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//============================================================================= // StationaryPawn. //============================================================================= class StationaryPawn extends U2Pawn abstract; /*----------------------------------------------------------------------------- NOTE: StationaryPawns (and subclasses) can add lots of unnecessary overhead if not used carefully. a) Set their SightRadius to 0 if the StationaryPawn won't react to other NPCs or set this as low as possible (e.g. 1024 for a turret which will only shoot at enemies which are within that range. b) Set their SeenRadius as low as possible. e.g. for "aggressive" stationary pawns like turrets, set this to something just greater than the SP's SightRadius + splash damage radius so NPCs will react to these just outside of that range (or less if NPCs shouldn't see these prior to the SP firing at them, at which point the SeenRadius could maybe be goosed up since the NPCs will now "know" about it). c) Set their HearingThreshold to 0 if the SP won't react to hearing noises. */ var bool bHasAttack; // whether the stationary pawn is capable of attacking var bool bCoverActor; // whether NPCs can use this actor for cover (hide behind it) var bool bSpecialCollider; // if true, is colliding but not during path building var bool bSpecialEnemy; // if true, ConsiderAttacking does special checks var array<ReachSpec> ModifiedReachSpecs; // reachspecs that this stationary pawn modifies var int RouteCacheDepthCheck; // depth to which route cache is probed when deciding whether to be an enemy //----------------------------------------------------------------------------- function bool IsMobile() { return false; } //----------------------------------------------------------------------------- event PreBeginPlay() { //NOTE: add before calling PreBeginPlay because the Super can destroy //actors based on difficulty so Destroyed below might try to remove this //item from lists below before they were added. if( bCoverActor ) Level.AddToCoverActorList( Self ); if( bSpecialCollider ) Level.AddToSpecialColliderList( Self ); Super.PreBeginPlay(); } //----------------------------------------------------------------------------- event Destroyed() { if( !bDeleteMe ) { if( bCoverActor ) Level.RemoveFromCoverActorList( Self ); if( bSpecialCollider ) Level.RemoveFromSpecialColliderList( Self ); } Super.Destroyed(); } //----------------------------------------------------------------------------- function LaunchPawn( Actor Stompee ) { // if I'm sitting on another stationary Pawn don't launch myself if( StationaryPawn( Stompee ) == None ) Super.LaunchPawn( Stompee ); } //----------------------------------------------------------------------------- function bool PathTraverses( Controller SourceController, NavigationPoint P1, NavigationPoint P2 ) { local ReachSpec RS; local int ii; if( P1 == None || P2 == None ) return false; // find the reachspec from P1 to P2 for( ii=0; ii<P1.PathList.Length; ii++ ) { if( P1.PathList[ ii ].End == P2 ) { RS = P1.PathList[ ii ]; break; } } if( RS == None ) { //!!mdf-tbd: I got a bunch of these playing obolus!? //DMTNS( "WARNING (ASSERT): can't find reachspec for path from " $ P1 $ " to " $ P2 $ "!" ); //AddArrow( P1.Location, P2.Location, ColorOrange() ); //AddActor( SourceController.Pawn, ColorOrange() ); #debug DMAssert( false, GetContext() ); return false; } // see if its one that this field modified for( ii=0; ii<ModifiedReachSpecs.Length; ii++ ) if( ModifiedReachSpecs[ ii ] == RS ) return true; return false; } //----------------------------------------------------------------------------- // Subclasses can override this if they consist of multiple actors. function bool HitSelf( Actor HitActor ) { return( HitActor == Self ); } /*----------------------------------------------------------------------------- NPCs will only attack StationaryPawns with bSpecialEnemy=true if the NPC currently has no path or if the current path will intersect with the StationaryPawn within some number of reachspecs. */ function bool ConsiderAttacking( Actor TargetActor, U2NPCController AttackingController ) { local int ii; local Actor HitActor; local vector HitLocation, HitNormal; local vector Delta; local float DistanceBetweenCylinders2D; local bool bResult; //DMTNS( "Should " $ AttackingController.Pawn $ " (" $ AttackingController.GetStateName() $ ")" $ " consider attacking " $ Self ); if( !bSpecialEnemy ) { //DMTNS( " yes because I'm always a valid enemy" ); bResult = true; // should always consider attacking } else if( AttackingController.Pawn == None ) { // invalid attacker //DMTNS( " no because attacker is invalid (no pawn)" ); } else if( AttackingController.ControllerEnemy != None && StationaryPawn(AttackingController.ControllerEnemy) == None ) { // has a non-stationary pawn enemy currently //DMTNS( " no because attacker already has a non-stationary pawn enemy" ); } /* 2002.12.12 (mdf) might be safer to remove this check in case NPCs are going into perma-PHYS_Falling? else if( AttackingController.Pawn.Physics != PHYS_Walking ) { // wait until attacker lands? //DMTNS( " no because attacker is falling" ); } */ else { Delta = AttackingController.Pawn.Location - TargetActor.Location; DistanceBetweenCylinders2D = VSize2D( Delta ) - AttackingController.Pawn.CollisionRadius - TargetActor.CollisionRadius; //DMTNS( " DistanceBetweenCylinders2D: " $ DistanceBetweenCylinders2D ); if( DistanceBetweenCylinders2D > 2000 ) { // too far away to worry about //DMTNS( " no because attacker is too far away currently" ); } else if( DistanceBetweenCylinders2D < 8 && Abs(Delta.Z) <= (AttackingController.Pawn.CollisionHeight + TargetActor.CollisionHeight + 8) ) { // actors are practically touching //DMTNS( " yes because attacker is real close" ); bResult = true; } else if( AttackingController.MoveTarget == None ) { //2002.12.12 (mdf) check for whether NPC *has* a script not whether its // actually under script control or NPC can acquire enemies which aren't // actually blocking it when script won't take NPC anywhere near it? //if( !AttackingController.UnderScriptControl() ) if( !AttackingController.HasScript() ) { // if attacker has no goal (e.g. wandering), can attack XMP item //DMTNS( " yes because attacker has no movetarget currently and isn't under script control" ); bResult = true; } else { //DMTNS( " no because attacker has no movetarget but is under script control" ); } } else { // if NPC's current direction will send it through item (or part of it), attack it //!!mdf-tbd: this could be made more robust (2D geometric check)? HitActor = AttackingController.Pawn.Trace( HitLocation, HitNormal, AttackingController.MoveTarget.Location, AttackingController.Pawn.Location, true ); if( HitSelf( HitActor ) ) { //AddArrow( AttackingController.Pawn.Location, AttackingController.MoveTarget.Location, ColorWhite() ); //DMTNS( " yes because attacker is headed towards me: " $ AttackingController.MoveTarget ); bResult = true; } else { for( ii=0; ii<RouteCacheDepthCheck-1; ii++ ) if( PathTraverses( AttackingController, NavigationPoint(AttackingController.RouteCache[ ii ]), NavigationPoint(AttackingController.RouteCache[ ii+1 ]) ) ) { //AddArrow( NavigationPoint(AttackingController.RouteCache[ ii ]).Location, NavigationPoint(AttackingController.RouteCache[ ii+1 ]).Location, ColorWhite() ); //DMTNS( " yes because attacker's route cache will pass through me #" $ ii ); bResult = true; break; } } //if( !bResult ) // DMTNS( " no because attacker NOT pathing through me" ); } } //DMTNS( " StationaryPawn.ConsiderAttacking returning " $ bResult ); return bResult; } //----------------------------------------------------------------------------- simulated function AddVelocity( vector NewVelocity ); //----------------------------------------------------------------------------- defaultproperties { bCoverActor=true RouteCacheDepthCheck=3 bCanOpenDoors=false bCanDoSpecial=false MaxDesiredSpeed=0.000000 HearingThreshold=0.000000 SightRadius=0.000000 SeenRadius=1024.000000 GroundSpeed=0.000000 WaterSpeed=0.000000 AccelRate=0.000000 JumpZ=0.000000 Health=500 ControllerClass=Class'U2.StationaryPawnController' bCanTeleport=false bIgnoreSingularityForces=true RemoteRole=ROLE_DumbProxy RotationRate=(Pitch=0,Yaw=0,Roll=0) UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleSideBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleSideBars" } |
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