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//============================================================================= // Bot. //============================================================================= class Bot extends ScriptedController; // AI Magic numbers - distance based, so scale to bot speed/weapon range const MAXSTAKEOUTDIST = 2000; const ENEMYLOCATIONFUZZ = 1200; const TACTICALHEIGHTADVANTAGE = 320; const MINSTRAFEDIST = 200; const MINVIEWDIST = 200; //AI flags var bool bCanFire; // used by TacticalMove and Charging states var bool bStrafeDir; var bool bLeadTarget; // lead target with projectile attack var bool bChangeDir; // tactical move boolean var bool bFrustrated; var bool bInitLifeMessage; var bool bReachedGatherPoint; var bool bFinalStretch; var bool bJumpy; // likes to jump around if true OBSOLETE - use Jumpiness var bool bHasTranslocator; var bool bHasImpactHammer; var bool bTacticalDoubleJump; var bool bWasNearObjective; var bool bPlannedShot; var bool bHasFired; var bool bForcedDirection; var bool bFireSuccess; var bool bStoppedFiring; var bool bEnemyIsVisible; var bool bTranslocatorHop; var bool bEnemyEngaged; var bool bMustCharge; var bool bPursuingFlag; var bool bJustLanded; var bool bSingleTestSection; // used in ReviewJumpSpots; var bool bRecommendFastMove; var bool bDodgingForward; var bool bInstantAck; var bool bShieldSelf; var bool bIgnoreEnemyChange; // to prevent calling whattodonext() again on enemy change var bool bHasSuperWeapon; var actor TranslocationTarget; var actor RealTranslocationTarget; var actor ImpactTarget; var float TranslocFreq; var float NextTranslocTime; var name OldMessageType; var int OldMessageID; // Advanced AI attributes. var vector HidingSpot; var float Aggressiveness; // 0.0 to 1.0 (typically) var float LastAttractCheck; var NavigationPoint BlockedPath; var float AcquireTime; // time at which current enemy was acquired var float Aggression; var float LoseEnemyCheckTime; var actor StartleActor; var float StartTacticalTime; var float LastUnderFire; // modifiable AI attributes var float BaseAlertness; var float Accuracy; // -1 to 1 (0 is default, higher is more accurate) var float BaseAggressiveness; // 0 to 1 (0.3 default, higher is more aggressive) var float StrafingAbility; // -1 to 1 (higher uses strafing more) var float CombatStyle; // -1 to 1 = low means tends to stay off and snipe, high means tends to charge and melee var float Tactics; var float TranslocUse; // 0 to 1 - higher means more likely to use var float ReactionTime; var float Jumpiness; // 0 to 1 var class<Weapon> FavoriteWeapon; // Team AI attributes var string GoalString; // for debugging - used to show what bot is thinking (with 'ShowDebug') var string SoakString; // for debugging - shows problem when soaking var SquadAI Squad; var Bot NextSquadMember; // linked list of members of this squad var float ReTaskTime; // time when squad will retask bot (delayed to avoid hitches) // Scripted Sequences var UnrealScriptedSequence GoalScript; // ScriptedSequence bot is moving toward (assigned by TeamAI) var UnrealScriptedSequence EnemyAcquisitionScript; var Vehicle FormerVehicle; enum EScriptFollow { FOLLOWSCRIPT_IgnoreAllStimuli, FOLLOWSCRIPT_IgnoreEnemies, FOLLOWSCRIPT_StayOnScript, FOLLOWSCRIPT_LeaveScriptForCombat }; var EScriptFollow ScriptedCombat; var int FormationPosition; // ChooseAttackMode() state var int ChoosingAttackLevel; var float ChooseAttackTime; var int ChooseAttackCounter; var float EnemyVisibilityTime; var pawn VisibleEnemy; var pawn OldEnemy; //FIXME TEMP var float StopStartTime; var float LastRespawnTime; var float FailedHuntTime; var Pawn FailedHuntEnemy; // inventory searh var float LastSearchTime; var float LastSearchWeight; var float CampTime; var int LastTaunt; var int NumRandomJumps; // attempts to free bot from being stuck var string ComboNames[4]; // weapon check var float LastFireAttempt; var float GatherTime; var() name OrderNames[16]; var name OldOrders; var Controller OldOrderGiver; // 1vs1 Enemy location model var vector LastKnownPosition; var vector LastKillerPosition; // for testing var NavigationPoint TestStart; var int TestPath; var name TestLabel; const AngleConvert = 0.0000958738; // 2*PI/65536 function Destroyed() { Squad.RemoveBot(self); if ( GoalScript != None ) GoalScript.FreeScript(); Super.Destroyed(); } function PostBeginPlay() { Super.PostBeginPlay(); SetCombatTimer(); Aggressiveness = BaseAggressiveness; if ( UnrealMPGameInfo(Level.Game).bSoaking ) bSoaking = true; } /* HasSuperWeapon() - returns superweapon if bot has one in inventory */ function weapon HasSuperWeapon() { local Pawn CheckPawn; local Inventory Inv; if ( !bHasSuperWeapon ) return None; if ( Vehicle(Pawn) != None ) CheckPawn = Vehicle(Pawn).Driver; else CheckPawn = Pawn; if ( CheckPawn == None ) { bHasSuperWeapon = false; return None; } for ( Inv=CheckPawn.Inventory; Inv!=None; Inv=Inv.Inventory ) { if ( (Weapon(Inv) != None) && (Weapon(Inv).Default.InventoryGroup == 0) && Weapon(Inv).HasAmmo() ) return Weapon(Inv); } bHasSuperWeapon = false; return None; } function NotifyAddInventory(inventory NewItem) { if ( bHasSuperWeapon ) return; bHasSuperWeapon = (Weapon(NewItem) != None) && (Weapon(NewItem).Default.InventoryGroup == 0); } function bool ShouldKeepShielding() { if ( (Enemy == None) || (HoldObjective(Squad.SquadObjective) == None) || !Pawn.ReachedDestination(Squad.SquadObjective) ) bShieldSelf = false; else Pawn.bWantsToCrouch = true; return bShieldSelf; } /* called before start of navigation network traversal to allow setup of transient navigation flags */ event SetupSpecialPathAbilities() { bAllowedToTranslocate = CanUseTranslocator(); bAllowedToImpactJump = CanImpactJump(); } event bool NotifyHitWall(vector HitNormal, actor Wall) { local Vehicle V; if ( (Vehicle(Wall) != None) && (Vehicle(Pawn) == None) ) { if ( Wall == RouteGoal || (Vehicle(RouteGoal) != None && Wall == Vehicle(RouteGoal).GetVehicleBase()) ) { V = Vehicle(Wall).FindEntryVehicle(Pawn); if ( V != None ) { V.UsedBy(Pawn); if (Vehicle(Pawn) != None) { Squad.BotEnteredVehicle(self); WhatToDoNext(52); } } return true; } LastBlockingVehicle = Vehicle(Wall); if ( (Vehicle(Wall).Controller != None) || (FRand() < 0.9) ) return false; bNotifyApex = true; bPendingDoubleJump = true; Pawn.SetPhysics(PHYS_Falling); Pawn.Velocity = Destination - Pawn.Location; Pawn.Velocity.Z = 0; Pawn.Velocity = Pawn.GroundSpeed * Normal(Pawn.Velocity); Pawn.Velocity.Z = Pawn.JumpZ; } return false; } function GetOutOfVehicle() { if ( Vehicle(Pawn) == None ) return; Vehicle(Pawn).PlayerStartTime = Level.TimeSeconds + 20; Vehicle(Pawn).KDriverLeave(false); } function bool CanDoubleJump(Pawn Other) { return ( Pawn.bCanDoubleJump || (Pawn.PhysicsVolume.Gravity.Z > Pawn.PhysicsVolume.Default.Gravity.Z) ); } function TryCombo(string ComboName) { if ( !Pawn.InCurrentCombo() && !NeedsAdrenaline() ) { if ( ComboName ~= "Random" ) ComboName = ComboNames[Rand(ArrayCount(ComboNames))]; else if ( ComboName ~= "DMRandom" ) ComboName = ComboNames[1 + Rand(ArrayCount(ComboNames) - 1)]; ComboName = Level.Game.NewRecommendCombo(ComboName, self); Pawn.DoComboName(ComboName); if ( !Pawn.InCurrentCombo() ) log("WARNING - bot failed to start combo!"); } } function FearThisSpot(AvoidMarker aSpot) { if ( Skill > 1 + 4.5 * FRand() ) Super.FearThisSpot(aSpot); } function Startle(Actor Feared) { if ( Vehicle(Pawn) != None ) return; GoalString = "STARTLED!"; StartleActor = Feared; GotoState('Startled'); } function SetCombatTimer() { SetTimer(1.2 - 0.09 * FMin(10,Skill+ReactionTime), True); } function bool AutoTaunt() { return true; } function bool DontReuseTaunt(int T) { if ( T == LastTaunt ) return true; if( T == Level.LastTaunt[0] || T == Level.LastTaunt[1] ) return true; LastTaunt = T; Level.LastTaunt[1] = Level.LastTaunt[0]; Level.LastTaunt[0] = T; return false; } function InitPlayerReplicationInfo() { Super.InitPlayerReplicationInfo(); } function Pawn GetMyPlayer() { if ( PlayerController(Squad.SquadLeader) != None ) return Squad.SquadLeader.Pawn; return Super.GetMyPlayer(); } function UpdatePawnViewPitch() { if (Pawn != None) Pawn.SetViewPitch(Rotation.Pitch); } //=========================================================================== // Weapon management functions simulated function float RateWeapon(Weapon w) { return (W.GetAIRating() + FRand() * 0.05); } function bool CanImpactJump() { return ( bHasImpactHammer && (Pawn.Health >= 80) && (Skill >= 5) && Squad.AllowImpactJumpBy(self) ); } function bool CanUseTranslocator() { return ( bHasTranslocator && (skill >= 2) && (Level.TimeSeconds > NextTranslocTime) && Squad.AllowTranslocationBy(self) ); } function ImpactJump() { local vector RealDestination; // FIXME - charge up hack in here Pawn.Weapon.FireHack(0); // find correct initial velocity RealDestination = Destination; Destination = ImpactTarget.Location; bPlannedJump = true; Pawn.SetPhysics(PHYS_Falling); Pawn.Velocity = SuggestFallVelocity(Destination, Pawn.Location, Pawn.JumpZ+900, Pawn.GroundSpeed); if ( Pawn.Velocity.Z > 900 ) { Pawn.Velocity.Z = Pawn.Velocity.Z - 0.5 * Pawn.JumpZ; bNotifyApex = true; bPendingDoubleJump = true; } Destination = RealDestination; ImpactTarget = None; bPreparingMove = false; } function WaitForMover(Mover M) { Super.WaitForMover(M); StopStartTime = Level.TimeSeconds; } /* 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) { LastFireAttempt = Level.TimeSeconds; if ( Target == None ) Target = Enemy; if ( Target != None ) { if ( !Pawn.IsFiring() ) { if ( (Pawn.Weapon != None && Pawn.Weapon.bMeleeWeapon) || (!NeedToTurn(Target.Location) && Pawn.CanAttack(Target)) ) { Focus = Target; bCanFire = true; bStoppedFiring = false; if (Pawn.Weapon != None) bFireSuccess = Pawn.Weapon.BotFire(bFinishedFire); else { Pawn.ChooseFireAt(Target); bFireSuccess = true; } return bFireSuccess; } else { bCanFire = false; } } else if ( bCanFire && ShouldFireAgain(RefireRate) ) { if ( (Target != None) && (Focus == Target) && !Target.bDeleteMe ) { bStoppedFiring = false; if (Pawn.Weapon != None) bFireSuccess = Pawn.Weapon.BotFire(bFinishedFire); else { Pawn.ChooseFireAt(Target); bFireSuccess = true; } return bFireSuccess; } } } StopFiring(); return false; } function bool ShouldFireAgain(float RefireRate) { local DestroyableObjective ObjectiveTarget; if ( FRand() < RefireRate ) return true; if ( Pawn.FireOnRelease() && (Pawn.Weapon == None || !Pawn.Weapon.bMeleeWeapon) ) return false; if ( Pawn(Target) != None ) return ( (Pawn.bStationary || Pawn(Target).bStationary) && (Pawn(Target).Health > 0) ); if ( ShootTarget(Target) != None ) ObjectiveTarget = DestroyableObjective(Target.Owner); else ObjectiveTarget = DestroyableObjective(Target); if ( ObjectiveTarget != None && ObjectiveTarget.DamageCapacity > 0 && ObjectiveTarget.bActive && !ObjectiveTarget.bDisabled ) return true; return false; } function TimedFireWeaponAtEnemy() { if ( (Enemy == None) || FireWeaponAt(Enemy) ) SetCombatTimer(); else SetTimer(0.1, True); } function bool FireWeaponAt(Actor A) { if ( A == None ) A = Enemy; if ( (A == None) || (Focus != A) ) return false; Target = A; if ( Pawn.Weapon != None ) { if ( Pawn.Weapon.HasAmmo() ) return WeaponFireAgain(Pawn.Weapon.RefireRate(),false); } else return WeaponFireAgain(Pawn.RefireRate(),false); return false; } function bool CanAttack(Actor Other) { // return true if in range of current weapon return Pawn.CanAttack(Other); } function StopFiring() { if ( (Pawn != None) && Pawn.StopWeaponFiring() ) bStoppedFiring = true; bCanFire = false; bFire = 0; bAltFire = 0; } function ChangedWeapon() { if ( Pawn.Weapon != None ) Pawn.Weapon.SetHand(0); } function float WeaponPreference(Weapon W) { local float WeaponStickiness; if ( (GoalScript != None) && (GoalScript.WeaponPreference != None) && ClassIsChildOf(W.class, GoalScript.WeaponPreference) && Pawn.ReachedDestination(GoalScript.GetMoveTarget()) ) return 0.3; if ( (Target != None) && (Pawn(Target) == None) ) return 0; if ( (FavoriteWeapon != None) && (ClassIsChildOf(W.class, FavoriteWeapon)) ) { if ( W == Pawn.Weapon ) return 0.3; return 0.15; } if ( W == Pawn.Weapon ) { WeaponStickiness = 0.1 * W.MinReloadPct; if ( (Pawn.Weapon.AIRating < 0.5) || (Enemy == None) ) return WeaponStickiness + 0.1; else if ( skill < 5 ) return WeaponStickiness + 0.6 - 0.1 * skill; else return WeaponStickiness + 0.1; } return 0; } function bool ProficientWithWeapon() { local float proficiency; if ( (Pawn == None) || (Pawn.Weapon == None) ) return false; proficiency = skill; if ( (FavoriteWeapon != None) && ClassIsChildOf(Pawn.Weapon.class, FavoriteWeapon) ) proficiency += 2; return ( proficiency > 2 + FRand() * 4 ); } function bool CanComboMoving() { if ( (Skill >= 5) && ClassIsChildOf(Pawn.Weapon.class, FavoriteWeapon) ) return true; if ( Skill >= 7 ) return (FRand() < 0.9); return ( Skill - 3 > 4 * FRand() ); } function bool CanCombo() { if ( Stopped() ) return true; if ( Pawn.Physics == PHYS_Falling ) return false; if ( (Pawn.Acceleration == vect(0,0,0)) || (MoveTarget == Enemy) ) return true; return CanComboMoving(); } //=========================================================================== function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { local weapon best[5], moving, temp; local bool bFound; local int i; local inventory inv; local string S; Super.DisplayDebug(Canvas,YL, YPos); Canvas.SetDrawColor(255,255,255); Squad.DisplayDebug(Canvas,YL,YPos); if ( GoalScript != None ) Canvas.DrawText(" "$GoalString$" goalscript "$GetItemName(string(GoalScript))$" Sniping "$IsSniping()$" ReTaskTime "$ReTaskTime, false); else Canvas.DrawText(" "$GoalString$" ReTaskTime "$ReTaskTime, false); YPos += 2*YL; Canvas.SetPos(4,YPos); if ( Enemy != None ) { Canvas.DrawText("Enemy Dist "$VSize(Enemy.Location - Pawn.Location)$" Strength "$RelativeStrength(Enemy)$" Acquired "$bEnemyAcquired$" LastSeenTime "$(Level.TimeSeconds - LastSeenTime)$ " AcquireTime "$(Level.TimeSeconds - AcquireTime)); YPos += YL; Canvas.SetPos(4,YPos); } for ( inv=Pawn.Inventory; inv!=None; inv=inv.Inventory ) { if ( Weapon(Inv) != None ) { bFound = false; for ( i=0; i<5; i++ ) if ( Best[i] == None ) { bFound = true; Best[i] = Weapon(Inv); break; } if ( !bFound ) { Moving = Weapon(Inv); for ( i=0; i<5; i++ ) if ( Best[i].CurrentRating < Moving.CurrentRating ) { Temp = Moving; Moving = Best[i]; Best[i] = Temp; } } } } Canvas.DrawText("Weapons Fire last attempt at "$LastFireAttempt$" success "$bFireSuccess$" stopped firing "$bStoppedFiring, false); YPos += YL; Canvas.SetPos(4,YPos); for ( i=0; i<5; i++ ) if ( Best[i] != None ) S = S@GetItemName(string(Best[i]))@Best[i].CurrentRating; Canvas.DrawText("Weapons: "$S, false); YPos += YL; Canvas.SetPos(4,YPos); Canvas.DrawText("PERSONALITY: Alertness "$BaseAlertness$" Accuracy "$Accuracy$" Favorite Weap "$FavoriteWeapon); YPos += YL; Canvas.SetPos(4,YPos); Canvas.DrawText(" Aggressiveness "$BaseAggressiveness$" CombatStyle "$CombatStyle$" Strafing "$StrafingAbility$" Tactics "$Tactics$" TranslocUse "$TranslocUse); YPos += YL; Canvas.SetPos(4,YPos); } function name GetOrders() { if ( HoldSpot(GoalScript) != None ) return 'Hold'; if ( PlayerController(Squad.SquadLeader) != None ) return 'Follow'; return Squad.GetOrders(); } function actor GetOrderObject() { if ( PlayerController(Squad.SquadLeader) != None ) return Squad.SquadLeader; return Squad.SquadObjective; } /* YellAt() Tell idiot to stop shooting me */ function YellAt(Pawn Moron) { local float Threshold; if ( PlayerController(Moron.Controller) == None ) Threshold = 0.95; else if ( Enemy == None ) Threshold = 0.3; else Threshold = 0.7; if ( FRand() < Threshold ) return; SendMessage(Moron.PlayerReplicationInfo, 'FRIENDLYFIRE', 0, 5, 'TEAM'); } function byte GetMessageIndex(name PhraseName) { if ( PlayerReplicationInfo.VoiceType == None ) return 0; return PlayerReplicationInfo.Voicetype.Static.GetMessageIndex(PhraseName); } 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; if ( Level.Game.bGameEnded || Level.Game.bWaitingToStartMatch ) return; OldMessageID = MessageID; OldMessageType = MessageType; SendVoiceMessage(PlayerReplicationInfo, Recipient, MessageType, MessageID, BroadcastType); } /* SetOrders() Called when player gives orders to bot */ function SetOrders(name NewOrders, Controller OrderGiver) { if ( PlayerReplicationInfo.Team != OrderGiver.PlayerReplicationInfo.Team ) return; Aggressiveness = BaseAggressiveness; if ( (NewOrders == 'Hold') || (NewOrders == 'Follow') ) Aggressiveness += 1; if ( bInstantAck ) SendMessage(OrderGiver.PlayerReplicationInfo, 'ACK', 255, 5, 'TEAM'); else SendMessage(OrderGiver.PlayerReplicationInfo, 'ACK', 0, 5, 'TEAM'); bInstantAck = false; UnrealTeamInfo(PlayerReplicationInfo.Team).AI.SetOrders(self,NewOrders,OrderGiver); WhatToDoNext(1); } // Give bot orders but remember old orders, which are restored by calling ClearTemporaryOrders() function SetTemporaryOrders(name NewOrders, Controller OrderGiver) { if (OldOrders == 'None') { OldOrders = GetOrders(); OldOrderGiver = Squad.SquadLeader; if (OldOrderGiver == None) OldOrderGiver = OrderGiver; } SetOrders(NewOrders, OrderGiver); } // Return bot to its previous orders function ClearTemporaryOrders() { if (OldOrders != 'None') { Aggressiveness = BaseAggressiveness; if ( (OldOrders == 'Hold') || (OldOrders == 'Follow') ) Aggressiveness += 1; UnrealTeamInfo(PlayerReplicationInfo.Team).AI.SetOrders(self,OldOrders,OldOrderGiver); OldOrders = 'None'; OldOrderGiver = None; } } function HearNoise(float Loudness, Actor NoiseMaker) { if ( ((ChooseAttackCounter < 2) || (ChooseAttackTime != Level.TimeSeconds)) && (NoiseMaker != None) && Squad.SetEnemy(self,NoiseMaker.instigator) ) WhatToDoNext(2); } event SeePlayer(Pawn SeenPlayer) { if ( ((ChooseAttackCounter < 2) || (ChooseAttackTime != Level.TimeSeconds)) && Squad.SetEnemy(self,SeenPlayer) ) WhatToDoNext(3); if ( Enemy == SeenPlayer ) { VisibleEnemy = Enemy; EnemyVisibilityTime = Level.TimeSeconds; bEnemyIsVisible = true; } } function SetAttractionState() { if ( Enemy != None ) GotoState('FallBack'); else GotoState('Roaming'); } function bool ClearShot(Vector TargetLoc, bool bImmediateFire) { local bool bSeeTarget; if ( (Enemy == None) || (VSize(Enemy.Location - TargetLoc) > MAXSTAKEOUTDIST) ) return false; bSeeTarget = FastTrace(TargetLoc, Pawn.Location + Pawn.EyeHeight * vect(0,0,1)); // if pawn is crouched, check if standing would provide clear shot if ( !bImmediateFire && !bSeeTarget && Pawn.bIsCrouched ) bSeeTarget = FastTrace(TargetLoc, Pawn.Location + (Pawn.Default.EyeHeight + Pawn.Default.CollisionHeight - Pawn.CollisionHeight) * vect(0,0,1)); if ( !bSeeTarget || !FastTrace(TargetLoc , Enemy.Location + Enemy.BaseEyeHeight * vect(0,0,1)) ); return false; if ( (Pawn.Weapon.SplashDamage() && (VSize(Pawn.Location - TargetLoc) < Pawn.Weapon.GetDamageRadius())) || !FastTrace(TargetLoc + vect(0,0,0.9) * Enemy.CollisionHeight, Pawn.Location) ) { StopFiring(); return false; } return true; } function bool CanStakeOut() { local float relstr; relstr = RelativeStrength(Enemy); if ( bFrustrated || !bEnemyInfoValid || (VSize(Enemy.Location - Pawn.Location) > 0.5 * (MAXSTAKEOUTDIST + (FRand() * relstr - CombatStyle) * MAXSTAKEOUTDIST)) || (Level.TimeSeconds - FMax(LastSeenTime,AcquireTime) > 2.5 + FMax(-1, 3 * (FRand() + 2 * (relstr - CombatStyle))) ) || !ClearShot(LastSeenPos,false) ) return false; return true; } /* CheckIfShouldCrouch() returns true if target position still can be shot from crouched position, or if couldn't hit it from standing position either */ function CheckIfShouldCrouch(vector StartPosition, vector TargetPosition, float probability) { local actor HitActor; local vector HitNormal,HitLocation, X,Y,Z, projstart; if ( !Pawn.bCanCrouch || (!Pawn.bIsCrouched && (FRand() > probability)) || (Skill < 3 * FRand()) || Pawn.Weapon.RecommendSplashDamage() ) { Pawn.bWantsToCrouch = false; return; } GetAxes(Rotation,X,Y,Z); projStart = Pawn.Weapon.GetFireStart(X,Y,Z); projStart = projStart + StartPosition - Pawn.Location; projStart.Z = projStart.Z - 1.8 * (Pawn.CollisionHeight - Pawn.CrouchHeight); HitActor = Trace(HitLocation, HitNormal, TargetPosition , projStart, false); if ( HitActor == None ) { Pawn.bWantsToCrouch = true; return; } projStart.Z = projStart.Z + 1.8 * (Pawn.Default.CollisionHeight - Pawn.CrouchHeight); HitActor = Trace(HitLocation, HitNormal, TargetPosition , projStart, false); if ( HitActor == None ) { Pawn.bWantsToCrouch = false; return; } Pawn.bWantsToCrouch = true; } function bool IsSniping() { return ( (GoalScript != None) && GoalScript.bSniping && Pawn.Weapon != None && Pawn.Weapon.bSniping && Pawn.ReachedDestination(GoalScript.GetMovetarget()) ); } function FreeScript() { if ( GoalScript != None ) { GoalScript.FreeScript(); GoalScript = None; } } function bool AssignSquadResponsibility() { if ( LastAttractCheck == Level.TimeSeconds ) return false; LastAttractCheck = Level.TimeSeconds; return Squad.AssignSquadResponsibility(self); } /* RelativeStrength() returns a value indicating the relative strength of other > 0 means other is stronger than controlled pawn Since the result will be compared to the creature's aggressiveness, it should be on the same order of magnitude (-1 to 1) */ function float RelativeStrength(Pawn Other) { local float compare; local int adjustedOther; if ( Pawn == None ) { warn("Relative strength with no pawn in state "$GetStateName()); return 0; } adjustedOther = 0.5 * (Other.health + Other.Default.Health); compare = 0.01 * float(adjustedOther - Pawn.health); compare = compare - Pawn.AdjustedStrength() + Other.AdjustedStrength(); if ( Pawn.Weapon != None ) { compare -= 0.5 * Pawn.DamageScaling * Pawn.Weapon.CurrentRating; if ( Pawn.Weapon.AIRating < 0.5 ) { compare += 0.3; if ( (Other.Weapon != None) && (Other.Weapon.AIRating > 0.5) ) compare += 0.3; } } if ( Other.Weapon != None ) compare += 0.5 * Other.DamageScaling * Other.Weapon.AIRating; if ( Other.Location.Z > Pawn.Location.Z + TACTICALHEIGHTADVANTAGE ) compare += 0.2; else if ( Pawn.Location.Z > Other.Location.Z + TACTICALHEIGHTADVANTAGE ) compare -= 0.15; return Pawn.ModifyThreat(compare, Other); } function Trigger( actor Other, pawn EventInstigator ) { if ( Super.TriggerScript(Other,EventInstigator) ) return; if ( (Other == Pawn) || (Pawn.Health <= 0) ) return; Squad.SetEnemy(self,EventInstigator); } function SetEnemyInfo(bool bNewEnemyVisible) { local Bot b; bEnemyEngaged = true; if ( bNewEnemyVisible ) { AcquireTime = Level.TimeSeconds; LastSeenTime = Level.TimeSeconds; LastSeenPos = Enemy.Location; LastSeeingPos = Pawn.Location; bEnemyInfoValid = true; } else { LastSeenTime = -1000; bEnemyInfoValid = false; For ( B=Squad.SquadMembers; B!=None; B=B.NextSquadMember ) if ( B.Enemy == Enemy ) AcquireTime = FMax(AcquireTime, B.AcquireTime); } } // EnemyChanged() called by squad when current enemy changes function EnemyChanged(bool bNewEnemyVisible) { bEnemyAcquired = false; SetEnemyInfo(bNewEnemyVisible); //log(GetHumanReadableName()$" chooseattackmode from enemychanged at "$Level.TimeSeconds); } function BotVoiceMessage(name messagetype, byte MessageID, Controller Sender) { if ( !Level.Game.bTeamGame || (Sender.PlayerReplicationInfo.Team != PlayerReplicationInfo.Team) ) return; if ( messagetype == 'ORDER' ) SetOrders(OrderNames[messageID], Sender); } function bool StrafeFromDamage(float Damage, class<DamageType> DamageType, bool bFindDest); //********************************************************************** function bool NotifyPhysicsVolumeChange(PhysicsVolume NewVolume) { local vector jumpDir; if ( Vehicle(Pawn) != None ) return false; if ( newVolume.bWaterVolume ) { bPlannedJump = false; if (!Pawn.bCanSwim) MoveTimer = -1.0; else if (Pawn.Physics != PHYS_Swimming) Pawn.setPhysics(PHYS_Swimming); } else if (Pawn.Physics == PHYS_Swimming) { if ( Pawn.bCanFly ) Pawn.SetPhysics(PHYS_Flying); else { Pawn.SetPhysics(PHYS_Falling); if ( Pawn.bCanWalk && (Abs(Pawn.Acceleration.X) + Abs(Pawn.Acceleration.Y) > 0) && (Destination.Z >= Pawn.Location.Z) && Pawn.CheckWaterJump(jumpDir) ) { Pawn.JumpOutOfWater(jumpDir); bNotifyApex = true; bPendingDoubleJump = true; } } } return false; } /* MayDodgeToMoveTarget() called when starting MoveToGoal(), based on DodgeToGoalPct Know have CurrentPath, with end lower than start */ event MayDodgeToMoveTarget() { local vector Dir,X,Y,Z, DodgeV,NewDir; local float Dist,NewDist, RealJumpZ; local Actor OldMoveTarget; if ( (Pawn.Physics != PHYS_Walking) || ((FRand() > 0.85) && (RoadPathNode(MoveTarget) == None)) ) return; if ( (bTranslocatorHop || (Focus != MoveTarget)) && (Skill+Jumpiness < 6) ) return; // never in low grav if ( Pawn.PhysicsVolume.Gravity.Z > Pawn.PhysicsVolume.Default.Gravity.Z ) return; Dir = MoveTarget.Location - Pawn.Location; Dist = VSize(Dir); OldMoveTarget = MoveTarget; // only dodge if far enough to destination if ( (Dist < 800) || (Dir.Z < 0) ) { // maybe change movetarget if ( ((PathNode(MoveTarget) == None) && (PlayerStart(MoveTarget) == None)) || (MoveTarget != RouteCache[0]) || (RouteCache[0] == None) ) { if ( Dist < 800 ) return; } else if ( RouteCache[1] != None ) { if ( Pawn.Location.Z + MAXSTEPHEIGHT < RouteCache[1].Location.Z ) { if ( Dist < 800 ) return; } NewDir = RouteCache[1].Location - Pawn.Location; NewDist = VSize(NewDir); if ( (NewDist > 800) && CanMakePathTo(RouteCache[1]) ) { Dist = NewDist; Dir = NewDir; MoveTarget = RouteCache[1]; } else if ( Dist < 800 ) return; } } if ( Focus == OldMoveTarget ) Focus = MoveTarget; Destination = MoveTarget.Location; GetAxes(Pawn.Rotation,X,Y,Z); if ( Abs(X Dot Dir) > Abs(Y Dot Dir) ) { if ( (X Dot Dir) > 0 ) UnrealPawn(Pawn).CurrentDir = DCLICK_Forward; else UnrealPawn(Pawn).CurrentDir = DCLICK_Back; } else if ( (Y Dot Dir) < 0 ) UnrealPawn(Pawn).CurrentDir = DCLICK_Left; else UnrealPawn(Pawn).CurrentDir = DCLICK_Right; bPlannedJump = true; Pawn.PerformDodge(UnrealPawn(Pawn).CurrentDir, Normal(Dir), vect(0,0,0)); if ( !bTranslocatorHop ) { bNotifyApex = true; bPendingDoubleJump = true; bDodgingForward = true; } // if below, make sure really far if ( Dir.Z < -1 * Pawn.CollisionHeight ) { Pawn.Velocity.Z = 0; RealJumpZ = Pawn.JumpZ; DodgeV = UnrealPawn(Pawn).BotDodge(vect(1,0,0)); Pawn.JumpZ = DodgeV.Z; Pawn.Velocity = EAdjustJump(Pawn.Velocity.Z,DodgeV.X); Pawn.JumpZ = RealJumpZ; } Pawn.Acceleration = vect(0,0,0); } event NotifyJumpApex() { local vector HitLocation, HitNormal,Dir,Extent; local actor HitActor; if ( bDodgingForward ) { Extent = Pawn.GetCollisionExtent(); bDodgingForward = false; Dir = Pawn.Velocity; Dir.Z = 0; HitActor = Trace(HitLocation, HitNormal, Pawn.Location + 140*Normal(Dir) + vect(0,0,32), Pawn.Location, false, Extent); if ( HitActor != None ) { bNotifyApex = false; bPendingDoubleJump = false; return; } else bPendingDoubleJump = true; } Super.NotifyJumpApex(); } event NotifyMissedJump() { local NavigationPoint N; local actor OldMoveTarget; local vector Loc2D, NavLoc2D; local float BestDist, NewDist; OldMoveTarget = MoveTarget; if ( !bHasTranslocator ) MoveTarget = None; if ( MoveTarget == None ) { // find an acceptable path if ( bHasTranslocator && (skill >= 2) ) { for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) { if ( (VSize(N.Location - Pawn.Location) < 1500) && LineOfSightTo(N) ) { MoveTarget = N; break; } } } else { Loc2D = Pawn.Location; Loc2D.Z = 0; for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) { if ( N.Location.Z < Pawn.Location.Z ) { NavLoc2D = N.Location; NavLoc2D.Z = 0; NewDist = VSize(NavLoc2D - Loc2D); if ( (NewDist <= Pawn.Location.Z - N.Location.Z) && ((MoveTarget == None) || (BestDist > NewDist)) && LineOfSightTo(N) ) { MoveTarget = N; BestDist = NewDist; } } } } if ( MoveTarget == None ) { MoveTarget = OldMoveTarget; return; } } // pass the ball first if ( Pawn.Weapon.IsA('BallLauncher') ) { if ( PlayerReplicationInfo.HasFlag != None ) { Pawn.Weapon.SetAITarget(MoveTarget); bPlannedShot = true; Target = MoveTarget; Pawn.Weapon.BotFire(false); } } else if ( bHasTranslocator && (skill >= 2) ) { if ( !bPreparingMove || (TranslocationTarget != MoveTarget) ) { bPreparingMove = true; TranslocationTarget = MoveTarget; RealTranslocationTarget = MoveTarget; ImpactTarget = MoveTarget; Focus = MoveTarget; if ( Pawn.Weapon.IsA('TransLauncher') ) { Pawn.PendingWeapon = None; Pawn.Weapon.SetTimer(0.2,false); } else SwitchToBestWeapon(); } } MoveTimer = 1.0; } function Reset() { Super.Reset(); ResetSkill(); bFrustrated = false; bInitLifeMessage = false; bReachedGatherPoint = false; bFinalStretch = false; bHasSuperWeapon = false; StartleActor = None; GoalScript = None; if ( Pawn == None ) GotoState('Dead'); } function Possess(Pawn aPawn) { Super.Possess(aPawn); bPlannedJump = false; ResetSkill(); Pawn.MaxFallSpeed = 1.1 * Pawn.default.MaxFallSpeed; // so bots will accept a little falling damage for shorter routes Pawn.SetMovementPhysics(); if (Pawn.Physics == PHYS_Walking) Pawn.SetPhysics(PHYS_Falling); enable('NotifyBump'); } function InitializeSkill(float InSkill) { Skill = FClamp(InSkill, 0, 7); ReSetSkill(); } function ResetSkill() { local float AdjustedYaw; // give gametype a chance to adjust skill of bot DeathMatch(Level.Game).TweakSkill(self); if ( Skill < 3 ) DodgeToGoalPct = 0; else DodgeToGoalPct = 3*Jumpiness + Skill / 6; Aggressiveness = BaseAggressiveness; if ( Pawn != None ) Pawn.bCanDoubleJump = ( (Skill >= 3) && Pawn.CanMultiJump() ); bLeadTarget = ( Skill >= 4 ); SetCombatTimer(); SetPeripheralVision(); if ( Skill + ReactionTime > 7 ) RotationRate.Yaw = 90000; else if ( Skill + ReactionTime >= 4 ) RotationRate.Yaw = 7000 + 10000 * (skill + ReactionTime); else RotationRate.Yaw = 30000 + 4000 * (skill + ReactionTime); AdjustedYaw = (0.75 + 0.05 * ReactionTime) * RotationRate.Yaw; AcquisitionYawRate = AdjustedYaw; SetMaxDesiredSpeed(); } function SetMaxDesiredSpeed() { if ( Pawn != None ) { if ( Skill > 3 ) Pawn.MaxDesiredSpeed = 1; else Pawn.MaxDesiredSpeed = 0.6 + 0.1 * Skill; } } function SetPeripheralVision() { if ( Pawn == None ) return; if ( Pawn.bStationary || (Pawn.Physics == PHYS_Flying) ) { bSlowerZAcquire = false; Pawn.PeripheralVision = -0.7; return; } bSlowerZAcquire = true; if ( Skill < 2 ) Pawn.PeripheralVision = 0.7; else if ( Skill > 6 ) { bSlowerZAcquire = false; Pawn.PeripheralVision = -0.2; } else Pawn.PeripheralVision = 1.0 - 0.2 * skill; Pawn.PeripheralVision = FMin(Pawn.PeripheralVision - BaseAlertness, 0.8); Pawn.SightRadius = Pawn.Default.SightRadius; } /* SetAlertness() Change creature's alertness, and appropriately modify attributes used by engine for determining seeing and hearing. SeePlayer() is affected by PeripheralVision, and also by SightRadius and the target's visibility HearNoise() is affected by HearingThreshold */ function SetAlertness(float NewAlertness) { if ( Pawn.Alertness != NewAlertness ) { Pawn.PeripheralVision += 0.707 * (Pawn.Alertness - NewAlertness); //Used by engine for SeePlayer() Pawn.Alertness = NewAlertness; } } function WasKilledBy(Controller Other) { local Controller C; if ( Pawn.bUpdateEyeHeight ) { for ( C=Level.ControllerList; C!=None; C=C.NextController ) if ( C.IsA('PlayerController') && (PlayerController(C).ViewTarget == Pawn) && (PlayerController(C).RealViewTarget == None) ) PlayerController(C).ViewNextBot(); } if ( (Other != None) && (Other.Pawn != None) ) LastKillerPosition = Other.Pawn.Location; } //============================================================================= function WhatToDoNext(byte CallingByte) { //if ( ChoosingAttackLevel > 0 ) // log("CHOOSEATTACKAGAIN in state "$GetStateName()$" enemy "$GetEnemyName()$" old enemy "$GetOldEnemyName()$" CALLING BYTE "$CallingByte); if ( ChooseAttackTime == Level.TimeSeconds ) { ChooseAttackCounter++; if ( ChooseAttackCounter > 3 ) log("CHOOSEATTACKSERIAL in state "$GetStateName()$" enemy "$GetEnemyName()$" old enemy "$GetOldEnemyName()$" CALLING BYTE "$CallingByte); } else { ChooseAttackTime = Level.TimeSeconds; ChooseAttackCounter = 0; } OldEnemy = Enemy; ChoosingAttackLevel++; ExecuteWhatToDoNext(); ChoosingAttackLevel--; RetaskTime = 0; } function string GetOldEnemyName() { if ( OldEnemy == None ) return "NONE"; else return OldEnemy.GetHumanReadableName(); } function string GetEnemyName() { if ( Enemy == None ) return "NONE"; else return Enemy.GetHumanReadableName(); } function ExecuteWhatToDoNext() { bHasFired = false; GoalString = "WhatToDoNext at "$Level.TimeSeconds; if ( Pawn == None ) { warn(GetHumanReadableName()$" WhatToDoNext with no pawn"); return; } else if ( (Pawn.Weapon == None) && (Vehicle(Pawn) == None) ) warn(GetHumanReadableName()$" WhatToDoNext with no weapon, "$Pawn$" health "$Pawn.health); if ( Enemy == None ) { if ( Level.Game.TooManyBots(self) ) { if ( Pawn != None ) { if ( (Vehicle(Pawn) != None) && (Vehicle(Pawn).Driver != None) ) Vehicle(Pawn).Driver.KilledBy(Vehicle(Pawn).Driver); else { Pawn.Health = 0; Pawn.Died( self, class'Suicided', Pawn.Location ); } } Destroy(); return; } BlockedPath = None; bFrustrated = false; if (Target == None || (Pawn(Target) != None && Pawn(Target).Health <= 0)) StopFiring(); } if ( ScriptingOverridesAI() && ShouldPerformScript() ) return; if (Pawn.Physics == PHYS_None) Pawn.SetMovementPhysics(); if ( (Pawn.Physics == PHYS_Falling) && DoWaitForLanding() ) return; if ( (StartleActor != None) && !StartleActor.bDeleteMe && (VSize(StartleActor.Location - Pawn.Location) < StartleActor.CollisionRadius) ) { Startle(StartleActor); return; } bIgnoreEnemyChange = true; if ( (Enemy != None) && ((Enemy.Health <= 0) || (Enemy.Controller == None)) ) LoseEnemy(); if ( Enemy == None ) Squad.FindNewEnemyFor(self,false); else if ( !Squad.MustKeepEnemy(Enemy) && !EnemyVisible() ) { // decide if should lose enemy if ( Squad.IsDefending(self) ) { if ( LostContact(4) ) LoseEnemy(); } else if ( LostContact(7) ) LoseEnemy(); } bIgnoreEnemyChange = false; if ( AssignSquadResponsibility() ) { // might have gotten out of vehicle and been killed if ( Pawn == None ) return; SwitchToBestWeapon(); return; } if ( ShouldPerformScript() ) return; if ( Enemy != None ) ChooseAttackMode(); else { GoalString = "WhatToDoNext Wander or Camp at "$Level.TimeSeconds; WanderOrCamp(true); } SwitchToBestWeapon(); } function bool DoWaitForLanding() { GotoState('WaitingForLanding'); return true; } function bool EnemyVisible() { if ( (EnemyVisibilityTime == Level.TimeSeconds) && (VisibleEnemy == Enemy) ) return bEnemyIsVisible; VisibleEnemy = Enemy; EnemyVisibilityTime = Level.TimeSeconds; bEnemyIsVisible = LineOfSightTo(Enemy); return bEnemyIsVisible; } function VehicleFightEnemy(bool bCanCharge, float EnemyStrength) { if ( Pawn.bStationary || Vehicle(Pawn).bKeyVehicle ) { if ( !EnemyVisible() ) { GoalString = "Stake Out"; DoStakeOut(); } else DoRangedAttackOn(Enemy); return; } if ( !bFrustrated && Pawn.HasWeapon() && Pawn.TooCloseToAttack(Enemy) ) { GoalString = "Retreat"; if ( (PlayerReplicationInfo.Team != None) && (FRand() < 0.05) ) SendMessage(None, 'Other', GetMessageIndex('INJURED'), 15, 'TEAM'); DoRetreat(); return; } if ( ((Enemy == FailedHuntEnemy) && (Level.TimeSeconds == FailedHuntTime)) || Vehicle(Pawn).bKeyVehicle ) { GoalString = "FAILED HUNT - HANG OUT"; if ( Pawn.HasWeapon() && EnemyVisible() ) DoRangedAttackOn(Enemy); else WanderOrCamp(true); return; } if ( !EnemyVisible() ) { if ( Squad.MustKeepEnemy(Enemy) ) { GoalString = "Hunt priority enemy"; GotoState('Hunting'); return; } GoalString = "Enemy not visible"; if ( !bCanCharge || (Squad.IsDefending(self) && LostContact(4)) ) { GoalString = "Stake Out"; DoStakeOut(); } else if ( ((Aggression < 1) && !LostContact(3+2*FRand()) || IsSniping()) && CanStakeOut() ) { GoalString = "Stake Out2"; DoStakeOut(); } else { GoalString = "Hunt"; GotoState('Hunting'); } return; } BlockedPath = None; Target = Enemy; if ( Pawn.bCanFly && !Enemy.bCanFly && (FRand() < 0.17 * (skill + Tactics - 1)) ) { GoalString = "Do tactical move"; DoTacticalMove(); return; } if ( Pawn.RecommendLongRangedAttack() ) { GoalString = "Long Ranged Attack"; DoRangedAttackOn(Enemy); return; } GoalString = "Charge"; DoCharge(); } function FightEnemy(bool bCanCharge, float EnemyStrength) { local vector X,Y,Z; local float enemyDist; local float AdjustedCombatStyle; local bool bFarAway, bOldForcedCharge; if ( (Squad == None) || (Enemy == None) || (Pawn == None) ) log("HERE 3 Squad "$Squad$" Enemy "$Enemy$" pawn "$Pawn); if ( Vehicle(Pawn) != None ) { VehicleFightEnemy(bCanCharge, EnemyStrength); return; } if ( (Enemy == FailedHuntEnemy) && (Level.TimeSeconds == FailedHuntTime) ) { GoalString = "FAILED HUNT - HANG OUT"; if ( EnemyVisible() ) bCanCharge = false; else if ( FindInventoryGoal(0) ) { SetAttractionState(); return; } else { WanderOrCamp(true); return; } } bOldForcedCharge = bMustCharge; bMustCharge = false; enemyDist = VSize(Pawn.Location - Enemy.Location); AdjustedCombatStyle = CombatStyle + Pawn.Weapon.SuggestAttackStyle(); Aggression = 1.5 * FRand() - 0.8 + 2 * AdjustedCombatStyle - 0.5 * EnemyStrength + FRand() * (Normal(Enemy.Velocity - Pawn.Velocity) Dot Normal(Enemy.Location - Pawn.Location)); if ( Enemy.Weapon != None ) Aggression += 2 * Enemy.Weapon.SuggestDefenseStyle(); if ( enemyDist > MAXSTAKEOUTDIST ) Aggression += 0.5; if ( (Pawn.Physics == PHYS_Walking) || (Pawn.Physics == PHYS_Falling) ) { if (Pawn.Location.Z > Enemy.Location.Z + TACTICALHEIGHTADVANTAGE) Aggression = FMax(0.0, Aggression - 1.0 + AdjustedCombatStyle); else if ( (Skill < 4) && (enemyDist > 0.65 * MAXSTAKEOUTDIST) ) { bFarAway = true; Aggression += 0.5; } else if (Pawn.Location.Z < Enemy.Location.Z - Pawn.CollisionHeight) // below enemy Aggression += CombatStyle; } if ( !EnemyVisible() ) { if ( Squad.MustKeepEnemy(Enemy) ) { GoalString = "Hunt priority enemy"; GotoState('Hunting'); return; } GoalString = "Enemy not visible"; if ( !bCanCharge ) { GoalString = "Stake Out - no charge"; DoStakeOut(); } else if ( Squad.IsDefending(self) && LostContact(4) && ClearShot(LastSeenPos, false) ) { GoalString = "Stake Out "$LastSeenPos; DoStakeOut(); } else if ( (((Aggression < 1) && !LostContact(3+2*FRand())) || IsSniping()) && CanStakeOut() ) { GoalString = "Stake Out2"; DoStakeOut(); } else { GoalString = "Hunt"; GotoState('Hunting'); } return; } // see enemy - decide whether to charge it or strafe around/stand and fire BlockedPath = None; Target = Enemy; if( Pawn.Weapon.bMeleeWeapon || (bCanCharge && bOldForcedCharge) ) { GoalString = "Charge"; DoCharge(); return; } if ( Pawn.RecommendLongRangedAttack() ) { GoalString = "Long Ranged Attack"; DoRangedAttackOn(Enemy); return; } if ( bCanCharge && (Skill < 5) && bFarAway && (Aggression > 1) && (FRand() < 0.5) ) { GoalString = "Charge closer"; DoCharge(); return; } if ( Pawn.Weapon.RecommendRangedAttack() || IsSniping() || ((FRand() > 0.17 * (skill + Tactics - 1)) && !DefendMelee(enemyDist)) ) { GoalString = "Ranged Attack"; DoRangedAttackOn(Enemy); return; } if ( bCanCharge ) { if ( Aggression > 1 ) { GoalString = "Charge 2"; DoCharge(); return; } } GoalString = "Do tactical move"; if ( !Pawn.Weapon.RecommendSplashDamage() && (FRand() < 0.7) && (3*Jumpiness + FRand()*Skill > 3) ) { GetAxes(Pawn.Rotation,X,Y,Z); GoalString = "Try to Duck "; if ( FRand() < 0.5 ) { Y *= -1; TryToDuck(Y, true); } else TryToDuck(Y, false); } DoTacticalMove(); } function DoRangedAttackOn(Actor A) { Target = A; GotoState('RangedAttack'); } /* ChooseAttackMode() Handles tactical attacking state selection - choose which type of attack to do from here */ function ChooseAttackMode() { local float EnemyStrength, WeaponRating, RetreatThreshold; GoalString = " ChooseAttackMode last seen "$(Level.TimeSeconds - LastSeenTime); // should I run away? if ( (Squad == None) || (Enemy == None) || (Pawn == None) ) log("HERE 1 Squad "$Squad$" Enemy "$Enemy$" pawn "$Pawn); EnemyStrength = RelativeStrength(Enemy); if ( Vehicle(Pawn) != None ) { VehicleFightEnemy(true, EnemyStrength); return; } if ( !bFrustrated && !Squad.MustKeepEnemy(Enemy) ) { RetreatThreshold = Aggressiveness; if ( Pawn.Weapon.CurrentRating > 0.5 ) RetreatThreshold = RetreatThreshold + 0.35 - skill * 0.05; if ( EnemyStrength > RetreatThreshold ) { GoalString = "Retreat"; if ( (PlayerReplicationInfo.Team != None) && (FRand() < 0.05) ) SendMessage(None, 'Other', GetMessageIndex('INJURED'), 15, 'TEAM'); DoRetreat(); return; } } if ( (Squad.PriorityObjective(self) == 0) && (Skill + Tactics > 2) && ((EnemyStrength > -0.3) || (Pawn.Weapon.AIRating < 0.5)) ) { if ( Pawn.Weapon.AIRating < 0.5 ) { if ( EnemyStrength > 0.3 ) WeaponRating = 0; else WeaponRating = Pawn.Weapon.CurrentRating/2000; } else if ( EnemyStrength > 0.3 ) WeaponRating = Pawn.Weapon.CurrentRating/2000; else WeaponRating = Pawn.Weapon.CurrentRating/1000; // fallback to better pickup? if ( FindInventoryGoal(WeaponRating) ) { if ( InventorySpot(RouteGoal) == None ) GoalString = "fallback - inventory goal is not pickup but "$RouteGoal; else GoalString = "Fallback to better pickup "$InventorySpot(RouteGoal).markedItem$" hidden "$InventorySpot(RouteGoal).markedItem.bHidden; GotoState('FallBack'); return; } } GoalString = "ChooseAttackMode FightEnemy"; FightEnemy(true, EnemyStrength); } function bool FindSuperPickup(float MaxDist) { local actor BestPath; local Pickup P; if ( (LastSearchTime == Level.TimeSeconds) || !Pawn.bCanPickupInventory || (Vehicle(Pawn) != None) ) return false; if ( (DeathMatch(Level.Game) != None) && !DeathMatch(Level.Game).WantsPickups(self) ) return false; LastSearchTime = Level.TimeSeconds; LastSearchWeight = -1; BestPath = FindBestSuperPickup(MaxDist); if ( BestPath != None ) { MoveTarget = BestPath; if ( Pickup(RouteGoal) != None ) P = Pickup(RouteGoal); else if ( InventorySpot(RouteGoal) != None ) P = InventorySpot(RouteGoal).MarkedItem; if ( (P != None) && (PlayerReplicationInfo.Team != None) && (PlayerReplicationInfo.Team.TeamIndex < 4) ) P.TeamOwner[PlayerReplicationInfo.Team.TeamIndex] = self; return true; } return false; } function bool FindInventoryGoal(float BestWeight) { local actor BestPath; if ( (LastSearchTime == Level.TimeSeconds) && (LastSearchWeight >= BestWeight) ) return false; if ( (DeathMatch(Level.Game) != None) && !DeathMatch(Level.Game).WantsPickups(self) ) return false; if ( !Pawn.bCanPickupInventory || (Vehicle(Pawn) != None) ) return false; LastSearchTime = Level.TimeSeconds; LastSearchWeight = BestWeight; // look for inventory if ( (Skill > 3) && (Enemy == None) ) RespawnPredictionTime = 4; else RespawnPredictionTime = 0; BestPath = FindBestInventoryPath(BestWeight); if ( BestPath != None ) { MoveTarget = BestPath; return true; } return false; } function bool PickRetreatDestination() { local actor BestPath; if ( FindInventoryGoal(0) ) return true; if ( (RouteGoal == None) || (Pawn.Anchor == RouteGoal) || Pawn.ReachedDestination(RouteGoal) ) { RouteGoal = FindRandomDest(); BestPath = RouteCache[0]; if ( RouteGoal == None ) return false; } if ( BestPath == None ) BestPath = FindPathToward(RouteGoal,Pawn.bCanPickupInventory && (Vehicle(Pawn) == None)); if ( BestPath != None ) { MoveTarget = BestPath; return true; } RouteGoal = None; return false; } event SoakStop(string problem) { local UnrealPlayer PC; log(problem); SoakString = problem; GoalString = SoakString@GoalString; ForEach DynamicActors(class'UnrealPlayer',PC) { PC.SoakPause(Pawn); break; } } function bool FindRoamDest() { local actor BestPath; if ( Pawn.FindAnchorFailedTime == Level.TimeSeconds ) { // couldn't find an anchor. GoalString = "No anchor "$Level.TimeSeconds; if ( Pawn.LastValidAnchorTime > 5 ) { if ( bSoaking ) SoakStop("NO PATH AVAILABLE!!!"); else { if ( (NumRandomJumps > 4) || PhysicsVolume.bWaterVolume ) { Pawn.Health = 0; if ( (Vehicle(Pawn) != None) && (Vehicle(Pawn).Driver != None) ) Vehicle(Pawn).Driver.KilledBy(Vehicle(Pawn).Driver); else Pawn.Died( self, class'Suicided', Pawn.Location ); return true; } else { // jump NumRandomJumps++; if ( (Vehicle(Pawn) == None) && (Pawn.Physics != PHYS_Falling) ) { Pawn.SetPhysics(PHYS_Falling); Pawn.Velocity = 0.5 * Pawn.GroundSpeed * VRand(); Pawn.Velocity.Z = Pawn.JumpZ; } } } } //log(self$" Find Anchor failed!"); return false; } NumRandomJumps = 0; GoalString = "Find roam dest "$Level.TimeSeconds; // find random NavigationPoint to roam to if ( (RouteGoal == None) || (Pawn.Anchor == RouteGoal) || Pawn.ReachedDestination(RouteGoal) ) { // first look for a scripted sequence Squad.SetFreelanceScriptFor(self); if ( GoalScript != None ) { RouteGoal = GoalScript.GetMoveTarget(); BestPath = None; } else { RouteGoal = FindRandomDest(); BestPath = RouteCache[0]; } if ( RouteGoal == None ) { if ( bSoaking && (Physics != PHYS_Falling) ) SoakStop("COULDN'T FIND ROAM DESTINATION"); return false; } } if ( BestPath == None ) BestPath = FindPathToward(RouteGoal,false); if ( BestPath != None ) { MoveTarget = BestPath; SetAttractionState(); return true; } if ( bSoaking && (Physics != PHYS_Falling) ) SoakStop("COULDN'T FIND ROAM PATH TO "$RouteGoal); RouteGoal = None; FreeScript(); return false; } function bool TestDirection(vector dir, out vector pick) { local vector HitLocation, HitNormal, dist; local actor HitActor; pick = dir * (MINSTRAFEDIST + 2 * MINSTRAFEDIST * FRand()); HitActor = Trace(HitLocation, HitNormal, Pawn.Location + pick + 1.5 * Pawn.CollisionRadius * dir , Pawn.Location, false); if (HitActor != None) { pick = HitLocation + (HitNormal - dir) * 2 * Pawn.CollisionRadius; if ( !FastTrace(pick, Pawn.Location) ) return false; } else pick = Pawn.Location + pick; dist = pick - Pawn.Location; if (Pawn.Physics == PHYS_Walking) dist.Z = 0; return (VSize(dist) > MINSTRAFEDIST); } function Restart() { if ( !bVehicleTransition ) { Super.Restart(); ReSetSkill(); GotoState('Roaming','DoneRoaming'); ClearTemporaryOrders(); } } function bool CheckPathToGoalAround(Pawn P) { return false; } function CancelCampFor(Controller C); function ClearPathFor(Controller C) { if ( Vehicle(Pawn) != None ) return; if ( AdjustAround(C.Pawn) ) return; if ( Enemy != None ) { if ( EnemyVisible() && Pawn.bCanStrafe ) { GotoState('TacticalMove'); return; } } else if ( Stopped() && !Pawn.bStationary ) DirectedWander(Normal(Pawn.Location - C.Pawn.Location)); } function bool AdjustAround(Pawn Other) { local float speed; local vector VelDir, OtherDir, SideDir; speed = VSize(Pawn.Acceleration); if ( speed < Pawn.WalkingPct * Pawn.GroundSpeed ) return false; VelDir = Pawn.Acceleration/speed; VelDir.Z = 0; OtherDir = Other.Location - Pawn.Location; OtherDir.Z = 0; OtherDir = Normal(OtherDir); if ( (VelDir Dot OtherDir) > 0.8 ) { bAdjusting = true; SideDir.X = VelDir.Y; SideDir.Y = -1 * VelDir.X; if ( (SideDir Dot OtherDir) > 0 ) SideDir *= -1; AdjustLoc = Pawn.Location + 1.5 * Other.CollisionRadius * (0.5 * VelDir + SideDir); } } function DirectedWander(vector WanderDir) { GoalString = "DIRECTED WANDER "$GoalString; Pawn.bWantsToCrouch = Pawn.bIsCrouched; if ( TestDirection(WanderDir,Destination) ) GotoState('RestFormation', 'Moving'); else GotoState('RestFormation', 'Begin'); } event bool NotifyBump(actor Other) { local Pawn P; local Vehicle V; if ( (Vehicle(Other) != None) && (Vehicle(Pawn) == None) ) { if ( Other == RouteGoal || (Vehicle(RouteGoal) != None && Other == Vehicle(RouteGoal).GetVehicleBase()) ) { V = Vehicle(Other).FindEntryVehicle(Pawn); if ( V != None ) { V.UsedBy(Pawn); if (Vehicle(Pawn) != None) { Squad.BotEnteredVehicle(self); WhatToDoNext(53); } } return true; } } Disable('NotifyBump'); P = Pawn(Other); if ( (P == None) || (P.Controller == None) || (Enemy == P) ) return false; if ( Squad.SetEnemy(self,P) ) { WhatToDoNext(4); return false; } if ( Enemy == P ) return false; if ( CheckPathToGoalAround(P) ) return false; if ( !AdjustAround(P) ) CancelCampFor(P.Controller); return false; } function bool PriorityObjective() { return (Squad.PriorityObjective(self) > 0); } function SetFall() { if (Pawn.bCanFly) { Pawn.SetPhysics(PHYS_Flying); return; } if ( Pawn.bNoJumpAdjust ) { Pawn.bNoJumpAdjust = false; return; } else { bPlannedJump = true; Pawn.Velocity = EAdjustJump(Pawn.Velocity.Z,Pawn.GroundSpeed); Pawn.Acceleration = vect(0,0,0); } } function bool NotifyLanded(vector HitNormal) { local vector Vel2D; bInDodgeMove = false; bPlannedJump = false; bNotifyFallingHitWall = false; bDodgingForward = false; if ( MoveTarget != None ) { Vel2D = Pawn.Velocity; Vel2D.Z = 0; if ( (Vel2D Dot (MoveTarget.Location - Pawn.Location)) < 0 ) { Pawn.Acceleration = vect(0,0,0); if ( NavigationPoint(MoveTarget) != None ) Pawn.Anchor = NavigationPoint(MoveTarget); MoveTimer = -1; } else { if ( (RoadPathNode(MoveTarget) != None) && InLatentExecution(LATENT_MOVETOWARD) && (FRand() < 0.85) && (FRand() < DodgeToGoalPct) && (Pawn.Location.Z + MAXSTEPHEIGHT >= MoveTarget.Location.Z) && (VSize(MoveTarget.Location - Pawn.Location) > 800) ) bNotifyPostLanded = true; } } return false; } event NotifyPostLanded() { bNotifyPostLanded = false; if ( (Pawn != None) && (Pawn.Physics == PHYS_Walking) && (CurrentPath != None) && ((CurrentPath.reachFlags & 257) == CurrentPath.reachFlags) ) { MayDodgeToMoveTarget(); } } function bool StartMoveToward(Actor O) { if ( MoveTarget == None ) { if ( (O == Enemy) && (O != None) ) { FailedHuntTime = Level.TimeSeconds; FailedHuntEnemy = Enemy; } if ( bSoaking && (Pawn.Physics != PHYS_Falling) ) SoakStop("COULDN'T FIND ROUTE TO "$O.GetHumanReadableName()); GoalString = "No path to "$O.GetHumanReadableName()@"("$O$")"; } else SetAttractionState(); return ( MoveTarget != None ); } function bool SetRouteToGoal(Actor A) { if (Pawn.bStationary) return false; RouteGoal = A; FindBestPathToward(A,false,true); return StartMoveToward(A); } event bool AllowDetourTo(NavigationPoint N) { return Squad.AllowDetourTo(self,N); } /* FindBestPathToward() Assumes the desired destination is not directly reachable. It tries to set Destination to the location of the best waypoint, and returns true if successful */ function bool FindBestPathToward(Actor A, bool bCheckedReach, bool bAllowDetour) { local vehicle VBase; if ( !bCheckedReach && ActorReachable(A) ) MoveTarget = A; else MoveTarget = FindPathToward(A,(bAllowDetour && Pawn.bCanPickupInventory && (Vehicle(Pawn) == None) && (NavigationPoint(A) != None))); if ( MoveTarget != None ) return true; else { if ( Vehicle(Pawn) != None ) { if ( Pawn.Physics == PHYS_Flying ) { if ( (A == Enemy) && (A != None) ) LoseEnemy(); } else if ( !Vehicle(Pawn).bKeyVehicle ) { if ( Pawn.bStationary ) { if ( (Vehicle(Pawn) != None) && Vehicle(Pawn).StronglyRecommended(Squad,Squad.Team.TeamIndex, Squad.SquadObjective) ) return false; VBase = Pawn.GetVehicleBase(); } if ( (VBase == None) || (VBase.Controller == None) ) { Vehicle(Pawn).VehicleLostTime = Level.TimeSeconds + 20; //log(PlayerReplicationInfo.PlayerName$" 1 Abandoning "$Pawn$" because can't reach "$A); DirectionHint = Normal(A.Location - Pawn.Location); Vehicle(Pawn).KDriverLeave(false); MoveTarget = FindPathToward(A,(bAllowDetour && (NavigationPoint(A) != None))); if ( MoveTarget != None ) return true; } } } if ( (A == Enemy) && (A != None) ) { FailedHuntTime = Level.TimeSeconds; FailedHuntEnemy = Enemy; } if ( bSoaking && (Physics != PHYS_Falling) ) SoakStop("COULDN'T FIND BEST PATH TO "$A); } return false; } function bool NeedToTurn(vector targ) { return Pawn.NeedToTurn(targ); } /* NearWall() returns true if there is a nearby barrier at eyeheight, and changes FocalPoint to a suggested place to look */ function bool NearWall(float walldist) { local actor HitActor; local vector HitLocation, HitNormal, ViewSpot, ViewDist, LookDir; LookDir = vector(Rotation); ViewSpot = Pawn.Location + Pawn.BaseEyeHeight * vect(0,0,1); ViewDist = LookDir * walldist; HitActor = Trace(HitLocation, HitNormal, ViewSpot + ViewDist, ViewSpot, false); if ( HitActor == None ) return false; ViewDist = Normal(HitNormal Cross vect(0,0,1)) * walldist; if (FRand() < 0.5) ViewDist *= -1; Focus = None; if ( FastTrace(ViewSpot + ViewDist, ViewSpot) ) { FocalPoint = Pawn.Location + ViewDist; return true; } if ( FastTrace(ViewSpot - ViewDist, ViewSpot) ) { FocalPoint = Pawn.Location - ViewDist; return true; } FocalPoint = Pawn.Location - LookDir * 300; return true; } // check for line of sight to target deltatime from now. function bool CheckFutureSight(float deltatime) { local vector FutureLoc; if ( Target == None ) Target = Enemy; if ( Target == None ) return false; if ( Pawn.Acceleration == vect(0,0,0) ) FutureLoc = Pawn.Location; else FutureLoc = Pawn.Location + Pawn.GroundSpeed * Normal(Pawn.Acceleration) * deltaTime; if ( Pawn.Base != None ) FutureLoc += Pawn.Base.Velocity * deltaTime; //make sure won't run into something if ( !FastTrace(FutureLoc, Pawn.Location) && (Pawn.Physics != PHYS_Falling) ) return false; //check if can still see target if ( FastTrace(Target.Location + Target.Velocity * deltatime, FutureLoc) ) return true; return false; } function float AdjustAimError(float aimerror, float TargetDist, bool bDefendMelee, bool bInstantProj, bool bLeadTargetNow ) { local float aimdist, desireddist, NewAngle; local vector VelDir, AccelDir; if ( Target.IsA('ONSMortarCamera') ) return 0; if ( Pawn(Target) != None ) { if ( Pawn(Target).Visibility < 2 ) aimerror *= 2.5; } // figure out the relative motion of the target across the bots view, and adjust aim error // based on magnitude of relative motion aimerror = aimerror * FMin(5,(12 - 11 * (Normal(Target.Location - Pawn.Location) Dot Normal((Target.Location + 1.2 * Target.Velocity) - (Pawn.Location + Pawn.Velocity))))); if ( (Pawn(Target) != None) && Pawn(Target).bStationary ) { aimerror *= 0.15; return (Rand(2 * aimerror) - aimerror); } // if enemy is charging straight at bot with a melee weapon, improve aim if ( bDefendMelee ) aimerror *= 0.5; if ( Target.Velocity == vect(0,0,0) ) aimerror *= 0.2 + 0.1 * (7 - FMin(7,Skill)); else if ( Skill + Accuracy > 5 ) { VelDir = Target.Velocity; VelDir.Z = 0; AccelDir = Target.Acceleration; AccelDir.Z = 0; if ( (AccelDir == vect(0,0,0)) || (Normal(VelDir) Dot Normal(AccelDir) > 0.95) ) aimerror *= 0.8; } // aiming improves over time if stopped if ( Stopped() && (Level.TimeSeconds > StopStartTime) ) { if ( (Skill+Accuracy) > 4 ) aimerror *= 0.75; if ( Pawn.Weapon != None && Pawn.Weapon.bSniping ) aimerror *= FClamp((1.5 - 0.08 * FMin(skill,7) - 0.8 * FRand())/(Level.TimeSeconds - StopStartTime + 0.4),0.3,1.0); else aimerror *= FClamp((2 - 0.08 * FMin(skill,7) - FRand())/(Level.TimeSeconds - StopStartTime + 0.4),0.7,1.0); } // adjust aim error based on skill if ( !bDefendMelee ) aimerror *= (3.3 - 0.38 * (FClamp(skill+Accuracy,0,8) + 0.5 * FRand())); // Bots don't aim as well if recently hit, or if they or their target is flying through the air if ( ((skill < 6) || (FRand()<0.5)) && (Level.TimeSeconds - Pawn.LastPainTime < 0.2) ) aimerror *= 1.3; if ( (Pawn.Physics == PHYS_Falling) || (Target.Physics == PHYS_Falling) ) aimerror *= (1.6 - 0.04*(Skill+Accuracy)); // Bots don't aim as well at recently acquired targets (because they haven't had a chance to lock in to the target) if ( AcquireTime > Level.TimeSeconds - 0.5 - 0.5 * (7 - FMin(7,skill)) ) { aimerror *= 1.5; if ( bInstantProj ) aimerror *= 1.5; } aimerror = 2 * aimerror * FRand() - aimerror; if ( abs(aimerror) > 700 ) { if ( bInstantProj ) DesiredDist = 100; else DesiredDist = 320; DesiredDist += Target.CollisionRadius; aimdist = tan(AngleConvert * aimerror) * targetdist; if ( abs(aimdist) > DesiredDist ) { NewAngle = ATan(DesiredDist,TargetDist)/AngleConvert; if ( aimerror > 0 ) aimerror = NewAngle; else aimerror = -1 * NewAngle; } } return aimerror; } /* AdjustAim() Returns a rotation which is the direction the bot should aim - after introducing the appropriate aiming error */ function rotator AdjustAim(FireProperties FiredAmmunition, vector projStart, int aimerror) { local rotator FireRotation, TargetLook; local float FireDist, TargetDist, ProjSpeed,TravelTime; local actor HitActor; local vector FireSpot, FireDir, TargetVel, HitLocation, HitNormal; local int realYaw; local bool bDefendMelee, bClean, bLeadTargetNow; if ( FiredAmmunition.ProjectileClass != None ) projspeed = FiredAmmunition.ProjectileClass.default.speed; // make sure bot has a valid target if ( Target == None ) { Target = Enemy; if ( Target == None ) return Rotation; } if ( Pawn(Target) != None ) Target = Pawn(Target).GetAimTarget(); FireSpot = Target.Location; TargetDist = VSize(Target.Location - Pawn.Location); // perfect aim at stationary objects if ( Pawn(Target) == None ) { if ( !FiredAmmunition.bTossed ) return rotator(Target.Location - projstart); else { FireDir = AdjustToss(projspeed,ProjStart,Target.Location,true); SetRotation(Rotator(FireDir)); return Rotation; } } bLeadTargetNow = FiredAmmunition.bLeadTarget && bLeadTarget; bDefendMelee = ( (Target == Enemy) && DefendMelee(TargetDist) ); aimerror = AdjustAimError(aimerror,TargetDist,bDefendMelee,FiredAmmunition.bInstantHit, bLeadTargetNow); // lead target with non instant hit projectiles if ( bLeadTargetNow ) { TargetVel = Target.Velocity; TravelTime = TargetDist/projSpeed; // hack guess at projecting falling velocity of target if ( Target.Physics == PHYS_Falling ) { if ( Target.PhysicsVolume.Gravity.Z <= Target.PhysicsVolume.Default.Gravity.Z ) TargetVel.Z = FMin(TargetVel.Z + FMax(-400, Target.PhysicsVolume.Gravity.Z * FMin(1,TargetDist/projSpeed)),0); else { TargetVel.Z = TargetVel.Z + 0.5 * TravelTime * Target.PhysicsVolume.Gravity.Z; FireSpot = Target.Location + TravelTime*TargetVel; HitActor = Trace(HitLocation, HitNormal, FireSpot, Target.Location, false); bLeadTargetNow = false; if ( HitActor != None ) FireSpot = HitLocation + vect(0,0,2); } } if ( bLeadTargetNow ) { // more or less lead target (with some random variation) FireSpot += FMin(1, 0.7 + 0.6 * FRand()) * TargetVel * TravelTime; FireSpot.Z = FMin(Target.Location.Z, FireSpot.Z); } if ( (Target.Physics != PHYS_Falling) && (FRand() < 0.55) && (VSize(FireSpot - ProjStart) > 1000) ) { // don't always lead far away targets, especially if they are moving sideways with respect to the bot TargetLook = Target.Rotation; if ( Target.Physics == PHYS_Walking ) TargetLook.Pitch = 0; bClean = ( ((Vector(TargetLook) Dot Normal(Target.Velocity)) >= 0.71) && FastTrace(FireSpot, ProjStart) ); } else // make sure that bot isn't leading into a wall bClean = FastTrace(FireSpot, ProjStart); if ( !bClean) { // reduce amount of leading if ( FRand() < 0.3 ) FireSpot = Target.Location; else FireSpot = 0.5 * (FireSpot + Target.Location); } } bClean = false; //so will fail first check unless shooting at feet if ( FiredAmmunition.bTrySplash && (Pawn(Target) != None) && ((Skill >=4) || bDefendMelee) && (((Target.Physics == PHYS_Falling) && (Pawn.Location.Z + 80 >= Target.Location.Z)) || ((Pawn.Location.Z + 19 >= Target.Location.Z) && (bDefendMelee || (skill > 6.5 * FRand() - 0.5)))) ) { HitActor = Trace(HitLocation, HitNormal, FireSpot - vect(0,0,1) * (Target.CollisionHeight + 6), FireSpot, false); bClean = (HitActor == None); if ( !bClean ) { FireSpot = HitLocation + vect(0,0,3); bClean = FastTrace(FireSpot, ProjStart); } else bClean = ( (Target.Physics == PHYS_Falling) && FastTrace(FireSpot, ProjStart) ); } if ( Pawn.Weapon != None && Pawn.Weapon.bSniping && Stopped() && (Skill > 5 + 6 * FRand()) ) { // try head FireSpot.Z = Target.Location.Z + 0.9 * Target.CollisionHeight; bClean = FastTrace(FireSpot, ProjStart); } if ( !bClean ) { //try middle FireSpot.Z = Target.Location.Z; bClean = FastTrace(FireSpot, ProjStart); } if ( FiredAmmunition.bTossed && !bClean && bEnemyInfoValid ) { FireSpot = LastSeenPos; HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); if ( HitActor != None ) { bCanFire = false; FireSpot += 2 * Target.CollisionHeight * HitNormal; } bClean = true; } if( !bClean ) { // try head FireSpot.Z = Target.Location.Z + 0.9 * Target.CollisionHeight; bClean = FastTrace(FireSpot, ProjStart); } if ( !bClean && (Target == Enemy) && bEnemyInfoValid ) { FireSpot = LastSeenPos; if ( Pawn.Location.Z >= LastSeenPos.Z ) FireSpot.Z -= 0.4 * Enemy.CollisionHeight; HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); if ( HitActor != None ) { FireSpot = LastSeenPos + 2 * Enemy.CollisionHeight * HitNormal; if ( Pawn.Weapon != None && Pawn.Weapon.SplashDamage() && (Skill >= 4) ) { HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); if ( HitActor != None ) FireSpot += 2 * Enemy.CollisionHeight * HitNormal; } if ( Pawn.Weapon != None && Pawn.Weapon.RefireRate() < 0.99 ) bCanFire = false; } } // adjust for toss distance if ( FiredAmmunition.bTossed ) FireDir = AdjustToss(projspeed,ProjStart,FireSpot,true); else { FireDir = FireSpot - ProjStart; if ( Pawn(Target) != None ) FireDir = FireDir + Pawn(Target).GetTargetLocation() - Target.Location; } FireRotation = Rotator(FireDir); realYaw = FireRotation.Yaw; FireRotation.Yaw = SetFireYaw(FireRotation.Yaw + aimerror); FireDir = vector(FireRotation); // avoid shooting into wall FireDist = FMin(VSize(FireSpot-ProjStart), 400); FireSpot = ProjStart + FireDist * FireDir; HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); if ( HitActor != None ) { if ( HitNormal.Z < 0.7 ) { FireRotation.Yaw = SetFireYaw(realYaw - aimerror); FireDir = vector(FireRotation); FireSpot = ProjStart + FireDist * FireDir; HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); } if ( HitActor != None ) { FireSpot += HitNormal * 2 * Target.CollisionHeight; if ( Skill >= 4 ) { HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); if ( HitActor != None ) FireSpot += Target.CollisionHeight * HitNormal; } FireDir = Normal(FireSpot - ProjStart); FireRotation = rotator(FireDir); } } InstantWarnTarget(Target,FiredAmmunition,vector(FireRotation)); ShotTarget = Pawn(Target); SetRotation(FireRotation); return FireRotation; } event DelayedWarning() { local vector X,Y,Z, Dir, LineDist, FuturePos, HitLocation, HitNormal; local actor HitActor; local float dist; if ( (Pawn == None) || (WarningProjectile == None) || (WarningProjectile.Velocity == vect(0,0,0)) ) return; if ( Enemy == None ) { Squad.SetEnemy(self, WarningProjectile.Instigator); return; } // check if still on target, else ignore Dir = Normal(WarningProjectile.Velocity); FuturePos = Pawn.Location + Pawn.Velocity * VSize(WarningProjectile.Location - Pawn.Location)/VSize(WarningProjectile.Velocity); LineDist = FuturePos - (WarningProjectile.Location + (Dir Dot (FuturePos - WarningProjectile.Location)) * Dir); dist = VSize(LineDist); if ( dist > 230 + Pawn.CollisionRadius ) return; if ( dist > 1.2 * Pawn.CollisionHeight ) { if ( WarningProjectile.Damage <= 40 ) return; if ( (WarningProjectile.Physics == PHYS_Projectile) && (dist > Pawn.CollisionHeight + 100) && !WarningProjectile.IsA('ShockProjectile') ) { HitActor = Trace(HitLocation, HitNormal, WarningProjectile.Location + WarningProjectile.Velocity, WarningProjectile.Location, false); if ( HitActor == None ) return; } } GetAxes(Pawn.Rotation,X,Y,Z); X.Z = 0; Dir = WarningProjectile.Location - Pawn.Location; Dir.Z = 0; // make sure still looking at projectile if ((Normal(Dir) Dot Normal(X)) < 0.7) return; // decide which way to duck if ( (WarningProjectile.Velocity Dot Y) > 0 ) { Y *= -1; TryToDuck(Y, true); } else TryToDuck(Y, false); } function ReceiveProjectileWarning(Projectile proj) { local float enemyDist, projTime; local vector X,Y,Z, enemyDir; LastUnderFire = Level.TimeSeconds; // bots may duck if not falling or swimming if ( (Pawn.health <= 0) || (Skill < 2) || (Enemy == None) || (Pawn.Physics == PHYS_Swimming) || ((Level.NetMode == NM_Standalone) && (PlayerReplicationInfo.HasFlag == None) && (Level.TimeSeconds - Pawn.LastRenderTime > 3)) ) return; // and projectile time is long enough enemyDist = VSize(proj.Location - Pawn.Location); if ( proj.Speed > 0 ) { projTime = enemyDist/proj.Speed; if ( projTime < 0.35 - 0.03*(Skill+ReactionTime) ) return; if ( projTime < 2 - (0.265 + FRand()*0.2) * (skill + ReactionTime) ) return; if ( (WarningProjectile != None) && (VSize(WarningProjectile.Location - Pawn.Location)/WarningProjectile.Speed < projTime) ) return; // check if tight FOV if ( (projTime < 1.2) || (WarningProjectile != None) ) { GetAxes(Rotation,X,Y,Z); enemyDir = proj.Location - Pawn.Location; enemyDir.Z = 0; X.Z = 0; if ((Normal(enemyDir) Dot Normal(X)) < 0.7) return; } if ( Skill + ReactionTime >= 7 ) WarningDelay = Level.TimeSeconds + FMax(0.08,FMax(0.35 - 0.025*(Skill + ReactionTime)*(1 + FRand()), projTime - 0.65)); else WarningDelay = Level.TimeSeconds + FMax(0.08,FMax(0.35 - 0.02*(Skill + ReactionTime)*(1 + FRand()), projTime - 0.65)); WarningProjectile = proj; } } function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) { LastUnderFire = Level.TimeSeconds; Super.NotifyTakeHit(InstigatedBy,HitLocation,Damage,DamageType,Momentum); } /* Receive warning now only for instant hit shots and vehicle run-over warnings */ function ReceiveWarning(Pawn shooter, float projSpeed, vector FireDir) { local float enemyDist, projTime; local vector X,Y,Z, enemyDir; local bool bResult; LastUnderFire = Level.TimeSeconds; // AI controlled creatures may duck if not falling if ( Pawn.bStationary || !Pawn.bCanStrafe || (Pawn.health <= 0) ) return; if ( Enemy == None ) { Squad.SetEnemy(self, shooter); return; } if ( (Skill < 4) || (Pawn.Physics == PHYS_Falling) || (Pawn.Physics == PHYS_Swimming) || (FRand() > 0.2 * skill - 0.33) ) return; enemyDist = VSize(shooter.Location - Pawn.Location); if ( (enemyDist > 2000) && Vehicle(shooter) == None && !Stopped() ) return; // only if tight FOV GetAxes(Pawn.Rotation,X,Y,Z); enemyDir = shooter.Location - Pawn.Location; enemyDir.Z = 0; X.Z = 0; if ((Normal(enemyDir) Dot Normal(X)) < 0.7) return; if ( projSpeed > 0 && Vehicle(shooter) == None ) { projTime = enemyDist/projSpeed; if ( projTime < 0.11 + 0.15 * FRand()) { if ( Stopped() && (Pawn.MaxRotation == 0) ) GotoState('TacticalMove'); return; } } if ( FRand() * (Skill + 4) < 4 ) { if ( Stopped() && (Pawn.MaxRotation == 0) ) GotoState('TacticalMove'); return; } if ( (FireDir Dot Y) > 0 ) { Y *= -1; bResult = TryToDuck(Y, true); } else bResult = TryToDuck(Y, false); if (bResult && projspeed > 0 && Vehicle(shooter) != None) { bNotifyApex = true; bPendingDoubleJump = true; } // FIXME - if duck fails, try back jump if splashdamage landing } event NotifyFallingHitWall( vector HitNormal, actor HitActor) { bNotifyFallingHitWall = false; TryWallDodge(HitNormal, HitActor); } event MissedDodge() { local Actor HitActor; local vector HitNormal, HitLocation, Extent, Vel2D; if ( Pawn.CanDoubleJump() && (Abs(Pawn.Velocity.Z) < 100) ) { Pawn.DoDoubleJump(false); bPendingDoubleJump = false; } Extent = Pawn.CollisionRadius * vect(1,1,0); Extent.Z = Pawn.CollisionHeight; HitActor = trace(HitLocation, HitNormal, Pawn.Location - (20 + 3*MAXSTEPHEIGHT) * vect(0,0,1), Pawn.Location, false, Extent); Vel2D = Pawn.Velocity; Vel2D.Z = 0; if ( HitActor != None ) { Pawn.Acceleration = -1 * Pawn.AccelRate * Normal(Vel2D); Pawn.Velocity.X = 0; Pawn.Velocity.Z = 0; return; } Pawn.Acceleration = Pawn.AccelRate * Normal(Vel2D); } function bool TryWallDodge(vector HitNormal, actor HitActor) { local vector X,Y,Z, Dir, TargetDir, NewHitNormal, HitLocation, Extent; local float DP; local Actor NewHitActor; if ( !Pawn.bCanWallDodge || (Abs(HitNormal.Z) > 0.7) || !HitActor.bWorldGeometry ) return false; if ( (Pawn.Velocity.Z < -150) && (FRand() < 0.4) ) return false; // check that it was a legit, visible wall Extent = Pawn.CollisionRadius * vect(1,1,0); Extent.Z = 0.5 * Pawn.CollisionHeight; NewHitActor = Trace(HitLocation, NewHitNormal, Pawn.Location - 32*HitNormal, Pawn.Location, false, Extent); if ( NewHitActor == None ) return false; GetAxes(Pawn.Rotation,X,Y,Z); Dir = HitNormal; Dir.Z = 0; Dir = Normal(Dir); if ( InLatentExecution(LATENT_MOVETOWARD) ) { TargetDir = MoveTarget.Location - Pawn.Location; TargetDir.Z = 0; TargetDir = Normal(TargetDir); DP = HitNormal Dot TargetDir; if ( (DP >= 0) && (VSize(MoveTarget.Location - Pawn.Location) > 200) ) { if ( DP < 0.7 ) Dir = Normal( TargetDir + HitNormal * (1 - DP) ); else Dir = TargetDir; } } if ( Abs(X Dot Dir) > Abs(Y Dot Dir) ) { if ( (X Dot Dir) > 0 ) UnrealPawn(Pawn).CurrentDir = DCLICK_Forward; else UnrealPawn(Pawn).CurrentDir = DCLICK_Back; } else if ( (Y Dot Dir) < 0 ) UnrealPawn(Pawn).CurrentDir = DCLICK_Left; else UnrealPawn(Pawn).CurrentDir = DCLICK_Right; bPlannedJump = true; Pawn.PerformDodge(UnrealPawn(Pawn).CurrentDir, Dir,Normal(Dir Cross vect(0,0,1))); return true; } function ChangeStrafe(); function bool TryToDuck(vector duckDir, bool bReversed) { local vector HitLocation, HitNormal, Extent, Start; local actor HitActor; local bool bSuccess, bDuckLeft, bWallHit, bChangeStrafe; local float MinDist,Dist; if ( Vehicle(Pawn) != None ) return Pawn.Dodge(DCLICK_None); if ( Pawn.bStationary ) return false; if ( Stopped() && (Pawn.MaxRotation == 0) ) GotoState('TacticalMove'); else if ( FRand() < 0.6 ) bChangeStrafe = IsStrafing(); if ( (Skill < 3) || Pawn.PhysicsVolume.bWaterVolume || (Pawn.Physics == PHYS_Falling) || (Pawn.PhysicsVolume.Gravity.Z > Pawn.PhysicsVolume.Default.Gravity.Z) ) return false; if ( Pawn.bIsCrouched || Pawn.bWantsToCrouch || (Pawn.Physics != PHYS_Walking) ) return false; duckDir.Z = 0; duckDir *= 335; bDuckLeft = bReversed; Extent = Pawn.GetCollisionExtent(); Start = Pawn.Location + vect(0,0,25); HitActor = Trace(HitLocation, HitNormal, Start + duckDir, Start, false, Extent); MinDist = 150; Dist = VSize(HitLocation - Pawn.Location); if ( (HitActor == None) || ( Dist > 150) ) { if ( HitActor == None ) HitLocation = Start + duckDir; HitActor = Trace(HitLocation, HitNormal, HitLocation - MAXSTEPHEIGHT * vect(0,0,2.5), HitLocation, false, Extent); bSuccess = ( (HitActor != None) && (HitNormal.Z >= 0.7) ); } else { bWallHit = Pawn.bCanWallDodge && (Skill + 2*Jumpiness > 5); MinDist = 30 + MinDist - Dist; } if ( !bSuccess ) { bDuckLeft = !bDuckLeft; duckDir *= -1; HitActor = Trace(HitLocation, HitNormal, Start + duckDir, Start, false, Extent); bSuccess = ( (HitActor == None) || (VSize(HitLocation - Pawn.Location) > MinDist) ); if ( bSuccess ) { if ( HitActor == None ) HitLocation = Start + duckDir; HitActor = Trace(HitLocation, HitNormal, HitLocation - MAXSTEPHEIGHT * vect(0,0,2.5), HitLocation, false, Extent); bSuccess = ( (HitActor != None) && (HitNormal.Z >= 0.7) ); } } if ( !bSuccess ) { if ( bChangeStrafe ) ChangeStrafe(); return false; } if ( Pawn.bCanWallDodge && (Skill + 2*Jumpiness > 3 + 3*FRand()) ) bNotifyFallingHitWall = true; if ( bNotifyFallingHitWall && bWallHit ) bDuckLeft = !bDuckLeft; // plan to wall dodge if ( bDuckLeft ) UnrealPawn(Pawn).CurrentDir = DCLICK_Left; else UnrealPawn(Pawn).CurrentDir = DCLICK_Right; bInDodgeMove = true; DodgeLandZ = Pawn.Location.Z; Pawn.Dodge(UnrealPawn(Pawn).CurrentDir); return true; } function NotifyKilled(Controller Killer, Controller Killed, pawn KilledPawn) { Squad.NotifyKilled(Killer,Killed,KilledPawn); } function Actor FaceMoveTarget() { if ( (MoveTarget != Enemy) && (MoveTarget != Target) ) StopFiring(); return MoveTarget; } function bool ShouldStrafeTo(Actor WayPoint) { local NavigationPoint N; if ( (Vehicle(Pawn) != None) && !Vehicle(Pawn).bFollowLookDir ) return true; if ( Skill + StrafingAbility < 3 ) return false; if ( WayPoint == Enemy ) { if ( Pawn.Weapon != None && Pawn.Weapon.bMeleeWeapon ) return false; return ( Skill + StrafingAbility > 5 * FRand() - 1 ); } else if ( Pickup(WayPoint) == None ) { N = NavigationPoint(WayPoint); if ( (N == None) || N.bNeverUseStrafing ) return false; if ( N.FearCost > 200 ) return true; if ( N.bAlwaysUseStrafing && (FRand() < 0.8) ) return true; } if ( (Pawn(WayPoint) != None) || ((Squad.SquadLeader != None) && (WayPoint == Squad.SquadLeader.MoveTarget)) ) return ( Skill + StrafingAbility > 5 * FRand() - 1 ); if ( Skill + StrafingAbility < 6 * FRand() - 1 ) return false; if ( !bFinalStretch && (Enemy == None) ) return ( FRand() < 0.4 ); if ( (Level.TimeSeconds - LastUnderFire < 2) ) return true; if ( (Enemy != None) && EnemyVisible() ) return ( FRand() < 0.85 ); return ( FRand() < 0.6 ); } function Actor AlternateTranslocDest() { if ( (PathNode(MoveTarget) == None) || (MoveTarget != RouteCache[0]) || (RouteCache[0] == None) ) return None; if ( (PathNode(RouteCache[1]) == None) && (InventorySpot(RouteCache[1]) == None) && GameObjective(RouteCache[1]) == None ) { if ( (FRand() < 0.5) && (GameObject(RouteGoal) != None) && (VSize(RouteGoal.Location - Pawn.Location) < 2000) && LineOfSightTo(RouteGoal) ) return RouteGoal; return None; } if ( (FRand() < 0.3) && (GameObjective(RouteCache[1]) == None) && ((PathNode(RouteCache[2]) != None) || (InventorySpot(RouteCache[2]) != None) || (GameObjective(RouteCache[2]) != None)) && LineOfSightTo(RouteCache[2]) ) return RouteCache[2]; if ( LineOfSightTo(RouteCache[1]) ) return RouteCache[1]; return None; } function Actor FaceActor(float StrafingModifier) { local float RelativeDir, Dist, MinDist; local actor SquadFace, N; local bool bEnemyNotEngaged, bTranslocTactics, bCatchup; if ( (DestroyableObjective(Focus) != None) && (Focus == Squad.SquadObjective) && (Squad.GetOrders() == 'ATTACK') && Pawn.IsFiring() ) return Focus; bTranslocatorHop = false; SquadFace = Squad.SetFacingActor(self); if ( SquadFace != None ) return SquadFace; if ( (Pawn.Weapon != None) && Pawn.Weapon.FocusOnLeader(false) ) { if ( Vehicle(Focus) != None ) FireWeaponAt(Focus); return Focus; } // translocator hopping if ( CanUseTranslocator() ) { bEnemyNotEngaged = (Enemy == None)||(Level.TimeSeconds - LastSeenTime > 1); bCatchup = ((Pawn(RouteGoal) != None) && !SameTeamAs(Pawn(RouteGoal).Controller)) || (GameObject(RouteGoal) != None); if ( bEnemyNotEngaged ) { if ( bCatchup ) bTranslocTactics = (Skill + Tactics > 2 + 2*FRand()); else bTranslocTactics = (Skill + Tactics > 4); } bTranslocTactics = bTranslocTactics || (Skill + Tactics > 2.5 + 3 * FRand()); if ( bTranslocTactics && (TranslocUse > FRand()) && (Vehicle(Pawn) == None) && (TranslocFreq < Level.TimeSeconds + 6 + 9 * FRand()) && ((NavigationPoint(Movetarget) != None) || (GameObject(MoveTarget) != None)) && (LiftCenter(MoveTarget) == None) && (bEnemyNotEngaged || bRecommendFastMove || (GameObject(MoveTarget) != None) || (VSize(Enemy.Location - Pawn.Location) > ENEMYLOCATIONFUZZ * (1 + FRand())) || (bCatchup && (FRand() < 0.65) && (!LineOfSightTo(RouteGoal) || (GameObject(RouteGoal) != None)))) ) { bRecommendFastMove = false; bTranslocatorHop = true; TranslocationTarget = MoveTarget; RealTranslocationTarget = TranslocationTarget; Focus = MoveTarget; Dist = VSize(Pawn.Location - MoveTarget.Location); MinDist = 300 + 40 * FMax(0,TranslocFreq - Level.TimeSeconds); if ( (GameObject(RouteGoal) != None) && (VSize(Pawn.Location - RouteGoal.Location) < 1000 + 1200 * FRand()) && LineOfSightTo(RouteGoal) ) { TranslocationTarget = RouteGoal; RealTranslocationTarget = TranslocationTarget; Dist = VSize(Pawn.Location - TranslocationTarget.Location); Focus = RouteGoal; } else if ( MinDist + 200 + 1000 * FRand() > Dist ) { N = AlternateTranslocDest(); if ( N != None ) { TranslocationTarget = N; RealTranslocationTarget = TranslocationTarget; Dist = VSize(Pawn.Location - TranslocationTarget.Location); Focus = N; } } if ( (Dist < MinDist) || ((Dist < MinDist + 150) && !Pawn.Weapon.IsA('TransLauncher')) ) { TranslocationTarget = None; RealTranslocationTarget = TranslocationTarget; bTranslocatorHop = false; } else { SwitchToBestWeapon(); return Focus; } } } bRecommendFastMove = false; if ( (!Pawn.bCanStrafe && (Vehicle(Pawn) == None || !Vehicle(Pawn).bSeparateTurretFocus)) || (Enemy == None) || (Level.TimeSeconds - LastSeenTime > 6 - StrafingModifier) ) return FaceMoveTarget(); if ( (MoveTarget == Enemy) || (Vehicle(Pawn) != None) || ((skill + StrafingAbility >= 6) && !Pawn.Weapon.bMeleeWeapon) || (VSize(MoveTarget.Location - Pawn.Location) < 4 * Pawn.CollisionRadius) ) return Enemy; if ( Level.TimeSeconds - LastSeenTime > 4 - StrafingModifier) return FaceMoveTarget(); if ( (Skill > 2.5) && (GameObject(MoveTarget) != None) ) return Enemy; RelativeDir = Normal(Enemy.Location - Pawn.Location - vect(0,0,1) * (Enemy.Location.Z - Pawn.Location.Z)) Dot Normal(MoveTarget.Location - Pawn.Location - vect(0,0,1) * (MoveTarget.Location.Z - Pawn.Location.Z)); if ( RelativeDir > 0.85 ) return Enemy; if ( (RelativeDir > 0.3) && (Bot(Enemy.Controller) != None) && (MoveTarget == Enemy.Controller.MoveTarget) ) return Enemy; if ( skill + StrafingAbility < 2 + FRand() ) return FaceMoveTarget(); if ( (Pawn.Weapon != None && Pawn.Weapon.bMeleeWeapon && (RelativeDir < 0.3)) || (Skill + StrafingAbility < (5 + StrafingModifier) * FRand()) || (0.4*RelativeDir + 0.8 < FRand()) ) return FaceMoveTarget(); return Enemy; } function WanderOrCamp(bool bMayCrouch) { Pawn.bWantsToCrouch = bMayCrouch && (Pawn.bIsCrouched || (FRand() < 0.75)); GotoState('RestFormation'); } function bool NeedWeapon() { local inventory Inv; if ( Vehicle(Pawn) != None ) return false; if ( Pawn.Weapon.AIRating > 0.5 ) return ( !Pawn.Weapon.HasAmmo() ); // see if have some other good weapon, currently not in use for ( Inv=Pawn.Inventory; Inv!=None; Inv=Inv.Inventory ) if ( (Weapon(Inv) != None) && (Weapon(Inv).AIRating > 0.5) && Weapon(Inv).HasAmmo() ) return false; return true; } event float Desireability(Pickup P) { if ( !Pawn.IsInLoadout(P.InventoryType) ) return -1; return P.BotDesireability(Pawn); } event float SuperDesireability(Pickup P) { if ( !SuperPickupNotSpokenFor(P) ) return 0; return P.BotDesireability(Pawn); } function bool SuperPickupNotSpokenFor(Pickup P) { local Bot CurrentOwner; if ( PlayerReplicationInfo.Team == None ) return true; CurrentOwner = Bot(P.TeamOwner[PlayerReplicationInfo.Team.TeamIndex]); if ( (CurrentOwner == None ) || (CurrentOwner == self) || (CurrentOwner.Pawn == None) || ((CurrentOwner.RouteGoal != P.myMarker) && (CurrentOwner.RouteGoal != P) && (CurrentOwner.MoveTarget != P) && (CurrentOwner.RouteGoal != P.myMarker)) ) { P.TeamOwner[PlayerReplicationInfo.Team.TeamIndex] = None; return true; } // decide if better than current owner if ( (Squad.GetOrders() == 'Defend') || (CurrentOwner.MoveTarget == P) || (CurrentOwner.MoveTarget == P.myMarker) ) return false; if ( PlayerReplicationInfo.HasFlag != None ) return true; if ( CurrentOwner.RouteCache[1] == P.myMarker ) return false; if ( CurrentOwner.Squad.GetOrders() == 'Defend' ) return true; return false; } function DamageAttitudeTo(Pawn Other, float Damage) { if ( (Pawn.health > 0) && (Damage > 0) && Squad.SetEnemy(self,Other) ) WhatToDoNext(5); } function bool IsRetreating() { return false; } //********************************************************************************** // AI States //======================================================================================================= // No goal/no enemy states state NoGoal { function EnemyChanged(bool bNewEnemyVisible) { if ( EnemyAcquisitionScript != None ) { bEnemyAcquired = false; SetEnemyInfo(bNewEnemyVisible); EnemyAcquisitionScript.TakeOver(Pawn); } else Global.EnemyChanged(bNewEnemyVisible); } } function bool Formation() { return false; } state RestFormation extends NoGoal { ignores EnemyNotVisible; function CancelCampFor(Controller C) { DirectedWander(Normal(Pawn.Location - C.Pawn.Location)); } function bool Formation() { return true; } function Timer() { if (Pawn.Weapon != None && Pawn.Weapon.ShouldFireWithoutTarget()) Pawn.Weapon.BotFire(false); SetCombatTimer(); enable('NotifyBump'); } function BeginState() { Enemy = None; //SetAlertness(0.2); Pawn.bCanJump = false; Pawn.bAvoidLedges = true; Pawn.bStopAtLedges = true; Pawn.SetWalking(true); MinHitWall += 0.15; SwitchToBestWeapon(); } function EndState() { MonitoredPawn = None; Squad.GetRestingFormation().LeaveFormation(self); MinHitWall -= 0.15; if ( Pawn != None ) { Pawn.bStopAtLedges = false; Pawn.bAvoidLedges = false; Pawn.SetWalking(false); if (Pawn.JumpZ > 0) Pawn.bCanJump = true; } } event MonitoredPawnAlert() { WhatToDoNext(6); } function PickDestination() { FormationPosition = Squad.GetRestingFormation().RecommendPositionFor(self); Destination = Squad.GetRestingFormation().GetLocationFor(FormationPosition,self); } Begin: WaitForLanding(); if ( Pawn.bStationary ) Goto('Pausing'); if ( (Vehicle(Pawn) != None) && (!Vehicle(Pawn).bTurnInPlace || (Pawn.FindAnchorFailedTime != Level.TimeSeconds)) ) { if ( (Squad.SquadLeader == self) || (Squad.SquadLeader.Pawn == None) || (Pawn.GetVehicleBase() == Squad.SquadLeader.Pawn) ) Goto('Camping'); else Goto('Pausing'); } PickDestination(); Moving: if ( Pawn.bStationary ) Goto('Pausing'); if ( (Vehicle(Pawn) != None) && (!Vehicle(Pawn).bTurnInPlace || (Pawn.FindAnchorFailedTime != Level.TimeSeconds)) ) { if ( (Squad.SquadLeader == self) || (Squad.SquadLeader.Pawn == None) || (Pawn.GetVehicleBase() == Squad.SquadLeader.Pawn) ) Goto('Camping'); else Goto('Pausing'); } if ( Vehicle(Pawn) != None && Pawn.GetVehicleBase() != None) StartMonitoring(Pawn.GetVehicleBase(),Squad.GetRestingFormation().FormationSize); else if ( (Squad.SquadLeader != self) && (Squad.SquadLeader.Pawn != None) && (Squad.FormationCenter() == Squad.SquadLeader.Pawn) ) StartMonitoring(Squad.SquadLeader.Pawn,Squad.GetRestingFormation().FormationSize); else MonitoredPawn = None; MoveTo(Destination,,true); WaitForLanding(); Pausing: if ( !Squad.NearFormationCenter(Pawn) ) { Focus = None; FocalPoint = Squad.GetRestingFormation().GetViewPointFor(self,FormationPosition); Pawn.Acceleration = vect(0,0,0); if ( Pawn.bStationary ) Sleep(2.0); Sleep(0.5); WhatToDoNext(7); } Camping: Pawn.Acceleration = vect(0,0,0); Focus = None; FocalPoint = Squad.GetRestingFormation().GetViewPointFor(self,FormationPosition); NearWall(MINVIEWDIST); FinishRotation(); if ( Vehicle(Pawn) != None && Pawn.GetVehicleBase() != None) StartMonitoring(Pawn.GetVehicleBase(),Squad.GetRestingFormation().FormationSize); else if ( (Squad.SquadLeader.Pawn != None) && (Squad.FormationCenter() == Squad.SquadLeader.Pawn) ) StartMonitoring(Squad.SquadLeader.Pawn,Squad.GetRestingFormation().FormationSize); else MonitoredPawn = None; Sleep(3 + FRand()); WaitForLanding(); if ( !Squad.WaitAtThisPosition(Pawn) ) { if ( Squad.WanderNearLeader(self) ) SetAttractionState(); else WhatToDoNext(8); } if ( FRand() < 0.6 ) Goto('Camping'); Goto('Begin'); ShortWait: Pawn.Acceleration = vect(0,0,0); if ( (Vehicle(Pawn) == None) || Vehicle(Pawn).bTurnInPlace ) { Focus = None; FocalPoint = Squad.GetRestingFormation().GetViewPointFor(self,FormationPosition); NearWall(MINVIEWDIST); FinishRotation(); } TauntWait: Sleep(CampTime); WaitForLanding(); WhatToDoNext(9); } event RecoverFromBadStateCode() { bBadStateCode = false; CampTime = 0.5; GotoState('RestFormation', 'TauntWait'); } function Celebrate() { Pawn.PlayVictoryAnimation(); } function ForceGiveWeapon() { local Vector TossVel, LeaderVel; if ( (Pawn == None) || (Pawn.Weapon == None) || (Squad.SquadLeader.Pawn == None) || !LineOfSightTo(Squad.SquadLeader.Pawn) ) return; if ( Pawn.CanThrowWeapon() ) { TossVel = Vector(Pawn.Rotation); TossVel.Z = 0; TossVel = Normal(TossVel); LeaderVel = Normal(Squad.SquadLeader.Pawn.Location - Pawn.Location); if ( (TossVel Dot LeaderVel) > 0.7 ) TossVel = LeaderVel; TossVel = TossVel * ((Pawn.Velocity Dot TossVel) + 500) + Vect(0,0,200); Pawn.TossWeapon(TossVel); SwitchToBestWeapon(); } } function ForceCelebrate() { local bool bRealCrouch; Pawn.bWantsToCrouch = false; bRealCrouch = Pawn.bCanCrouch; Pawn.bCanCrouch = false; if ( Enemy == None ) { CampTime = 3; GotoState('RestFormation','TauntWait'); if ( Squad.SquadLeader.Pawn != None ) FocalPoint = Squad.SquadLeader.Pawn.Location; } StopFiring(); Celebrate(); Pawn.bCanCrouch = bRealCrouch; } //======================================================================================================= // Move To Goal states state Startled { ignores EnemyNotVisible,SeePlayer,HearNoise; function Startle(Actor Feared) { GoalString = "STARTLED!"; StartleActor = Feared; BeginState(); } function BeginState() { // FIXME - need FindPathAwayFrom() Pawn.Acceleration = Pawn.Location - StartleActor.Location; Pawn.Acceleration.Z = 0; Pawn.bIsWalking = false; Pawn.bWantsToCrouch = false; if ( Pawn.Acceleration == vect(0,0,0) ) Pawn.Acceleration = VRand(); Pawn.Acceleration = Pawn.AccelRate * Normal(Pawn.Acceleration); } Begin: Sleep(0.5); WhatToDoNext(11); Goto('Begin'); } state MoveToGoal { function bool CheckPathToGoalAround(Pawn P) { if ( (MoveTarget == None) || (Bot(P.Controller) == None) || !SameTeamAs(P.Controller) ) return false; if ( Bot(P.Controller).Squad.ClearPathFor(self) ) return true; return false; } function Timer() { SetCombatTimer(); enable('NotifyBump'); } function BeginState() { Pawn.bWantsToCrouch = Squad.CautiousAdvance(self); } } state MoveToGoalNoEnemy extends MoveToGoal { function EnemyChanged(bool bNewEnemyVisible) { if ( EnemyAcquisitionScript != None ) { bEnemyAcquired = false; SetEnemyInfo(bNewEnemyVisible); EnemyAcquisitionScript.TakeOver(Pawn); } else Global.EnemyChanged(bNewEnemyVisible); } } state MoveToGoalWithEnemy extends MoveToGoal { function Timer() { TimedFireWeaponAtEnemy(); } } function float GetDesiredOffset() { if ( (Squad.SquadLeader == None) || (MoveTarget != Squad.SquadLeader.Pawn) ) return 0; return Squad.GetRestingFormation().FormationSize*0.5; } state Roaming extends MoveToGoalNoEnemy { ignores EnemyNotVisible; function MayFall() { Pawn.bCanJump = ( (MoveTarget != None) && ((MoveTarget.Physics != PHYS_Falling) || !MoveTarget.IsA('Pickup')) ); } Begin: SwitchToBestWeapon(); WaitForLanding(); if ( Pawn.bCanPickupInventory && (InventorySpot(MoveTarget) != None) && (Squad.PriorityObjective(self) == 0) && (Vehicle(Pawn) == None) ) { MoveTarget = InventorySpot(MoveTarget).GetMoveTargetFor(self,5); if ( (Pickup(MoveTarget) != None) && !Pickup(MoveTarget).ReadyToPickup(0) ) { CampTime = MoveTarget.LatentFloat; GoalString = "Short wait for inventory "$MoveTarget; GotoState('RestFormation','ShortWait'); } } MoveToward(MoveTarget,FaceActor(1),GetDesiredOffset(),ShouldStrafeTo(MoveTarget)); DoneRoaming: WaitForLanding(); WhatToDoNext(12); if ( bSoaking ) SoakStop("STUCK IN ROAMING!"); } state Fallback extends MoveToGoalWithEnemy { function bool FireWeaponAt(Actor A) { if ( (A == Enemy) && (Pawn.Weapon != None) && (Pawn.Weapon.AIRating < 0.5) && (Level.TimeSeconds - Pawn.SpawnTime < DeathMatch(Level.Game).SpawnProtectionTime) && (Squad.PriorityObjective(self) == 0) && (InventorySpot(Routegoal) != None) ) { // don't fire if still spawn protected, and no good weapon return false; } return Global.FireWeaponAt(A); } function bool IsRetreating() { return ( (Pawn.Acceleration Dot (Pawn.Location - Enemy.Location)) > 0 ); } event bool NotifyBump(actor Other) { local Pawn P; local Vehicle V; if ( (Vehicle(Other) != None) && (Vehicle(Pawn) == None) ) { if ( Other == RouteGoal || (Vehicle(RouteGoal) != None && Other == Vehicle(RouteGoal).GetVehicleBase()) ) { V = Vehicle(RouteGoal).FindEntryVehicle(Pawn); if ( V != None ) { V.UsedBy(Pawn); if (Vehicle(Pawn) != None) { Squad.BotEnteredVehicle(self); WhatToDoNext(54); } } return true; } } Disable('NotifyBump'); if ( MoveTarget == Other ) { if ( MoveTarget == Enemy && Pawn.HasWeapon() ) { TimedFireWeaponAtEnemy(); DoRangedAttackOn(Enemy); } return false; } P = Pawn(Other); if ( (P == None) || (P.Controller == None) ) return false; if ( !SameTeamAs(P.Controller) && (MoveTarget == RouteCache[0]) && (RouteCache[1] != None) && P.ReachedDestination(MoveTarget) ) { MoveTimer = VSize(RouteCache[1].Location - Pawn.Location)/(Pawn.GroundSpeed * Pawn.DesiredSpeed) + 1; MoveTarget = RouteCache[1]; } Squad.SetEnemy(self,P); if ( Enemy == Other ) { Focus = Enemy; TimedFireWeaponAtEnemy(); } if ( CheckPathToGoalAround(P) ) return false; AdjustAround(P); return false; } function MayFall() { Pawn.bCanJump = ( (MoveTarget != None) && ((MoveTarget.Physics != PHYS_Falling) || !MoveTarget.IsA('Pickup')) ); } function EnemyNotVisible() { if ( Squad.FindNewEnemyFor(self,false) || (Enemy == None) ) WhatToDoNext(13); else { enable('SeePlayer'); disable('EnemyNotVisible'); } } function EnemyChanged(bool bNewEnemyVisible) { bEnemyAcquired = false; SetEnemyInfo(bNewEnemyVisible); if ( bNewEnemyVisible ) { disable('SeePlayer'); enable('EnemyNotVisible'); } } Begin: WaitForLanding(); Moving: if ( Pawn.bCanPickupInventory && (InventorySpot(MoveTarget) != None) && (Vehicle(Pawn) == None) ) MoveTarget = InventorySpot(MoveTarget).GetMoveTargetFor(self,0); MoveToward(MoveTarget,FaceActor(1),GetDesiredOffset(),ShouldStrafeTo(MoveTarget)); WhatToDoNext(14); if ( bSoaking ) SoakStop("STUCK IN FALLBACK!"); goalstring = goalstring$" STUCK IN FALLBACK!"; } //======================================================================================================================= // Tactical Combat states /* LostContact() return true if lost contact with enemy */ function bool LostContact(float MaxTime) { if ( Enemy == None ) return true; if ( Enemy.Visibility < 2 ) MaxTime = FMax(2,MaxTime - 2); if ( Level.TimeSeconds - FMax(LastSeenTime,AcquireTime) > MaxTime ) return true; return false; } /* LoseEnemy() get rid of old enemy, if squad lets me */ function bool LoseEnemy() { if ( Enemy == None ) return true; if ( (Enemy.Health > 0) && (Enemy.Controller != None) && (LoseEnemyCheckTime > Level.TimeSeconds - 0.2) ) return false; LoseEnemyCheckTime = Level.TimeSeconds; if ( Squad.LostEnemy(self) ) { bFrustrated = false; return true; } // still have same enemy return false; } function DoStakeOut() { GotoState('StakeOut'); } function DoCharge() { if ( Vehicle(Pawn) != None ) { GotoState('VehicleCharging'); return; } if ( Enemy.PhysicsVolume.bWaterVolume ) { if ( !Pawn.bCanSwim ) { DoTacticalMove(); return; } } else if ( !Pawn.bCanFly && !Pawn.bCanWalk ) { DoTacticalMove(); return; } GotoState('Charging'); } function DoTacticalMove() { if ( !Pawn.bCanStrafe || (Pawn.MaxRotation != 0) ) { if (Pawn.HasWeapon()) DoRangedAttackOn(Enemy); else WanderOrCamp(true); } else GotoState('TacticalMove'); } function DoRetreat() { if ( Squad.PickRetreatDestination(self) ) { GotoState('Retreating'); return; } // if nothing, then tactical move if ( EnemyVisible() ) { GoalString= "No retreat because frustrated"; bFrustrated = true; if ( Pawn.Weapon != None && Pawn.Weapon.bMeleeWeapon ) GotoState('Charging'); else if ( Vehicle(Pawn) != None ) GotoState('VehicleCharging'); else DoTacticalMove(); return; } GoalString = "Stakeout because no retreat dest"; DoStakeOut(); } /* DefendMelee() return true if defending against melee attack */ function bool DefendMelee(float Dist) { return ( (Enemy.Weapon != None) && Enemy.Weapon.bMeleeWeapon && (Dist < 1000) ); } state Retreating extends Fallback { function bool IsRetreating() { return true; } function Actor FaceActor(float StrafingModifier) { return Global.FaceActor(2); } function BeginState() { Pawn.bWantsToCrouch = Squad.CautiousAdvance(self); } } state Charging extends MoveToGoalWithEnemy { ignores SeePlayer, HearNoise; /* MayFall() called by engine physics if walking and bCanJump, and is about to go off a ledge. Pawn has opportunity (by setting bCanJump to false) to avoid fall */ function MayFall() { if ( MoveTarget != Enemy ) return; Pawn.bCanJump = ActorReachable(Enemy); if ( !Pawn.bCanJump ) MoveTimer = -1.0; } function bool TryToDuck(vector duckDir, bool bReversed) { if ( !Pawn.bCanStrafe ) return false; if ( FRand() < 0.6 ) return Global.TryToDuck(duckDir, bReversed); if ( MoveTarget == Enemy ) return TryStrafe(duckDir); } function bool StrafeFromDamage(float Damage, class<DamageType> DamageType, bool bFindDest) { local vector sideDir; if ( FRand() * Damage < 0.15 * CombatStyle * Pawn.Health ) return false; if ( !bFindDest ) return true; sideDir = Normal( Normal(Enemy.Location - Pawn.Location) Cross vect(0,0,1) ); if ( (Pawn.Velocity Dot sidedir) > 0 ) sidedir *= -1; return TryStrafe(sideDir); } function bool TryStrafe(vector sideDir) { local vector extent, HitLocation, HitNormal; local actor HitActor; Extent = Pawn.GetCollisionExtent(); HitActor = Trace(HitLocation, HitNormal, Pawn.Location + MINSTRAFEDIST * sideDir, Pawn.Location, false, Extent); if (HitActor != None) { sideDir *= -1; HitActor = Trace(HitLocation, HitNormal, Pawn.Location + MINSTRAFEDIST * sideDir, Pawn.Location, false, Extent); } if (HitActor != None) return false; if ( Pawn.Physics == PHYS_Walking ) { HitActor = Trace(HitLocation, HitNormal, Pawn.Location + MINSTRAFEDIST * sideDir - MAXSTEPHEIGHT * vect(0,0,1), Pawn.Location + MINSTRAFEDIST * sideDir, false, Extent); if ( HitActor == None ) return false; } Destination = Pawn.Location + 2 * MINSTRAFEDIST * sideDir; GotoState('TacticalMove', 'DoStrafeMove'); return true; } function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) { local float pick; local vector sideDir; local bool bWasOnGround; Super.NotifyTakeHit(InstigatedBy,HitLocation, Damage,DamageType,Momentum); LastUnderFire = Level.TimeSeconds; bWasOnGround = (Pawn.Physics == PHYS_Walking); if ( Pawn.health <= 0 ) return; if ( StrafeFromDamage(damage, damageType, true) ) return; else if ( bWasOnGround && (MoveTarget == Enemy) && (Pawn.Physics == PHYS_Falling) ) //weave { pick = 1.0; if ( bStrafeDir ) pick = -1.0; sideDir = Normal( Normal(Enemy.Location - Pawn.Location) Cross vect(0,0,1) ); sideDir.Z = 0; Pawn.Velocity += pick * Pawn.GroundSpeed * 0.7 * sideDir; if ( FRand() < 0.2 ) bStrafeDir = !bStrafeDir; } } event bool NotifyBump(actor Other) { if ( (Other == Enemy) && (Pawn.Weapon != None) && !Pawn.Weapon.bMeleeWeapon && (FRand() > 0.4 + 0.1 * skill) ) { DoRangedAttackOn(Enemy); return false; } return Global.NotifyBump(Other); } function Timer() { enable('NotifyBump'); Target = Enemy; TimedFireWeaponAtEnemy(); } function EnemyNotVisible() { WhatToDoNext(15); } function EndState() { if ( (Pawn != None) && Pawn.JumpZ > 0 ) Pawn.bCanJump = true; } Begin: if (Pawn.Physics == PHYS_Falling) { Focus = Enemy; Destination = Enemy.Location; WaitForLanding(); } if ( Enemy == None ) WhatToDoNext(16); if ( !FindBestPathToward(Enemy, false,true) ) DoTacticalMove(); Moving: if ( Pawn.Weapon.bMeleeWeapon ) // FIXME HACK FireWeaponAt(Enemy); MoveToward(MoveTarget,FaceActor(1),,ShouldStrafeTo(MoveTarget)); WhatToDoNext(17); if ( bSoaking ) SoakStop("STUCK IN CHARGING!"); } state VehicleCharging extends MoveToGoalWithEnemy { ignores SeePlayer, HearNoise; function Timer() { Target = Enemy; TimedFireWeaponAtEnemy(); } function FindDestination() { local actor HitActor; local vector HitLocation, HitNormal, Cross; if ( MoveTarget == None ) { Destination = Pawn.Location; return; } Destination = Pawn.Location + 5000 * Normal(Pawn.Location - MoveTarget.Location); HitActor = Trace(HitLocation, HitNormal, Destination, Pawn.Location, false); if ( HitActor == None ) return; Cross = Normal((Destination - Pawn.Location) cross vect(0,0,1)); Destination = Destination + 1000 * Cross; HitActor = Trace(HitLocation, HitNormal, Destination, Pawn.Location, false); if ( HitActor == None ) return; Destination = Destination - 2000 * Cross; HitActor = Trace(HitLocation, HitNormal, Destination, Pawn.Location, false); if ( HitActor == None ) return; Destination = Destination + 1000 * Cross - 3000 * Normal(Pawn.Location - MoveTarget.Location); } function EnemyNotVisible() { WhatToDoNext(15); } Begin: if (Pawn.Physics == PHYS_Falling) { Focus = Enemy; Destination = Enemy.Location; WaitForLanding(); } if ( Enemy == None ) WhatToDoNext(16); if ( Pawn.Physics == PHYS_Flying ) { if ( VSize(Enemy.Location - Pawn.Location) < 1200 ) { FindDestination(); MoveTo(Destination, None, false); if ( Enemy == None ) WhatToDoNext(91); } MoveTarget = Enemy; } else if ( !FindBestPathToward(Enemy, false,true) ) { if (Pawn.HasWeapon()) GotoState('RangedAttack'); else WanderOrCamp(true); } Moving: FireWeaponAt(Enemy); MoveToward(MoveTarget,FaceActor(1),,ShouldStrafeTo(MoveTarget)); WhatToDoNext(17); if ( bSoaking ) SoakStop("STUCK IN VEHICLECHARGING!"); } function bool IsStrafing() { return false; } state TacticalMove { ignores SeePlayer, HearNoise; function bool IsStrafing() { return true; } function SetFall() { Pawn.Acceleration = vect(0,0,0); Destination = Pawn.Location; Global.SetFall(); } function bool NotifyHitWall(vector HitNormal, actor Wall) { local Vehicle V; if ( Vehicle(Wall) != None && Vehicle(Pawn) == None ) { if ( Wall == RouteGoal || (Vehicle(RouteGoal) != None && Wall == Vehicle(RouteGoal).GetVehicleBase()) ) { V = Vehicle(Wall).FindEntryVehicle(Pawn); if ( V != None ) { V.UsedBy(Pawn); if (Vehicle(Pawn) != None) { Squad.BotEnteredVehicle(self); WhatToDoNext(55); } } return true; } return false; } if (Pawn.Physics == PHYS_Falling) { NotifyFallingHitWall(HitNormal, Wall); return false; } if ( Enemy == None ) { WhatToDoNext(18); return false; } if ( bChangeDir || (FRand() < 0.5) || (((Enemy.Location - Pawn.Location) Dot HitNormal) < 0) ) { Focus = Enemy; WhatToDoNext(19); } else { bChangeDir = true; Destination = Pawn.Location - HitNormal * FRand() * 500; } return true; } function Timer() { enable('NotifyBump'); Target = Enemy; if ( (Enemy != None) && !bNotifyApex ) TimedFireWeaponAtEnemy(); else SetCombatTimer(); } function EnemyNotVisible() { StopFiring(); if ( aggressiveness > relativestrength(enemy) ) { if ( FastTrace(Enemy.Location, LastSeeingPos) ) GotoState('TacticalMove','RecoverEnemy'); else WhatToDoNext(20); } Disable('EnemyNotVisible'); } function PawnIsInPain(PhysicsVolume PainVolume) { Destination = Pawn.Location - MINSTRAFEDIST * Normal(Pawn.Velocity); } function ChangeStrafe() { local vector Dir; Dir = Vector(Pawn.Rotation); Destination = Destination + 2 * (Pawn.Location - Destination + Dir * ((Destination - Pawn.Location) Dot Dir)); } /* PickDestination() Choose a destination for the tactical move, based on aggressiveness and the tactical situation. Make sure destination is reachable */ function PickDestination() { local vector pickdir, enemydir, enemyPart, Y, LookDir; local float strafeSize; local bool bFollowingPlayer; if ( Pawn == None ) { warn(self$" Tactical move pick destination with no pawn"); return; } bChangeDir = false; if ( Pawn.PhysicsVolume.bWaterVolume && !Pawn.bCanSwim && Pawn.bCanFly) { Destination = Pawn.Location + 75 * (VRand() + vect(0,0,1)); Destination.Z += 100; return; } enemydir = Normal(Enemy.Location - Pawn.Location); Y = (enemydir Cross vect(0,0,1)); if ( Pawn.Physics == PHYS_Walking ) { Y.Z = 0; enemydir.Z = 0; } else enemydir.Z = FMax(0,enemydir.Z); bFollowingPlayer = ( (PlayerController(Squad.SquadLeader) != None) && (Squad.SquadLeader.Pawn != None) && (VSize(Pawn.Location - Squad.SquadLeader.Pawn.Location) < 1600) ); strafeSize = FClamp(((2 * Aggression + 1) * FRand() - 0.65),-0.7,0.7); if ( Squad.MustKeepEnemy(Enemy) ) strafeSize = FMax(0.4 * FRand() - 0.2,strafeSize); enemyPart = enemydir * strafeSize; strafeSize = FMax(0.0, 1 - Abs(strafeSize)); pickdir = strafeSize * Y; if ( bStrafeDir ) pickdir *= -1; if ( bFollowingPlayer ) { // try not to get in front of squad leader LookDir = vector(Squad.SquadLeader.Rotation); if ( (LookDir dot (Pawn.Location + (enemypart + pickdir)*MINSTRAFEDIST - Squad.SquadLeader.Pawn.Location)) > FMax(0,(LookDir dot (Pawn.Location + (enemypart - pickdir)*MINSTRAFEDIST - Squad.SquadLeader.Pawn.Location))) ) { bStrafeDir = !bStrafeDir; pickdir *= -1; } } bStrafeDir = !bStrafeDir; if ( EngageDirection(enemyPart + pickdir, false) ) return; if ( EngageDirection(enemyPart - pickdir,false) ) return; bForcedDirection = true; StartTacticalTime = Level.TimeSeconds; EngageDirection(EnemyPart + PickDir, true); } function bool EngageDirection(vector StrafeDir, bool bForced) { local actor HitActor; local vector HitLocation, collspec, MinDest, HitNormal; local bool bWantJump; // successfully engage direction if can trace out and down MinDest = Pawn.Location + MINSTRAFEDIST * StrafeDir; if ( !bForced ) { collSpec = Pawn.GetCollisionExtent(); collSpec.Z = FMax(6, Pawn.CollisionHeight - MAXSTEPHEIGHT); bWantJump = (Vehicle(Pawn) == None) && (Pawn.Physics != PHYS_Falling) && ((FRand() < 0.05 * Skill + 0.6 * Jumpiness) || (Pawn.Weapon.SplashJump() && ProficientWithWeapon())) && (Enemy.Location.Z - Enemy.CollisionHeight <= Pawn.Location.Z + MAXSTEPHEIGHT - Pawn.CollisionHeight) && !NeedToTurn(Enemy.Location); HitActor = Trace(HitLocation, HitNormal, MinDest, Pawn.Location, false, collSpec); if ( (HitActor != None) && (!bWantJump || !Pawn.bCanWallDodge) ) return false; if ( Pawn.Physics == PHYS_Walking ) { collSpec.X = FMin(14, 0.5 * Pawn.CollisionRadius); collSpec.Y = collSpec.X; HitActor = Trace(HitLocation, HitNormal, minDest - (3 * MAXSTEPHEIGHT) * vect(0,0,1), minDest, false, collSpec); if ( HitActor == None ) { HitNormal = -1 * StrafeDir; return false; } } if ( bWantJump ) { if ( Pawn.Weapon.SplashJump() ) StopFiring(); bNotifyApex = true; bTacticalDoubleJump = true; // try jump move bPlannedJump = true; DodgeLandZ = Pawn.Location.Z; bInDodgeMove = true; Pawn.SetPhysics(PHYS_Falling); Pawn.Velocity = SuggestFallVelocity(MinDest, Pawn.Location, 1.5*Pawn.JumpZ, Pawn.GroundSpeed); Pawn.Velocity.Z = Pawn.JumpZ; Pawn.Acceleration = vect(0,0,0); if ( Pawn.bCanWallDodge && (Skill + 2*Jumpiness > 3 + 3*FRand()) ) bNotifyFallingHitWall = true; Destination = MinDest; return true; } } Destination = MinDest + StrafeDir * (0.5 * MINSTRAFEDIST + FMin(VSize(Enemy.Location - Pawn.Location), MINSTRAFEDIST * (FRand() + FRand()))); return true; } event NotifyJumpApex() { if ( bTacticalDoubleJump && !bPendingDoubleJump && (FRand() < 0.4) && (Skill > 2 + 5 * FRand()) ) { bTacticalDoubleJump = false; bNotifyApex = true; bPendingDoubleJump = true; } else if ( Pawn.CanAttack(Enemy) ) TimedFireWeaponAtEnemy(); Global.NotifyJumpApex(); } function BeginState() { bForcedDirection = false; if ( Skill < 4 ) Pawn.MaxDesiredSpeed = 0.4 + 0.08 * skill; MinHitWall += 0.15; Pawn.bAvoidLedges = true; Pawn.bStopAtLedges = true; Pawn.bCanJump = false; bAdjustFromWalls = false; Pawn.bWantsToCrouch = Squad.CautiousAdvance(self); } function EndState() { if ( !bPendingDoubleJump ) bNotifyApex = false; bAdjustFromWalls = true; if ( Pawn == None ) return; SetMaxDesiredSpeed(); Pawn.bAvoidLedges = false; Pawn.bStopAtLedges = false; MinHitWall -= 0.15; if (Pawn.JumpZ > 0) Pawn.bCanJump = true; } TacticalTick: Sleep(0.02); Begin: if ( Enemy == None ) { sleep(0.01); Goto('FinishedStrafe'); } if (Pawn.Physics == PHYS_Falling) { Focus = Enemy; Destination = Enemy.Location; WaitForLanding(); } if ( Enemy == None ) Goto('FinishedStrafe'); PickDestination(); DoMove: if ( (Pawn.Weapon != None) && Pawn.Weapon.FocusOnLeader(false) ) MoveTo(Destination, Focus); else if ( !Pawn.bCanStrafe ) { StopFiring(); MoveTo(Destination); } else { DoStrafeMove: MoveTo(Destination, Enemy); } if ( bForcedDirection && (Level.TimeSeconds - StartTacticalTime < 0.2) ) { if ( !Pawn.HasWeapon() || Skill > 2 + 3 * FRand() ) { bMustCharge = true; WhatToDoNext(51); } GoalString = "RangedAttack from failed tactical"; DoRangedAttackOn(Enemy); } if ( (Enemy == None) || EnemyVisible() || !FastTrace(Enemy.Location, LastSeeingPos) || (Pawn.Weapon != None && Pawn.Weapon.bMeleeWeapon) ) Goto('FinishedStrafe'); RecoverEnemy: GoalString = "Recover Enemy"; HidingSpot = Pawn.Location; StopFiring(); Sleep(0.1 + 0.2 * FRand()); Destination = LastSeeingPos + 4 * Pawn.CollisionRadius * Normal(LastSeeingPos - Pawn.Location); MoveTo(Destination, Enemy); if ( FireWeaponAt(Enemy) ) { Pawn.Acceleration = vect(0,0,0); if ( (Pawn.Weapon != None) && Pawn.Weapon.SplashDamage() ) { StopFiring(); Sleep(0.05); } else Sleep(0.1 + 0.3 * FRand() + 0.06 * (7 - FMin(7,Skill))); if ( (FRand() + 0.3 > Aggression) ) { Enable('EnemyNotVisible'); Destination = HidingSpot + 4 * Pawn.CollisionRadius * Normal(HidingSpot - Pawn.Location); Goto('DoMove'); } } FinishedStrafe: WhatToDoNext(21); if ( bSoaking ) SoakStop("STUCK IN TACTICAL MOVE!"); } function bool IsHunting() { return false; } function bool FindViewSpot() { return false; } state Hunting extends MoveToGoalWithEnemy { ignores EnemyNotVisible; /* MayFall() called by] engine physics if walking and bCanJump, and is about to go off a ledge. Pawn has opportunity (by setting bCanJump to false) to avoid fall */ function bool IsHunting() { return true; } function MayFall() { Pawn.bCanJump = ( (MoveTarget == None) || (MoveTarget.Physics != PHYS_Falling) || !MoveTarget.IsA('Pickup') ); } function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) { LastUnderFire = Level.TimeSeconds; Super.NotifyTakeHit(InstigatedBy,HitLocation, Damage,DamageType,Momentum); if ( (Pawn.Health > 0) && (Damage > 0) ) bFrustrated = true; } function SeePlayer(Pawn SeenPlayer) { if ( SeenPlayer == Enemy ) { VisibleEnemy = Enemy; EnemyVisibilityTime = Level.TimeSeconds; bEnemyIsVisible = true; BlockedPath = None; Focus = Enemy; WhatToDoNext(22); } else Global.SeePlayer(SeenPlayer); } function Timer() { SetCombatTimer(); StopFiring(); } function PickDestination() { local vector nextSpot, ViewSpot,Dir; local float posZ; local bool bCanSeeLastSeen; local int i; // If no enemy, or I should see him but don't, then give up if ( (Enemy == None) || (Enemy.Health <= 0) ) { LoseEnemy(); WhatToDoNext(23); return; } if ( Pawn.JumpZ > 0 ) Pawn.bCanJump = true; if ( ActorReachable(Enemy) ) { BlockedPath = None; if ( (LostContact(5) && (((Enemy.Location - Pawn.Location) Dot vector(Pawn.Rotation)) < 0)) && LoseEnemy() ) { WhatToDoNext(24); return; } Destination = Enemy.Location; MoveTarget = None; return; } ViewSpot = Pawn.Location + Pawn.BaseEyeHeight * vect(0,0,1); bCanSeeLastSeen = bEnemyInfoValid && FastTrace(LastSeenPos, ViewSpot); if ( Squad.BeDevious() ) { if ( BlockedPath == None ) { // block the first path visible to the enemy if ( FindPathToward(Enemy,false) != None ) { for ( i=0; i<16; i++ ) { if ( NavigationPoint(RouteCache[i]) == None ) break; else if ( Enemy.Controller.LineOfSightTo(RouteCache[i]) ) { BlockedPath = NavigationPoint(RouteCache[i]); break; } } } else if ( CanStakeOut() ) { GoalString = "Stakeout from hunt"; GotoState('StakeOut'); return; } else if ( LoseEnemy() ) { WhatToDoNext(25); return; } else { GoalString = "Retreat from hunt"; DoRetreat(); return; } } // control path weights if ( BlockedPath != None ) BlockedPath.TransientCost = 1500; } if ( FindBestPathToward(Enemy, true,true) ) return; if ( bSoaking && (Physics != PHYS_Falling) ) SoakStop("COULDN'T FIND PATH TO ENEMY "$Enemy); MoveTarget = None; if ( !bEnemyInfoValid && LoseEnemy() ) { WhatToDoNext(26); return; } Destination = LastSeeingPos; bEnemyInfoValid = false; if ( FastTrace(Enemy.Location, ViewSpot) && VSize(Pawn.Location - Destination) > Pawn.CollisionRadius ) { SeePlayer(Enemy); return; } posZ = LastSeenPos.Z + Pawn.CollisionHeight - Enemy.CollisionHeight; nextSpot = LastSeenPos - Normal(Enemy.Velocity) * Pawn.CollisionRadius; nextSpot.Z = posZ; if ( FastTrace(nextSpot, ViewSpot) ) Destination = nextSpot; else if ( bCanSeeLastSeen ) { Dir = Pawn.Location - LastSeenPos; Dir.Z = 0; if ( VSize(Dir) < Pawn.CollisionRadius ) { GoalString = "Stakeout 3 from hunt"; GotoState('StakeOut'); return; } Destination = LastSeenPos; } else { Destination = LastSeenPos; if ( !FastTrace(LastSeenPos, ViewSpot) ) { // check if could adjust and see it if ( PickWallAdjust(Normal(LastSeenPos - ViewSpot)) || FindViewSpot() ) { if ( Pawn.Physics == PHYS_Falling ) SetFall(); else GotoState('Hunting', 'AdjustFromWall'); } else if ( (Pawn.Physics == PHYS_Flying) && LoseEnemy() ) { WhatToDoNext(411); return; } else { GoalString = "Stakeout 2 from hunt"; GotoState('StakeOut'); return; } } } } function bool FindViewSpot() { local vector X,Y,Z; local bool bAlwaysTry; if ( Enemy == None ) return false; GetAxes(Rotation,X,Y,Z); // try left and right // if frustrated, always move if possible bAlwaysTry = bFrustrated; bFrustrated = false; if ( FastTrace(Enemy.Location, Pawn.Location + 2 * Y * Pawn.CollisionRadius) ) { Destination = Pawn.Location + 2.5 * Y * Pawn.CollisionRadius; return true; } if ( FastTrace(Enemy.Location, Pawn.Location - 2 * Y * Pawn.CollisionRadius) ) { Destination = Pawn.Location - 2.5 * Y * Pawn.CollisionRadius; return true; } if ( bAlwaysTry ) { if ( FRand() < 0.5 ) Destination = Pawn.Location - 2.5 * Y * Pawn.CollisionRadius; else Destination = Pawn.Location - 2.5 * Y * Pawn.CollisionRadius; return true; } return false; } function BeginState() { Pawn.bWantsToCrouch = Squad.CautiousAdvance(self); //SetAlertness(0.5); } function EndState() { if ( (Pawn != None) && (Pawn.JumpZ > 0) ) Pawn.bCanJump = true; } AdjustFromWall: MoveTo(Destination, MoveTarget); Begin: WaitForLanding(); if ( CanSee(Enemy) ) SeePlayer(Enemy); PickDestination(); SpecialNavig: if (MoveTarget == None) MoveTo(Destination); else MoveToward(MoveTarget,FaceActor(10),,(FRand() < 0.75) && ShouldStrafeTo(MoveTarget)); WhatToDoNext(27); if ( bSoaking ) SoakStop("STUCK IN HUNTING!"); } state StakeOut { ignores EnemyNotVisible; function bool CanAttack(Actor Other) { return true; } function bool Stopped() { return true; } event SeePlayer(Pawn SeenPlayer) { if ( SeenPlayer == Enemy ) { VisibleEnemy = Enemy; EnemyVisibilityTime = Level.TimeSeconds; bEnemyIsVisible = true; if ( ((Pawn.Weapon == None) || !Pawn.Weapon.FocusOnLeader(false)) && (FRand() < 0.5) ) { Focus = Enemy; FireWeaponAt(Enemy); } WhatToDoNext(28); } else if ( Squad.SetEnemy(self,SeenPlayer) ) { if ( Enemy == SeenPlayer ) { VisibleEnemy = Enemy; EnemyVisibilityTime = Level.TimeSeconds; bEnemyIsVisible = true; } WhatToDoNext(29); } } /* DoStakeOut() called by ChooseAttackMode - if called in this state, means stake out twice in a row */ function DoStakeOut() { SetFocus(); if ( (FRand() < 0.3) || !FastTrace(FocalPoint + vect(0,0,0.9) * Enemy.CollisionHeight, Pawn.Location + vect(0,0,0.8) * Pawn.CollisionHeight) ) FindNewStakeOutDir(); GotoState('StakeOut','Begin'); } function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) { Super.NotifyTakeHit(InstigatedBy,HitLocation, Damage,DamageType,Momentum); if ( (Pawn.Health > 0) && (Damage > 0) ) { bFrustrated = true; if ( InstigatedBy == Enemy ) AcquireTime = Level.TimeSeconds; WhatToDoNext(30); } } function Timer() { enable('NotifyBump'); SetCombatTimer(); } function rotator AdjustAim(FireProperties FiredAmmunition, vector projStart, int aimerror) { local vector FireSpot; local actor HitActor; local vector HitLocation, HitNormal; FireSpot = FocalPoint; HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); if( HitActor != None ) { if ( Enemy != None ) FireSpot += 2 * Enemy.CollisionHeight * HitNormal; if ( !FastTrace(FireSpot, ProjStart) ) { FireSpot = FocalPoint; } } SetRotation(Rotator(FireSpot - ProjStart)); return Rotation; } function FindNewStakeOutDir() { local NavigationPoint N, Best; local vector Dir, EnemyDir; local float Dist, BestVal, Val; EnemyDir = Normal(Enemy.Location - Pawn.Location); for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) { Dir = N.Location - Pawn.Location; Dist = VSize(Dir); if ( (Dist < MAXSTAKEOUTDIST) && (Dist > MINSTRAFEDIST) ) { Val = (EnemyDir Dot Dir/Dist); if ( Level.Game.bTeamgame ) Val += FRand(); if ( (Val > BestVal) && LineOfSightTo(N) ) { BestVal = Val; Best = N; } } } if ( Best != None ) FocalPoint = Best.Location + 0.5 * Pawn.CollisionHeight * vect(0,0,1); } function SetFocus() { if ( (Pawn.Weapon != None) && Pawn.Weapon.FocusOnLeader(false) ) Focus = Focus; else if ( bEnemyInfoValid ) FocalPoint = LastSeenPos; else FocalPoint = Enemy.Location; } function BeginState() { StopStartTime = Level.TimeSeconds; Pawn.Acceleration = vect(0,0,0); Pawn.bCanJump = false; //SetAlertness(0.5); SetFocus(); if ( !bEnemyInfoValid || !ClearShot(FocalPoint,false) || ((Level.TimeSeconds - LastSeenTime > 6) && (FRand() < 0.5)) ) FindNewStakeOutDir(); } function EndState() { if ( (Pawn != None) && (Pawn.JumpZ > 0) ) Pawn.bCanJump = true; } Begin: Pawn.Acceleration = vect(0,0,0); Focus = None; if ( (Pawn.Weapon != None) && Pawn.Weapon.FocusOnLeader(false) ) Focus = Focus; CheckIfShouldCrouch(Pawn.Location,FocalPoint, 1); FinishRotation(); if ( (Pawn.Weapon != None) && Pawn.Weapon.FocusOnLeader(false) ) FireWeaponAt(Focus); else if ( (Pawn.Weapon != None) && !Pawn.Weapon.bMeleeWeapon && Squad.ShouldSuppressEnemy(self) && ClearShot(FocalPoint,true) ) { FireWeaponAt(Enemy); } else if ( Vehicle(Pawn) != None ) FireWeaponAt(Enemy); else StopFiring(); Sleep(1 + FRand()); // check if uncrouching would help if ( Pawn.bIsCrouched && !FastTrace(FocalPoint, Pawn.Location + Pawn.EyeHeight * vect(0,0,1)) && FastTrace(FocalPoint, Pawn.Location + (Pawn.Default.EyeHeight + Pawn.Default.CollisionHeight - Pawn.CollisionHeight) * vect(0,0,1)) ) { Pawn.bWantsToCrouch = false; Sleep(0.15 + 0.05 * (1 + FRand()) * (10 - skill)); } WhatToDoNext(31); if ( bSoaking ) SoakStop("STUCK IN STAKEOUT!"); } function bool Stopped() { return bPreparingMove; } function bool IsShootingObjective() { return false; } state RangedAttack { ignores SeePlayer, HearNoise, Bump; function bool Stopped() { return true; } function bool IsShootingObjective() { return (Target != None && (Target == Squad.SquadObjective || Target.Owner == Squad.SquadObjective)); } function CancelCampFor(Controller C) { DoTacticalMove(); } function StopFiring() { if ( (Pawn != None) && Pawn.RecommendLongRangedAttack() && Pawn.IsFiring() ) return; Global.StopFiring(); if ( bHasFired ) { if ( IsSniping() ) Pawn.bWantsToCrouch = (Skill > 2); else { bHasFired = false; WhatToDoNext(32); } } } function EnemyNotVisible() { //let attack animation complete if ( (Target == Enemy) && !Pawn.RecommendLongRangedAttack() ) WhatToDoNext(33); } function Timer() { if ( (Pawn.Weapon != None) && Pawn.Weapon.bMeleeWeapon ) { SetCombatTimer(); StopFiring(); WhatToDoNext(34); } else if ( Target == Enemy ) TimedFireWeaponAtEnemy(); else FireWeaponAt(Target); } function DoRangedAttackOn(Actor A) { if ( (Pawn.Weapon != None) && Pawn.Weapon.FocusOnLeader(false) ) Target = Focus; else Target = A; GotoState('RangedAttack'); } function BeginState() { StopStartTime = Level.TimeSeconds; bHasFired = false; if ( (Pawn.Physics != PHYS_Flying) || (Pawn.MinFlySpeed == 0) ) Pawn.Acceleration = vect(0,0,0); //stop if ( Vehicle(Pawn) != None ) { Vehicle(Pawn).Steering = 0; Vehicle(Pawn).Throttle = 0; Vehicle(Pawn).Rise = 0; } if ( (Pawn.Weapon != None) && Pawn.Weapon.FocusOnLeader(false) ) Target = Focus; else if ( Target == None ) Target = Enemy; if ( Target == None ) log(GetHumanReadableName()$" no target in ranged attack"); } Begin: bHasFired = false; if ( (Pawn.Weapon != None) && Pawn.Weapon.bMeleeWeapon ) SwitchToBestWeapon(); GoalString = GoalString@"Ranged attack"; Focus = Target; Sleep(0.0); if ( Target == None ) WhatToDoNext(335); if ( Enemy != None ) CheckIfShouldCrouch(Pawn.Location,Enemy.Location, 1); if ( NeedToTurn(Target.Location) ) { Focus = Target; FinishRotation(); } bHasFired = true; if ( Target == Enemy ) TimedFireWeaponAtEnemy(); else FireWeaponAt(Target); Sleep(0.1); if ( ((Pawn.Weapon != None) && Pawn.Weapon.bMeleeWeapon) || (Target == None) || ((Target != Enemy) && (GameObjective(Target) == None) && (Enemy != None) && EnemyVisible()) ) WhatToDoNext(35); if ( Enemy != None ) CheckIfShouldCrouch(Pawn.Location,Enemy.Location, 1); Focus = Target; Sleep(FMax(Pawn.RangedAttackTime(),0.2 + (0.5 + 0.5 * FRand()) * 0.4 * (7 - Skill))); WhatToDoNext(36); if ( bSoaking ) SoakStop("STUCK IN RANGEDATTACK!"); } state ShieldSelf { ignores SeePlayer, HearNoise, Bump, EnemyNotVisible; function bool Stopped() { return true; } function CancelCampFor(Controller C) { DoTacticalMove(); } function StopFiring() { } function BeginState() { StopStartTime = Level.TimeSeconds; bHasFired = false; if ( Target == None ) Target = Enemy; if ( Target == None ) log(GetHumanReadableName()$" no target in shield self"); } Begin: bHasFired = false; SwitchToBestWeapon(); TimedFireWeaponAtEnemy(); Focus = Target; Sleep(0.0); if ( NeedToTurn(Target.Location) ) { Focus = Target; FinishRotation(); } KeepShielding: FireWeaponAt(Target); if ( Pawn.IsFiring() ) Sleep(0.5); else Sleep(0.1); bHasFired = true; if ( ShouldKeepShielding() ) Goto('KeepShielding'); WhatToDoNext(136); if ( bSoaking ) SoakStop("STUCK IN SHIELDSELF!"); } state Dead { ignores SeePlayer, EnemyNotVisible, HearNoise, ReceiveWarning, NotifyLanded, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange,NotifyLanded,NotifyHitWall,NotifyBump; event DelayedWarning() {} function DoRangedAttackOn(Actor A) { } function WhatToDoNext(byte CallingByte) { //log(self$" WhatToDoNext while dead CALLED BY "$CallingByte); } function Celebrate() { log(self$" Celebrate while dead"); } function bool SetRouteToGoal(Actor A) { log(self$" SetRouteToGoal while dead"); return true; } function SetAttractionState() { log(self$" SetAttractionState while dead"); } function EnemyChanged(bool bNewEnemyVisible) { log(self$" EnemyChanged while dead"); } function WanderOrCamp(bool bMayCrouch) { log(self$" WanderOrCamp while dead"); } function Timer() {} function BeginState() { if ( Level.Game.TooManyBots(self) ) { Destroy(); return; } if ( (GoalScript != None) && (HoldSpot(GoalScript) == None) ) FreeScript(); if ( NavigationPoint(MoveTarget) != None ) NavigationPoint(MoveTarget).FearCost = 2 * NavigationPoint(MoveTarget).FearCost + 600; Enemy = None; StopFiring(); FormerVehicle = None; bFrustrated = false; BlockedPath = None; bInitLifeMessage = false; bPlannedJump = false; bInDodgeMove = false; bReachedGatherPoint = false; bFinalStretch = false; bWasNearObjective = false; bPreparingMove = false; bEnemyEngaged = false; bPursuingFlag = false; bHasSuperWeapon = false; RouteGoal = None; MoveTarget = None; } Begin: if ( Level.Game.bGameEnded ) GotoState('GameEnded'); Sleep(0.2); TryAgain: if ( UnrealMPGameInfo(Level.Game) == None ) destroy(); else { Sleep(0.25 + UnrealMPGameInfo(Level.Game).SpawnWait(self)); LastRespawnTime = Level.TimeSeconds; Level.Game.ReStartPlayer(self); Goto('TryAgain'); } MPStart: Sleep(0.75 + FRand()); Level.Game.ReStartPlayer(self); Goto('TryAgain'); } state FindAir { ignores SeePlayer, HearNoise, Bump; function bool NotifyHeadVolumeChange(PhysicsVolume NewHeadVolume) { Global.NotifyHeadVolumeChange(newHeadVolume); if ( !newHeadVolume.bWaterVolume ) WhatToDoNext(37); return false; } function bool NotifyHitWall(vector HitNormal, actor Wall) { //change directions Destination = MINSTRAFEDIST * (Normal(Destination - Pawn.Location) + HitNormal); return true; } function Timer() { if ( (Enemy != None) && EnemyVisible() ) TimedFireWeaponAtEnemy(); else SetCombatTimer(); } function EnemyNotVisible() {} /* PickDestination() */ function PickDestination(bool bNoCharge) { Destination = VRand(); Destination.Z = 1; Destination = Pawn.Location + MINSTRAFEDIST * Destination; } function BeginState() { Pawn.bWantsToCrouch = false; bAdjustFromWalls = false; } function EndState() { bAdjustFromWalls = true; } Begin: PickDestination(false); DoMove: if ( Enemy == None ) MoveTo(Destination); else MoveTo(Destination, Enemy); WhatToDoNext(38); } function SetEnemyReaction(int AlertnessLevel) { ScriptedCombat = FOLLOWSCRIPT_LeaveScriptForCombat; Enable('HearNoise'); Enable('SeePlayer'); Enable('SeeMonster'); Enable('NotifyBump'); /* if ( AlertnessLevel == 0 ) { ScriptedCombat = FOLLOWSCRIPT_IgnoreAllStimuli; bGodMode = true; } else bGodMode = false; if ( AlertnessLevel < 2 ) { ScriptedCombat = FOLLOWSCRIPT_IgnoreEnemies; Disable('HearNoise'); Disable('SeePlayer'); Disable('SeeMonster'); Disable('NotifyBump'); } else { Enable('HearNoise'); Enable('SeePlayer'); Enable('SeeMonster'); Enable('NotifyBump'); if ( AlertnessLevel == 2 ) ScriptedCombat = FOLLOWSCRIPT_StayOnScript; else ScriptedCombat = FOLLOWSCRIPT_LeaveScriptForCombat; } */ } state GameEnded { ignores SeePlayer, HearNoise, KilledBy, NotifyBump, HitWall, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange, Falling, TakeDamage, ReceiveWarning; event DelayedWarning() {} function SwitchToBestWeapon() {} function WhatToDoNext(byte CallingByte) { log(self$" WhatToDoNext while gameended CALLED BY "$CallingByte); } function Celebrate() { log(self$" Celebrate while gameended"); } function SetAttractionState() { log(self$" SetAttractionState while gameended"); } function EnemyChanged(bool bNewEnemyVisible) { log(self$" EnemyChanged while gameended"); } function WanderOrCamp(bool bMayCrouch) { log(self$" WanderOrCamp while gameended"); } function Timer() { if ( DeathMatch(Level.Game) != None ) { if ( (DeathMatch(Level.Game).EndGameFocus == Pawn) && (Pawn != None) ) { Pawn.PlayVictoryAnimation(); //UnrealPawn(Pawn).bKeepTaunting = true; } else if ( (TeamGame(Level.Game) != None) && TeamGame(Level.Game).bPlayersVsBots ) { if ( !TeamGame(Level.Game).PickEndGameTauntFor(self) ) SetTimer(1 + 5*FRand(),false); } } } function BeginState() { Super.BeginState(); SetTimer(3.0, false); } } function SetNewScript(ScriptedSequence NewScript) { Super.SetNewScript(NewScript); GoalScript = UnrealScriptedSequence(NewScript); if ( GoalScript != None ) { if ( FRand() < GoalScript.EnemyAcquisitionScriptProbability ) EnemyAcquisitionScript = GoalScript.EnemyAcquisitionScript; else EnemyAcquisitionScript = None; } } function bool ScriptingOverridesAI() { return false; //return ( (GoalScript != None) && (ScriptedCombat != FOLLOWSCRIPT_LeaveScriptForCombat) ); } function bool ShouldPerformScript() { if ( GoalScript != None ) { if ( (Enemy != None) && (ScriptedCombat == FOLLOWSCRIPT_LeaveScriptForCombat) ) { SequenceScript = None; ClearScript(); return false; } if ( SequenceScript != GoalScript ) SetNewScript(GoalScript); GotoState('Scripting','Begin'); return true; } return false; } State Scripting { ignores EnemyNotVisible; function Restart() {} function UnPossess() { Global.UnPossess(); } function Timer() { Super.Timer(); enable('NotifyBump'); } function CompleteAction() { ActionNum++; WhatToDoNext(39); } /* UnPossess() scripted sequence is over - return control to PendingController */ function LeaveScripting() { if ( (SequenceScript == GoalScript) && (HoldSpot(GoalScript) == None) ) { FreeScript(); Global.WhatToDoNext(40); } else WanderOrCamp(true); } function EndState() { Super.EndState(); SetCombatTimer(); if ( (Pawn != None) && (Pawn.Health > 0) ) Pawn.bPhysicsAnimUpdate = Pawn.Default.bPhysicsAnimUpdate; } function ClearPathFor(Controller C) { CancelCampFor(C); } function CancelCampFor(Controller C) { if ( Pawn.Velocity == vect(0,0,0) ) DirectedWander(Normal(Pawn.Location - C.Pawn.Location)); } function AbortScript() { if ( (SequenceScript == GoalScript) && (HoldSpot(GoalScript) == None) ) FreeScript(); WanderOrCamp(true); } function SetMoveTarget() { Super.SetMoveTarget(); if ( Pawn.ReachedDestination(Movetarget) ) { ActionNum++; GotoState('Scripting','Begin'); return; } if ( (Enemy != None) && (ScriptedCombat == FOLLOWSCRIPT_StayOnScript) ) GotoState('Fallback'); } function MayShootAtEnemy() { if ( Enemy != None ) { Target = Enemy; GotoState('Scripting','ScriptedRangedAttack'); } } ScriptedRangedAttack: GoalString = "Scripted Ranged Attack"; Focus = Enemy; WaitToSeeEnemy(); if ( Target != None ) FireWeaponAt(Target); } State WaitingForLanding { function bool DoWaitForLanding() { if ( bJustLanded ) return false; BeginState(); return true; } function bool NotifyLanded(vector HitNormal) { bJustLanded = true; Super.NotifyLanded(HitNormal); return false; } function Timer() { if ( Focus == Enemy ) TimedFireWeaponAtEnemy(); else SetCombatTimer(); } function BeginState() { bJustLanded = false; if ( (MoveTarget != None) && ((Enemy == None) ||(Focus != Enemy)) ) FaceActor(1.5); if ( (Enemy == None) || (Focus != Enemy) ) StopFiring(); } Begin: if ( Pawn.PhysicsVolume.bWaterVolume ) WhatToDoNext(150); if ( Pawn.PhysicsVolume.Gravity.Z > 0.9 * Pawn.PhysicsVolume.Default.Gravity.Z ) { if ( (MoveTarget == None) || (MoveTarget.Location.Z > Pawn.Location.Z) ) { NotifyMissedJump(); if ( MoveTarget != None ) MoveToward(MoveTarget,Focus,,true); } else if (Physics != PHYS_Falling) WhatToDoNext(151); else { Sleep(0.5); Goto('Begin'); } } WaitForLanding(); WhatToDoNext(50); } State Testing { ignores SeePlayer, EnemyNotVisible, HearNoise, ReceiveWarning, NotifyLanded, NotifyPhysicsVolumeChange, NotifyHeadVolumeChange,NotifyLanded,NotifyHitWall,NotifyBump; function WhatToDoNext(byte CallingByte) { //log(self$" WhatToDoNext while dead CALLED BY "$CallingByte); } function Celebrate() { log(self$" Celebrate while dead"); } function SetAttractionState() { log(self$" SetAttractionState while dead"); } function EnemyChanged(bool bNewEnemyVisible) { log(self$" EnemyChanged while dead"); } function WanderOrCamp(bool bMayCrouch) { log(self$" WanderOrCamp while dead"); } function bool AvoidCertainDeath() { Pawn.SetLocation(TestStart.Location); MoveTimer = -1.0; return true; } function Timer() {} function FindNextMoveTarget() { local NavigationPoint N; local bool bFoundStart; local int i; bFoundStart = ( TestStart == None ); Pawn.Health = 100; for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) { if ( N == TestStart ) bFoundStart = true; if ( bFoundStart && (TestPath < N.PathList.Length) ) { for ( i=TestPath; i<N.PathList.length; i++ ) if ( (JumpSpot(N.PathList[i].End) != None) && N.PathList[i].bForced ) { log("Test translocation from "$N$" to "$(N.PathList[i].End)); Pawn.SetLocation(N.Location + (Pawn.CollisionHeight - N.CollisionHeight) * vect(0,0,1)); Pawn.Anchor = N; TestStart = N; TestPath = i+1; MoveTarget = N.PathList[i].End; JumpSpot(N.PathList[i].End).bOnlyTranslocator = true; ClientSetRotation(rotator(MoveTarget.Location - Pawn.Location)); return; } } if ( N == TestStart ) Testpath = 0; } TestStart = None; TestPath = 0; if ( bSingleTestSection ) GotoState('Testing','AllFinished'); else GotoState('Testing','Finished'); } function FindNextJumpTarget() { local NavigationPoint N; local bool bFoundStart; local int i; bFoundStart = ( TestStart == None ); Pawn.Health = 100; for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) { if ( N == TestStart ) bFoundStart = true; if ( bFoundStart && (JumpPad(N) == None) && (TestPath < N.PathList.Length) ) { for ( i=TestPath; i<N.PathList.length; i++ ) if ( (JumpSpot(N.PathList[i].End) != None) && N.PathList[i].bForced ) { JumpSpot(N.PathList[i].End).bOnlyTranslocator = JumpSpot(N.PathList[i].End).bRealOnlyTranslocator; if ( (JumpSpot(N.PathList[i].End).SpecialCost(Pawn, N.PathList[i]) < 1000000) ) { log("Test "$GoalString$" from "$N$" to "$(N.PathList[i].End)); Pawn.SetLocation(N.Location + (Pawn.CollisionHeight - N.CollisionHeight) * vect(0,0,1)); Pawn.Anchor = N; TestStart = N; TestPath = i+1; MoveTarget = N.PathList[i].End; ClientSetRotation(rotator(MoveTarget.Location - Pawn.Location)); return; } } } if ( N == TestStart ) TestPath = 0; } TestStart = None; TestPath = 0; if ( bSingleTestSection ) GotoState('Testing','AllFinished'); else GotoState('Testing',TestLabel); } function SetLowGrav(bool bSet) { local PhysicsVolume V; if ( bSet ) { ForEach AllActors(class'PhysicsVolume', V) V.Gravity.Z = FMax(V.Gravity.Z,-300); } else { ForEach AllActors(class'PhysicsVolume', V) V.Gravity.Z = V.Default.Gravity.Z; } } function EndState() { log(self$" leaving test state"); } function BeginState() { bHasImpactHammer = false; bAllowedToImpactJump = false; log(self$" entering test state"); SetTimer(0.0,false); Skill = 7; } Begin: if ( Pawn.Weapon == None ) { Pawn.PendingWeapon = Weapon(Pawn.FindInventoryType(class<Inventory>(DynamicLoadObject("XWeapons.Translauncher",class'class')))); Pawn.ChangedWeapon(); Sleep(0.5); } bAllowedToTranslocate = true; bHasTranslocator = true; GoalString = "TRANSLOCATING"; FindNextMoveTarget(); Pawn.Acceleration = vect(0,0,0); MoveToward(MoveTarget); if ( !Pawn.ReachedDestination(MoveTarget) ) log("FAILED to reach "$MoveTarget); else if ( Pawn.Health < 100 ) log("TOOK DAMAGE "$(100-Pawn.Health)$" but succeeded"); else log("Success!"); Goto('Begin'); Finished: if ( !bAllowedToImpactJump ) { Pawn.GiveWeapon("XWeapons.ShieldGun"); bAllowedToImpactJump = true; Sleep(0.5); } TestLabel = 'FinishedJumping'; bAllowedToTranslocate = false; bHasImpactHammer = true; bHasTranslocator = false; Pawn.bCanDoubleJump = true; GoalString = "DOUBLE/IMPACT JUMPING"; FindNextJumpTarget(); Pawn.Acceleration = vect(0,0,0); MoveToward(MoveTarget); if ( !Pawn.ReachedDestination(MoveTarget) ) log("FAILED to reach "$MoveTarget); else if ( Pawn.Health < 100 ) log("TOOK DAMAGE "$(100-Pawn.Health)$" but succeeded"); else log("Success!"); Goto('Finished'); FinishedJumping: Pawn.bCanDoubleJump = true; Pawn.Health = 100; bHasImpactHammer = false; bAllowedToTranslocate = false; bHasTranslocator = false; bAllowedToImpactJump = false; TestLabel = 'FinishedComboJumping'; Pawn.JumpZ = Pawn.Default.JumpZ * 1.5; Pawn.GroundSpeed = Pawn.Default.GroundSpeed * 1.4; GoalString = "COMBO JUMPING"; FindNextJumpTarget(); Pawn.Acceleration = vect(0,0,0); MoveToward(MoveTarget); if ( !Pawn.ReachedDestination(MoveTarget) ) log("FAILED to reach "$MoveTarget); else if ( Pawn.Health < 100 ) log("TOOK DAMAGE "$(100-Pawn.Health)$" but succeeded"); else log("Success!"); Goto('FinishedJumping'); FinishedComboJumping: Pawn.bCanDoubleJump = true; TestLabel = 'AllFinished'; bHasImpactHammer = false; bAllowedToTranslocate = false; bHasTranslocator = false; bAllowedToImpactJump = false; SetLowGrav(true); Pawn.GroundSpeed = Pawn.Default.GroundSpeed; Pawn.JumpZ = Pawn.Default.JumpZ; GoalString = "LOWGRAV JUMPING"; FindNextJumpTarget(); Pawn.Acceleration = vect(0,0,0); MoveToward(MoveTarget); if ( !Pawn.ReachedDestination(MoveTarget) ) log("FAILED to reach "$MoveTarget); else if ( Pawn.Health < 100 ) log("TOOK DAMAGE "$(100-Pawn.Health)$" but succeeded"); else log("Success!"); Goto('FinishedComboJumping'); AllFinished: SetLowGrav(false); bSingleTestSection = false; Pawn.PlayVictoryAnimation(); } defaultproperties { bLeadTarget=True Aggressiveness=0.400000 LastAttractCheck=-10000.000000 BaseAggressiveness=0.400000 CombatStyle=0.200000 TranslocUse=1.000000 ScriptedCombat=FOLLOWSCRIPT_LeaveScriptForCombat LastSearchTime=-10000.000000 ComboNames(0)="xGame.ComboSpeed" ComboNames(1)="xGame.ComboBerserk" ComboNames(2)="xGame.ComboDefensive" ComboNames(3)="xGame.ComboInvis" OrderNames(0)="Defend" OrderNames(1)="HOLD" OrderNames(2)="Attack" OrderNames(3)="Follow" OrderNames(4)="Freelance" OrderNames(10)="Attack" OrderNames(11)="Defend" OrderNames(12)="Defend" OrderNames(13)="Attack" OrderNames(14)="Attack" FovAngle=85.000000 bIsPlayer=True OldMessageTime=-100.000000 PlayerReplicationInfoClass=Class'UnrealGame.TeamPlayerReplicationInfo' } |
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