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class CustomBotConfig extends Object abstract config; var localized string FavoriteWeapon, NoPreference; struct CustomConfiguration { var config string CharacterName; // name of character (from UPL) to modify var config string PlayerName; // name to change playername to. var config string CustomVoice; var config GameProfile.EPlayerPos CustomOrders; var() config string FavoriteWeapon; var() config float Aggressiveness; // 0 to 1 (0.3 default, higher is more aggressive) var() config float Accuracy; // -1 to 1 (0 is default, higher is more accurate) var() config float CombatStyle; // 0 to 1 (0= stay back more, 1 = charge more) var() config float StrafingAbility; // -1 to 1 (higher uses strafing more) var() config float Tactics; // -1 to 1 (higher uses better team tactics) var() config float ReactionTime; // -1 to 1 var() config float Jumpiness; // 0 to 1 var config bool bJumpy; // OBSOLETE }; var config array<CustomConfiguration> ConfigArray; /* Used to configure custom bot AI parameters */ static function Customize(RosterEntry R) { local int i; for ( i=0; i<Default.ConfigArray.Length; i++ ) if ( R.PlayerName ~= Default.ConfigArray[i].CharacterName ) { R.ModifiedPlayerName = Default.ConfigArray[i].PlayerName; if ( Default.ConfigArray[i].FavoriteWeapon == "" ) R.FavoriteWeapon = None; else R.FavoriteWeapon = class<Weapon>(DynamicLoadObject(Default.ConfigArray[i].FavoriteWeapon, class'Class')); R.Aggressiveness = Default.ConfigArray[i].Aggressiveness; R.Accuracy = Default.ConfigArray[i].Accuracy; R.CombatStyle = Default.ConfigArray[i].CombatStyle; R.StrafingAbility = Default.ConfigArray[i].StrafingAbility; R.Tactics = Default.ConfigArray[i].Tactics; R.ReactionTime = Default.ConfigArray[i].ReactionTime; R.Jumpiness = Default.ConfigArray[i].Jumpiness; R.VoiceTypeName = Default.ConfigArray[i].CustomVoice; R.SetOrders(Default.ConfigArray[i].CustomOrders); return; } } // Copied from xUtil - used for custom configurations final simulated static function string GetFavoriteWeaponFor(CustomConfiguration CC) { local class<Weapon> WeaponClass; if ( CC.FavoriteWeapon != "" ) { WeaponClass = class<Weapon>(DynamicLoadObject(CC.FavoriteWeapon, class'Class')); if (WeaponClass != None) return Default.FavoriteWeapon@WeaponClass.default.ItemName; } return Default.NoPreference; } final simulated static function int RatingModifier(string CharacterName) { local int Hash; Hash = Asc(CharacterName); if ( Hash == 2 ) Hash = 1; return ( Hash%5 - 2); } final simulated static function int AccuracyRating(CustomConfiguration CC) { if ( 2 * CC.Accuracy < -1 ) return ( 55 + 8 * FMax(-7,2 * CC.Accuracy) ); if ( 2 * CC.Accuracy == 0 ) return ( 75 - RatingModifier(CC.CharacterName) ); if ( 2 * CC.Accuracy < 1 ) return ( 75 + 20 * 2 * CC.Accuracy - 0.5 * RatingModifier(CC.CharacterName) ); return Min(100, 95 + 2 * CC.Accuracy ); } final simulated static function int AgilityRating(CustomConfiguration CC) { local float Add; Add = 3 * CC.Jumpiness; if ( CC.StrafingAbility < -1 ) return ( Add + 58 + 8 * FMax(-7,CC.StrafingAbility) ); if ( (Add == 0) && (CC.StrafingAbility == 0) ) return ( 75 + 0.5 * RatingModifier(CC.CharacterName) ); if ( CC.StrafingAbility < 1 ) return ( Add + 75 + 17 * CC.StrafingAbility - 0.5 * RatingModifier(CC.CharacterName) ); return Min(100, Add + 92 + CC.StrafingAbility ); } final simulated static function int TacticsRating(CustomConfiguration CC) { if ( CC.Tactics < -1 ) return ( 55 + 8 * FMax(-7,CC.Tactics) ); if ( CC.Tactics == 0 ) return ( 75 + RatingModifier(CC.CharacterName) ); if ( CC.Tactics < 1 ) return ( 75 + 20 * CC.Tactics + 0.5 * RatingModifier(CC.CharacterName) ); return Min(100, 95 + CC.Tactics ); } final simulated static function int AggressivenessRating(CustomConfiguration CC) { return Clamp(73 + 25 * (CC.Aggressiveness + CC.CombatStyle) + 0.5 * RatingModifier(CC.CharacterName),0,100); } static function int IndexFor(string PlayerName) { local int i; for (i=0; i<Default.ConfigArray.Length; i++) if (PlayerName ~= Default.ConfigArray[i].CharacterName) return i; return -1; } defaultproperties { FavoriteWeapon="Favorite Weapon:" NoPreference="No Weapon Preference" } |
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