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U2AI.U2PawnBase


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//=============================================================================
// U2PawnBase.uc
// Created By: Mike Fox
// Created On: 8/01/00
// $Author: Mfox $
// $Date: 12/12/02 12:57p $
// $Revision: 46 $
//=============================================================================

class U2PawnBase extends U2Pawn
	abstract;

//-----------------------------------------------------------------------------

// some NPCs handle their own movement sounds
var(Pawn) array<string> StepSounds;
var(Pawn) float StepSoundVolume;
var(Pawn) float	StepSoundRadius;
var(Pawn) float StepSoundPitch;
var(Pawn) float StepShakeRadius;
var(Pawn) float StepShakeMagnitude;
var(Pawn) float StepShakeDuration;

// some NPCs handle their own landed sounds
var(Pawn) array<string> LandSounds;
var(Pawn) ESoundSlot LandSoundSlot;
var(Pawn) float	LandSoundRadius;
var(Pawn) float LandSoundPitch;
var(Pawn) float LandShakeRadius;
var(Pawn) float LandShakeMagnitude;
var(Pawn) float LandShakeDuration;

var(Movement) int RotationRateYawScripted;
var(Movement) int RotationRateYawScriptedDialog;

//-----------------------------------------------------------------------------
var	float StrafingAbility;				
var(AI) float BecomeAggressiveHealthRatio;	// if NPC's Health/InitialHealth falls below this ratio, bAmbientCreature -> false

var bool bCanStrafeScripted;				// (false) bCanStrafe is set to this while NPC is scripted

//!!mdf-move into Pawn so can be used in native code?
var(AI) float AlertOthersRadius;			// if NPC acquires an Enemy, NPCs on same team within this radius are alerted
var(AI) bool bAlertOthersRequiresLOS;		// whether alerting others requires LOS between NPC and Other
var(AI) bool bLookForAlertFriends;			// whether will look for and react to alert teammate (slow)
var(AI) bool bAvoidFriendlyBumps;			// if true, NPC will get out of way of friendly bumps

//-----------------------------------------------------------------------------
// wandering properties

//!!mdf - add support for forcing turn towards left/right/up/down? (min/max spread?)
var bool  bCanWanderOffLedges;			// if true, ledges are ignored when wandering (up to 2*CollisionHeight + MaxStepHeight)
var bool  bDistressedWandering;			// whether NPC moves more erratically when hurt/alert
var bool  bWanderCanKillIfStuck;		// if true, and NPC gets stuck while wandering can kill NPC off
var bool  bWanderCanTeleportIfStuck;	// if true, and NPC gets stuck while wandering can try to teleport NPC
var bool  bWanderEndRotation;			// NPC has a different rotation rate when not wandering
var bool  bWanderLookAtDestination;		// whether NPC rotates to look at destination (usually true)
var float WanderAvoidObstructionOdds;	// odds of trying to turn away from obstructions (higher for smarter NPCs). Should probably never be zero..
var float WanderAvoidPawnDiffDistance;	// wandering NPCs will try to stay at least this far away from other Pawns
var float WanderAvoidPawnSameDistance;	// wandering NPCs will try to stay at least this far away from other Pawns of the same class
var float WanderCantMoveWaitTime;		// could find a wander direction -- sleeps for this long before trying again (min 0.1)
var float WanderDistMax;				// max distance to try to wander (if <= 0.0 set in PreBeginPlay)
var float WanderDistMin; 				// min distance to try to wander (if <= 0.0 set in PreBeginPlay)
var float WanderMaxZComponent;			// !!mdf - replace with WanderSpreadVerticalAngle? max vertical component of wander direction for flying/walking creatures
var float WanderMinAdustedSize;			// when obstructed by geometry (defaults to collisionradius -- with anything less NPC might never move)
var float WanderPauseOdds;				// odds that NPC will pause after reaching wander destination
var float WanderPauseMin;				// min time to pause after reaching wander destination (pausing stops NPC movement)
var float WanderPauseMax;				// max time to pause after reaching wander destination (pausing stops NPC movement)
var float WanderSpeedMin;				// min pct of movement speed used when relaxed and wandering
var float WanderSpeedMax;				// max pct of movement speed used when relaxed and wandering
var float WanderSpreadAngle;			// angle spread used when choosing a wander direction (0..360 degrees)
var float WanderTurnToDestinationOdds;	// odds that NPC will turn to wander destination before moving towards it (generally high for walking NPCs or large flyers or swimmers, low for NPCs that can "hover" or back up etc.) -- hmm actually seems to look better if they don't do this...
var float WanderViewBlockedDistance;	// distance used to check for view blocked (defaults to CollisionRadius)
var float WanderViewBlockedTurnOdds;	// odds NPC will rotate away from walls when wandering and view obstructed within WanderViewObstructedDistance units
var rotator	WanderEndRotationRate;		// rotation rate to use when not wandering (optional)

var float WanderMaxAvoidDistance;		// largest avoid distance -- computed in PreBeginPlay

//-----------------------------------------------------------------------------

function SetWanderParameters()
{
	if( WanderCantMoveWaitTime < 0.2 )
		WanderCantMoveWaitTime = 0.2;
	if( WanderDistMax <= 0.0 )
		WanderDistMax = FMax( 128.0, 4*CollisionRadius ); //!!mdf-tbd: correlate with movement speed to minimize timeouts during move?
	if( WanderDistMin <= 0.0 )
		WanderDistMin = 2*CollisionRadius;
	if( WanderViewBlockedDistance <= 0.0 )
		WanderViewBlockedDistance = CollisionRadius + 1.0; // +1.0 so should detect wall before trying to wander into it
		
	WanderMaxAvoidDistance = FMax( WanderAvoidPawnDiffDistance, WanderAvoidPawnSameDistance );
	
	if( WanderMinAdustedSize <= 0.0 )
		WanderMinAdustedSize = CollisionRadius;
}

//-----------------------------------------------------------------------------

event PreBeginPlay()
{
	Super.PreBeginPlay();

	SetWanderParameters();
}

//-----------------------------------------------------------------------------

event PostBeginPlay()
{
	local class<AIController> NewControllerClass;

	// if no mesh use collision cylinder as "mesh"	
	if( (DrawType == DT_Mesh && Mesh == None) || (DrawType == DT_StaticMesh && StaticMesh == None) )
		SpecialDisplayFlags = SpecialDisplayFlags | DF_Collision;

	//!!mdf-tbr: support for switching NPC controllers to/from U2AINew equivalent
	if( ControllerClass != None )
	{
		if( InStr( GetCommandLine(), "newai" ) != -1 )
		{
			switch( ControllerClass.Name )
			{
			case 'U2NPCControllerBaseOld':
				NewControllerClass = class'U2AI.U2NPCControllerBase';
				break;
			case 'U2NPCControllerBasicOld':
				NewControllerClass = class'U2AI.U2NPCControllerBasic';
				break;
			case 'U2NPCControllerAdvancedOld':
				NewControllerClass = class'U2AI.U2NPCControllerAdvanced';
				break;
			/* new bot code not functional
			case class'U2AI.U2NPCControllerBotOld':
				NewControllerClass = class'U2AI.U2NPCControllerBot';
				break;
			*/
			case 'AtlantisControllerOld':
				NewControllerClass = class<AIController>(DynamicLoadObject( "U2Pawns.AtlantisController", class'Class' ));
				break;
			default:
				break;
			}
		}
		else if( InStr( GetCommandLine(), "oldai" ) != -1 )
		{
			switch( ControllerClass.Name  )
			{
			case 'U2NPCControllerBase':
				NewControllerClass = class<AIController>(DynamicLoadObject( "U2AIOld.U2NPCControllerBaseOld", class'class' ));
				break;
			case 'U2NPCControllerBasic':
				NewControllerClass = class<AIController>(DynamicLoadObject( "U2AIOld.U2NPCControllerBasicOld", class'class' ));
				break;
			case 'U2NPCControllerAdvanced':
				NewControllerClass = class<AIController>(DynamicLoadObject( "U2AIOld.U2NPCControllerAdvancedOld", class'class' ));
				break;
			case 'U2NPCControllerBot':
				NewControllerClass = class<AIController>(DynamicLoadObject( "U2AIOld.U2NPCControllerBotOld", class'class' ));
				break;
			case 'AtlantisController':
				NewControllerClass = class<AIController>(DynamicLoadObject( "U2Pawns.AtlantisControllerOld", class'Class' ));
				break;
			default:
				break;
			}
		}
	
		if( NewControllerClass != None )
		{
			DM( "Swapping AI controller: " $ ControllerClass $ " --> " $ NewControllerClass );
			ControllerClass = NewControllerClass;
		}
	}

	Super.PostBeginPlay();
}

//-----------------------------------------------------------------------------

simulated function PlayMovementSound()
{
	if( StepSounds.Length != 0 )
	{
		if( StepSoundRadius <= 0.0 )
			StepSoundRadius = TransientSoundRadius;
		if( StepSoundPitch <= 0 )
			StepSoundPitch = 1.0;
			
		PlaySound( Sound(DynamicLoadObject( StepSounds[ Rand( StepSounds.Length ) ], class'Sound' )), /*Slot*/, StepSoundVolume, /*bNoOverride*/, StepSoundRadius, StepSoundPitch );
	}
	else
	{
		Super.PlayMovementSound();
	}
		
	if( StepShakeRadius > 0.0 )
		class'UtilGame'.static.MakeShake( Self, Location, StepShakeRadius, StepShakeMagnitude, StepShakeDuration );
}

//-----------------------------------------------------------------------------

function LandedOnTexture( float ImpactSpeed )
{
	if( LandSounds.Length != 0 )
	{
		if( LandSoundRadius <= 0.0 )
			LandSoundRadius = TransientSoundRadius;
		if( LandSoundPitch <= 0 )
			LandSoundPitch = 1.0;

		PlaySound( Sound(DynamicLoadObject( LandSounds[ Rand( LandSounds.Length ) ], class'Sound' )), LandSoundSlot, Abs(ImpactSpeed) / 450.0, false, LandSoundRadius, LandSoundPitch );
	}
	else
	{
		Super.LandedOnTexture( ImpactSpeed );
	}
		
	if( LandShakeRadius > 0.0 )
		class'UtilGame'.static.MakeShake( Self, Location, LandShakeRadius * Abs(ImpactSpeed) / 450.0, LandShakeMagnitude, LandShakeDuration );
}

//-----------------------------------------------------------------------------

defaultproperties
{
	StepSoundVolume=1.000000
	LandSoundSlot=SLOT_Misc
	RotationRateYawScripted=30000
	RotationRateYawScriptedDialog=30000
	AlertOthersRadius=1024.000000
	bAlertOthersRequiresLOS=true
	bLookForAlertFriends=true
	bAvoidFriendlyBumps=true
	bCanWanderOffLedges=true
	bDistressedWandering=true
	bWanderCanKillIfStuck=true
	bWanderCanTeleportIfStuck=true
	bWanderLookAtDestination=true
	WanderAvoidObstructionOdds=1.000000
	WanderCantMoveWaitTime=1.000000
	WanderDistMax=-1.000000
	WanderDistMin=-1.000000
	WanderMaxZComponent=0.707000
	WanderMinAdustedSize=-1.000000
	WanderPauseOdds=1.000000
	WanderSpeedMin=0.400000
	WanderSpeedMax=0.500000
	WanderSpreadAngle=180.000000
	WanderViewBlockedDistance=-1.000000
	bCanOpenDoors=false
	bCanDoSpecial=false
	bAmbientCreature=true
	ControllerClass=Class'U2AI.U2NPCControllerBase'
	TeamNumber=85
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleSideBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleSideBars"
}

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Class file time: sk 3-1-2016 10:38:42.000 - Creation time: sk 3-1-2016 10:48:43.278 - Created with UnCodeX