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/** * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class CoverLink extends NavigationPoint native placeable; // Initial flanking dot prod value const COVERLINK_ExposureDot = 0.4f; // Considered vulnerable at edge slot if past this dot prod const COVERLINK_EdgeCheckDot = 0.25f; const COVERLINK_EdgeExposureDot = 0.85f; // Navigation points within this range are considered dangerous to travel through const COVERLINK_DangerDist = 1536.f; struct native CoverReference extends NavReference { /** Slot referenced in the link */ var() int SlotIdx; /** Direction, used for swat/slip */ var() int Direction; }; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** Utility struct for referencing cover link slots. */ struct native CoverInfo { var() editconst CoverLink Link; var() editconst int SlotIdx; structcpptext { UBOOL operator==(const FCoverInfo &Other) { return (this->Link == Other.Link && this->SlotIdx == Other.SlotIdx); } } }; struct native TargetInfo { var Actor Target; var int SlotIdx; // Used if Target is a CoverLink var int Direction; // -1 -> Left, 0 -> Center, +1 -> Right }; /** Utility struct to reference a position in cover */ struct native CovPosInfo { /** CoverLink holding cover position */ var CoverLink Link; /** Index of left bounding slot */ var int LtSlotIdx; /** Index of right bounding slot */ var int RtSlotIdx; /** Pct of distance Location is, between left and right slots */ var float LtToRtPct; /** Location in cover */ var vector Location; /** Normal vector, used to define direction. Pointing from Location away from Wall. */ var vector Normal; /** Tangent vector, gives alignement of cover. With multiple slots cover, this gives the direction from Left to Right slots. */ var vector Tangent; structdefaultproperties { LtSlotIdx=-1 RtSlotIdx=-1 LtToRtPct=+0.f } }; /** * Represents the current action this pawn is performing at the * current cover node. */ enum ECoverAction { /** Default no action */ CA_Default, /** Blindfiring to the left */ CA_BlindLeft, /** Blindfiring to the right */ CA_BlindRight, /** Leaning to the left */ CA_LeanLeft, /** Leaning to the right */ CA_LeanRight, /** Stepping out to the left */ CA_StepLeft, /** Stepping out to the right */ CA_StepRight, /** Pop up, out of cover */ CA_PopUp, /** Blind fire up */ CA_BlindUp, /** AI Peek from cover options */ CA_PeekLeft, CA_PeekRight, CA_PeekUp, }; /** * Represents a direction associated with cover, for use with movement/camera/etc. */ enum ECoverDirection { CD_Default, CD_Left, CD_Right, CD_Up, }; /** * Represents what type of cover this node provides. */ enum ECoverType { /** Default, no cover */ CT_None, /** Full standing cover */ CT_Standing, /** Mid-level crouch cover, stand to fire */ CT_MidLevel, }; /** * Contains information about what other cover nodes this node is * capable of firing on. */ struct native FireLink { /** Acceptable methods of attack to use when engaging the target link */ var array<ECoverAction> CoverActions; /** Type of cover for these links (ie can be CT_MidLevel even in a standing slot) */ var ECoverType CoverType; /** Target link */ var() editconst const NavReference TargetLink; /** Target link slot */ var int TargetSlotIdx; /** Location of the TargetLink when this FireLink was created/updated (Used for tracking CoverLink_Dynamic) */ var Vector LastLinkLocation; /** Is this link considered a fallback link? (Shouldn't be desired, but is acceptable) */ var bool bFallbackLink; }; /** Contains information for a cover slot that a player can occupy */ struct native CoverSlot { /** Current owner of this slot */ var Controller SlotOwner; /** Gives LDs ability to force the type - CT_None == auto find*/ var() ECoverType ForceCoverType; /** Type of cover this slot provides */ var(Auto) editconst ECoverType CoverType; /** Offset from node location for this slot */ var vector LocationOffset; /** Offset from node rotation for this slot */ var rotator RotationOffset; /** List of all attackable nodes */ var duplicatetransient array<FireLink> FireLinks; var duplicatetransient array<FireLink> ForcedFireLinks; /** List of coverlinks/slots that couldn't be shot at - used by COVERLINK_DYNAMIC */ var duplicatetransient array<CoverInfo> RejectedFireLinks; /** List of targets that are flanked by this slot */ var duplicatetransient array<CoverReference> ExposedFireLinks; /** List of nav points that are dangerous to path through when this slot is occupied */ var duplicatetransient array<NavReference> DangerLinks; /** Link/slot info about where this slot can mantle to */ var duplicatetransient CoverReference MantleTarget; /** Link/slot info about where swat turn evade can move to */ /** @fixme: can't these be a static 2 element array and eliminate the direction parameter in CoverReference? */ var duplicatetransient array<CoverReference> TurnTarget; /** Info about where cover slip can move to */ var duplicatetransient array<CoverReference> SlipTarget; /** List of cover slots that should be claimed when this slot is claimed because they are overlapping */ var(Auto) editconst duplicatetransient array<CoverReference> OverlapClaims; /** Can we lean left/right to shoot from this slot? */ var(Auto) bool bLeanLeft, bLeanRight; /** Can we popup? */ var(Auto) editconst bool bCanPopUp; /** Can we mantle over this cover? */ var(Auto) editconst bool bCanMantle; /** Can cover slip at this slot? */ var(Auto) editconst bool bCanCoverSlip_Left, bCanCoverSlip_Right; /** Can swat turn at this slot? */ var(Auto) editconst bool bCanSwatTurn_Left, bCanSwatTurn_Right; /** Is this slot currently enabled? */ var() bool bEnabled; /** Is popping up allowed for midlevel/crouching cover? */ var() bool bAllowPopup; /** Is mantling allowed here? */ var() bool bAllowMantle; /** Is cover slip allowed? */ var() bool bAllowCoverSlip; /** Is climbing up allowed here? */ var() bool bAllowClimbUp; /** Is swat turn allowed? */ var() bool bAllowSwatTurn; /** === Editor specific === */ /** Is this slot currently selected for editing? */ var transient bool bSelected; /** How far auto adjust code traces forward from lean fire point to determine if the lean has a valid fire line */ var float LeanTraceDist; /** Slot marker to allow the slot to exist on the navigation network */ var() editconst duplicatetransient CoverSlotMarker SlotMarker; structdefaultproperties { bEnabled=TRUE bCanMantle=TRUE bCanCoverSlip_Left=TRUE bCanCoverSlip_Right=TRUE bCanSwatTurn_Left=TRUE bCanSwatTurn_Right=TRUE bAllowMantle=TRUE bAllowCoverSlip=TRUE bAllowPopup=TRUE bAllowSwatTurn=TRUE bAllowClimbUp=FALSE LeanTraceDist=64.f } }; /** All slots linked to this node */ var() editinline array<CoverSlot> Slots; /** List of all players using this cover */ var array<Controller> Claims; /** Whether cover link is disabled */ var() bool bDisabled; /** Claim all slots when someone claims one - used for cover that needs more than one slot, but slots overlap */ var() bool bClaimAllSlots; /** Allow auto-sorting of the Slots array */ var bool bAutoSort; /** Allow auto-adjusting of the Slots orientation/position and covertype? */ var() bool bAutoAdjust; /** Is this circular cover? */ var() bool bCircular; /** Cover is looped, first slot and last slot should be reachable direclty */ var() bool bLooped; /** Is this cover restricted to player use? */ var() bool bPlayerOnly; /** This cover is dynamic */ var bool bDynamicCover; /** Max trace dist for fire links to check */ var() float MaxFireLinkDist; /** Origin for circular cover */ var const vector CircularOrigin; /** Radius for circular cover */ var const float CircularRadius; /** Distance used when aligning to nearby surfaces */ var const float AlignDist; /** Min height for nearby geometry to categorize as standing cover */ var const float StandHeight; /** Min height for nearby geometry to categorize as mid-level cover */ var const float MidHeight; /** Default height for Perch walls */ var() const float PerchWallHeight; /** Allow a little error, we support walls slightly higher or lower. */ var() const float PerchWallNudge; var const Vector StandingLeanOffset; var const Vector CrouchLeanOffset; var const Vector PopupOffset; /** Forward distance for checking cover slip links */ var const float SlipDist; /** Lateral distance for checking swat turn links */ var const float TurnDist; /** Used for the WorldInfo.CoverList linked list */ var const CoverLink NextCoverLink; /** Returns the world location of the requested slot. */ simulated native final function vector GetSlotLocation(int SlotIdx, optional bool bForceUseOffset); /** Returns the world rotation of the requested slot. */ simulated native final function rotator GetSlotRotation(int SlotIdx, optional bool bForceUseOffset); /** Returns the world location of the default viewpoint for the specified slot. */ simulated native final function vector GetSlotViewPoint( int SlotIdx, optional ECoverType Type, optional ECoverAction Action ); /** Returns reference to the slot marker navigation point */ simulated native final function CoverSlotMarker GetSlotMarker( int SlotIdx ); simulated native final function bool IsExposedTo( int SlotIdx, CoverInfo ChkSlot ); /** Asserts a claim on this link by the specified controller. */ final event bool Claim( Controller NewClaim, int SlotIdx ) { local int Idx; local bool bResult, bDoClaim; local PlayerController PC; local Controller PreviousOwner; local int NumClaims; local array<int> SlotList; local String Str; //debug if( bDebug ) { LogInternal(self@"Claim Slot"@SlotIdx@"For"@NewClaim@"(All?)"@bClaimAllSlots); } bDoClaim = TRUE; // If slot already claimed if( Slots[SlotIdx].SlotOwner != None ) { // If we have already claimed it, nothing to do // If we don't, fail claim bResult = Slots[SlotIdx].SlotOwner == NewClaim; bDoClaim = FALSE; // If claimer is different if( !bResult ) { // If claimer is a player controller PC = PlayerController( NewClaim ); if( PC != None ) { PreviousOwner = Slots[SlotIdx].SlotOwner; // Tell the previous owner that we are taking over bDoClaim = TRUE; } } } if( bDoClaim ) { // If all slots must be claimed if( bClaimAllSlots ) { // Loop through each slot and set new claim as owner of all for( Idx = 0; Idx < Slots.Length; Idx++ ) { if( Slots[Idx].SlotOwner == None ) { // Add entry to general claims list (will contain multiple entries if has multiple slots claimed) Claims[Claims.Length] = NewClaim; // Mark slot claim Slots[Idx].SlotOwner = NewClaim; bResult = TRUE; } } } else { // Add entry to general claims list (will contain multiple entries if has multiple slots claimed) Claims[Claims.Length] = NewClaim; // Mark slot claim Slots[SlotIdx].SlotOwner = NewClaim; bResult = TRUE; } if (PreviousOwner != None) { PreviousOwner.NotifyCoverClaimViolation( NewClaim, self, SlotIdx ); } } //debug if( bDebug ) { for( Idx = 0; Idx < Claims.Length; Idx++ ) { if( Claims[Idx] == NewClaim ) { NumClaims++; } } for( Idx = 0; Idx < Slots.Length; Idx++ ) { if( Slots[Idx].SlotOwner == NewClaim ) { SlotList[SlotList.Length] = Idx; } } if( SlotList.Length == 0 ) { Str = "None"; } else { for( Idx = 0; Idx < SlotList.Length; Idx++ ) { Str = Str@SlotList[Idx]; } } LogInternal(self@"Claims from"@NewClaim@NumClaims@"Slots:"@Str); ScriptTrace(); } return bResult; } /** Removes any claims the specified controller has on this link. */ final event bool UnClaim( Controller OldClaim, int SlotIdx, bool bUnclaimAll ) { local int Idx, NumReleased; local bool bResult; //debug local int NumClaims; local array<int> SlotList; local String Str; //debug if( bDebug ) { LogInternal(self@"UnClaim"@OldClaim@SlotIdx@bUnclaimAll@bClaimAllSlots); } // If letting go of link completely if( bUnclaimAll ) { // Clear the slot owner from all slots for( Idx = 0; Idx < Slots.Length; Idx++ ) { if( Slots[Idx].SlotOwner == OldClaim ) { Slots[Idx].SlotOwner = None; NumReleased++; bResult = TRUE; } } } // Otherwise, if we want to let go of only one slot (and shouldn't always hold all of them) else if( !bClaimAllSlots && Slots[SlotIdx].SlotOwner == OldClaim ) { // Release this slot Slots[SlotIdx].SlotOwner = None; NumReleased++; bResult = TRUE; } // For each slot released while( NumReleased > 0 ) { // Find a claim in the list Idx = Claims.Find(OldClaim); if( Idx < 0 ) { break; } // Clear on claim from the general claims list Claims.Remove( Idx, 1 ); NumReleased--; } //debug if( bDebug ) { for( Idx = 0; Idx < Claims.Length; Idx++ ) { if( Claims[Idx] == OldClaim ) { NumClaims++; } } for( Idx = 0; Idx < Slots.Length; Idx++ ) { if( Slots[Idx].SlotOwner == OldClaim ) { SlotList[SlotList.Length] = Idx; } } if( SlotList.Length == 0 ) { Str = "None"; } else { for( Idx = 0; Idx < SlotList.Length; Idx++ ) { Str = Str@SlotList[Idx]; } } LogInternal(self@"Claims from"@OldClaim@NumClaims@"Slots:"@Str); ScriptTrace(); } return bResult; } /** Returns true if the specified controller is able to claim the slot. */ final native function bool IsValidClaim( Controller ChkClaim, int SlotIdx, optional bool bSkipTeamCheck, optional bool bSkipOverlapCheck ); /** * Checks to see if the specified slot support stationary cover actions. */ simulated final function bool IsStationarySlot(int SlotIdx) { return (!bCircular); } /** * Finds the current set of slots the specified point is between. Returns true * if a valid slot set was found. */ simulated native final function bool FindSlots(vector CheckLocation, float MaxDistance, out int LeftSlotIdx, out int RightSlotIdx); /** * Return true if the specified slot is an edge, signifying "End Of Cover". */ simulated native final function bool IsEdgeSlot( int SlotIdx, optional bool bIgnoreLeans ); simulated native final function bool IsLeftEdgeSlot( int SlotIdx, bool bIgnoreLeans ); simulated native final function bool IsRightEdgeSlot( int SlotIdx, bool bIgnoreLeans ); simulated final function bool AllowRightTransition(int SlotIdx) { local int NextSlotIdx; NextSlotIdx = SlotIdx + 1; if( bLooped ) { if( NextSlotIdx >= Slots.Length ) { NextSlotIdx -= Slots.Length; } return Slots[NextSlotIdx].bEnabled; } return (SlotIdx < Slots.Length - 1 && Slots[NextSlotIdx].bEnabled); } simulated final function bool AllowLeftTransition(int SlotIdx) { local int NextSlotIdx; NextSlotIdx = SlotIdx - 1; if( bLooped ) { if( NextSlotIdx < 0 ) { NextSlotIdx += Slots.Length; } return Slots[NextSlotIdx].bEnabled; } return (SlotIdx > 0 && Slots[NextSlotIdx].bEnabled); } /** * Searches for a fire link to the specified cover/slot and returns the cover actions. */ native noexport function bool GetFireLinkTo( int SlotIdx, CoverInfo ChkCover, ECoverType Type, out array<ECoverAction> Actions); /** * Searches for a valid fire link to the specified cover/slot. * NOTE: marked noexport until 'optional out int' is fixed in the exporter */ native noexport function bool HasFireLinkTo( int SlotIdx, CoverInfo ChkCover ); /** * Returns a list of AI actions possible from this slot */ native final function GetSlotActions( int SlotIdx, out array<ECoverAction> Actions ); /** * Enable/disable the entire CoverLink. */ simulated event SetDisabled(bool bNewDisabled) { local int SlotIdx; bDisabled = bNewDisabled; if( bDisabled ) { for (SlotIdx = 0; SlotIdx < Slots.Length; SlotIdx++) { if (Slots[SlotIdx].SlotOwner != None) { Slots[SlotIdx].SlotOwner.NotifyCoverDisabled(self,SlotIdx); } } } } /** * Enable/disable a particular cover slot. */ simulated event SetSlotEnabled(int SlotIdx, bool bEnable) { Slots[SlotIdx].bEnabled = bEnable; if ( (bEnable == FALSE) && (Slots[SlotIdx].SlotOwner != None) ) { // notify any owner that the slot is disabled Slots[SlotIdx].SlotOwner.NotifyCoverDisabled( self, SlotIdx ); } } /** * Handle modify action by enabling/disabling the list of slots, or auto adjusting. */ function OnModifyCover(SeqAct_ModifyCover Action) { local array<int> SlotIndices; local int Idx, SlotIdx; local CoverReplicator CoverReplicator; // if the action has slots specified if (Action.Slots.Length > 0) { // use only those indicies SlotIndices = Action.Slots; } else { // otherwise use all the slots for (Idx = 0; Idx < Slots.Length; Idx++) { SlotIndices[SlotIndices.Length] = Idx; } } for (Idx = 0; Idx < SlotIndices.Length; Idx++) { SlotIdx = SlotIndices[Idx]; if (SlotIdx >= 0 && SlotIdx < Slots.Length) { if (Action.InputLinks[0].bHasImpulse) { SetSlotEnabled(SlotIdx, TRUE); } else if (Action.InputLinks[1].bHasImpulse) { SetSlotEnabled(SlotIdx, FALSE); } else if (Action.InputLinks[2].bHasImpulse) { // update the slot if (AutoAdjustSlot(SlotIdx,FALSE) && Slots[SlotIdx].SlotOwner != None) { // and notify if it changed Slots[SlotIdx].SlotOwner.NotifyCoverAdjusted(); } } else if (Action.InputLinks[3].bHasImpulse) { Slots[SlotIdx].CoverType = Action.ManualCoverType; if (Slots[SlotIdx].SlotOwner != None) { // notify the owner of the change Slots[SlotIdx].SlotOwner.NotifyCoverAdjusted(); } } } } CoverReplicator = WorldInfo.Game.GetCoverReplicator(); if (CoverReplicator != None) { if (Action.InputLinks[0].bHasImpulse) { CoverReplicator.NotifyEnabledSlots(self, SlotIndices); } else if (Action.InputLinks[1].bHasImpulse) { CoverReplicator.NotifyDisabledSlots(self, SlotIndices); } else if (Action.InputLinks[2].bHasImpulse) { CoverReplicator.NotifyAutoAdjustSlots(self, SlotIndices); } else if (Action.InputLinks[3].bHasImpulse) { CoverReplicator.NotifySetManualCoverTypeForSlots(self, SlotIndices, Action.ManualCoverType); } } } /** * Auto-adjusts the slot orientation/location to the nearest geometry, as well * as determine leans and cover type. Returns TRUE if the cover type changed. */ native final function bool AutoAdjustSlot(int SlotIdx, bool bOnlyCheckLeans); native final function bool IsEnabled(); /** * Overridden to disable all slots when toggled off. */ function OnToggle(SeqAct_Toggle inAction) { local int SlotIdx; Super.OnToggle( inAction ); // Call OnToggle for slot markers also for( SlotIdx = 0; SlotIdx < Slots.Length; SlotIdx++ ) { if( Slots[SlotIdx].SlotMarker != None ) { Slots[SlotIdx].SlotMarker.OnToggle( inAction ); } } } simulated function bool GetSwatTurnTarget( int SlotIdx, int Direction, out CoverReference out_Info ) { local int TurnIdx, Num; Num = Slots[SlotIdx].TurnTarget.Length; for( TurnIdx = 0; TurnIdx < Num; TurnIdx++ ) { if( Slots[SlotIdx].TurnTarget[TurnIdx].Direction == Direction ) { out_Info.Nav = Slots[SlotIdx].TurnTarget[TurnIdx].Nav; out_Info.SlotIdx = Slots[SlotIdx].TurnTarget[TurnIdx].SlotIdx; out_Info.Direction = Slots[SlotIdx].TurnTarget[TurnIdx].Direction; break; } } return (out_Info.Nav != None); } //debug simulated event Tick( float DeltaTime ) { local int SlotIdx; local CoverSlot Slot; local Vector OwnerLoc; local byte R, G, B; super.Tick( DeltaTime ); if( bDebug ) { for( SlotIdx = 0; SlotIdx < Slots.Length; SlotIdx++ ) { Slot = Slots[SlotIdx]; if( Slot.SlotOwner != None ) { if( Slot.SlotOwner.Pawn != None ) { OwnerLoc = Slot.SlotOwner.Pawn.Location; R = 166; G = 236; B = 17; } else { OwnerLoc = vect(0,0,0); R = 170; G = 0; B = 0; } DrawDebugLine( GetSlotLocation(SlotIdx), OwnerLoc, R, G, B ); } } } } native final function int AddCoverSlot(vector SlotLocation, rotator SlotRotation, optional int SlotIdx = -1, optional bool bForceSlotUpdate); defaultproperties { Slots(0)=(LocationOffset=(X=64.000000,Y=0.000000,Z=0.000000),bCanMantle=True,bCanCoverSlip_Left=True,bCanCoverSlip_Right=True,bCanSwatTurn_Left=True,bCanSwatTurn_Right=True,bEnabled=True,bAllowPopup=True,bAllowMantle=True,bAllowCoverSlip=True,bAllowSwatTurn=True,LeanTraceDist=64.000000) bAutoSort=True bAutoAdjust=True MaxFireLinkDist=2048.000000 AlignDist=34.000000 StandHeight=130.000000 MidHeight=70.000000 PerchWallHeight=160.000000 PerchWallNudge=4.000000 StandingLeanOffset=(X=0.000000,Y=78.000000,Z=69.000000) CrouchLeanOffset=(X=0.000000,Y=70.000000,Z=19.000000) PopupOffset=(X=0.000000,Y=0.000000,Z=70.000000) SlipDist=152.000000 TurnDist=512.000000 bSpecialMove=True bBuildLongPaths=False Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder' CollisionHeight=58.000000 CollisionRadius=48.000000 ObjectArchetype=CylinderComponent'Engine.Default__NavigationPoint:CollisionCylinder' End Object CylinderComponent=CollisionCylinder Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite' Sprite=Texture2D'EngineResources.CoverNodeNone' ObjectArchetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite' End Object GoodSprite=Sprite Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite2' ObjectArchetype=SpriteComponent'Engine.Default__NavigationPoint:Sprite2' End Object BadSprite=Sprite2 Components(0)=Sprite Components(1)=Sprite2 Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow' ObjectArchetype=ArrowComponent'Engine.Default__NavigationPoint:Arrow' End Object Components(2)=Arrow Components(3)=CollisionCylinder Begin Object Class=CoverMeshComponent Name=CoverMesh ObjName=CoverMesh Archetype=CoverMeshComponent'Engine.Default__CoverMeshComponent' bUsePrecomputedShadows=False Name="CoverMesh" ObjectArchetype=CoverMeshComponent'Engine.Default__CoverMeshComponent' End Object Components(4)=CoverMesh CollisionComponent=CollisionCylinder CollisionType=COLLIDE_CustomDefault Name="Default__CoverLink" ObjectArchetype=NavigationPoint'Engine.Default__NavigationPoint' } |
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