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//============================================================================= // SquadAI. // operational AI control for TeamGame // //============================================================================= class SquadAI extends ReplicationInfo; var UnrealTeamInfo Team; var Controller SquadLeader; var TeamPlayerReplicationInfo LeaderPRI; var SquadAI NextSquad; // list of squads on a team var GameObjective SquadObjective; var int Size; var AssaultPath AlternatePath; // path to use for attacking base var name AlternatePathTag; var Bot SquadMembers; var float GatherThreshold; var localized string SupportString, DefendString, AttackString, HoldString, FreelanceString; var localized string SupportStringTrailer; var name CurrentOrders; var Pawn Enemies[8]; var int MaxSquadSize; var bool bFreelance; var bool bFreelanceAttack; var bool bFreelanceDefend; var bool bRoamingSquad; var bool bAddTransientCosts; var UnrealScriptedSequence FreelanceScripts; var RestingFormation RestingFormation; var class<RestingFormation> RestingFormationClass; replication { reliable if ( Role == ROLE_Authority ) LeaderPRI, CurrentOrders, SquadObjective, bFreelance; } function Reset() { local int i; Super.Reset(); NetUpdateTime = Level.Timeseconds - 1; SquadObjective = None; AlternatePath = None; for ( i=0; i<8; i++ ) Enemies[i] = None; } function AssignCombo(Bot B) { if ( (B.Enemy != None) && B.EnemyVisible() ) { if ( CurrentOrders == 'Defend' ) B.TryCombo("DMRandom"); else B.TryCombo("Random"); } } function CriticalObjectiveWarning(Pawn NewEnemy) { local Bot M; if ( !ValidEnemy(NewEnemy) ) return; AddEnemy(NewEnemy); // reassess squad member enemies if ( !MustKeepEnemy(NewEnemy) ) return; for ( M=SquadMembers; M!=None; M=M.NextSquadMember ) { if ( (M.Enemy == None) ) FindNewEnemyFor(M,false); } } function bool ShouldSuppressEnemy(Bot B) { return ( (FRand() < 0.7) && (VSize(B.Enemy.Location - B.FocalPoint) < 350) && (Level.TimeSeconds - B.LastSeenTime < 4) ); } function bool AllowDetourTo(Bot B,NavigationPoint N) { return true; } function RestingFormation GetRestingFormation() { if ( RestingFormation == None ) RestingFormation = spawn(RestingFormationClass,self); return RestingFormation; } function Destroyed() { if ( Team != None ) Team.AI.RemoveSquad(self); if ( RestingFormation != None ) RestingFormation.Destroy(); Super.Destroyed(); } function bool AllowTranslocationBy(Bot B) { return true; } function bool AllowImpactJumpBy(Bot B) { return true; } function actor SetFacingActor(Bot B) { return None; } function Vehicle GetKeyVehicle(Bot B) { if ( Vehicle(SquadLeader.Pawn) == None ) return None; if ( Vehicle(SquadLeader.Pawn).bKeyVehicle ) return Vehicle(SquadLeader.Pawn); return None; } function Vehicle GetLinkVehicle(Bot B) { if ( Vehicle(SquadLeader.Pawn) == None ) return None; if ( (B.Enemy == None) || Vehicle(SquadLeader.Pawn).bKeyVehicle ) return Vehicle(SquadLeader.Pawn); return None; } /* GetFacingRotation() return the direction the squad is moving towards its objective */ function rotator GetFacingRotation() { local rotator Rot; // FIXME - use path to objective, rather than just direction if ( SquadObjective == None ) Rot = SquadLeader.Rotation; else if ( SquadObjective.DefenderTeamIndex == Team.TeamIndex ) Rot.Yaw = Rand(65536); else if ( SquadLeader.Pawn != None ) Rot = rotator(SquadObjective.Location - SquadLeader.Pawn.Location); else Rot.Yaw = Rand(65536); Rot.Pitch = 0; Rot.Roll = 0; return Rot; } function actor FormationCenter() { if ( (SquadObjective != None) && (SquadObjective.DefenderTeamIndex == Team.TeamIndex) ) return SquadObjective; return SquadLeader.Pawn; } /* MergeEnemiesFrom() Add squad S enemies to my list. returns false if no enemies were added to my list */ function bool MergeEnemiesFrom(SquadAI S) { local int i; local bool bNew, bAdd; if ( S == None ) return false; for ( i=0; i<ArrayCount(Enemies); i++ ) { if ( S.Enemies[i] != None ) bAdd = AddEnemy(S.Enemies[i]); bNew = bNew || bAdd; } return bNew; } /* LostEnemy() Bot lost track of enemy. Change enemy for this bot, clear from list if no one can see it */ function bool LostEnemy(Bot B) { local pawn Lost; local bool bFound; local Bot M; if ( (B.Enemy.Health <= 0) || (B.Enemy.Controller == None) ) { B.Enemy = None; RemoveEnemy(B.Enemy); FindNewEnemyFor(B,false); return true; } if ( MustKeepEnemy(B.Enemy) ) return false; Lost = B.Enemy; B.Enemy = None; for ( M=SquadMembers; M!=None; M=M.NextSquadMember ) if ( (M != B) && (M.Enemy == Lost) && !M.LostContact(5) ) { bFound = true; break; } if ( bFound ) B.Enemy = Lost; else { RemoveEnemy(Lost); FindNewEnemyFor(B,false); } return (B.Enemy != Lost); } function bool MustKeepEnemy(Pawn E) { return false; } /* AddEnemy() adds an enemy - returns false if enemy was already on list */ function bool AddEnemy(Pawn NewEnemy) { local int i; local Bot M; local bool bCurrentEnemy; for ( i=0; i<ArrayCount(Enemies); i++ ) if ( Enemies[i] == NewEnemy ) return false; for ( i=0; i<ArrayCount(Enemies); i++ ) if ( Enemies[i] == None ) { Enemies[i] = NewEnemy; return true; } for ( i=0; i<ArrayCount(Enemies); i++ ) { bCurrentEnemy = false; for ( M=SquadMembers; M!=None; M=M.NextSquadMember ) if ( M.Enemy == Enemies[i] ) { bCurrentEnemy = true; break; } if ( !bCurrentEnemy ) { Enemies[i] = NewEnemy; return true; } } //log("FAILED TO ADD ENEMY"); return false; } function bool ValidEnemy(Pawn NewEnemy) { return ( (NewEnemy != None) && !NewEnemy.bAmbientCreature && (NewEnemy.Health > 0) && (NewEnemy.Controller != None) && !FriendlyToward(NewEnemy) ); } function bool SetEnemy( Bot B, Pawn NewEnemy ) { local Bot M; local bool bResult; if ( (NewEnemy == B.Enemy) || !ValidEnemy(NewEnemy) ) return false; // add new enemy to enemy list - return if already there if ( !AddEnemy(NewEnemy) ) return false; // reassess squad member enemies if ( MustKeepEnemy(NewEnemy) ) { for ( M=SquadMembers; M!=None; M=M.NextSquadMember ) { if ( (M != B) && (M.Enemy != NewEnemy) ) FindNewEnemyFor(M,(M.Enemy !=None) && M.EnemyVisible()); } } bResult = FindNewEnemyFor(B,(B.Enemy !=None) && B.EnemyVisible()); if ( bResult && (B.Enemy == NewEnemy) ) B.AcquireTime = Level.TimeSeconds; return bResult; } function byte PriorityObjective(Bot B) { return 0; } function bool IsOnSquad(Controller C) { if ( Bot(C) != None ) return ( Bot(C).Squad == self ); return ( C == SquadLeader ); } function RemoveEnemy(Pawn E) { local Bot B; local int i; for ( i=0; i<ArrayCount(Enemies); i++ ) if ( Enemies[i] == E ) Enemies[i] = None; if ( Level.Game.bGameEnded ) return; for ( B=SquadMembers; B!=None; B=B.NextSquadMember ) if ( B.Enemy == E ) { B.Enemy = None; FindNewEnemyFor(B,false); if ( (B.Pawn != None) && (B.Enemy == None) && !B.bIgnoreEnemyChange ) { if ( B.InLatentExecution(B.LATENT_MOVETOWARD) && (NavigationPoint(B.MoveTarget) != None) && !B.bPreparingMove ) B.GotoState('Roaming'); else B.WhatToDoNext(42); } } } function NotifyKilled(Controller Killer, Controller Killed, pawn KilledPawn) { local Bot B; if ( Killed == None ) return; // if teammate killed, no need to update enemy list if ( (Team != None) && (Killed.PlayerReplicationInfo != None) && (Killed.PlayerReplicationInfo.Team == Team) ) { if ( IsOnSquad(Killed) ) { // check if death was witnessed for ( B=SquadMembers; B!=None; B=B.NextSquadMember ) if ( (B != Killed) && B.LineOfSightTo(KilledPawn) ) { B.SendMessage(None, 'OTHER', B.GetMessageIndex('MANDOWN'), 10, 'TEAM'); break; } } return; } RemoveEnemy(KilledPawn); B = Bot(Killer); if ( (B != None) && (B.Squad == self) && (B.Enemy == None) && (B.Pawn != None) && AllowTaunt(B) ) { B.Target = KilledPawn; B.Celebrate(); } } function bool FindNewEnemyFor(Bot B, bool bSeeEnemy) { local int i; local Pawn BestEnemy, OldEnemy; local bool bSeeNew; local float BestThreat,NewThreat; if ( B.Pawn == None ) return true; if ( (B.Enemy != None) && MustKeepEnemy(B.Enemy) && B.EnemyVisible() ) return false; BestEnemy = B.Enemy; OldEnemy = B.Enemy; if ( BestEnemy != None ) { if ( (BestEnemy.Health < 0) || (BestEnemy.Controller == None) ) { B.Enemy = None; BestEnemy = None; } else { if ( ModifyThreat(0,BestEnemy,bSeeEnemy,B) > 5 ) return false; BestThreat = AssessThreat(B,BestEnemy,bSeeEnemy); } } for ( i=0; i<ArrayCount(Enemies); i++ ) { if ( (Enemies[i] != None) && (Enemies[i].Health > 0) && (Enemies[i].Controller != None) ) { if ( BestEnemy == None ) { BestEnemy = Enemies[i]; bSeeEnemy = B.CanSee(Enemies[i]); BestThreat = AssessThreat(B,BestEnemy,bSeeEnemy); } else if ( Enemies[i] != BestEnemy ) { if ( VSize(Enemies[i].Location - B.Pawn.Location) < 1500 ) bSeeNew = B.LineOfSightTo(Enemies[i]); else bSeeNew = B.CanSee(Enemies[i]); // only if looking at him NewThreat = AssessThreat(B,Enemies[i],bSeeNew); if ( NewThreat > BestThreat ) { BestEnemy = Enemies[i]; BestThreat = NewThreat; bSeeEnemy = bSeeNew; } } } else Enemies[i] = None; } B.Enemy = BestEnemy; if ( (B.Enemy != OldEnemy) && (B.Enemy != None) ) { B.EnemyChanged(bSeeEnemy); return true; } return false; } /* ModifyThreat() return a modified version of the threat value passed in for a potential enemy */ function float ModifyThreat(float current, Pawn NewThreat, bool bThreatVisible, Bot B) { return current; } function bool UnderFire(Pawn NewThreat, Bot Ignored) { local Bot B; for ( B=SquadMembers; B!=None; B=B.NextSquadMember ) { if ( (B != Ignored) && (B.Pawn != None) && (B.Enemy == NewThreat) && (B.Focus == NewThreat) && (VSize(Ignored.Pawn.Location - NewThreat.Location + NewThreat.Velocity) > VSize(B.Pawn.Location - NewThreat.Location + NewThreat.Velocity)) && B.EnemyVisible() ) return true; } return false; } function float AssessThreat( Bot B, Pawn NewThreat, bool bThreatVisible ) { local float ThreatValue, NewStrength, Dist; NewStrength = B.RelativeStrength(NewThreat); ThreatValue = FClamp(NewStrength, 0, 1); Dist = VSize(NewThreat.Location - B.Pawn.Location); if ( Dist < 2000 ) { ThreatValue += 0.2; if ( Dist < 1500 ) ThreatValue += 0.2; if ( Dist < 1000 ) ThreatValue += 0.2; if ( Dist < 500 ) ThreatValue += 0.2; } if ( bThreatVisible ) ThreatValue += 1; if ( (NewThreat != B.Enemy) && (B.Enemy != None) ) { if ( !bThreatVisible ) ThreatValue -= 5; else if ( Level.TimeSeconds - B.LastSeenTime > 2 ) ThreatValue += 1; if ( Dist > 0.7 * VSize(B.Enemy.Location - B.Pawn.Location) ) ThreatValue -= 0.25; ThreatValue -= 0.2; if ( B.IsHunting() && (NewStrength < 0.2) && (Level.TimeSeconds - FMax(B.LastSeenTime,B.AcquireTime) < 2.5) ) ThreatValue -= 0.3; } ThreatValue = ModifyThreat(ThreatValue,NewThreat,bThreatVisible,B); if ( NewThreat.IsHumanControlled() ) ThreatValue += 0.25; //log(B.GetHumanReadableName()$" assess threat "$ThreatValue$" for "$NewThreat.GetHumanReadableName()); return ThreatValue; } /* Return true if squad should defer to C */ function bool ShouldDeferTo(Controller C) { return ( C == SquadLeader ); } /* WaitAtThisPosition() Called by bot to see if its pawn should stay in this position returns true if bot has human leader holding near this position */ function bool WaitAtThisPosition(Pawn P) { if ( Bot(P.Controller).NeedWeapon() || (PlayerController(SquadLeader) == None) || (SquadLeader.Pawn == None) ) return false; return CloseToLeader(P); } function bool WanderNearLeader(Bot B) { if ( (Vehicle(B.Pawn) != None) || B.NeedWeapon() || (PlayerController(SquadLeader) == None) || (SquadLeader.Pawn == None) || !CloseToLeader(B.Pawn) ) return false; if ( B.FindInventoryGoal(0.0005) ) return true; } function bool NearFormationCenter(Pawn P) { local Actor Center; Center = FormationCenter(); if ( Center == None ) return true; if ( Center == SquadLeader.Pawn ) { if ( PlayerController(SquadLeader) != None ) return CloseToLeader(P); else return false; } if ( VSize(Center.Location - P.Location) > GetRestingFormation().FormationSize ) return false; return ( P.Controller.LineOfSightTo(Center) ); } /* CloseToLeader() Called by bot to see if his pawn is in an acceptable position relative to the squad leader */ function bool CloseToLeader(Pawn P) { local float dist; if ( (P == None) || (SquadLeader.Pawn == None) ) return true; if ( Vehicle(P) == None ) { if ( (Vehicle(SquadLeader.Pawn) != None) && (Vehicle(SquadLeader.Pawn).OpenPositionFor(P) != None) ) return false; } else if ( (PlayerController(SquadLeader) != None) && (Vehicle(SquadLeader.Pawn) == None) ) { return false; } if ( (P.GetVehicleBase() == SquadLeader.Pawn) || (SquadLeader.Pawn.GetVehicleBase() == P) ) return true; // for certain games, have bots wait for leader for a while if ( (P.Base != None) && (SquadLeader.Pawn.Base != None) && (SquadLeader.Pawn.Base != P.Base) ) return false; dist = VSize(P.Location - SquadLeader.Pawn.Location); if ( dist > GetRestingFormation().FormationSize ) return false; // check if leader is moving away if ( PhysicsVolume.bWaterVolume ) { if ( VSize(SquadLeader.Pawn.Velocity) > 0 ) return false; } else if ( VSize(SquadLeader.Pawn.Velocity) > SquadLeader.Pawn.WalkingPct * SquadLeader.Pawn.GroundSpeed ) return false; return ( P.Controller.LineOfSightTo(SquadLeader.Pawn) ); } function MergeWith(SquadAI S) { local Bot B,Prev; if ( S == self ) return; for ( B=SquadMembers; B!=None; B=B.NextSquadMember ) { if ( Prev != None ) S.AddBot(Prev); Prev = B; } if ( Prev != None ) S.AddBot(Prev); Destroy(); } function Initialize(UnrealTeamInfo T, GameObjective O, Controller C) { Team = T; SetLeader(C); SetObjective(O,false); } function SetAlternatePath(bool bResetSquad) { local AssaultPath List[16]; local int i,num; local AssaultPath A; local float sum,r; local bot S; AlternatePath = None; AlternatePathTag = 'None'; if ( bResetSquad ) { for ( S=SquadMembers; S!=None; S=S.NextSquadMember ) { S.bFinalStretch = false; S.bReachedGatherPoint = false; } } for ( A=SquadObjective.AlternatePaths; A!=None; A=A.NextPath ) { if ( A.bEnabled && A.bFirstPath && !A.bReturnOnly ) { List[num] = A; num++; if ( num > 15 ) break; } } //if ( (num < 2) && (Bot(SquadLeader) != None) && Bot(SquadLeader).bSoaking ) // Bot(SquadLeader).SoakStop("UNHAPPY BECAUSE THERE ARE ONLY "$num$" ASSAULTPATHS TO "$SquadObjective); if ( num > 0 ) { for ( i=0; i<num; i++ ) sum += List[i].Priority; r = FRand() * sum; sum = 0; for ( i=0; i<num; i++ ) { sum += List[i].Priority; if ( r <= sum ) { AlternatePath = List[i]; AlternatePathTag = List[i].PickTag(); return; } } AlternatePath = List[0]; AlternatePathTag = List[0].PickTag(); } } function bool TryToIntercept(Bot B, Pawn P, Actor RouteGoal) { if ( (P == B.Enemy) && B.Pawn.RecommendLongRangedAttack() && (P != None) && B.LineOfSightTo(P) ) { B.FightEnemy(false,0); return true; } if ( (P == None) || (NavigationPoint(RouteGoal) == None) || (B.Skill + B.Tactics < 4) ) return FindPathToObjective(B,P); B.MoveTarget = None; if ( B.ActorReachable(P) ) { B.GoalString = "almost to "$P; if ( B.Enemy != P ) SetEnemy(B,P); if ( B.Enemy != None ) { B.FightEnemy(true,0); return true; } else { log("Not attacking intercepted enemy!"); B.MoveTarget = P; B.SetAttractionState(); return true; } } B.MoveTarget = B.FindPathToIntercept(P,RouteGoal,true); if ( B.MoveTarget == None ) { if ( P == B.Enemy ) { B.FailedHuntEnemy = B.Enemy; B.FailedHuntTime = Level.TimeSeconds; } } else if ( B.Pawn.ReachedDestination(B.MoveTarget) ) return false; return B.StartMoveToward(P); } /* FindPathToObjective() Returns path a bot should use moving toward a base */ function bool FindPathToObjective(Bot B, Actor O) { local Bot S; local float N, GatherWaitTime; local vehicle V; if ( B.Pawn.bStationary ) { V = B.Pawn.getVehicleBase(); if ( V == None ) { V = Vehicle(B.Pawn); if ( V == None ) return false; } if ( (DestroyableObjective(O) == None) && (SquadObjective.VehiclePath != None) && V.ReachedDestination(SquadObjective.VehiclePath) ) { Vehicle(B.Pawn).TeamUseTime = Level.TimeSeconds + 12; Vehicle(B.Pawn).KDriverLeave(false); } else return false; } if ( O == None ) { O = SquadObjective; if ( O == None ) { B.GoalString = "No SquadObjective"; return false; } } if ( (O == SquadObjective) && (Vehicle(B.Pawn) != None) && (SquadObjective.VehiclePath != None) ) { if ( (DestroyableObjective(SquadObjective) == None) && B.Pawn.ReachedDestination(SquadObjective.VehiclePath) ) { if ( Vehicle(B.Pawn).bKeyVehicle ) { if ( Team.Size == Vehicle(B.Pawn).NumPassengers() ) { Vehicle(B.Pawn).TeamUseTime = Level.TimeSeconds + 14; Vehicle(B.Pawn).bKeyVehicle = false; Vehicle(B.Pawn).KDriverLeave(false); } else { if ( B.Enemy != None ) { B.FightEnemy(false, 0); return true; } else { B.GotoState('RestFormation','Pausing'); return true; } } } else { Vehicle(B.Pawn).TeamUseTime = Level.TimeSeconds + 14; Vehicle(B.Pawn).KDriverLeave(false); } } else O = SquadObjective.VehiclePath; } if ( B.bFinalStretch || (O != SquadObjective) || SquadObjective.BotNearObjective(B) ) return B.SetRouteToGoal(O); if ( (AlternatePath == None) || (AlternatePath.AssociatedObjective != SquadObjective) ) SetAlternatePath(false); if ( AlternatePath == None ) return B.SetRouteToGoal(O); B.MoveTarget = None; if ( B.ActorReachable(O) ) { if ( B.Pawn.ReachedDestination(O) ) { O.Touch(B.Pawn); return false; } B.RouteGoal = O; B.RouteCache[0] = None; B.GoalString = "almost at "$O; B.MoveTarget = O; B.SetAttractionState(); return true; } if ( B.bReachedGatherPoint || B.Pawn.ReachedDestination(AlternatePath) ) { B.GoalString = "Find path to "$O$" now near "$AlternatePath; B.MoveTarget = AlternatePath; if ( !B.bReachedGatherPoint ) { B.bReachedGatherPoint = true; B.GatherTime = Level.TimeSeconds; } if ( (B.Enemy != None) && B.EnemyVisible() ) GatherWaitTime = 3; else GatherWaitTime = 8; if ( (Level.TimeSeconds - B.GatherTime > GatherWaitTime) || (GatherThreshold < 1) ) N = Size; else { // check if should update alternatepath, because squad has reached it for ( S=SquadMembers; S!=None; S=S.NextSquadMember ) if ( (S.Pawn != None) && (S.bReachedGatherPoint || S.bFinalStretch) ) N += 1; } if ( AlternatePath.bNoGrouping || (N/Size >= GatherThreshold) || (GatherThreshold < 1) ) { for ( S=SquadMembers; S!=None; S=S.NextSquadMember ) S.bReachedGatherPoint = false; AlternatePath = AlternatePath.FindNextPath(AlternatePathTag); if ( AlternatePath == None ) { B.GoalString = "Final stretch to "$O; SetFinalStretch(true); B.FindBestPathToward(O,true,true); } else B.FindBestPathToward(AlternatePath,true,true); return B.StartMoveToward(O); } else if ( B.Enemy != None ) { if ( B.LostContact(7) ) B.LoseEnemy(); if ( B.Enemy != None ) { B.FightEnemy(false, 0); return true; } } B.GoalString = "Waiting for Squad"; B.WanderOrCamp(true); return true; } else { B.GoalString = "Find path to "$O$" through "$AlternatePath; if ( !B.FindBestPathToward(AlternatePath,true,true) ) { B.GoalString = "Find path to "$O$" no path to alternate path"; if ( B.bSoaking && (Physics != PHYS_Falling) ) B.SoakStop("COULDN'T FIND PATH TO ALTERNATEPATH "$AlternatePath); B.FindBestPathToward(O,true,true); } if ( B.MoveTarget == AlternatePath ) { B.GatherTime = Level.TimeSeconds; B.bReachedGatherPoint = true; } } return B.StartMoveToward(O); } function SetFinalStretch(bool bValue) { local Bot S; for ( S=SquadMembers; S!=None; S=S.NextSquadMember ) S.bFinalStretch = bValue; } function SetLeader(Controller C) { SquadLeader = C; if ( LeaderPRI != C.PlayerReplicationInfo ) { LeaderPRI = TeamPlayerReplicationInfo(C.PlayerReplicationInfo); NetUpdateTime = Level.Timeseconds - 1; } if ( Bot(C) != None ) AddBot(Bot(C)); } function RemovePlayer(PlayerController P) { local GameObjective NewObjective; if ( SquadLeader != P ) return; if ( SquadMembers == None ) { destroy(); return; } NewObjective = Team.AI.GetPriorityAttackObjectiveFor(self); if ( NewObjective != SquadObjective ) { SquadObjective = NewObjective; NetUpdateTime = Level.Timeseconds - 1; } PickNewLeader(); } function RemoveBot(Bot B) { local Bot Prev; if ( B.Squad != self ) return; B.Squad = None; Size --; if ( SquadMembers == B ) { SquadMembers = B.NextSquadMember; if ( SquadMembers == None ) { destroy(); return; } } else { for ( Prev=SquadMembers; Prev!=None; Prev=Prev.NextSquadMember ) if ( Prev.NextSquadMember == B ) { Prev.NextSquadMember = B.NextSquadMember; break; } } if ( SquadLeader == B ) PickNewLeader(); } function AddBot(Bot B) { if ( B.Squad == self ) return; if ( B.Squad != None ) B.Squad.RemoveBot(B); Size++; B.NextSquadMember = SquadMembers; SquadMembers = B; B.Squad = self; if ( TeamPlayerReplicationInfo(B.PlayerReplicationInfo) != None ) TeamPlayerReplicationInfo(B.PlayerReplicationInfo).Squad = self; } function SwitchBots(Bot MyBot, Bot OtherBot) { local SquadAI OtherSquad; OtherSquad = OtherBot.Squad; if ( Size == 1 ) { SquadMembers = None; MyBot.Squad = None; Size = 0; } OtherSquad.AddBot(MyBot); AddBot(OtherBot); if ( Size == 1 ) PickNewLeader(); } function SetDefenseScriptFor(Bot B) { local UnrealScriptedSequence S; if ( (B.GoalScript != None) && SquadObjective.OwnsDefenseScript(B.GoalScript) && (!B.GoalScript.bNotInVehicle || Vehicle(B.Pawn) == None) ) { if ( !B.bEnemyEngaged && !B.Pawn.ReachedDestination(B.GoalScript.GetMoveTarget()) ) return; B.bEnemyEngaged = (B.Enemy != None); // possibly stay with same defense point if right on it if ( !B.GoalScript.bRoamingScript && (B.bEnemyEngaged || B.GoalScript.bDontChangeScripts || ((FRand() < 0.85) && B.Pawn.ReachedDestination(B.GoalScript.GetMoveTarget()))) ) return; } // log("SET NEW GOALSCRIPT FOR "$B.PlayerReplicationInfo.PlayerName); if ( B.GoalScript != None ) { B.GoalScript.bAvoid = true; B.FreeScript(); } for ( S=SquadObjective.DefenseScripts; S!=None; S=S.NextScript ) if ( S.HigherPriorityThan(B.GoalScript, B) ) B.GoalScript = S; if ( B.GoalScript != None ) B.GoalScript.CurrentUser = B; } function SetFreelanceScriptFor(Bot B) { local UnrealScriptedSequence S; // possibly stay with same defense point if right on it if ( (B.GoalScript != None) && !B.GoalScript.bRoamingScript && (B.GoalScript.bDontChangeScripts || ((FRand() < 0.8) && B.Pawn.ReachedDestination(B.GoalScript.GetMoveTarget()))) ) return; if ( B.GoalScript != None ) { B.GoalScript.bAvoid = true; B.FreeScript(); } // find a freelance script if ( FreelanceScripts == None ) ForEach AllActors(class'UnrealScriptedSequence',S) if ( S.bFreelance && S.bFirstScript ) { FreelanceScripts = S; break; } for ( S=FreelanceScripts; S!=None; S=S.NextScript ) if ( S.HigherPriorityThan(B.GoalScript, B) ) B.GoalScript = S; if ( B.GoalScript != None ) B.GoalScript.CurrentUser = B; } function SetObjective(GameObjective O, bool bForceUpdate) { local bot M; //Log(SquadLeader.PlayerReplicationInfo.PlayerName$" SET OBJECTIVE"@O@"Forced update"@bForceUpdate); if ( SquadObjective == O ) { if ( SquadObjective == None ) return; if ( (SquadObjective.DefenderTeamIndex == Team.TeamIndex) && (SquadObjective.DefenseSquad == None) ) SquadObjective.DefenseSquad = self; if ( !bForceUpdate ) return; } else { if ( (SquadObjective != None) && (SquadObjective.DefenderTeamIndex == Team.TeamIndex) && (SquadObjective.DefenseSquad == self) ) SquadObjective.DefenseSquad = None; NetUpdateTime = Level.Timeseconds - 1; SquadObjective = O; if ( SquadObjective != None ) { if ( (SquadObjective.DefenderTeamIndex == Team.TeamIndex) && (SquadObjective.DefenseSquad == None) ) SquadObjective.DefenseSquad = self; SetAlternatePath(true); } } for ( M=SquadMembers; M!=None; M=M.NextSquadMember ) if ( M.Pawn != None ) Retask(M); } function Retask(bot B) { if ( (Vehicle(B.Pawn) != None) && B.Pawn.bStationary && (Vehicle(B.Pawn).GetVehicleBase() == None) ) { //get out of turrets when objective changes Vehicle(B.Pawn).KDriverLeave(false); B.bPreparingMove = false; B.MoveTarget = None; //so bot won't immediately get back in B.RouteGoal = None; B.WhatToDoNext(65); } else if ( B.InLatentExecution(B.LATENT_MOVETOWARD) ) { if ( B.bPreparingMove ) { B.bPreparingMove = false; B.WhatToDoNext(63); } else if ( (B.Pawn.Physics == PHYS_Falling) && (JumpSpot(B.Movetarget) != None) ) return; else if ( (B.MoveTimer > 0.3) && (Vehicle(B.Pawn) == None) ) { B.MoveTimer = 0.05 + 0.15 * FRand(); } } else { B.RetaskTime = Level.TimeSeconds + 0.05 + 0.15 * FRand(); GotoState('Retasking'); } } State Retasking { function Tick(float DeltaTime) { local Bot M; local bool bStillTicking; for ( M=SquadMembers; M!=None; M=M.NextSquadMember ) if ( (M.Pawn != None) && (M.RetaskTime > 0) ) { if ( Level.TimeSeconds > M.RetaskTime ) M.WhatToDoNext(43); else bStillTicking = true; } if ( !bStillTicking ) GotoState(''); } } function name GetOrders() { local name NewOrders; if ( PlayerController(SquadLeader) != None ) NewOrders = 'Human'; else if ( bFreelance && !bFreelanceAttack && !bFreelanceDefend ) NewOrders = 'Freelance'; else if ( (SquadObjective != None) && (SquadObjective.DefenderTeamIndex == Team.TeamIndex) ) NewOrders = 'Defend'; else NewOrders = 'Attack'; if ( NewOrders != CurrentOrders ) { NetUpdateTime = Level.Timeseconds - 1; CurrentOrders = NewOrders; } return CurrentOrders; } simulated function String GetOrderStringFor(TeamPlayerReplicationInfo PRI) { if ( (LeaderPRI != None) && !LeaderPRI.bBot ) { // FIXME - holding replication if ( PRI.bHolding ) return HoldString; return SupportString@LeaderPRI.PlayerName@SupportStringTrailer; } if ( bFreelance || (SquadObjective == None) ) return FreelanceString; else { GetOrders(); if ( CurrentOrders == 'defend' ) return DefendString@SquadObjective.GetHumanReadableName(); if ( CurrentOrders == 'attack' ) return AttackString@SquadObjective.GetHumanReadableName(); } return string(CurrentOrders); } simulated function String GetShortOrderStringFor(TeamPlayerReplicationInfo PRI) { if ( (LeaderPRI != None) && !LeaderPRI.bBot ) { // FIXME - holding replication if ( PRI.bHolding ) return HoldString; return SupportString; } if ( bFreelance || (SquadObjective == None) ) return FreelanceString; else { GetOrders(); if ( CurrentOrders == 'defend' ) return DefendString; if ( CurrentOrders == 'attack' ) return AttackString; } return string(CurrentOrders); } function int GetSize() { if ( PlayerController(SquadLeader) != None ) return Size + 1; // add 1 for leader else return Size; } function PickNewLeader() { local Bot B; // FIXME - pick best based on distance to objective // pick a leader that isn't out of the game or in a vehicle turret for ( B=SquadMembers; B!=None; B=B.NextSquadMember ) if ( !B.PlayerReplicationInfo.bOutOfLives && (B.Pawn == None || !B.Pawn.bStationary || B.Pawn.GetVehicleBase() == None) ) break; if ( B == None ) { for ( B=SquadMembers; B!=None; B=B.NextSquadMember ) if ( !B.PlayerReplicationInfo.bOutOfLives ) break; } if ( SquadLeader != B ) { SquadLeader = B; if ( SquadLeader == None ) LeaderPRI = None; else LeaderPRI = TeamPlayerReplicationInfo(SquadLeader.PlayerReplicationInfo); NetUpdateTime = Level.Timeseconds - 1; } } function bool TellBotToFollow(Bot B, Controller C) { local Pawn Leader; local GameObjective O, Best; local float NewDist, BestDist; if ( (C == None) || C.bDeleteMe ) { PickNewLeader(); C = SquadLeader; } if ( B == C ) return false; B.GoalString = "Follow Leader"; Leader = C.Pawn; if ( Leader == None ) return false; if ( CloseToLeader(B.Pawn) ) { if ( !B.bInitLifeMessage ) { B.bInitLifeMessage = true; B.SendMessage(SquadLeader.PlayerReplicationInfo, 'OTHER', B.GetMessageIndex('GOTYOURBACK'), 10, 'TEAM'); } if ( B.Enemy == None ) { // look for destroyable objective for ( O=Team.AI.Objectives; O!=None; O=O.NextObjective ) { if ( !O.bDisabled && (DestroyableObjective(O) != None) && ((Best == None) || (Best.DefensePriority < O.DefensePriority)) ) { NewDist = VSize(B.Pawn.Location - O.Location); if ( ((Best == None) || (NewDist < BestDist)) && B.LineOfSightTo(O) ) { Best = O; BestDist = NewDist; } } } if ( Best != None ) { if (Best.DefenderTeamIndex != Team.TeamIndex) { if (Best.TellBotHowToDisable(B)) return true; } else if (BestDist < 1600 && DestroyableObjective(Best).TellBotHowToHeal(B)) return true; } if ( B.FindInventoryGoal(0.0004) ) { B.SetAttractionState(); return true; } B.WanderOrCamp(true); return true; } else if ( (B.Pawn.Weapon != None) && B.Pawn.Weapon.FocusOnLeader(false) ) { B.FightEnemy(false,0); return true; } return false; } else if ( B.SetRouteToGoal(Leader) ) return true; else { B.GoalString = "Can't reach leader"; return false; } } function bool AllowTaunt(Bot B) { return ( FRand() < 0.5 ); } function AddTransientCosts(Bot B, float f) { local Bot S; for ( S=SquadMembers; S!=None; S=S.NextSquadMember ) if ( (S != B) && (NavigationPoint(S.MoveTarget) != None) && S.InLatentExecution(S.LATENT_MOVETOWARD) ) NavigationPoint(S.MoveTarget).TransientCost = 1000 * f; } function bool AssignSquadResponsibility(Bot B) { // set new defense script if ( (GetOrders() == 'Defend') && !B.Pawn.bStationary ) SetDefenseScriptFor(B); else if ( (B.GoalScript != None) && (HoldSpot(B.GoalScript) == None) ) B.FreeScript(); AssignCombo(B); if ( bAddTransientCosts ) AddTransientCosts(B,1); // check for major game objective responsibility if ( CheckSquadObjectives(B) ) return true; if ( B.Enemy == None && !B.Pawn.bStationary ) { // suggest inventory hunt // FIXME - don't load up on unnecessary ammo in DM if ( B.FindInventoryGoal(0) ) { B.SetAttractionState(); return true; } // roam around level? if ( ((B == SquadLeader) && bRoamingSquad) || (GetOrders() == 'Freelance') ) return B.FindRoamDest(); } return false; } function float MaxVehicleDist(Pawn P) { return 3000; } function bool NeverBail(Pawn P) { return ( (Vehicle(P) != None) && Vehicle(P).bKeyVehicle ); } function BotEnteredVehicle(Bot B) { if ( (PlayerController(SquadLeader) != None) ) { if ( (SquadLeader.Pawn != None) && (B.Pawn.GetVehicleBase() == SquadLeader.Pawn) ) B.SendMessage(None, 'OTHER', B.GetMessageIndex('INPOSITION'), 10, 'TEAM'); } else if (B.Pawn.bStationary && B.Pawn.GetVehicleBase() != None) PickNewLeader(); } /* go to squad vehicle (driven by squad leader - or squad leader objective), if nearby, else try to find vehicle */ function bool CheckVehicle(Bot B) { local Actor BestPath, BestEntry; local Vehicle SquadVehicle, V, MainVehicle; local float NewDist, BestDist, NewRating, BestRating, BaseRadius; local Bot S; local PlayerController PC; local bool bSkip; if ( (Vehicle(B.Pawn) == None) && (Vehicle(B.RouteGoal) != None) && (NavigationPoint(B.Movetarget) != None) ) { if ( VSize(B.Pawn.Location - B.RouteGoal.Location) < B.Pawn.CollisionRadius + Vehicle(B.RouteGoal).EntryRadius * 1.5 ) B.MoveTarget = B.RouteGoal; } if ( (Vehicle(B.Pawn) == None) && (Vehicle(B.MoveTarget) != None) ) { if ( Vehicle(B.MoveTarget).PlayerStartTime > Level.TimeSeconds ) { PC = Level.GetLocalPlayerController(); bSkip = ( (PC != None) && (PC.PlayerReplicationInfo.Team == Team) && (PC.Pawn != None) && (Vehicle(PC.Pawn) == None) ); } if ( !bSkip ) V = Vehicle(B.MoveTarget).FindEntryVehicle(B.Pawn); if ( V != None ) { //consider healing vehicle before getting in if ( !V.bKeyVehicle && (V.Health < V.HealthMax) && (B.Enemy == None || !B.EnemyVisible()) && B.CanAttack(V) ) { //get in and out to steal vehicle for team so bot can heal it if (V.GetTeamNum() != Team.TeamIndex) { V.UsedBy(B.Pawn); V.KDriverLeave(false); } if (V.TeamLink(Team.TeamIndex)) { if (B.Pawn.Weapon != None && B.Pawn.Weapon.CanHeal(V)) { B.GoalString = "Heal "$V; B.DoRangedAttackOn(V.GetAimTarget()); return true; } else { B.SwitchToBestWeapon(); if (B.Pawn.PendingWeapon != None && B.Pawn.PendingWeapon.CanHeal(V)) { B.GoalString = "Heal "$V; B.DoRangedAttackOn(V.GetAimTarget()); return true; } } } } if ( V.GetVehicleBase() != None ) BaseRadius = V.GetVehicleBase().CollisionRadius; else BaseRadius = V.CollisionRadius; if ( VSize(B.Pawn.Location - V.Location) < B.Pawn.CollisionRadius + BaseRadius + V.EntryRadius ) { V.UsedBy(B.Pawn); if ( Vehicle(B.Pawn) != None ) BotEnteredVehicle(B); return false; } } } if ( B.LastSearchTime == Level.TimeSeconds ) return false; if ( Vehicle(B.Pawn) != None ) { if ( !NeverBail(B.Pawn) ) { if ( Vehicle(B.Pawn).StuckCount > 3 ) { // vehicle is stuck Vehicle(B.Pawn).VehicleLostTime = Level.TimeSeconds + 20; Vehicle(B.Pawn).KDriverLeave(false); return false; } else if ( (B.Pawn.Health < B.Pawn.HealthMax*0.125) && !B.Pawn.bStationary && (B.Skill + B.Tactics > 4 + 7 * FRand()) ) { //about to blow up, bail Vehicle(B.Pawn).VehicleLostTime = Level.TimeSeconds + 10; Vehicle(B.Pawn).KDriverLeave(false); return false; } } V = B.Pawn.GetVehicleBase(); if ( (V != None) && !V.bKeyVehicle ) { // if in passenger seat of a multi-person vehicle, get out if no driver if ( V.Driver == None && (SquadLeader == B || SquadLeader.RouteGoal == None || (SquadLeader.RouteGoal != V && !SquadLeader.RouteGoal.IsJoinedTo(V))) ) { Vehicle(B.Pawn).KDriverLeave(false); return false; } } if (!B.Pawn.bStationary && PriorityObjective(B) == 0) return CheckSpecialVehicleObjectives(B); return false; } if (SpecialVehicleObjective(B.RouteGoal) != None && CheckSpecialVehicleObjectives(B)) return true; if ( (Vehicle(SquadLeader.Pawn) != None) && (VSize(SquadLeader.Pawn.Location - B.Pawn.Location) < 4000) ) { SquadVehicle = Vehicle(SquadLeader.Pawn).OpenPositionFor(B.Pawn); if ( SquadVehicle != None ) MainVehicle = Vehicle(SquadLeader.Pawn); } else if ( PlayerController(SquadLeader) != None ) return false; BestDist = MaxVehicleDist(B.Pawn); if ( SquadVehicle == None ) { for ( S=SquadMembers; S!=None; S=S.NextSquadMember ) if ( (Vehicle(S.Pawn) != None) && (VSize(S.Pawn.Location - B.Pawn.Location) < BestDist) ) { SquadVehicle = Vehicle(S.Pawn).OpenPositionFor(B.Pawn); if ( SquadVehicle != None ) break; } } if ( (SquadVehicle == None) && (Vehicle(SquadLeader.RouteGoal) != None) && !Vehicle(SquadLeader.RouteGoal).Occupied() && Vehicle(SquadLeader.Routegoal).IndependentVehicle() && VSize(SquadLeader.RouteGoal.Location - B.Pawn.Location) < BestDist ) SquadVehicle = Vehicle(SquadLeader.RouteGoal).OpenPositionFor(B.Pawn); if ( (SquadVehicle == None) && (Vehicle(B.RouteGoal) != None) && !Vehicle(B.RouteGoal).Occupied() && Vehicle(B.RouteGoal).IndependentVehicle() && !Vehicle(B.RouteGoal).ChangedReservation(B.Pawn) ) SquadVehicle = vehicle(B.RouteGoal); if ( (SquadVehicle != None) && (SquadVehicle.PlayerStartTime > Level.TimeSeconds) ) { PC = Level.GetLocalPlayerController(); if ( (PC != None) && (PC.PlayerReplicationInfo.Team == Team) && (PC.Pawn != None) && (Vehicle(PC.Pawn) == None) ) SquadVehicle = None; } if ( SquadVehicle == None ) { // look for nearby vehicle GetOrders(); for ( V=Level.Game.VehicleList; V!=None; V=V.NextVehicle ) { NewDist = VSize(B.Pawn.Location - V.Location); if (NewDist < BestDist) { NewRating = VehicleDesireability(V, B); if (NewRating > 0) { NewRating += BestDist / NewDist * 0.01; if ( NewRating > BestRating && ( V.bTeamLocked || V.StronglyRecommended(Self, Team.TeamIndex, SquadObjective) || V.FastTrace(V.Location, B.Pawn.Location + B.Pawn.CollisionHeight * vect(0,0,1)) ) ) { SquadVehicle = V; BestRating = NewRating; } } } } } if ( SquadVehicle == None ) return false; BestEntry = SquadVehicle.GetMoveTargetFor(B.Pawn); if ( B.Pawn.ReachedDestination(BestEntry) ) { SquadVehicle.UsedBy(B.Pawn); return false; } if ( B.ActorReachable(BestEntry) ) { B.RouteGoal = SquadVehicle; B.MoveTarget = BestEntry; SquadVehicle.SetReservation(B); B.GoalString = "Go to vehicle 1 "$BestEntry; B.SetAttractionState(); return true; } BestPath = B.FindPathToward(BestEntry,B.Pawn.bCanPickupInventory && (Vehicle(B.Pawn) == None)); if ( BestPath != None ) { B.RouteGoal = SquadVehicle; SquadVehicle.SetReservation(B); B.MoveTarget = BestPath; B.GoalString = "Go to vehicle 2 "$BestPath; B.SetAttractionState(); return true; } if ( (VSize(BestEntry.Location - B.Pawn.Location) < 1200) && B.LineOfSightTo(BestEntry) ) { B.RouteGoal = SquadVehicle; SquadVehicle.SetReservation(B); B.MoveTarget = BestEntry; B.GoalString = "Go to vehicle 3 "$BestEntry; B.SetAttractionState(); return true; } return false; } //return a value indicating how useful this vehicle is to the bot function float VehicleDesireability(Vehicle V, Bot B) { local float result; if ( !V.bCanCarryFlag && (B.PlayerReplicationInfo.HasFlag != None) ) return 0; if ((CurrentOrders == 'Defend') != V.bDefensive) return 0; if (V.Health < V.HealthMax * 0.125 && B.Enemy != None && B.EnemyVisible()) return 0; result = V.BotDesireability(self, Team.TeamIndex, SquadObjective); if ( V.SpokenFor(B) ) return result * V.NewReservationCostMultiplier(B.Pawn); return result; } function bool CheckSpecialVehicleObjectives(Bot B) { local UnrealMPGameInfo G; local SpecialVehicleObjective O, Best; G = UnrealMPGameInfo(Level.Game); if (G == None) return false; Best = SpecialVehicleObjective(B.RouteGoal); if (Best != None) { if (Vehicle(B.Pawn) == None) { if ( Best.bEnabled && !B.Pawn.ReachedDestination(Best.AssociatedActor) && B.FindBestPathToward(Best.AssociatedActor, false, true) ) { B.RouteGoal = Best; B.GoalString = "Reached SpecialVehicleObjective, now heading for "$B.RouteGoal; B.SetAttractionState(); return true; } else return false; } else if ( !Best.IsAccessibleTo(B.Pawn) || Vehicle(B.Pawn).bKeyVehicle ) { if (Team != None && Team.TeamIndex < 4 && Best.TeamOwner[Team.TeamIndex] == B.Pawn) Best.TeamOwner[Team.TeamIndex] = None; Best = None; } } if ( (Best == None) && ((Vehicle(B.Pawn) == None) || !Vehicle(B.Pawn).bKeyVehicle) ) for (O = G.SpecialVehicleObjectives; O != None; O = O.NextSpecialVehicleObjective) if ( O.IsAccessibleTo(B.Pawn) && (Team == None || Team.TeamIndex >= 4 || O.TeamOwner[Team.TeamIndex] == None) && (Best == None || FRand() < 0.5) ) Best = O; if (Best != None) { if (B.Pawn.ReachedDestination(Best)) { Vehicle(B.Pawn).KDriverLeave(false); if (B.FindBestPathToward(Best.AssociatedActor, false, true)) { B.RouteGoal = Best; B.GoalString = "Reached SpecialVehicleObjective, now heading for "$Best.AssociatedActor; B.SetAttractionState(); return true; } } if (B.ActorReachable(Best)) { B.RouteGoal = Best; B.MoveTarget = Best; B.GoalString = "Head for reachable SpecialVehicleObjective "$Best; B.SetAttractionState(); return true; } B.MoveTarget = B.FindPathToward(Best, B.Pawn.bCanPickupInventory && (Vehicle(B.Pawn) == None)); if (B.MoveTarget != None) { B.RouteGoal = Best; B.GoalString = "Head for SpecialVehicleObjective "$Best; B.SetAttractionState(); return true; } } return false; } function bool OverrideFollowPlayer(Bot B) { local GameObjective PickedObjective; PickedObjective = Team.AI.GetPriorityAttackObjectiveFor(self); if ( (PickedObjective == None) ) return false; if ( PickedObjective.BotNearObjective(B) ) { if ( PickedObjective.DefenderTeamIndex == Team.TeamIndex ) { if (DestroyableObjective(PickedObjective) != None) return DestroyableObjective(PickedObjective).TellBotHowToHeal(B); else return false; } else return PickedObjective.TellBotHowToDisable(B); } if ( PickedObjective.DefenderTeamIndex == Team.TeamIndex ) return false; if ( (DestroyableObjective(PickedObjective) != None) && B.LineOfSightTo(PickedObjective) ) return PickedObjective.TellBotHowToDisable(B); return false; } function bool CheckSquadObjectives(Bot B) { local Actor DesiredPosition; local bool bInPosition, bMovingToSuperPickup; local float SuperDist; //local vehicle VBase; if ( (HoldSpot(B.GoalScript) == None) && CheckVehicle(B) ) return true; // might have gotten out of vehicle and been killed if ( B.Pawn == None ) return true; if ( B.NeedWeapon() && B.FindInventoryGoal(0) ) { B.GoalString = "Need weapon or ammo"; B.SetAttractionState(); return true; } if ( (PlayerController(SquadLeader) != None) && (SquadLeader.Pawn != None) ) { if ( HoldSpot(B.GoalScript) == None ) { // attack objective if close by if ( OverrideFollowPlayer(B) ) return true; // follow human leader return TellBotToFollow(B,SquadLeader); } // hold position as ordered (position specified by goalscript) } if ( ShouldDestroyTranslocator(B) ) return true; if ( B.Pawn.bStationary && (Vehicle(B.Pawn) != None) ) { if ( HoldSpot(B.GoalScript) != None ) { if ( HoldSpot(B.GoalScript).HoldVehicle != B.Pawn ) Vehicle(B.Pawn).KDriverLeave(false); } else if ( Vehicle(B.Pawn).StronglyRecommended(self, Team.TeamIndex, SquadObjective) ) { if ( B.GoalScript != None ) B.FreeScript(); return false; } } // see if should get superweapon/ pickup if ( B.Pawn.bCanPickupInventory && (B.Skill > 1) && (HoldSpot(B.GoalScript) == None) && (Vehicle(B.Pawn) == None) ) { if ( PriorityObjective(B) > 0 ) SuperDist = 800; else if ( GetOrders() == 'Attack' ) SuperDist = 3000; else if ( (GetOrders() == 'Defend') && (B.Enemy != None) ) SuperDist = 1200; else SuperDist = 3200; bMovingToSuperPickup = ( (InventorySpot(B.RouteGoal) != None) && InventorySpot(B.RouteGoal).bSuperPickup && (B.RouteDist < 1.1*SuperDist) && (InventorySpot(B.RouteGoal).markedItem != None) && InventorySpot(B.RouteGoal).markedItem.ReadyToPickup(2) && (B.Desireability(InventorySpot(B.RouteGoal).markedItem) > 0) ); if ( (bMovingToSuperPickup && B.FindBestPathToward(B.RouteGoal, false, true)) || (Team.AI.SuperPickupAvailable(B) && (B.Pawn.Anchor != None) && B.Pawn.ReachedDestination(B.Pawn.Anchor) && B.FindSuperPickup(SuperDist)) ) { if ( Level.TimeSeconds - B.Pawn.SpawnTime > 5 ) B.bFinalStretch = true; B.GoalString = "Get super pickup "$InventorySpot(B.RouteGoal).markedItem; B.SetAttractionState(); return true; } } if ( B.GoalScript != None ) { DesiredPosition = B.GoalScript.GetMoveTarget(); bInPosition = (B.Pawn == DesiredPosition) || B.Pawn.ReachedDestination(DesiredPosition); if ( bInPosition && (Vehicle(DesiredPosition) != None) ) { if ( (Vehicle(B.Pawn) != None) && (B.Pawn != DesiredPosition) ) Vehicle(B.Pawn).KDriverLeave(false); if ( Vehicle(B.Pawn) == None ) Vehicle(DesiredPosition).UsedBy(B.Pawn); } if ( bInPosition && B.GoalScript.bRoamingScript && (GetOrders() == 'Freelance') ) return false; if ( !bInPosition ) B.ClearScript(); } else if ( SquadObjective == None ) return TellBotToFollow(B,SquadLeader); else if ( GetOrders() == 'Freelance' ) return false; else { if ( SquadObjective.DefenderTeamIndex != Team.TeamIndex ) { if ( SquadObjective.bDisabled || !SquadObjective.bActive ) { B.GoalString = "Objective already disabled"; return false; } B.GoalString = "Disable Objective "$SquadObjective; /*if ( B.Pawn.bStationary ) { VBase = B.Pawn.GetVehicleBase(); if ( (VBase != None) && (VBase.Controller != None) ) return false; }*/ return SquadObjective.TellBotHowToDisable(B); } DesiredPosition = SquadObjective; bInPosition = ( (VSize(SquadObjective.Location - B.Pawn.Location) < 1200) && B.LineOfSightTo(SquadObjective) ); } if ( B.Enemy != None ) { if ( (B.GoalScript != None) && B.GoalScript.bRoamingScript ) { B.GoalString = "Attack enemy freely"; return false; } if ( B.LostContact(5) ) B.LoseEnemy(); if ( B.Enemy != None ) { if ( B.EnemyVisible() || (Level.TimeSeconds - B.LastSeenTime < 3 && (SquadObjective == None || !SquadObjective.TeamLink(Team.TeamIndex))) ) { B.FightEnemy(false, 0); return true; } } } if ( bInPosition ) { B.GoalString = "Near "$DesiredPosition; if ( !B.bInitLifeMessage ) { B.bInitLifeMessage = true; B.SendMessage(None, 'OTHER', B.GetMessageIndex('INPOSITION'), 10, 'TEAM'); } if ( B.GoalScript != None ) B.GoalScript.TakeOver(B.Pawn); else { if (DestroyableObjective(SquadObjective) != None && DestroyableObjective(SquadObjective).TellBotHowToHeal(B)) return true; if (B.Enemy != None && (B.EnemyVisible() || Level.TimeSeconds - B.LastSeenTime < 3)) { B.FightEnemy(false, 0); return true; } B.WanderOrCamp(true); } return true; } if (B.Pawn.bStationary) return false; B.GoalString = "Follow path to "$DesiredPosition; B.FindBestPathToward(DesiredPosition,false,true); if ( B.StartMoveToward(DesiredPosition) ) return true; if ( (B.GoalScript != None) && (DesiredPosition == B.GoalScript) ) { if ( (B.Pawn.Anchor != None) && B.Pawn.ReachedDestination(B.Pawn.Anchor) ) log(B.PlayerReplicationInfo.PlayerName$" had no path to "$B.GoalScript$" from "$B.Pawn.Anchor); else log(B.PlayerReplicationInfo.PlayerName$" had no path to "$B.GoalScript); B.GoalScript.bAvoid = true; B.FreeScript(); if ( (SquadObjective != None) && (VSize(B.Pawn.Location - SquadObjective.Location) > 1200) ) { B.FindBestPathToward(SquadObjective,false,true); if ( B.StartMoveToward(SquadObjective) ) return true; } } return false; } function bool ShouldDestroyTranslocator(Bot B) { local UnrealMPGameInfo G; local TranslocatorBeacon T; if ( (Vehicle(B.Pawn) != None) || (B.Enemy != None) || (B.Skill < 2) ) return false; G = UnrealMPGameInfo(Level.Game); if ( G == None ) return false; for ( T=G.BeaconList; T!=None; T=T.NextBeacon ) { if ( !T.Disrupted() && (T.Instigator != None) && (T.Instigator.Controller != None) && !B.SameTeamAs(T.Instigator.Controller) && (VSize(B.Pawn.Location - T.Location) < 1500) && B.LineOfSightTo(T) ) { B.GoalString = "Destroy Translocator"; B.DoRangedAttackOn(T); return true; } } return false; } function float BotSuitability(Bot B) { if ( class<UnrealPawn>(B.PawnClass) == None ) return 0; if ( GetOrders() == 'Defend' ) return (1.0 - class<UnrealPawn>(B.PawnClass).Default.AttackSuitability); return class<UnrealPawn>(B.PawnClass).Default.AttackSuitability; } /* PickBotToReassign() pick a bot to lose */ function bot PickBotToReassign() { local Bot B,Best; local float Val, BestVal; local float Suitability, BestSuitability; // pick bot furthest from SquadObjective, with highest suitability for ( B=SquadMembers; B!=None; B=B.NextSquadMember ) if ( !B.PlayerReplicationInfo.bOutOfLives ) { Val = VSize(B.Pawn.Location - SquadObjective.Location); if ( B == SquadLeader ) Val -= 10000000.0; Suitability = BotSuitability(B); if ( (Best == None) || (Suitability > BestSuitability) || ((Suitability == BestSuitability) && (Val > BestVal)) ) { Best = B; BestVal = Val; BestSuitability = Suitability; } } return Best; } function DisplayDebug(Canvas Canvas, out float YL, out float YPos) { local string EnemyList; local int i; Canvas.SetDrawColor(255,255,255); if ( SquadObjective == None ) Canvas.DrawText(" ORDERS "$GetOrders()$" on "$GetItemName(string(self))$" no objective. Leader "$SquadLeader.GetHumanReadableName(), false); else Canvas.DrawText(" ORDERS "$GetOrders()$" on "$GetItemName(string(self))$" objective "$GetItemName(string(SquadObjective))$". Leader "$SquadLeader.GetHumanReadableName(), false); YPos += YL; Canvas.SetPos(4,YPos); EnemyList = " Enemies: "; for ( i=0; i<ArrayCount(Enemies); i++ ) if ( Enemies[i] != None ) EnemyList = EnemyList@Enemies[i].GetHumanReadableName(); Canvas.DrawText(EnemyList, false); YPos += YL; Canvas.SetPos(4,YPos); } /* BeDevious() return true if bot should use guile in hunting opponent (more expensive) */ function bool BeDevious() { return false; } function bool PickRetreatDestination(Bot B) { // FIXME - fall back to other squad members (furthest), or defense objective, or home base return B.PickRetreatDestination(); } /* ClearPathForLeader() make all squad members close to leader get out of his way */ function bool ClearPathFor(Controller C) { local Bot B; local bool bForceDefer; local vector Dir; local float DirZ; bForceDefer = ShouldDeferTo(C); for ( B=SquadMembers; B!=None; B=B.NextSquadMember ) if ( (B != C) && (B.Pawn != None) ) { Dir = B.Pawn.Location - C.Pawn.Location; DirZ = Dir.Z; Dir.Z = 0; if ( (Abs(Dir.Z) < B.Pawn.CollisionHeight + C.Pawn.CollisionHeight) && (VSize(Dir) < 8 * B.Pawn.CollisionRadius) ) { if ( bForceDefer ) B.ClearPathFor(C); else B.CancelCampFor(C); } } return bForceDefer; } function bool IsDefending(Bot B) { if ( GetOrders() == 'Defend' ) return true; return ( B.GoalScript != None ); } /* CautiousAdvance() return true if bot should advanced cautiously (crouched) */ function bool CautiousAdvance(Bot B) { return false; } function bool FriendlyToward(Pawn Other) { if ( Team == None ) return false; return Team.AI.FriendlyToward(Other); } defaultproperties { GatherThreshold=0.600000 SupportString="supporting" DefendString="defending" AttackString="attacking" HoldString="holding" FreelanceString="Sweeper" MaxSquadSize=2 bRoamingSquad=True RestingFormationClass=Class'UnrealGame.RestingFormation' NetUpdateFrequency=1.000000 } |
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