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//============================================================================= // ViewBot. // Based on Bot class // (RemoteBot without net connections) // by Marco Zaratti - marco.zaratti@gmail.com //============================================================================= class ViewBot extends Bot; var bool bDebug; //maybe link to bot's periphreal vision? UT bots need much less of an arc though //like Pawn's PeriphrealVision, this value should be the cosine of the limits //of visual field. (i.e. 0.707 = 45 degrees to each side, or a 90* arc.) var float remoteVisionLimit; //The three remote vars compliment the my vars right below. The only one //that ever needs to be duplicated is RemoteEnemy and myTarget //just need RemoteDestination || myDestination and RFocus || myFocus //Who the remote bot is trying to shoot at. Used by the aiming code. var Actor RemoteEnemy; //Thing the remote bot is trying to move to. var Actor RemoteDestination; //Thing the remote bot is looking at. var Actor RemoteFocus; //The spot the bot is shooting at var vector myTarget; //The spot the bot is moving to var vector myDestination; //The spot the bot is looking at var vector myFocus; var rotator myRotationRate; // time that last sent a WAL message var float lastWallHitTime; // time that last sent a BMP message var float lastBumpTime; // delimeters for strings sent to clients. set to match those of myConnection // as = identifies the start of an attribute var string as; // ae = attribute end var string ae; // ib = item break var string ib; var rotator myRotation; var DeadReckoning botDR; var bool isDR; var float deltatime; var actor HitActor; var vector HitNormal, HitLocation; struct DRMovement { var float DR_T; var vector DR_P; var vector DR_V; var vector DR_A; var rotator DR_RP; var rotator DR_RV; var rotator DR_RA; var int PreK; var bool bLFilter; var bool bRFilter; }; var DRMovement start; // called when using movetoward with bAdvancedTactics true to temporarily modify destination event AlterDestination(); // Mover has notifies pawn that pawn is underneath it function UnderLift(Mover M) { // SENDMESSAGE // !!! possible new message } //Take a wild guess function StartMatch() { // SENDMESSAGE // !!! possible new message } //Called from weapon code when out of ammo or some such //Don't call from local - weapon won't stop until ticked function StopFiring() { bFire = 0; bAltFire = 0; } //Use from local code - stops firing and ticks weapon to let it stop function HaltFiring() { Pawn.Weapon.StopFire(Pawn.Weapon.BotMode); StopFiring(); Pawn.Weapon.Tick(0.001); } //Change to what the bot is standing on singular event BaseChange() { botDR.SetT(Level.TimeSeconds);// Added by jjwang. When the bot changes its base, refreshs the DR. 02/28/03 Super(Pawn).BaseChange(); } //Called right before bot falls off something //If bot running, set bCanJump to true - let him fall //if walking, won't fall event MayFall() { local bool bFall; bFall = !Pawn.bIsWalking; if(!bfall) { GotoState('Startup', 'Begin'); } Pawn.bCanJump = bFall; } function float GetSpeed() { if(Pawn.bIsWalking) { return Pawn.WalkingPct; } else { return 1.0; } } //can be autocalled when bot is shot by team mate function YellAt(Pawn Moron); //functions to send tokenized messages function SendTeamMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait) { if ( (MessageType == OldMessageType) && (MessageID == OldMessageID) && (Level.TimeSeconds - OldMessageTime < Wait) ) return; OldMessageID = MessageID; OldMessageType = MessageType; SendVoiceMessage(PlayerReplicationInfo, Recipient, MessageType, MessageID, 'TEAM'); } function SendGlobalMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait) { if ( (MessageType == OldMessageType) && (MessageID == OldMessageID) && (Level.TimeSeconds - OldMessageTime < Wait) ) return; OldMessageID = MessageID; OldMessageType = MessageType; SendVoiceMessage(PlayerReplicationInfo, Recipient, MessageType, MessageID, 'GLOBAL'); } //events for recieving arbitrary string messages event ClientMessage( coerce string S, optional name Type, optional bool bBeep ) { } event TeamMessage( PlayerReplicationInfo PRI, coerce string S, name Type, optional bool bBeep ) { } //events for recieving tokenized voice message function BotVoiceMessage(name messagetype, byte MessageID, Controller Sender) { } //other code may try to call this. make sure nada happens //!!! need to change - make sure orders are actually recorded somewhere // for reference function SetOrders(name NewOrders, Controller OrderGiver); //overriden to avoid bot version which can goto state 'findair' function PainTimer() { if (Pawn.Health <= 0) return; } //Called when weapon is switched - may happen automatically function ChangedWeapon() { if ( Pawn.Weapon != None && Pawn.Weapon == Pawn.PendingWeapon ) { SwitchToBestWeapon(); if ( Pawn.Weapon.GetStateName() == 'DownWeapon' ) Pawn.Weapon.GotoState('Idle'); Pawn.PendingWeapon = None; } else Super(Pawn).ChangedWeapon(); if ( Pawn.Weapon != None ) { if (bFire > 0) { bAltFire = 0; bFire = 1; Pawn.weapon.Fire(1.0); } else if (bAltFire > 0) { bAltFire = 0; bFire = 1; Pawn.Weapon.AltFire(1.0); } Pawn.Weapon.SetHand(0); // Weapon.FireOffset.Y = 0; } } // called from pathnodes that unitelligent creatures are supposed to avoid function FearThisSpot(AvoidMarker aSpot); event Touch( Actor Other ) { } //called on hitting a wall event bool NotifyHitWall(vector HitNormal, actor HitActor) { return true; } //called on collisions with other actors event bool NotifyBump(Actor Other) { local vector VelDir, OtherDir; local float speed; if ( TimerRate <= 0 ) setTimer(1.0, false); speed = VSize(Velocity); if ( speed > 10 ) { VelDir = Velocity/speed; VelDir.Z = 0; OtherDir = Other.Location - Location; OtherDir.Z = 0; OtherDir = Normal(OtherDir); if ( (VelDir Dot OtherDir) > 0.8 ) { Velocity.X = VelDir.Y; Velocity.Y = -1 * VelDir.X; Velocity *= FMax(speed, 280); } } // Need to disable bumping ??? //Disable('Bump'); Disable('NotifyBump'); return false; } function SetFall() { } function LongFall() { } //called when someone picksup a nearby object WORKING???? function HearPickup(Pawn Other) { } //called when sound is made function HearNoise(float Loudness, Actor NoiseMaker) { } //called periodicaly for each player in view function SeePlayer(Pawn SeenPlayer) { } // Largely untested function RemoteJump() { Pawn.DoJump(true); } //Intercept FireWeapon - is called from other code function FireWeapon(); function RemoteFireWeapon(bool bUseAltMode) { if ( !bUseAltMode ) { bFire = 1; bAltFire = 0; Pawn.Weapon.BotMode = 0; Pawn.Weapon.StartFire(0); } else { bFire = 0; bAltFire = 1; Pawn.Weapon.BotMode = 1; Pawn.Weapon.StartFire(1); } } // check for line of sight to target deltatime from now. //used by missle launcher and others to abort firing // may want to reimplement function bool CheckFutureSight(float deltatime) { return true; } /* Adjust the aim at target. - add aim error - adjust up or down if barrier Must set RemoteTarget elsewhere */ function vector AdjustToss(float projSpeed, vector projStart, vector End, bool bNormalize) { local vector FireSpot; local float TargetDist; local pawn RemoteTarget; RemoteTarget = pawn(RemoteEnemy); if ( RemoteTarget == None || !FastTrace(RemoteTarget.Location) || !inFront(RemoteTarget.Location) ) return vector(Pawn.Rotation); FireSpot = RemoteTarget.Location; TargetDist = VSize(RemoteTarget.Location - ProjStart); } function rotator AdjustAim(FireProperties FiredAmmunition, vector projStart, int aimerror) { local rotator FireRotation; local vector FireSpot; local float TargetDist; local bool bDefendMelee; local pawn RemoteTarget; RemoteTarget = pawn(RemoteEnemy); if ( RemoteTarget == None ) { bFire = 0; bAltFire = 0; return Rotation; } if ( !FastTrace(RemoteTarget.Location) || !inFront(RemoteTarget.Location) ) { return Rotation; } //if ( !RemoteTarget.bIsPawn || RemoteTarget.IsA('FortStandard') ) if ( RemoteTarget.IsA('FortStandard') ) return rotator(RemoteTarget.Location - projstart); FireSpot = RemoteTarget.Location; TargetDist = VSize(RemoteTarget.Location - Location); aimerror = aimerror * (11 - 10 * ((RemoteTarget.Location - Location)/TargetDist Dot Normal((RemoteTarget.Location + 1.25 * RemoteTarget.Velocity) - (Location + Velocity)))); bDefendMelee = ( (RemoteTarget.Weapon != None) && RemoteTarget.Weapon.bMeleeWeapon && (TargetDist < 700) ); if ( bDefendMelee ) aimerror *= 0.5; return FireRotation; } // Let Bot know about incoming projectiles function WarnTarget(Pawn shooter, float projSpeed, vector FireDir) { local float enemyDist; local vector X,Y,Z, enemyDir; // AI controlled creatures may duck if not falling if ( (Pawn.health <= 0) || (Enemy == None) || (Physics == PHYS_Falling) || (Physics == PHYS_Swimming) ) return; /*if ( bNovice ) { if ( FRand() > 0.11 * skill ) return; }*/ //else if ( FRand() > 0.22 * skill + 0.33 ) if ( FRand() > 0.22 * skill + 0.33 ) return; // and projectile time is long enough enemyDist = VSize(shooter.Location - Location); if (enemyDist/projSpeed < 0.11 + 0.15 * FRand()) return; // only if tight FOV GetAxes(Rotation,X,Y,Z); enemyDir = (shooter.Location - Location)/enemyDist; if ((enemyDir Dot X) < 0.8) return; } function bool TryToDuck(vector duckDir, bool bReversed); // CloseToPointMan - called if orders are 'follow' to check if close enough to point man function bool CloseToPointMan(Pawn Other) { //return what engine wants to hear return true; } //Don't need our bots autotaunting function MaybeTaunt(Pawn Other); //Called when someone other than this bot dies. function Killed(pawn Killer, pawn Other, name damageType) { if ( Killer == self ) Other.Health = FMin(Other.Health, -11); // don't let other do stagger death if ( Pawn.Health <= 0 ) return; if ( OldEnemy == Other ) OldEnemy = None; if ( Enemy == Other ) { Enemy = None; } } //Pointless callback function EnemyAcquired(); //All kinds of shit can call this mostly special trigger points function Trigger( actor Other, pawn EventInstigator ) { } //Much of translocator brains implemented in translocator //For now better off playing without it - need to research how //it interacts with path finding function TranslocateToTarget(Actor Destn) { } //Don't let engine pick nodes that must be impact jumped function bool CanImpactJump() { return false; } //Don't handle impact jumps or low gravity manuevers for bots function ImpactJump(); function BigJump(Actor JumpDest); //Don't have engine direct to Ambush function bool FindAmbushSpot() { return false; } function PawnDied(Pawn P) { Pawn.UnPossessed(); Pawn = None; Super.PawnDied(P); isDR=false; Level.Game.RestartPlayer(self); } //Called when bot is injured function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) { Super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); } //********************************************************************************** //Base Monster AI auto state StartUp { function BeginState() { Squad = spawn(DeathMatch(Level.Game).DMSquadClass); // FIXME Squad.AddBot(self); } function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); } function Landed(vector HitNormal) { Global.Landed(HitNormal); } function Tick( float DeltaTime ) // jjwang 02/06/11 { local vector cur; if (botDR==none) return; if (Pawn.Health<=0) {isDR=false;return;} if (!isDR) { if (!botDR.IsRunning()) return; else botDR.Stop(); } else { if (botDR.IsRunning()) { //if (botDR.Step(DeltaTime)) return; botDR.SetDT(DeltaTime); if (botDR.bRFilter) myRotation = botDR.FGetR(); else { botDR.GetR(); myRotation = botDR.current.DR_RP; } if (botDR.bLFilter) myDestination = botDR.FGetL(); else { botDR.GetL(); myDestination = botDR.current.DR_P; } cur=Pawn.Location; if (!Pawn.Move(myDestination-Pawn.Location)) Pawn.Move(botDR.current.DR_V*DeltaTime); if (botDR.bAutoTurn&&(botDR.current.DR_V.X!=0||botDR.current.DR_V.Y!=0||botDR.current.DR_V.Z!=0)) myRotation = rotator(Normal(botDR.current.DR_V)); Pawn.SetRotation(myRotation); } } } DRM: if (isDR) { botDR.Begin(); SetTimer(deltatime,true); } //goto 'Begin'; Begin: if (Physics != PHYS_Falling) { Velocity = vect(0,0,0); Acceleration = vect(0,0,0); MoveTimer = -1.0; } //Pawn.PlayWaiting(); sleep( 30 ); goto 'Begin'; Test: bFire = 0; RemoteEnemy=none; Enemy=none; //PlayDuck(); sleep( 30 ); goto 'Test'; Move: MoveTo(myDestination, , Pawn.bIsWalking); if( VSize(Pawn.Location - myDestination) > CollisionRadius ) { goto 'Move'; } goto 'Begin'; Strafe: // STRAFE is not working yet. They got rid of the Strafe funcions :-( */ if(RemoteFocus != none) { Focus = RemoteFocus; } else if(myFocus != vect(0,0,0)) { FocalPoint = myFocus; } MoveTo(myDestination, , Pawn.bIsWalking); if( VSize(Location - myDestination) > CollisionRadius ) goto 'Strafe'; goto 'Begin'; Tracking: if (Physics != PHYS_Falling) { Velocity = vect(0,0,0); Acceleration = vect(0,0,0); MoveTimer = -1.0; } if ( RemoteFocus == none || !FastTrace(RemoteFocus.Location) ) { goto 'Begin'; } else { Focus = RemoteFocus; Sleep(0.05); goto 'Tracking'; } Turning: if (Pawn.Physics != PHYS_Falling) { Velocity = vect(0,0,0); Acceleration = vect(0,0,0); MoveTimer = -1.0; } if(myRotationRate != rot(0,0,0)) { Pawn.RotationRate = myRotationRate; } if(RemoteFocus != none) { Focus = RemoteFocus; } else if(myFocus != vect(0,0,0)) { FocalPoint = myFocus; } else { ClientSetRotation(myRotation); } FinishRotation(); /* Reset rotation rate to default value */ if(myRotationRate != rot(0,0,0)) { myRotationRate = rot(0,0,0); Pawn.RotationRate = Pawn.default.RotationRate; } Sleep(0.05); goto 'Begin'; } state TakeHit { function Timer(); Begin: error("!!!TakeHit"); } state FallingState { ignores Bump, Hitwall, WarnTarget; singular event BaseChange() { Global.BaseChange(); } function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); } function Timer(); function Landed(vector HitNormal) { local vector Vel2D; if ( MoveTarget != None ) { Vel2D = Velocity; Vel2D.Z = 0; if ( (Vel2D Dot (MoveTarget.Location - Location)) < 0 ) Acceleration = vect(0,0,0); } //Note - physics changes type to PHYS_Walking by default for landed pawns Pawn.PlayLanded(Velocity.Z); Pawn.TakeFallingDamage(); if (Velocity.Z < -1.4 * Pawn.JumpZ) { if ( Pawn.health > 0 ) GotoState('FallingState', 'Landed'); } else GotoState('FallingState', 'Done'); } function SeePlayer(Pawn SeenPlayer) { Global.SeePlayer(SeenPlayer); } function EnemyNotVisible() { Global.EnemyNotVisible(); } function SetFall() { if (!Pawn.bUpAndOut) GotoState('FallingState'); } function EnemyAcquired() { Global.EnemyAcquired(); } function BeginState(); function EndState() { Pawn.bUpAndOut = false; } FireWhileFalling: if ( Physics != PHYS_Falling ) Goto('Done'); else Sleep(0.5 + 0.2 * FRand()); if ( LineOfSightTo(Enemy) ) Goto('FireWhileFalling'); LongFall: if ( Pawn.bCanFly ) { SetPhysics(PHYS_Flying); Goto('Done'); } Sleep(0.7); Goto('LongFall'); Landed: Disable('AnimEnd'); FinishAnim(); Done: Splash: Pawn.bUpAndOut = false; Begin: if ( !Pawn.bUpAndOut ) // not water jump { PlayFall: } if (Physics != PHYS_Falling) Goto('Done'); Sleep(2); Goto('LongFall'); Ducking: } //called from pressure zone just get the hell back out state VictoryDance { function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); } function EnemyAcquired() { Global.EnemyAcquired(); } function BeginState(); Begin: //GotoState(NextState,NextLabel); } state GameEnded { //ignores SeePlayer, EnemyNotVisible, HearNoise, TakeDamage, Died, Bump, Trigger, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, Falling, WarnTarget, PainTimer; ignores SeePlayer, EnemyNotVisible, HearNoise, TakeDamage, Bump, Trigger, HitWall, ZoneChange, Falling, WarnTarget, PainTimer; function SpecialFire() { } function bool TryToDuck(vector duckDir, bool bReversed) { return false; } function SetFall() { } function LongFall() { } function Killed(pawn Killer, pawn Other, name damageType) { } function ClientDying(class<DamageType> DamageType, vector HitLocation) { } function BeginState() { Pawn.SimAnim.AnimRate = 0.0; bFire = 0; bAltFire = 0; //SimAnim.Y = 0; SetCollision(false,false,false); SetPhysics(PHYS_None); Velocity = vect(0,0,0); } } state Dying { //ignores SeePlayer, EnemyNotVisible, HearNoise, Died, Bump, Trigger, HitWall, HeadZoneChange, FootZoneChange, ZoneChange, Falling, WarnTarget, LongFall, SetFall, PainTimer; //ignores SeePlayer, EnemyNotVisible, HearNoise, Died, Bump, Trigger, HitWall, ZoneChange, Falling, WarnTarget, LongFall, SetFall, PainTimer; ignores Trigger, Bump, HitWall, HeadVolumeChange, PhysicsVolumeChange, Falling; function ReStartPlayer() { log("DYING, RESTARTPLAYER"); Velocity = vect(0,0,0); Acceleration = vect(0,0,0); ReSetSkill(); SetPhysics(PHYS_Falling); if ( !IsInState('GameEnded') ) { GotoState('Dying', 'TryAgain'); } } function BeginState() { Enemy = None; bFire = 0; bAltFire = 0; bInitLifeMessage = false; } Begin: if ( Level.Game.bGameEnded ) GotoState('GameEnded'); Sleep(0.2); TryAgain: Sleep(0.25 + DeathMatch(Level.Game).SpawnWait(self)); log("DYING, TRYAGAIN"); if(Pawn == None) { log("DYING, TRYAGAIN, Pawn == None"); ReStartPlayer(); Goto('TryAgain'); } else { log("DYING, TRYAGAIN, Pawn != None"); GotoState('StartUp'); } WaitingForStart: log("DYING, WAITINGFORSTART"); Goto('Begin'); } state Dead { ignores SeePlayer, HearNoise, KilledBy; function BeginState() { log("Dead, BeginState"); } } //-------------RemoteBot Specific Functions-------------------- //Check to see if a location is really in front of the bot //may be a more efficient algorithm function bool inFront(Vector A) { local rotator angle; //can't be infront if inside bot if( VSize(Location - A) < CollisionRadius ) return false; angle = ( Rotation - rotator(A - Location) ); if( (cos(angle.Yaw / 10435.0) < remoteVisionLimit) || (cos(angle.Pitch / 10435.0) < remoteVisionLimit) ) return false; else return true; } //Called by the gametype when someone else is injured by the bot function int HurtOther(int Damage, name DamageType, pawn injured) { return 0; } function checkSelf() { } function checkVision() { } //Shortten up the MakeItem calls function string MakeItem(string first, string second) { return "None"; } function Destroyed() { if(Pawn != None) { Pawn.Destroy(); } Super.Destroyed(); } function ChangeWeapon() { } function ServerChangedWeapon(Weapon OldWeapon, Weapon NewWeapon) { } state MoveToGoal { function BeginState(); } function ExecuteWhatToDoNext(); function bool NeedWeapon(); //----------------- defaultproperties { bDebug=False bHidden=True DrawScale=0.0 remoteVisionLimit=0.707000 DeltaTime=0.100000 } |
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