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class ONSSquadAI extends SquadAI; var bool bDefendingSquad; var float LastFailedNodeTeleportTime; var float MaxObjectiveGetOutDist; //cached highest ObjectiveGetOutDist of all the vehicles available on this level function Reset() { Super.Reset(); bDefendingSquad = false; } function name GetOrders() { local name NewOrders; if ( PlayerController(SquadLeader) != None ) NewOrders = 'Human'; else if ( bFreelance && !bFreelanceAttack && !bFreelanceDefend ) NewOrders = 'Freelance'; else if ( bDefendingSquad || bFreelanceDefend || (SquadObjective != None && SquadObjective.DefenseSquad == self) ) NewOrders = 'Defend'; else NewOrders = 'Attack'; if ( NewOrders != CurrentOrders ) { CurrentOrders = NewOrders; NetUpdateTime = Level.Timeseconds - 1; } return CurrentOrders; } function byte PriorityObjective(Bot B) { local ONSPowerCore Core; if (GetOrders() == 'Defend') { Core = ONSPowerCore(SquadObjective); if (Core != None && (Core.DefenderTeamIndex == Team.TeamIndex) && Core.bUnderAttack) return 1; } else if (CurrentOrders == 'Attack') { Core = ONSPowerCore(SquadObjective); if (Core != None) { if (Core.bFinalCore) { if (B.Enemy != None && Core.BotNearObjective(B)) return 1; } else if (VSize(B.Pawn.Location - Core.Location) < 1000) return 1; } } return 0; } function SetDefenseScriptFor(Bot B) { local ONSPowerCore Core; //don't look for defense scripts when heading for neutral node Core = ONSPowerCore(SquadObjective); if (Core == None || (Core.DefenderTeamIndex == Team.TeamIndex && (Core.CoreStage == 2 || Core.CoreStage == 0)) ) { Super.SetDefenseScriptFor(B); return; } if (B.GoalScript != None) B.FreeScript(); } function float MaxVehicleDist(Pawn P) { if ( GetOrders() != 'Attack' || SquadObjective == None ) return 3000; return FMin(3000, VSize(P.Location - SquadObjective.Location)); } /* FindPathToObjective() Returns path a bot should use moving toward a base */ function bool FindPathToObjective(Bot B, Actor O) { local vehicle OldVehicle; if ( B.Pawn.bStationary ) return false; if ( O == None ) { O = SquadObjective; if ( O == None ) { B.GoalString = "No SquadObjective"; return false; } } if ( ONSPowerNode(O) != None && (ONSPowerNode(O).CoreStage != 0 || ONSPowerCore(O).DefenderTeamIndex == Team.TeamIndex) ) { B.MoveTarget = None; if ( (Vehicle(B.Pawn) != None) && (B.Pawn.Location.Z - O.Location.Z < 500) && (VSize(B.Pawn.Location - O.Location) < Vehicle(B.Pawn).ObjectiveGetOutDist) && B.LineOfSightTo(O) ) { if ( Vehicle(B.Pawn).bKeyVehicle ) return false; OldVehicle = Vehicle(B.Pawn); B.DirectionHint = Normal(O.Location - OldVehicle.Location); Vehicle(B.Pawn).KDriverLeave(false); if ( Vehicle(B.Pawn) == None ) { if ( ONSChopperCraft(OldVehicle) != None ) { OldVehicle.KAddImpulse( ONSChopperCraft(OldVehicle).PushForce*Vector(OldVehicle.Rotation), OldVehicle.Location ); } if ( (B.Pawn.Physics == PHYS_Falling) && B.DoWaitForLanding() ) { B.Pawn.Velocity.Z = 0; return true; } } } if ( B.ActorReachable(O) ) { if ( (Vehicle(B.Pawn) != None) && Vehicle(B.Pawn).bKeyVehicle ) return false; if ( (Vehicle(B.Pawn) != None) && (B.Pawn.Location.Z - O.Location.Z < 500) ) { B.DirectionHint = Normal(O.Location - B.Pawn.Location); Vehicle(B.Pawn).KDriverLeave(false); } if ( B.Pawn.ReachedDestination(O) ) { //log(B.GetHumanReadableName()$" Force touch for reached objective"); O.Touch(B.Pawn); return false; } if ( OldVehicle != None ) OldVehicle.TeamUseTime = Level.TimeSeconds + 6; B.RouteGoal = O; B.RouteCache[0] = None; B.GoalString = "almost at "$O; B.MoveTarget = O; B.SetAttractionState(); return true; } if ( OldVehicle != None ) OldVehicle.UsedBy(B.Pawn); } if ( Super.FindPathToObjective(B,O) ) return true; if ( Vehicle(B.Pawn) != None && !Vehicle(B.Pawn).bKeyVehicle && (B.Enemy == None || !B.EnemyVisible()) ) { if (B.Pawn.HasWeapon() && Vehicle(B.Pawn).MaxDesireability > 0.5) Vehicle(B.Pawn).bDefensive = true; //have bots use it as a turret instead else Vehicle(B.Pawn).VehicleLostTime = Level.TimeSeconds + 20; //log(B.PlayerReplicationInfo.PlayerName$" Abandoning "$Vehicle(B.Pawn)$" because can't reach "$O); B.DirectionHint = Normal(O.Location - B.Pawn.Location); Vehicle(B.Pawn).KDriverLeave(false); } return false; } function bool CheckVehicle(Bot B) { local ONSPowerCore Nearest, Best, Core; local GameObjective O; local float NewRating, BestRating; local byte SourceDist; local weapon SuperWeap; local int i; local Vehicle V; if ( (ONSVehicle(B.Pawn) != None) && ((B.Skill + B.Tactics >= 3) || ONSVehicle(B.Pawn).bKeyVehicle) && ONSVehicle(B.Pawn).IsArtillery() ) { if ( ONSVehicle(B.Pawn).IsDeployed() ) { // if possible, just target and fire at nodes or important enemies if ( (SquadObjective != None) && (SquadObjective.DefenderTeamIndex != Team.TeamIndex) && (ONSPowerCore(SquadObjective) != None) && ONSPowerCore(SquadObjective).LegitimateTargetOf(B) && B.Pawn.CanAttack(SquadObjective) ) { B.DoRangedAttackOn(SquadObjective); B.GoalString = "Artillery Attack Objective"; return true; } if ( (B.Enemy != None) && B.Pawn.CanAttack(B.Enemy) ) { B.DoRangedAttackOn(B.Enemy); B.GoalString = "Artillery Attack Enemy"; return true; } // check squad enemies for ( i=0; i<8; i++ ) { if ( (Enemies[i] != None) && (Enemies[i] != B.Enemy) && B.Pawn.CanAttack(Enemies[i]) ) { B.DoRangedAttackOn(Enemies[i]); B.GoalString = "Artillery Attack Squad Enemy"; return true; } } // check other nodes for ( O=Team.AI.Objectives; O!=None; O=O.NextObjective ) { Core = ONSPowerCore(O); if ( (Core != None) && Core.PoweredBy(Team.TeamIndex) && (Core.DefenderTeamIndex != Team.TeamIndex) && Core.LegitimateTargetOf(B) && B.Pawn.CanAttack(Core) ) { B.DoRangedAttackOn(Core); B.GoalString = "Artillery Attack Other Node"; return true; } } // check important enemies for ( V=Level.Game.VehicleList; V!=None; V=V.NextVehicle ) { if ( (V.Controller != None) && !V.bCanFly && (V.ImportantVehicle() || V.IsArtillery()) && !V.Controller.SameTeamAs(B) && B.Pawn.CanAttack(V) ) { B.DoRangedAttackOn(V); B.GoalString = "Artillery Attack important vehicle"; return true; } } if ( (VSize(B.Pawn.Location - SquadObjective.Location) > Vehicle(B.Pawn).ObjectiveGetOutDist) || !B.Pawn.CanAttack(SquadObjective) ) ONSVehicle(B.Pawn).MayUndeploy(); } else if ( !B.Pawn.IsFiring() && (B.Enemy != None) && B.Pawn.CanAttack(B.Enemy) ) { B.Focus = B.Enemy; B.FireWeaponAt(B.Enemy); } } if ( SquadObjective != None ) { if ( GetOrders() == 'Attack' ) { if ( (ONSPowerCore(SquadObjective) != None) && ONSPowerCore(SquadObjective).PoweredBy(1 - Team.TeamIndex) && ((Vehicle(B.Pawn) == None) || !Vehicle(B.Pawn).bKeyVehicle) ) { SuperWeap = B.HasSuperWeapon(); if ( (SuperWeap != None) && B.LineOfSightTo(SquadObjective) ) { if ( Vehicle(B.Pawn) != None ) { B.DirectionHint = Normal(SquadObjective.Location - B.Pawn.Location); Vehicle(B.Pawn).KDriverLeave(false); } return SquadObjective.TellBotHowToDisable(B); } } } else if ( Vehicle(B.Pawn) != None && GetOrders() == 'Defend' && !Vehicle(B.Pawn).bDefensive && VSize(B.Pawn.Location - SquadObjective.Location) < 1600 && !Vehicle(B.Pawn).bKeyVehicle && ((B.Enemy == None) || (Level.TimeSeconds - B.LastSeenTime > 4) || (!Vehicle(B.Pawn).ImportantVehicle() && !B.EnemyVisible())) ) { B.DirectionHint = Normal(SquadObjective.Location - B.Pawn.Location); Vehicle(B.Pawn).KDriverLeave(false); return false; } } if (Vehicle(B.Pawn) == None && ONSPowerCore(SquadObjective) != None) { if (ONSPowerCore(SquadObjective).CoreStage == 0) { if ( GetOrders() == 'Defend' && (B.Enemy == None || (!B.EnemyVisible() && Level.TimeSeconds - B.LastSeenTime > 3)) && VSize(B.Pawn.Location - SquadObjective.Location) < GetMaxObjectiveGetOutDist() && ONSPowerCore(SquadObjective).Health < ONSPowerCore(SquadObjective).DamageCapacity && ((B.Pawn.Weapon != None && B.Pawn.Weapon.CanHeal(SquadObjective)) || (B.Pawn.PendingWeapon != None && B.Pawn.PendingWeapon.CanHeal(SquadObjective))) ) return false; } if (ONSPowerCore(SquadObjective).CoreStage == 2) { if ( (B.Enemy == None || !B.EnemyVisible()) && VSize(B.Pawn.Location - SquadObjective.Location) < GetMaxObjectiveGetOutDist() ) return false; } if ((ONSPowerCore(SquadObjective).CoreStage == 4 || ONSPowerCore(SquadObjective).CoreStage == 1) && VSize(B.Pawn.Location - SquadObjective.Location) < GetMaxObjectiveGetOutDist()) return false; } if (Super.CheckVehicle(B)) return true; if ( Vehicle(B.Pawn) != None || (B.Enemy != None && B.EnemyVisible()) || LastFailedNodeTeleportTime > Level.TimeSeconds - 20 || ONSPowerCore(SquadObjective) == None || ONSPlayerReplicationInfo(B.PlayerReplicationInfo) == None || ONSPowerCore(SquadObjective).HasUsefulVehicles(B) || B.Skill + B.Tactics < 2 + FRand() ) return false; //no vehicles around if (VSize(B.Pawn.Location - SquadObjective.Location) > 5000 && !B.LineOfSightTo(SquadObjective)) { //really want a vehicle to get to SquadObjective, so teleport to a different node to find one if (ONSPowerCore(B.RouteGoal) != None && ONSPlayerReplicationInfo(B.PlayerReplicationInfo).GetCurrentNode() == B.RouteGoal) { SourceDist = ONSPowerCore(B.RouteGoal).FinalCoreDistance[Abs(1 - Team.TeamIndex)]; for (O = Team.AI.Objectives; O != None; O = O.NextObjective) if (O != B.RouteGoal && ONSOnslaughtGame(Level.Game).ValidSpawnPoint(ONSPowerCore(O), Team.TeamIndex)) { NewRating = ONSPowerCore(O).TeleportRating(B, Team.TeamIndex, SourceDist); if (NewRating > BestRating || (NewRating == BestRating && FRand() < 0.5)) { Best = ONSPowerCore(O); BestRating = NewRating; } } if (Best != None) ONSPlayerReplicationInfo(B.PlayerReplicationInfo).TeleportTo(Best); else LastFailedNodeTeleportTime = Level.TimeSeconds; return false; } Nearest = ONSPowerCore(SquadObjective).ClosestTo(B.Pawn); if ( Nearest == None || Nearest.CoreStage != 0 || Nearest.DefenderTeamIndex != Team.TeamIndex || VSize(Nearest.Location - B.Pawn.Location) > 2000 ) return false; B.MoveTarget = B.FindPathToward(Nearest, false); if (B.MoveTarget != None) { B.RouteGoal = Nearest; B.GoalString = "Node teleport from "$B.RouteGoal; B.SetAttractionState(); return true; } } return false; } function BotEnteredVehicle(Bot B) { local bot SquadMate, Best; local float BestDist, NewDist; Super.BotEnteredVehicle(B); if ( !Level.Game.JustStarted(20) || (ONSVehicle(B.Pawn) == None) || !ONSVehicle(B.Pawn).FastVehicle() || (self == Team.AI.FreelanceSquad) || (Team.AI.FreelanceSquad == None) ) return; // don't do on teams with humans, since this might contradict their orders if ( Level.NetMode == NM_Standalone ) { if ( Level.GetLocalPlayerController().PlayerReplicationInfo.Team == Team ) return; } else if ( !UnrealMPGameInfo(Level.Game).bPlayersVsBots ) return; // if in fast vehicle, and freelance squad doesn't have one, switch for ( SquadMate=Team.AI.FreelanceSquad.SquadMembers; SquadMate!=None; SquadMate=SquadMate.NextSquadMember ) { if ( (ONSVehicle(SquadMate.Pawn) != None) && ONSVehicle(SquadMate.Pawn).FastVehicle() ) return; else if ( Best == None ) { Best = SquadMate; if ( Best.Pawn != None ) BestDist = VSize(B.Pawn.Location - SquadObjective.Location); else BestDist = 1000000; } else if (SquadMate.Pawn != None ) { NewDist = VSize(SquadMate.Pawn.Location - SquadObjective.Location); if ( NewDist < BestDist ) { Best = SquadMate; BestDist = NewDist; } } } // make the switch SwitchBots(B,Best); } //return a value indicating how useful this vehicle is to the bot function float VehicleDesireability(Vehicle V, Bot B) { local float Rating; if (CurrentOrders == 'Defend') { if ((SquadObjective == None || VSize(SquadObjective.Location - B.Pawn.Location) < 2000) && Super.VehicleDesireability(V, B) <= 0) return 0; if (V.Health < V.HealthMax * 0.125 && B.Enemy != None && B.EnemyVisible()) return 0; Rating = V.BotDesireability(self, Team.TeamIndex, SquadObjective); if (Rating <= 0) return 0; if (V.bDefensive) { if (ONSPowerCore(SquadObjective) != None) { //turret can't hit priority enemy if ( V.bStationary && B.Enemy != None && ONSPowerCore(SquadObjective).LastDamagedBy == B.Enemy.PlayerReplicationInfo && !FastTrace(B.Enemy.Location + B.Enemy.CollisionHeight * vect(0,0,1), V.Location) ) return 0; if (ONSPowerCore(SquadObjective).ClosestTo(V) != SquadObjective) return 0; } if (ONSStationaryWeaponPawn(V) != None && !ONSStationaryWeaponPawn(V).bPowered) return 0; } if ( V.SpokenFor(B) ) return Rating * V.NewReservationCostMultiplier(B.Pawn); return Rating; } return Super.VehicleDesireability(V, B); } function bool CheckSpecialVehicleObjectives(Bot B) { local ONSPowerCore Core; local SquadAI S; if ( ONSTeamAI(Team.AI).OverrideCheckSpecialVehicleObjectives(B) ) return false; if (Size > 1) return Super.CheckSpecialVehicleObjectives(B); //if bot is the only bot headed to a neutral (unclaimed) node, that's more important, so don't head to any SpecialVehicleObjectives Core = ONSPowerCore(SquadObjective); if (Core == None || Core.CoreStage != 4 || !Core.PoweredBy(Team.TeamIndex)) return Super.CheckSpecialVehicleObjectives(B); for (S = Team.AI.Squads; S != None; S = S.NextSquad) if (S != self && S.SquadObjective == Core) return Super.CheckSpecialVehicleObjectives(B); return false; } function float GetMaxObjectiveGetOutDist() { local SVehicleFactory F; if (MaxObjectiveGetOutDist == 0.0) foreach DynamicActors(class'SVehicleFactory', F) if (F.VehicleClass != None) MaxObjectiveGetOutDist = FMax(MaxObjectiveGetOutDist, F.VehicleClass.default.ObjectiveGetOutDist); return MaxObjectiveGetOutDist; } function bool CheckSquadObjectives(Bot B) { local bool bResult; if ( (B.Enemy != None) && (B.Enemy == ONSTeamAI(Team.AI).FinalCore.LastAttacker) ) { if ( B.NeedWeapon() && B.FindInventoryGoal(0) ) { B.GoalString = "Need weapon or ammo"; B.SetAttractionState(); return true; } return false; } if ( !ONSTeamAI(Team.AI).bAllNodesTaken && (self == Team.AI.FreelanceSquad) ) { // keep moving to any unpowered nodes if current objective is constructing if ( ONSPowerCore(SquadObjective).DefenderTeamIndex == Team.TeamIndex ) Team.AI.ReAssessStrategy(); } bResult = Super.CheckSquadObjectives(B); if (!bResult && CurrentOrders == 'Freelance' && B.Enemy == None && ONSPowerCore(SquadObjective) != None) { if (ONSPowerCore(SquadObjective).PoweredBy(Team.TeamIndex)) { B.GoalString = "Disable Objective "$SquadObjective; return SquadObjective.TellBotHowToDisable(B); } else if (!B.LineOfSightTo(SquadObjective)) { B.GoalString = "Harass enemy at "$SquadObjective; return FindPathToObjective(B, SquadObjective); } } return bResult; } function float ModifyThreat(float current, Pawn NewThreat, bool bThreatVisible, Bot B) { if ( NewThreat.PlayerReplicationInfo != None && ONSPowerCore(SquadObjective) != None && ONSPowerCore(SquadObjective).LastDamagedBy == NewThreat.PlayerReplicationInfo && ONSPowerCore(SquadObjective).bUnderAttack ) { if ( NewThreat == ONSTeamAI(Team.AI).FinalCore.LastAttacker ) return current + 6; if (!bThreatVisible) return current + 0.5; if ( (VSize(B.Pawn.Location - NewThreat.Location) < 2000) || B.Pawn.IsA('Vehicle') || B.Pawn.Weapon.bSniping || ONSPowerCore(SquadObjective).Health < ONSPowerCore(SquadObjective).DamageCapacity * 0.5 ) return current + 6; else return current + 1.5; } else return current; } function bool MustKeepEnemy(Pawn E) { if ( (E.PlayerReplicationInfo != None) && (ONSPowerCore(SquadObjective) != None) ) { if ( ONSPowerCore(SquadObjective).bUnderAttack && (ONSPowerCore(SquadObjective).LastDamagedBy == E.PlayerReplicationInfo) ) return true; if ( E == ONSTeamAI(Team.AI).FinalCore.LastAttacker ) return true; } return false; } //don't actually merge squads, because they could be two defending squads from different teams going to same neutral powernode function MergeWith(SquadAI S) { if ( SquadObjective != S.SquadObjective ) { SquadObjective = S.SquadObjective; NetUpdateTime = Level.Timeseconds - 1; } } defaultproperties { GatherThreshold=0.000000 MaxSquadSize=3 bAddTransientCosts=Wahr } |
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