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//============================================================================= // GameAIControllerCTF.uc // Created By: Mike Fox // Created On: 08/07/01 // $Author: Mfox $ // $Date: 9/13/02 11:03a $ // $Revision: 5 $ //============================================================================= class GameAIControllerCTF extends GameAIControllerImpl; /*----------------------------------------------------------------------------- Overview of rules: Teams score points by capturing other team's flag. etc. -----------------------------------------------------------------------------*/ const GameEventFlagCaptured = 'FlagCaptured'; const GameEventFlagDropped = 'FlagDropped'; const GameEventFlagReturned = 'FlagReturned'; const GameEventFlagTaken = 'FlagTaken'; //const GameEventFlagSee = 'FlagSee'; var U2CTFFlag OurFlag; var U2CTFFlag TheirFlag; //----------------------------------------------------------------------------- function Initialize( int NewTeamIndex ) { local U2CTFFlag Flag; Super.Initialize( NewTeamIndex ); foreach AllActors( class'U2CTFFlag', Flag ) { if( Flag.Team == GetTeam( TeamIndex ) ) OurFlag = Flag; else TheirFlag = Flag; } } // tbd: function GameEvent( name EventName, Actor Instigator, optional Actor OtherActor, optional name OtherInfo ) { #debug DMTNS( "GameEvent: " $ EventName ); switch( EventName ) { case GameEventFlagCaptured: case GameEventFlagDropped: case GameEventFlagReturned: case GameEventFlagTaken: UpdateGameAI(); break; default: Super.GameEvent( EventName, Instigator, OtherActor, OtherInfo ); break; } } /* //----------------------------------------------------------------------------- function GameEvent( name EventName, Actor Instigator, optional Actor OtherActor, optional name OtherInfo ) { switch( EventName ) { case CaptureGameEvent: if( Pawn(Instigator) != None ) { if( Pawn(Instigator).PlayerReplicationInfo.Team.TeamIndex == TeamIndex ) HandleFriendlyCapture(); else HandleEnemyCapture(); } else GameEventError( "invalid instigator", EventName, Instigator, OtherActor, OtherInfo ); break; case DeathGameEvent: if( Pawn(Instigator) != None ) { if( Pawn(Instigator).PlayerReplicationInfo.Team.TeamIndex == TeamIndex ) HandleFriendlyDeath(); else HandleEnemyDeath(); } break; default: Super.GameEvent( EventName, Instigator, OtherActor, OtherInfo ); break; } } //----------------------------------------------------------------------------- function protected HandleEnemyCapture() { local Controller C; for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( C.bIsBot ) U2NPCController(C).SetOrders( U2NPCControllerBase.OrdersAttack, C ); // mdf-tbd: support actor OrdersObject? } } //----------------------------------------------------------------------------- function protected HandleFriendlyCapture() { local Controller C; for( C=Level.ControllerList; C!=None; C=C.NextController ) { if( C.bIsBot ) U2NPCController(C).SetOrders( U2NPCControllerBase.OrdersAttack, C ); // mdf-tbd: support actor OrdersObject? } //for( C=list of NPCs controlled by this controller; C!=None; C=C.Next ) // C.SetOrders(...); } //----------------------------------------------------------------------------- function protected HandleEnemyDeath() { } //----------------------------------------------------------------------------- function protected HandleFriendlyDeath() { } */ //----------------------------------------------------------------------------- // overall: // if losing: increasingly offensive with increasing amount behind, decreasing time remaining // if winning: increasingly defensive with increasing amount ahead, decreasing time remaining function protected UpdateGameAI() { local Controller C; local U2NPCController U2NPC; // tbd: most of this should be event driven eventually? if( true || NumTeamPlayers() == 1 ) { // special case -- 1 player on team // if losing -- have to be offensive (no one for defense) for( C=Level.ControllerList; C!=None; C=C.NextController ) { U2NPC = U2NPCController(C); if( U2NPC == None ) continue; if( CanControlNPC( U2NPC ) ) { // mdf-tbr: this should be determined internally by the NPC AI //if( !U2NPC.ReadyForAction() ) // continue; // NPC needs more time to prepare mdf-tbd: have a per-NPC "NextGameAICheckTime"? // what's the current status? // mdf-tbd: use a lookup table for all of this? if( OurFlag.GetStatus() == FS_Home ) { // our flag in base if( TheirFlag.GetStatus() == FS_Home ) { // their flag in base -- go get it SetNPCSpecialGoal( U2NPC, TheirFlag.HomeBase ); } else if( TheirFlag.GetStatus() == FS_Held && TheirFlag.Holder == C.Pawn ) { // I'm holding their flag -- try to cap it SetNPCSpecialGoal( U2NPC, OurFlag.HomeBase ); } else if( TheirFlag.GetStatus() == FS_Dropped ) { // their flag was dropped -- try to find it // mdf-tbd: check LOS so bots don't cheat SetNPCSpecialGoal( U2NPC, TheirFlag ); } else { #debug DMTNS( "Situation not yet handled" ); } } else if( OurFlag.GetStatus() == FS_Held ) { // our flag held -- go after it // mdf-tbd: check LOS so bots don't cheat // mdf-tbd: if their flag nearby get it first SetNPCSpecialGoal( U2NPC, OurFlag.Holder ); } else if( OurFlag.GetStatus() == FS_Dropped ) { // our flag dropped -- go after it // mdf-tbd: check LOS so bots don't cheat // mdf-tbd: if their flag nearby get it first SetNPCSpecialGoal( U2NPC, OurFlag ); } else { #debug DMTNS( "Situation not yet handled" ); } } else { // mdf-tbr: #debugbegin if( U2NPC.PlayerReplicationInfo == None || U2NPC.PlayerReplicationInfo.Team == GetTeam( TeamIndex ) ) DMTNS( "Can't control " $ C ); #debugend } } } } //----------------------------------------------------------------------------- defaultproperties { } |
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