ActorCanSeeActor( Actor TraceFromActor, Actor TraceToActor, float FOVCos, optional bool bTraceActors ) { local bool bCanSee; local vector StartPoint; local vector EndPoints[5]; local int ii; local Actor HitActor; local vector HitLocation, HitNormal; // Is the Actor even in the Pawns FOV? if( FOVCos > -1.0 && !ActorLookingAt( TraceFromActor, TraceToActor, FOVCos ) ) return false; // Can we trace a line from the Pawn's eyes to the actor without hitting geometry? StartPoint = TraceFromActor.Location; if( Pawn(TraceFromActor) != None ) StartPoint.Z += Pawn(TraceFromActor).BaseEyeHeight; EndPoints[0] = TraceToActor.Location; // eyes/center -> actor center EndPoints[1] = TraceToActor.Location + TraceToActor.CollisionHeight*vect(0,0,1); // eyes/center -> actor top (head) EndPoints[2] = TraceToActor.Location - TraceToActor.CollisionHeight*vect(0,0,1); // eyes/center -> actor bottom (feet) EndPoints[3] = TraceToActor.Location + TraceToActor.CollisionRadius*( Normal(vect(0,0,1) cross (TraceToActor.Location - TraceFromActor.Location)) ); // eyes/center -> actor left EndPoints[4] = TraceToActor.Location - TraceToActor.CollisionRadius*( Normal(vect(0,0,1) cross (TraceToActor.Location - TraceFromActor.Location)) ); // eyes/center -> actor right for( ii=0; ii<ArrayCount(EndPoints); ii++ ) { HitActor = class'Util'.static.TraceRecursive( TraceFromActor, HitLocation, HitNormal, StartPoint, bTraceActors,, Normal(EndPoints[ii] - StartPoint), // direction. VSize(EndPoints[ii] - StartPoint) // limit. ); // if bTraceActors is true, trace should hit TraceToActor if TraceFromActor can see TraceToActor // if bTraceActors is false, trace should hit nothing if TraceFromActor can see TraceToActor bCanSee = ( HitActor == None || HitActor == TraceToActor ); if( bCanSee ) break; // No need to go on. } return bCanSee; } //----------------------------------------------------------------------------- // Check for line of sight to target DeltaTime from now. Moved here from // Controller hierarchy but not called from anywhere currently (tbr?). static final function bool CheckFutureSight( Pawn SourcePawn, Actor TargetActor, float DeltaTime ) { local vector FutureLoc; if( TargetActor == None ) return false; if( VSize( SourcePawn.Velocity ) ~= 0.0 ) FutureLoc = SourcePawn.Location; else FutureLoc = SourcePawn.Location + SourcePawn.GroundSpeed * Normal( SourcePawn.Velocity ) * DeltaTime; if( SourcePawn.Base != None ) FutureLoc += SourcePawn.Base.Velocity * DeltaTime; //make sure won't run into something if( !SourcePawn.FastTrace( FutureLoc, SourcePawn.Location ) && ( SourcePawn.Physics != PHYS_Falling ) ) return false; //check if can still see target actor if( SourcePawn.FastTrace( TargetActor.Location + TargetActor.Velocity * DeltaTime, FutureLoc ) ) return true; return false; } //----------------------------------------------------------------------------- defaultproperties { VerifyTrajectorySamples=8 VerifyTrajectoryVerticalExtentPadding=8.000000 MaxPredictProjectileAttempts=16 PredictProjectileThreshold=16.000000 MaxTargetBlockedMissMultiplier=3.000000 MinTargetBlockedPitchError=-1024.000000 MaxTargetBlockedPitchError=4096.000000 MinModifyForSpreadDistance=512.000000 MinPitchError=-1024.000000 MaxPitchError=4096.000000 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |