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class PowerUpPickup extends Pickup abstract; #exec OBJ LOAD FILE=..\Sounds\U2A.uax var() int EnergyUnits; // A pickup or station's number of EnergyUnits var() int HealthUnits; // A pickup or station's number of HealthUnits var() int TransferRate; // The rate at which the units are passed to the PowerSuit or Player // in terms of x units per second. var() bool bIsPickup; // True if object is a pickup var() bool bIsStation; // True if object is a station var() string Description; // Popup description of this PowerUp var() Mesh PickupMesh; // A pickup's mesh var() Mesh StationMesh; // A station's mesh var() Texture PickupTexture; // A pickup's texture //----------------------------------------------------------------------------- // If the bot does not have a PowerSuit he will ignore all PowerUps, otherwise, // set desire to the difference between the maxunits and current units. function float BotDesireability(Pawn P) { local float desire; local int HealMax; local int Power; local int MaxPower; local PowerSuit PS; if( HealthUnits > 0 ) { HealMax = P.default.Health; desire = Min( HealthUnits, HealMax - P.Health ); } else { // expensive call - don't do this unless needed PS = PowerSuit(P.FindInventoryType( class'PowerSuit' )); if( PS != None ) { if( EnergyUnits > 0 ) { MaxPower = int(PS.MaxPower); Power = int(PS.Power); desire = Min( EnergyUnits, MaxPower - Power ); } } else { desire = -1; } } // (mdf): Answer: in general the returned desireability should be between 0 // and 1. Afaict from looking at the engine code you can return larger values // if you want but you need to make sure that you set MaxDesireability to match // the largest value that you might return or this code may never get called. // But, with large values, bots will completely ignore closer inventory and // run all the way across a level to get to an item so its probably best to // limit these to 0..1 in general. // // For now I set MaxDesireability to 1 (wag) which might do the trick. This // isn't an issue at this point since dm is dead -- ideally we'd spend some // time trying to determine a MaxDesireability that works. // Scale health depending on how badly it is needed. if( P.Health < 45 ) { desire = FMin( 0.03 * desire, 2.2 ); } else { if( desire > 6 ) { desire = FMax( desire, 25 ); } else { desire = FMin( 0.017 * desire, 2.0 ); } } return desire; } //----------------------------------------------------------------------------- function AnnouncePickup( Pawn Receiver ) { if( Receiver != None && Receiver.IsRealPlayer() ) class'UIConsole'.static.BroadcastStatusMessage( Self, PickupMessage ); Super.AnnouncePickup( Receiver ); } //----------------------------------------------------------------------------- function inventory SpawnCopy( pawn Other ) { local inventory Copy; if ( Inventory != None ) { Copy = Inventory; Inventory = None; } else Copy = spawn(InventoryType,Other,,,rot(0,0,0)); Copy.TransferProperties( self ); Copy.GiveTo( Other ); return Copy; } //----------------------------------------------------------------------------- auto state Pickup { function bool ValidTouch( actor Other ) { if( Pawn(Other) == None || PowerSuit(class'UtilGame'.static.GetInventoryItem( Pawn(Other), class'PowerSuit' )) == None || bIsStation == true ) { // You should be able to get health whether you have a PowerSuit or not if( HealthUnits > 0 && !bIsStation ) { return Super.ValidTouch( Other ); } else return false; } return Super.ValidTouch( Other ); } } //----------------------------------------------------------------------------- defaultproperties { MaxDesireability=1.000000 AmbientGlow=64 UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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