Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 |
//============================================================================= // AIController, the base class of AI. // // Controllers are non-physical actors that can be attached to a pawn to control // its actions. AIControllers implement the artificial intelligence for the pawns they control. // // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class AIController extends Controller native; var bool bHunting; // tells navigation code that pawn is hunting another pawn, // so fall back to finding a path to a visible pathnode if none // are reachable var bool bAdjustFromWalls; // auto-adjust around corners, with no hitwall notification for controller or pawn // if wall is hit during a MoveTo() or MoveToward() latent execution. var bool bPlannedJump; // set when doing voluntary jump var AIScript MyScript; var float Skill; // skill, scaled by game difficulty (add difficulty to this value) native(510) final latent function WaitToSeeEnemy(); // return when looking directly at visible enemy event PreBeginPlay() { Super.PreBeginPlay(); if ( bDeleteMe ) return; if ( Level.Game != None ) Skill += Level.Game.GameDifficulty; Skill = FClamp(Skill, 0, 3); } function Reset() { bHunting = false; bPlannedJump = false; Super.Reset(); } simulated function float RateWeapon(Weapon w) { return (W.GetAIRating() + FRand() * 0.05); } function Trigger( actor Other, pawn EventInstigator ) { TriggerScript(Other,EventInstigator); } /* WeaponFireAgain() Notification from weapon when it is ready to fire (either just finished firing, or just finished coming up/reloading). Returns true if weapon should fire. If it returns false, can optionally set up a weapon change */ function bool WeaponFireAgain(float RefireRate, bool bFinishedFire) { if ( Pawn.PressingFire() && (FRand() < RefireRate) ) { Pawn.Weapon.BotFire(bFinishedFire); return true; } StopFiring(); return false; } /* TriggerScript() trigger AI script (this may enable it) */ function bool TriggerScript( actor Other, pawn EventInstigator ) { if ( MyScript != None ) { MyScript.Trigger(EventInstigator,pawn); return true; } return false; } /* DisplayDebug() list important controller attributes on canvas */ function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { local int i; local string T; Super.DisplayDebug(Canvas,YL, YPos); Canvas.DrawColor.B = 255; if ( (Pawn != None) && (MoveTarget != None) && Pawn.ReachedDestination(MoveTarget) ) Canvas.DrawText(" Skill "$Skill$" NAVIGATION MoveTarget "$GetItemName(String(MoveTarget))$"(REACHED) PendingMover "$PendingMover$" MoveTimer "$MoveTimer, false); else Canvas.DrawText(" Skill "$Skill$" NAVIGATION MoveTarget "$GetItemName(String(MoveTarget))$" PendingMover "$PendingMover$" MoveTimer "$MoveTimer, false); YPos += YL; Canvas.SetPos(4,YPos); T = " Destination "$Destination$" Focus "$GetItemName(string(Focus)); if ( bPreparingMove ) T = T$" (Preparing Move)"; Canvas.DrawText(T, false); YPos += YL; Canvas.SetPos(4,YPos); Canvas.DrawText(" RouteGoal "$GetItemName(string(RouteGoal))$" RouteDist "$RouteDist, false); YPos += YL; Canvas.SetPos(4,YPos); for ( i=0; i<16; i++ ) { if ( RouteCache[i] == None ) { if ( i > 5 ) T = T$"--"$GetItemName(string(RouteCache[i-1])); break; } else if ( i < 5 ) T = T$GetItemName(string(RouteCache[i]))$"-"; } Canvas.DrawText("RouteCache: "$T, false); YPos += YL; Canvas.SetPos(4,YPos); } function float AdjustDesireFor(Pickup P) { return 0; } /* GetFacingDirection() returns direction faced relative to movement dir 0 = forward 16384 = right 32768 = back 49152 = left */ function int GetFacingDirection() { local float strafeMag; local vector Focus2D, Loc2D, Dest2D, Dir, LookDir, Y; // check for strafe or backup Focus2D = FocalPoint; Focus2D.Z = 0; Loc2D = Pawn.Location; Loc2D.Z = 0; Dest2D = Destination; Dest2D.Z = 0; lookDir = Normal(Focus2D - Loc2D); Dir = Normal(Dest2D - Loc2D); strafeMag = lookDir dot Dir; Y = (lookDir Cross vect(0,0,1)); if ((Y Dot (Dest2D - Loc2D)) < 0) return ( 49152 + 16384 * strafeMag ); else return ( 16384 - 16384 * strafeMag ); } // AdjustView() called if Controller's pawn is viewtarget of a player function AdjustView(float DeltaTime) { local float TargetYaw, TargetPitch; local rotator OldViewRotation,ViewRotation; Super.AdjustView(DeltaTime); if( !Pawn.bUpdateEyeHeight ) return; // update viewrotation ViewRotation = Rotation; OldViewRotation = Rotation; if ( Enemy == None ) { ViewRotation.Roll = 0; if ( DeltaTime < 0.2 ) { OldViewRotation.Yaw = OldViewRotation.Yaw & 65535; OldViewRotation.Pitch = OldViewRotation.Pitch & 65535; TargetYaw = float(Rotation.Yaw & 65535); if ( Abs(TargetYaw - OldViewRotation.Yaw) > 32768 ) { if ( TargetYaw < OldViewRotation.Yaw ) TargetYaw += 65536; else TargetYaw -= 65536; } TargetYaw = float(OldViewRotation.Yaw) * (1 - 5 * DeltaTime) + TargetYaw * 5 * DeltaTime; ViewRotation.Yaw = int(TargetYaw); TargetPitch = float(Rotation.Pitch & 65535); if ( Abs(TargetPitch - OldViewRotation.Pitch) > 32768 ) { if ( TargetPitch < OldViewRotation.Pitch ) TargetPitch += 65536; else TargetPitch -= 65536; } TargetPitch = float(OldViewRotation.Pitch) * (1 - 5 * DeltaTime) + TargetPitch * 5 * DeltaTime; ViewRotation.Pitch = int(TargetPitch); SetRotation(ViewRotation); } } } function SetOrders(name NewOrders, Controller OrderGiver); function actor GetOrderObject() { return None; } function name GetOrders() { return 'None'; } /* PrepareForMove() Give controller a chance to prepare for a move along the navigation network, from Anchor (current node) to Goal, given the reachspec for that movement. Called if the reachspec doesn't support the pawn's current configuration. By default, the pawn will crouch when it hits an actual obstruction. However, Pawns with complex behaviors for setting up their smaller collision may want to call that behavior from here */ event PrepareForMove(NavigationPoint Goal, ReachSpec Path); /* WaitForMover() Wait for Mover M to tell me it has completed its move */ function WaitForMover(Mover M) { if ( (Enemy != None) && (Level.TimeSeconds - LastSeenTime < 3.0) ) Focus = Enemy; PendingMover = M; bPreparingMove = true; Pawn.Acceleration = vect(0,0,0); } /* MoverFinished() Called by Mover when it finishes a move, and this pawn has the mover set as its PendingMover */ function MoverFinished() { if ( PendingMover.MyMarker.ProceedWithMove(Pawn) ) { PendingMover = None; bPreparingMove = false; } } /* UnderLift() called by mover when it hits a pawn with that mover as its pendingmover while moving to its destination */ function UnderLift(Mover M) { local NavigationPoint N; bPreparingMove = false; PendingMover = None; // find nearest lift exit and go for that if ( (MoveTarget == None) || MoveTarget.IsA('LiftCenter') ) for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) if ( N.IsA('LiftExit') && (LiftExit(N).LiftTag == M.Tag) && ActorReachable(N) ) { MoveTarget = N; return; } } function bool PriorityObjective() { return false; } function Startle(Actor A); defaultproperties { bAdjustFromWalls=True bCanOpenDoors=True bCanDoSpecial=True MinHitWall=-0.500000 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |