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//============================================================================= // GameAIControllerImpl.uc // Created By: Mike Fox // Created On: 08/07/01 // $Author: Mfox $ // $Date: 9/13/02 10:55a $ // $Revision: 4 $ //============================================================================= class GameAIControllerImpl extends GameAIControllerInterf within U2GameInfo; const UpdateGameAITimerName = 'UpdateGameAITimer'; // generic game event constants (apply to any game types?) const GameEventDamage = 'Damage'; const GameEventDeath = 'Death'; const GameEventPickup = 'Pickup'; const GameEventSpawnSpecial = 'SpawnSpecial'; const GameEventPlayerAdded = 'PlayerAdded'; const GameEventPlayerRemoved = 'PlayerRemoved'; //const GameEventInit = 'Init'; //----------------------------------------------------------------------------- var int TeamIndex; // index of associated team var float UpdateGameAIRate; //----------------------------------------------------------------------------- // External Interface //----------------------------------------------------------------------------- function Initialize( int NewTeamIndex ) { TeamIndex = NewTeamIndex; AddTimer( UpdateGameAITimerName, UpdateGameAIRate, true ); } //----------------------------------------------------------------------------- function Cleanup() { RemoveAllTimers(); } //----------------------------------------------------------------------------- function UpdateGameAITimer() { UpdateGameAI(); } //----------------------------------------------------------------------------- // Subclasses can handle events that they know about or events that they want // to handle and call this version for other events. function GameEvent( name EventName, Actor Instigator, optional Actor OtherActor, optional name OtherInfo ) { switch( EventName ) { /* case GameEventDamage: case GameEventDeath: case GameEventPickup: case GameEventSpawnSpecial: case GameEventPlayerAdded: case GameEventPlayerRemoved: // !!mdf-tbi: break; */ default: GameEventError( "game event not handled", EventName, Instigator, OtherActor, OtherInfo ); break; } // !!mdf-tbr: DMTN( "GameEvent -- EventName: " $ EventName $ " Instigator: " $ Instigator $ " OtherInfo: " $ OtherInfo ); } //----------------------------------------------------------------------------- // MAIN //----------------------------------------------------------------------------- function protected GameEventError( coerce string Msg, name EventName, Actor Instigator, optional Actor OtherActor, optional name OtherInfo ) { DMTN( "(warning) " $ Msg $ " EventName: " $ EventName $ " Instigator: " $ Instigator $ " OtherActor: " $ OtherActor $ " OtherInfo: " $ OtherInfo ); } //----------------------------------------------------------------------------- function protected UpdateGameAI(); //----------------------------------------------------------------------------- // HELPERS //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Can the game controller control this NPC? In order for true to be returned, // the given NPC must be valid (not dead), orderable and on the same team as // the game controller's team. function protected bool CanControlNPC( U2NPCController U2NPC ) { /* DM( "Self " $ Self ); DM( "U2NPC " $ U2NPC ); DM( "U2NPC.Pawn " $ U2NPC.Pawn ); DM( "U2NPC.Pawn.Health " $ U2NPC.Pawn.Health ); DM( "U2NPC.Orders " $ U2NPC.GetOrders() ); DM( "U2NPC.OrderGiver " $ U2NPC.GetOrderGiver() ); DM( "U2NPC.PRI " $ U2NPC.PlayerReplicationInfo ); DM( "U2NPC.PRI.Team " $ U2NPC.PlayerReplicationInfo.Team ); DM( "GAI TeamIndex " $ TeamIndex ); DM( "GAI Team " $ GetTeam( TeamIndex ) ); */ // !!mdf-tbd: ignore Pawn == None and Health <= 0? // otherwise event could be ignored because bot currently dead (not yet respawned) // !!mdf-tbd: support non-player (no PRI) NPCs? Not sure how this would work yet. return( U2NPC != None && //U2NPC.Pawn != None && //U2NPC.Pawn.Health > 0 && (U2NPC.GetOrders() == U2NPCController.OrdersNone || U2NPC.GetOrderGiver() == Self) && U2NPC.PlayerReplicationInfo != None && U2NPC.PlayerReplicationInfo.Team == GetTeam( TeamIndex ) ); } //----------------------------------------------------------------------------- // tbd: calculate as bots added/removed so this just returns an existing count? function protected int NumTeamPlayers() { local int Count; local Controller C; for( C=Level.ControllerList; C!=None; C=C.NextController ) if( C.PlayerReplicationInfo != None && C.PlayerReplicationInfo.Team == GetTeam( TeamIndex ) ) Count++; return Count; } /* //----------------------------------------------------------------------------- // Return true if the given NPC already has the given orders and order object. function protected bool AlreadyHasOrders( U2NPCController U2NPC, name DesiredOrders, Actor DesiredOrdersObject ) { return ( U2NPC.GetOrders() == DesiredOrders && U2NPC.GetOrdersObject() == DesiredOrdersObject ); } */ //----------------------------------------------------------------------------- function protected SetNPCSpecialGoal( U2NPCController U2NPC, Actor NewSpecialGoal ) { //DMTNS( "SetNPCSpecialGoal for " $ U2NPC $ " to " $ NewSpecialGoal ); U2NPC.SetSpecialGoal( NewSpecialGoal ); } //----------------------------------------------------------------------------- defaultproperties { UpdateGameAIRate=10.000000 } |
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