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//============================================================================= // U2NPCControllerBotOld.uc // Created By: Steve Polge, Mike Fox // Created On: 2/14/00 // $Author: Mfox $ // $Date: 2/21/03 3:20p $ // $Revision: 19 $ //============================================================================= class U2NPCControllerBotOld extends U2NPCControllerAdvancedOld; //----------------------------------------------------------------------------- // mdf-tbd -- not used in UW? //var float PointDied; var U2BotReplicationInfo BRI; // helper var name OldMessageType; var int OldMessageID; var float VictoryDanceOdds; //mdf-tbd: var float LastAttractCheck; //----------------------------------------------------------------------------- //@ MESSAGES //----------------------------------------------------------------------------- function CallForHelp() { local Controller C; SendMessage( None, 'Other', 4, 15, 'TEAM' ); #debug DMAI( "CallForHelp" ); for ( C=Level.ControllerList; C!=None; C=C.NextController ) if( C != Self && C.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team && C.CanHelp() ) C.HandleHelpMessageFrom( Self ); } //----------------------------------------------------------------------------- function HandleHelpMessageFrom( Controller Other ) { #debug DMAI( "HandleHelpMessageFrom " $ Other ); if( ReadyForAction() && Other.ControllerEnemy != None && (VSize( Other.ControllerEnemy.Location - Pawn.Location ) < 800) ) { if( Other.bIsPlayer ) SendMessage( Other.PlayerReplicationInfo, 'OTHER', 10, 10, 'TEAM' ); #debug DMAI( "HandleHelpMessageFrom -- calling MaybeSetEnemy" ); MaybeSetEnemy( Other.ControllerEnemy ); GotoState( AttackingState ); } } //----------------------------------------------------------------------------- function SendMessage( PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait, name BroadcastType ) { // limit frequency of same message if( MessageType == OldMessageType && MessageID == OldMessageID && Level.TimeSeconds - OldMessageTime < Wait ) return; // added for UW739 if ( Level.Game.bGameEnded || Level.Game.bWaitingToStartMatch ) return; OldMessageID = MessageID; OldMessageType = MessageType; SendVoiceMessage( PlayerReplicationInfo, Recipient, MessageType, MessageID, BroadcastType ); } //----------------------------------------------------------------------------- // //MWP/ARL (mdf) -- SendMessages are using hard-coded indices to messages // which pbly no longer apply in U2. Switch to using constants and/or cleanup. //----------------------------------------------------------------------------- function SendMessageAcknowledgeOrders( Controller OrderGiver, float Wait ) { SendMessage( OrderGiver.PlayerReplicationInfo, 'ACK', 0, //MWP/ARL-tbd: Rand( class<ChallengeVoicePack>( PlayerReplicationInfo.VoiceType ).default.NumAcks ), Wait, 'TEAM' ); } //----------------------------------------------------------------------------- function SendMessageNearPoint( Pawn Point, float Wait ) { if( !bInitLifeMessage && Point.Health > 0 && VSize( Pawn.Location - Point.Location ) < 500 ) { bInitLifeMessage = true; SendMessage( Point.PlayerReplicationInfo, 'OTHER', 3, Wait, 'TEAM' ); } } //----------------------------------------------------------------------------- function SendMessageInPosition( float Wait ) { if( !bInitLifeMessage ) { bInitLifeMessage = true; SendMessage( None, 'OTHER', 9, Wait, 'TEAM' ); } } //----------------------------------------------------------------------------- function YellAt( Pawn Moron ) { local float Threshold; if( ControllerEnemy == None ) Threshold = 0.3; else Threshold = 0.7; if( FRand() < Threshold ) return; SendMessage( None, 'FRIENDLYFIRE', 0, //MWP/ARL Rand( class<ChallengeVoicePack>( PlayerReplicationInfo.VoiceType ).default.NumFFires ), 5, 'TEAM' ); } //----------------------------------------------------------------------------- //@ MISC //----------------------------------------------------------------------------- function bool DeferTo( Controller Other ) { return ( Super.DeferTo( Other ) || (Other.PlayerReplicationInfo != None && Other.PlayerReplicationInfo.HasFlag != None) ); } //----------------------------------------------------------------------------- function AmbushClearOtherSpots() { if( Level.Game.bTeamGame ) Super.AmbushClearOtherSpots(); } //----------------------------------------------------------------------------- function InitPlayerReplicationInfo() { Super.InitPlayerReplicationInfo(); //mdf-tbd: if( PlayerReplicationInfo.VoiceType == None && VoiceType != "" ) PlayerReplicationInfo.VoiceType = class<VoicePack>(DynamicLoadObject(VoiceType,class'Class')); } //----------------------------------------------------------------------------- function Restart() { #debug DMAI( "Restart" ); //mdf-tbd: why/when would we want to clear the RealOrdersObject? //mdf-tbd: SetOrders( BRI.RealOrders, BRI.RealOrderGiver, None, false ); #debug DMAI( "SetOrders " $ GetContext( 0 ) ); SetOrders( BRI.RealOrders, BRI.RealOrdersObject, 0.0, BRI.RealOrderGiver ); Super.Restart(); } //----------------------------------------------------------------------------- function bool ShouldDeferTo( Controller Other ) { return( (Other.PlayerReplicationInfo != None && Other.PlayerReplicationInfo.HasFlag != None) || Super.ShouldDeferTo( Other ) ); } //----------------------------------------------------------------------------- event PostBeginPlay() { Super.PostBeginPlay(); // store pre-cast reference to BRI BRI = U2BotReplicationInfo(PlayerReplicationInfo); } //----------------------------------------------------------------------------- function bool CanRespawn() { return true; } //----------------------------------------------------------------------------- // Moved here from U2NPCControllerBaseOld function SetPeripheralVision() { if( Pawn != None ) { if( GetSkill() < 0.50 ) Pawn.PeripheralVision = 0.7; else if( GetSkill() == 1.0 ) Pawn.PeripheralVision = -0.2; else Pawn.PeripheralVision = 2.0 - 2.3 * GetSkill(); Pawn.PeripheralVision = FMin( Pawn.PeripheralVision - U2PBasic.BaseAlertness, 0.9 ); if( bSniping && ( AmbushSpot != None ) ) Pawn.SetSightRadius( AmbushSpot.SightRadius ); else Pawn.RestoreSightRadius(); } } //----------------------------------------------------------------------------- // Moved here from U2NPCControllerBaseOld (mucks with peripheral vision). function SetAlertness( float NewAlertness ) { if( Pawn.Alertness != NewAlertness ) { Pawn.PeripheralVision += 0.707 * ( Pawn.Alertness - NewAlertness ); // used by engine for SeeEnemy() Pawn.Alertness = NewAlertness; } } //----------------------------------------------------------------------------- function bool GetShouldUseDeviousTactics( float BaseSkill, float BaseOdds ) { return ( GetSkill() >= BaseSkill && !Level.Game.bTeamGame && (FRand() < BaseOdds - (0.15 * (Level.Game.NumBots+Level.Game.NumPlayers))) ); } //----------------------------------------------------------------------------- function bool UseTacticalJumps() { // note(mdf): total guess that jumps during tactical moves are avoided for // RL and other splash damage weapons because of danger of damaging self? // Ideally, IMO, bots should be just as jump with RL etc. return ( IsMobile() && (Pawn.Weapon == None || !Pawn.Weapon.bRecommendSplashDamage) && (U2PBasic.bJumpy || (FRand()*GetSkill() > U2PBasic.JumpyOdds)) ); } //----------------------------------------------------------------------------- function float WeaponPreference( Weapon W ) { if( W.Class == U2Player(Pawn).FavoriteWeapon ) return 0.22; return 0; } //----------------------------------------------------------------------------- function float AdjustDesireFor( Pickup P ) { if( P.InventoryType == U2Player(Pawn).FavoriteWeapon ) return 0.35; return 0; } //----------------------------------------------------------------------------- function bool AmmoReadyForAction( U2Weapon U2W ) { //#debug DMAI( "AmmoReadyForAction: " $ U2W != None && U2W.HasEnoughAmmo( 5 ) ); // enough ammo for at least 5 uses for bots? return( U2W != None && U2W.HasEnoughAmmo( 5 ) ); } //----------------------------------------------------------------------------- // mdf-tbi: something like, on startup, look at the inventory in the level and // determine an "inventory score" which must be met before the bot will attack // (like what was done for WoT bots). Also make sure that the bot has enough // ammo -- hook into HasEnougAmmo() (add to Weapon?). function bool InventoryReadyForAction() { local bool bRetVal; // NOTE: for speed we could "cache" this call as long as bot's inventory doesn't change // mdf-tbd: use each items's desireability? // mdf-tbd: for now encourage bot to get up to at least 1/3 of his potential offensive and defensive strength // mdf-tbd: what about other pickups? bRetVal = ( class'UtilGame'.static.GetInventoryCount( Pawn, Class'Weapon' ) >= 0.333*Level.Game.GetLevelRatingOffensive() && class'UtilGame'.static.GetInventoryCount( Pawn, Class'Armor' ) >= 0.333*Level.Game.GetLevelRatingDefensive() ); //#debug DMAI( "InventoryReadyForAction: " $ bRetVal ); //DM( "InventoryReadyForAction WC: " $ class'UtilGame'.static.GetInventoryCount( Pawn, Class'Weapon' ) $ " RO: " $ 0.333*Level.Game.GetLevelRatingOffensive() ); //DM( "InventoryReadyForAction PUC: " $ class'UtilGame'.static.GetInventoryCount( Pawn, Class'Armor' ) $ " RD: " $ 0.333*Level.Game.GetLevelRatingDefensive()); return bRetVal; } //----------------------------------------------------------------------------- // mdf-tbd: should depend somewhat on inventory in level. function bool ReadyForAction() { local bool bRetVal; bRetVal = ( Super.ReadyForAction() && Pawn.Health > 70 && (U2Pawn(Pawn).GetPowerSuitMax() == -1.0 || U2Pawn(Pawn).GetPowerSuitPct() > 0.25 ) && InventoryReadyForAction() ); //#debug DMAI( "ReadyForAction: " $ bRetVal ); //DM( "ReadyForAction: " $ Super.ReadyForAction() && InventoryReadyForAction() ); return( bRetVal ); } //----------------------------------------------------------------------------- function bool ReadyForOrders() { return ReadyForAction(); } //----------------------------------------------------------------------------- function bool ShouldGiveUpHunting() { return( (GetSkill() < 0.50) || (Level.Game.NumBots + Level.Game.NumPlayers > 2) ); } //----------------------------------------------------------------------------- function bool PreparedToHunt() { #debug DMAI( "PreparedToHunt" ); return( ((GetSkill() >= 0.50) || (Level.Game.NumPlayers + Level.Game.NumBots == 2)) && ReadyForAction() ); } //----------------------------------------------------------------------------- //@ ORDERS //----------------------------------------------------------------------------- function RestoreRealOrders() { #debug DMAI( "RestoreRealOrders" ); //mdf-tbd: why/when would we want to clear the RealOrdersObject? //SetOrders( BRI.RealOrders, BRI.RealOrderGiver, None, false ); #debug DMAI( "SetOrders " $ GetContext( 0 ) ); SetOrders( BRI.RealOrders, BRI.RealOrdersObject, 0.0, BRI.RealOrderGiver ); } //----------------------------------------------------------------------------- function name GetOrders() { return BRI.RealOrders; } //----------------------------------------------------------------------------- function Actor GetOrdersObject() { return BRI.RealOrdersObject; } //----------------------------------------------------------------------------- // mdf-tbd: could be useful in advanced? function HandleOrdersAttack() { local Controller C; local U2NPCControllerBotOld B; Super.HandleOrdersAttack(); // set bLeading if have supporters if( Level.Game.bTeamGame ) { for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( C.bIsPlayer && C.PlayerReplicationInfo.Team == PlayerReplicationInfo.Team ) { B = U2NPCControllerBotOld( C ); if( B != None && B.OrdersObject == Self && B.BRI.RealOrders == OrdersFollow ) { bLeading = true; break; } } } } } //----------------------------------------------------------------------------- function SetRealOrders( name NewOrders, Actor NewOrdersObject, Object NewOrderGiver ) { BRI.RealOrders = NewOrders; BRI.RealOrdersObject = NewOrdersObject; BRI.SetRealOrderGiver( NewOrderGiver ); } //----------------------------------------------------------------------------- function name GetRealOrders() { return BRI.RealOrders; } //----------------------------------------------------------------------------- function SetAttractionState() { /* mdf-tbd: if( ControllerEnemy != None ) { if( !IsInState( AttackAttackFallbackState ) ) { //mdf-tbd: SetNoClearSpecial( true ); GS( AttackFallbackState, MoveSpecialLabel ); } } else if( !IsInState( RoamingState ) ) { //mdf-tbd: SetNoClearSpecial( true ); GS( RoamingState, MoveSpecialLabel ); } */ } //----------------------------------------------------------------------------- function bool FindSpecialAttraction() { local Actor SpecialAttractionActor; // mdf-tbd: code stolen from UT version in CTFGame (seems hackish -- is it really needed?) // if( LastAttractCheck == Level.TimeSeconds ) // return false; // LastAttractCheck = Level.TimeSeconds; if( IsMobile() && SpecialGoal != None ) { // build a path to it FindPathToActor( SpecialGoal, SpecialAttractionActor ); // mdf-tbr: if( SpecialAttractionActor != None ) { SetAttractionState(); } else { //DMTNS( "Can't get to special goal actor: " $ SpecialGoal ); } if( SpecialAttractionActor != None ) MoveTarget = SpecialAttractionActor; } return ( SpecialAttractionActor != None ); } //----------------------------------------------------------------------------- //@ UW BOT CODE //----------------------------------------------------------------------------- function bool HandleFriendlyBumps() { // mdf-tbd: just return true so any friendly creatures in non-teamgame (?) handled? return Level.Game.bTeamGame; } //----------------------------------------------------------------------------- function bool ShouldDestroyNPC() { local bool bRetVal; bRetVal = false; if( Level.NetMode != NM_Standalone && U2DeathMatch(Level.Game) != None && U2DeathMatch(Level.Game).TooManyBots() ) { if ( Pawn != None ) { Pawn.Health = 0; Pawn.Died( Self, class'Suicided', Pawn.Location, vect(0,0,0) ); } Destroy(); bRetVal = true; } return bRetVal; } //----------------------------------------------------------------------------- function HandleEnemyKilledSafe( Controller Killer, Pawn KilledEnemy ) { if( Killer == Self ) { // I was the killer if( FRand() < VictoryDanceOdds && Orders != OrdersAttack ) { #debug SetControllerTarget( KilledEnemy, GetContext() ); #release SetControllerTarget( KilledEnemy ); GotoState( VictoryDanceState ); } else { GotoState( AttackingState ); } } else { // mdf-tbd: bots who has KilledEnemy as an enemy could sometimes say "hey, that one was mine" etc.) // or, in team games, "nice kill" etc. GotoState( AttackingState ); } } //----------------------------------------------------------------------------- // mdf-tbd: clean up this crap -- just override NotifyKilled. function GameRelatedKilled( Controller Killer, Controller Killed, Pawn KilledPawn, class<DamageType> DamageType ) { if( Level.Game.bTeamGame ) { // mdf-tbd -- not used in UW? // if( Orders == OrdersFollow && Other.Controller == OrdersObject ) // PointDied = Level.TimeSeconds; // did bot witness teammate's death? if( KilledPawn != Pawn && (VSize( Pawn.Location - KilledPawn.Location ) < 1400) && LineOfSightTo( KilledPawn ) ) { SendMessage( None, 'OTHER', 5, 10, 'TEAM' ); //FIXME - ONLY IF ON SAME TEAM!!! } } } //----------------------------------------------------------------------------- state @ AttackHuntState { ignores EnemyNotVisible; //------------------------------------------------------------------------- function MaybeClearHuntingEnemy() { // If no enemy, or I should see him but don't, then give up if( GetTimeSinceEnemyLastDetected() > 26 - Level.Game.NumPlayers - Level.Game.NumBots ) { #debug SetControllerEnemy( None, GetContext() ); #release SetControllerEnemy( None ); } } } //----------------------------------------------------------------------------- state @ AttackRetreatState { ignores EnemyNotVisible; //------------------------------------------------------------------------- event BeginState() { if( Level.Game.bTeamGame && ControllerEnemy.IsMobile() ) CallForHelp(); Super.BeginState(); } } //----------------------------------------------------------------------------- // mdf-tbd: seems that TookDamage is getting called even though eventTakeDamage // is ignored (so I had to add ignores eventTookDamage also). Why? state @ DeadState { ignores SeeEnemy, SeeFriend, SeeOther, SeeAlertFriend, eventTakeDamage, eventTookDamage, EnemyNotVisible, HearNoise, ShotFiredNotification, NotifyLanded, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, NotifyLanded, NotifyHitWall, NotifyBump; //------------------------------------------------------------------------- // 2003.02.21 (mdf) fix from Jason Yu for bots sometimes not respawning in // botmatch. #debug function WhatToDoNext( string ContextStr ); #release function WhatToDoNext(); //------------------------------------------------------------------------- event BeginState() { //mdf-tbd: is this check even needed (can we get here without going through same check in WhatToDoNext? if( !ShouldDestroyNPC() ) { Super.BeginState(); SetSharedTimer( 0, false ); #debug SetControllerEnemy( None, GetContext() ); #release SetControllerEnemy( None ); if ( bSniping && (AmbushSpot != None) ) AmbushSpot.Taken = false; AmbushSpot = None; // mdf-tbd -- not used in UW? // PointDied = -1000; ResetGlobalAISettings(); bSniping = false; bInitLifeMessage = false; } } //------------------------------------------------------------------------- @ BeginLabel: if ( Level.Game.bGameEnded ) GotoState( GameEndedState ); Sleep(0.2); @ TryAgainLabel: Sleep( 0.25 + U2GameInfo(Level.Game).SpawnWait( Self ) ); Level.Game.ReStartPlayer( Self ); Goto( TryAgainLabel ); @ WaitingForStartLabel: } //----------------------------------------------------------------------------- state @ RoamingState { ignores EnemyNotVisible; function ShareWith( Pawn Other ) { if( !Other.PlayerReplicationInfo.bIsSpectator ) Super.ShareWith( Other ); } //------------------------------------------------------------------------- function bool CanHelp() { return true; } //------------------------------------------------------------------------- function HandleTeamGameStuff() { if( Level.Game.bTeamGame ) { if( Orders == OrdersNone && !bStayFreelance && Orders != BRI.RealOrders ) { //mdf-tbd: why/when would we want to clear the RealOrdersObject? //SetOrders( BRI.RealOrders, BRI.RealOrderGiver, None, true ); #debug DMAI( "SetOrders " $ GetContext( 0 ) ); SetOrders( BRI.RealOrders, BRI.RealOrdersObject, 0.0, BRI.RealOrderGiver ); } if( FRand() < 0.5 ) bStayFreelance = false; } } //------------------------------------------------------------------------- // Calls FindSpecialAttraction which (in UT) was used to identify a special // destination, such as a flag lying on the ground. If there is a special // attraction, checks for local (directly reachable) inventory in a radius // which decreases with the priority of the special attraction. Not too // sure yet how this will fit in with U2 approach. Note that the version of // FindSpecialAttraction in CTFBot is a mess -- setting up lots of global // stuff and possibly switching the bot's state, e.g. to attack an enemy // carrying the flag. function bool PickSpecialDestination() { local byte TeamPriority; local bool bSpecialAttraction; //!!! collapse with similar (almost identical) code in Base bSpecialAttraction = false; if( FindSpecialAttraction() ) { // special attraction but see if we should go after local inventory // mdf-tbd: I'm not sure this works correctly much of the time since // in some cases FindSpecialAttraction will have caused a state change // which will take us out of the Roaming state regardless of whether // or not some local inventory is selected, no? TeamPriority = PriorityObjective(); if( TeamPriority > 16 ) PickLocalInventoryDestination( 160, 1.8 ); else if( TeamPriority > 1 ) PickLocalInventoryDestination( 200, 1.0 ); else if( TeamPriority > 0 ) PickLocalInventoryDestination( 280, 0.55 ); else PickLocalInventoryDestination( 400, 0.5 ); bSpecialAttraction = true; } return bSpecialAttraction; } //------------------------------------------------------------------------- function bool SetHuntDestination( Actor TargetActor ) { FindPathToActor( TargetActor, MoveTarget ); return( MoveTarget != None ); } //------------------------------------------------------------------------- function bool PickHuntDestination() { local bool bResult; local Controller C; bResult = false; if( PreparedToHunt() ) { if( Pawn(RoamTarget) != None && !LineOfSightTo( RoamTarget ) ) { // continue hunting RoamTarget bResult = SetHuntDestination( RoamTarget ); } else { // high skill bots go hunt player // mdf-tbd: // #1 isn't this "cheating" since this lets the NPC make a beeline for the selected player -- do we care? // #2 shouldn't this also target AIControllers (i.e. any players, not just real ones)? // #3 for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( C.IsRealPlayer() && ((VSize( C.Location - Pawn.Location ) > 1500) || !LineOfSightTo( C )) ) { if( SetHuntDestination( C ) ) { RoamTarget = C; bResult = true; break; } } } } if( !bResult ) { // mdf-tbd: I don't understand this comment -- seems backwards bWantsToCamp = true; // don't camp if couldn't go to player } } return bResult; } //------------------------------------------------------------------------- function PickDestination() { HandleTeamGameStuff(); // mdf-tbd: Super.PickDestination(); } //------------------------------------------------------------------------- function ModifyInventorySpotMoveTarget() { local InventorySpot InventorySpotTarget; #debug DMAIM( "MoveTarget is InventorySpot: " $ MoveTarget ); InventorySpotTarget = InventorySpot( MoveTarget ); if( PriorityObjective() == 0 && InventorySpotTarget.markedItem != None && Desireability( InventorySpotTarget.markedItem ) > 0 ) { if( InventorySpotTarget.markedItem.ReadyToPickup( 0.0 ) ) { MoveTarget = InventorySpot( MoveTarget ).markedItem; } else if( InventorySpotTarget.markedItem.ReadyToPickup( 5.0 ) && Pawn.NearSpot( MoveTarget.Location ) ) { CampTime = FMin( 5, InventorySpotTarget.markedItem.LatentFloat + 0.5 ); bCampOnlyOnce = true; GotoLabel( CampLabel ); } } } //------------------------------------------------------------------------- function ModifyMoveTarget() { if( InventorySpot(MoveTarget) != None ) { ModifyInventorySpotMoveTarget(); } else if( Pickup(MoveTarget) != None && Level.Game.bTeamGame ) { ModifyPickupMoveTarget(); } } } // RoamingState //----------------------------------------------------------------------------- defaultproperties { VictoryDanceOdds=0.250000 RateCurrentWeaponChecks=0.500000 RateBestWeaponChecks=1.000000 RateBestWeaponChecksEnemy=0.500000 MaxAffectedByHitTime=0.250000 MaxAffectedByAcquisitionTime=0.500000 TryToHitInstantBaseOddsMin=0.250000 TryToHitInstantBaseOddsMax=1.000000 TryToHitProjectileBaseOddsMin=0.500000 TryToHitTossedBaseOddsMin=0.500000 bIsPlayer=true bIsBot=true bShouldPossess=false PlayerReplicationInfoClass=Class'U2.U2BotReplicationInfo' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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