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//============================================================================= // RemoteBot. // Basedon Bot class //============================================================================= class RemoteBot extends Bot config(USARBotAPI); var config bool bDebug; var config bool bSilentGamebot; //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 config float remoteVisionLimit; //The socket to the agent var BotConnection myConnection; //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 config 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() { // !!! Can't handle shootable floors /* local actor HitActor; local vector HitNormal, HitLocation; if ( Mover(Base) != None ) { // handle shootable secret floors if ( Mover(Base).bDamageTriggered && !Mover(Base).bOpening && (MoveTarget != None) ) { HitActor = Trace(HitLocation, HitNormal, MoveTarget.Location, Location, true); if ( HitActor == Base ) { Target = Base; bShootSpecial = true; FireWeapon(); bFire = 0; bAltFire = 0; Base.Trigger(Base, Self); bShootSpecial = false; } } } else */ botDR.SetT(Level.TimeSeconds);// Added by jjwang. When the bot changes its base, refreshs the DR. 02/28/03 Super(Pawn).BaseChange(); // !!! possible SENDMESSAGE } //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'); } if (!bSilentGamebot) myConnection.SendLine("FAL" $ib$as$ "Fell" $ib$ bFall $ae$ib$as$"Location" $ib$ Location $ae); 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); //called when get new item function bool AddInventory( inventory NewItem ) { local bool res; res = Super(Pawn).AddInventory(NewItem); if (!bSilentGamebot) myConnection.SendLine("AIN" $ib$as$ "Id" $ib$ NewItem $ae$ib$as$"Class" $ib$ NewItem.Class $ae); return res; } // !!! need functions to send arbitrary string messages //functions to send tokenized messages function SendTeamMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait) { //log(self@"Send message"@MessageType@MessageID@"at"@Level.TimeSeconds); if ( (MessageType == OldMessageType) && (MessageID == OldMessageID) && (Level.TimeSeconds - OldMessageTime < Wait) ) return; //log("Passed filter"); OldMessageID = MessageID; OldMessageType = MessageType; SendVoiceMessage(PlayerReplicationInfo, Recipient, MessageType, MessageID, 'TEAM'); } function SendGlobalMessage(PlayerReplicationInfo Recipient, name MessageType, byte MessageID, float Wait) { //log(self@"Send message"@MessageType@MessageID@"at"@Level.TimeSeconds); if ( (MessageType == OldMessageType) && (MessageID == OldMessageID) && (Level.TimeSeconds - OldMessageTime < Wait) ) return; //log("Passed filter"); 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 ) { if (!bSilentGamebot) myConnection.SendLine("VMS" $ib$as$ "String" $ib$ S $ae); } event TeamMessage( PlayerReplicationInfo PRI, coerce string S, name Type, optional bool bBeep ) { if (!bSilentGamebot) myConnection.SendLine("VMT" $ib$as$ "String" $ib$ S $ae); } //events for recieving tokenized voice message function BotVoiceMessage(name messagetype, byte MessageID, Controller Sender) { if (Sender.PlayerReplicationInfo.Team != PlayerReplicationInfo.Team) return; if (!bSilentGamebot) myConnection.SendLine("VMG" $ib$as$ "Sender" $ib$ Sender $ae$ib$as$"Type" $ib$ messagetype $ae$ib$as$ "Id" $ib$ messageID $ae); } //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); /* // !!! Allow for disabling of autoswitch??? function bool SwitchToBestWeapon() { local float rating; local int usealt, favalt; local inventory MyFav; if ( Inventory == None ) return false; PendingWeapon = Inventory.RecommendWeapon(rating, usealt); if ( PendingWeapon == None ) return false; if ( (FavoriteWeapon != None) && (PendingWeapon.class != FavoriteWeapon) ) { MyFav = FindInventoryType(FavoriteWeapon); if ( (MyFav != None) && (Weapon(MyFav).RateSelf(favalt) + 0.22 > PendingWeapon.RateSelf(usealt)) ) { usealt = favalt; PendingWeapon = Weapon(MyFav); } } if ( Weapon == None ) ChangedWeapon(); else if ( Weapon != PendingWeapon ) Weapon.PutDown(); return (usealt > 0); } */ //events that are called when head, feet or whole bot changes zones //e.g. air to water or lava //only way to tell if underwater until drowning damage starts /*function FootZoneChange(ZoneInfo newFootZone) { Super.FootZoneChange(newFootZone); if (!bSilentGamebot) myConnection.SendLine("ZCF" $ib$as$ "Id" $ib$ newFootZone $ae); } function HeadZoneChange(ZoneInfo newHeadZone) { Super.HeadZoneChange(newHeadZone); if (!bSilentGamebot) myConnection.SendLine("ZCH" $ib$as$ "Id" $ib$ newHeadZone $ae); }*/ function ZoneChange(ZoneInfo newZone) { Super.ZoneChange(newZone); if(myConnection != None && !bSilentGamebot) myConnection.SendLine("ZCB" $ib$as$ "Id" $ib$ newZone $ae); } //may want to hack into this for vision limits. //used by existing bots to change fov based on activity. /*function SetPeripheralVision() { if ( bNovice ) PeripheralVision = 0.7; else if ( Skill == 3 ) PeripheralVision = -0.2; else PeripheralVision = 0.65 - 0.33 * skill; PeripheralVision = FMin(PeripheralVision - BaseAlertness, 0.9); Pawn.SightRadius = Pawn.Default.SightRadius; }*/ //overriden to avoid bot version which can goto state 'findair' function PainTimer() { if (Pawn.Health <= 0) return; /*if (FootRegion.Zone.bPainZone) Super(Pawn).PainTimer(); else if (HeadRegion.Zone.bWaterZone) { if (bDrowning) self.TakeDamage(5, None, Location + CollisionHeight * vect(0,0,0.5), vect(0,0,0), 'Drowned'); if (Pawn.Health > 0) PainTime = 2.0; } */ // FIXME } //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; } // !!! use or just make people get from status update if (!bSilentGamebot) { if(Pawn.Weapon == None) myConnection.SendLine("CWP" $ib$as$ "Id" $ib$ "None" $ae$ib$as$"Class" $ib$ "None" $ae); else myConnection.SendLine("CWP" $ib$as$ "Id" $ib$ Pawn.Weapon $ae$ib$as$"Class" $ib$ Pawn.Weapon.Class $ae); } } // called from pathnodes that unitelligent creatures are supposed to avoid function FearThisSpot(AvoidMarker aSpot); event Touch( Actor Other ) { if (!bSilentGamebot) myConnection.SendLine("Touched " $Other); } //called on hitting a wall event bool NotifyHitWall(vector HitNormal, actor HitActor) { if ( Level.TimeSeconds - 0.5 >= lastWallHitTime ) { if (!bSilentGamebot) myConnection.SendLine("WAL" $ib$as$ "Id" $ib$ HitActor $ae$ib$as$"Normal" $ib$ HitNormal $ae$ib$as$ "Location" $ib$ Location $ae); lastWallHitTime = Level.TimeSeconds; } 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); } } if ( Level.TimeSeconds - 0.5 >= lastBumpTime ) { if (!bSilentGamebot) myConnection.SendLine("BMP" $ib$as$ "Id" $ib$ Other $ae$ib$as$"Location" $ib$ Other.Location $ae); lastBumpTime = Level.TimeSeconds; } // Need to disable bumping ??? //Disable('Bump'); Disable('NotifyBump'); return false; } function SetFall() { //SENDMESSAGE /* if (Enemy != None) { TweenToFalling(); NextAnim = AnimSequence; GotoState('FallingState'); }*/ // FIXME } function LongFall() { // SENDMESSAGE ??? } //called when someone picksup a nearby object WORKING???? function HearPickup(Pawn Other) { if (!bSilentGamebot) myConnection.SendLine("HRP" $ib$as$"Rotation" $ib$ rotator(Location - Other.Location) $ae); } //called when sound is made function HearNoise(float Loudness, Actor NoiseMaker) { if (!bSilentGamebot) myConnection.SendLine("HRN" $ib$as$"SourceClass" $ib$ NoiseMaker.Class $ae$ib$as$"Rotation" $ib$ rotator(Location - NoiseMaker.Location) $ae); } //called periodicaly for each player in view function SeePlayer(Pawn SeenPlayer) { if(SeenPlayer == None) { return; } if (!bSilentGamebot) myConnection.SendLine("SEE" $ib$as$ "Id" $ib$ SeenPlayer $ae$ib$as$ "Rotation" $ib$ SeenPlayer.Rotation $ae$ib$as$ "Location" $ib$ SeenPlayer.Location $ae$ib$as$ "Velocity" $ib$ SeenPlayer.Velocity $ae$ib$as$ "Name" $ib$ SeenPlayer.PlayerReplicationInfo.PlayerName $ae$ib$as$ "Team" $ib$ SeenPlayer.PlayerReplicationInfo.Team $ae$ib$as$ "Reachable" $ib$ actorReachable(SeenPlayer) $ae$ib$as$ "Weapon" $ib$ SeenPlayer.Weapon $ae); } /* FindBestPathToward() assumes the desired destination is not directly reachable, given the creature's intelligence, it tries to set Destination to the location of the best waypoint, and returns true if successful */ /* function bool FindBestPathToward(actor desired, bool bClearPaths) { local Actor path; local bool success; if ( specialGoal != None) desired = specialGoal; path = None; path = FindPathToward(desired,,bClearPaths); success = (path != None); if (success) { MoveTarget = path; Destination = path.Location; } return success; } */ /* NearWall() returns true if there is a nearby barrier at eyeheight, and changes Focus to a suggested value */ //Potentially usefull /* function bool NearWall(float walldist) { local actor HitActor; local vector HitLocation, HitNormal, ViewSpot, ViewDist, LookDir; LookDir = vector(Rotation); ViewSpot = Location + BaseEyeHeight * vect(0,0,1); ViewDist = LookDir * walldist; HitActor = Trace(HitLocation, HitNormal, ViewSpot + ViewDist, ViewSpot, false); if ( HitActor == None ) return false; ViewDist = Normal(HitNormal Cross vect(0,0,1)) * walldist; if (FRand() < 0.5) ViewDist *= -1; if ( FastTrace(ViewSpot + ViewDist, ViewSpot) ) { Focus = Location + ViewDist; return true; } ViewDist *= -1; if ( FastTrace(ViewSpot + ViewDist, ViewSpot) ) { Focus = Location + ViewDist; return true; } Focus = Location - LookDir * 300; return true; } */ // 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 ( projSpeed == 0 ) // return AdjustAim(projSpeed, projStart, aimerror, leadTarget, warnTarget); if ( RemoteTarget == None || !FastTrace(RemoteTarget.Location) || !inFront(RemoteTarget.Location) ) return vector(Pawn.Rotation); FireSpot = RemoteTarget.Location; TargetDist = VSize(RemoteTarget.Location - ProjStart); /*if ( !RemoteTarget.bIsPawn ) //{ if ( (Region.Zone.ZoneGravity.Z != Region.Zone.Default.ZoneGravity.Z) || (TargetDist > projSpeed) ) { TossTime = TargetDist/projSpeed; FireSpot.Z -= ((0.25 * Region.Zone.ZoneGravity.Z * TossTime + 200) * TossTime + 60); } viewRotation = Rotator(FireSpot - ProjStart); return viewRotation; } aimerror = aimerror * (11 - 10 * ((RemoteTarget.Location - Location)/TargetDist Dot Normal((RemoteTarget.Location + 1.2 * RemoteTarget.Velocity) - (ProjStart + Velocity)))); if ( bNovice ) { if ( (RemoteTarget.Weapon == None) || !RemoteTarget.Weapon.bMeleeWeapon || (TargetDist > 650) ) aimerror = aimerror * (2.1 - 0.2 * (skill + FRand())); else aimerror *= 0.75; if ( Level.TimeSeconds - LastPainTime < 0.15 ) aimerror *= 1.3; } else { aimerror = aimerror * (1.5 - 0.35 * (skill + FRand())); if ( (Skill < 2) && (Level.TimeSeconds - LastPainTime < 0.15) ) aimerror *= 1.2; } if ( (bNovice && (LastAcquireTime > Level.TimeSeconds - 5 + 0.6 * Skill)) || (LastAcquireTime > Level.TimeSeconds - 2.5 + Skill) ) { LastAcquireTime = Level.TimeSeconds - 5; aimerror *= 1.75; } if ( !leadTarget || (accuracy < 0) ) aimerror -= aimerror * accuracy; if ( leadTarget ) { FireSpot += FMin(1, 0.7 + 0.6 * FRand()) * (Target.Velocity * TargetDist/projSpeed); if ( !FastTrace(FireSpot, ProjStart) ) FireSpot = 0.5 * (FireSpot + RemoteTarget.Location); } //try middle FireSpot.Z = RemoteTarget.Location.Z; if ( !FastTrace(FireSpot, ProjStart) ) { FireSpot = LastSeenPos; HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); if ( HitActor != None ) { bFire = 0; bAltFire = 0; FireSpot += 2 * RemoteTarget.CollisionHeight * HitNormal; SetTimer(TimeBetweenAttacks, false); } } // adjust for toss distance (assume 200 z velocity add & 60 init height) if ( FRand() < 0.75 ) { TossSpeed = projSpeed + 0.4 * VSize(Velocity); if ( (Region.Zone.ZoneGravity.Z != Region.Zone.Default.ZoneGravity.Z) || (TargetDist > TossSpeed) ) { TossTime = TargetDist/TossSpeed; FireSpot.Z -= ((0.25 * Region.Zone.ZoneGravity.Z * TossTime + 200) * TossTime + 60); } } FireRotation = Rotator(FireSpot - ProjStart); realYaw = FireRotation.Yaw; aimerror = Rand(2 * aimerror) - aimerror; FireRotation.Yaw = (FireRotation.Yaw + aimerror) & 65535; if ( (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) > 8192) && (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) < 57343) ) { if ( (FireRotation.Yaw > Rotation.Yaw + 32768) || ((FireRotation.Yaw < Rotation.Yaw) && (FireRotation.Yaw > Rotation.Yaw - 32768)) ) FireRotation.Yaw = Rotation.Yaw - 8192; else FireRotation.Yaw = Rotation.Yaw + 8192; } FireDir = vector(FireRotation); // avoid shooting into wall HitActor = Trace(HitLocation, HitNormal, ProjStart + FMin(VSize(FireSpot-ProjStart), 400) * FireDir, ProjStart, false); if ( (HitActor != None) && (HitNormal.Z < 0.7) ) { FireRotation.Yaw = (realYaw - aimerror) & 65535; if ( (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) > 8192) && (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) < 57343) ) { if ( (FireRotation.Yaw > Rotation.Yaw + 32768) || ((FireRotation.Yaw < Rotation.Yaw) && (FireRotation.Yaw > Rotation.Yaw - 32768)) ) FireRotation.Yaw = Rotation.Yaw - 8192; else FireRotation.Yaw = Rotation.Yaw + 8192; } FireDir = vector(FireRotation); } if ( warnTarget && (RemoteTarget != None) ) RemoteTarget.WarnTarget(self, projSpeed, FireDir); viewRotation = FireRotation;*/ //return FireRotation; } 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; /*if ( ((projSpeed == 0) || (Projspeed >= 1000000)) ) { // instant hit if ( bNovice ) aimerror *= 0.5; else aimerror *= 0.5 + 0.19 * skill; } if ( bNovice ) { if ( !bDefendMelee ) aimerror = aimerror * (2.4 - 0.2 * (skill + FRand())); if ( (Level.TimeSeconds - LastPainTime < 0.2) || (Physics == PHYS_Falling) || (RemoteTarget.Physics == PHYS_Falling) ) aimerror *= 1.5; } else { aimerror = aimerror * (1.7 - 0.4 * (skill + FRand())); if ( (Skill < 2) && ((Level.TimeSeconds - LastPainTime < 0.15) || (Physics == PHYS_Falling) || (RemoteTarget.Physics == PHYS_Falling)) ) aimerror *= 1.2; } if ( (bNovice && (LastAcquireTime > Level.TimeSeconds - 5 + 0.5 * skill)) || (LastAcquireTime > Level.TimeSeconds - 2.5 + skill) ) { LastAcquireTime = Level.TimeSeconds - 5; if ( bDefendMelee ) aimerror *= 1.3; else aimerror *= 2; } if ( !leadTarget || (accuracy < 0) ) aimerror -= aimerror * accuracy; if (leadTarget && (projSpeed > 0)) { TargetVel = RemoteTarget.Velocity; if ( RemoteTarget.Physics == PHYS_Falling ) { if ( RemoteTarget.Region.Zone.ZoneGravity == RemoteTarget.Region.Zone.Default.ZoneGravity ) TargetVel.Z = FMin(-160, TargetVel.Z); else TargetVel.Z = FMin(0, TargetVel.Z); } FireSpot += FMin(1, 0.7 + 0.6 * FRand()) * TargetVel * TargetDist/projSpeed; FireSpot.Z = FMin(RemoteTarget.Location.Z, FireSpot.Z); if ( (RemoteTarget.Physics != PHYS_Falling) && (FRand() < 0.55) && (VSize(FireSpot - ProjStart) > 1000) ) { TargetLook = RemoteTarget.Rotation; if ( RemoteTarget.Physics == PHYS_Walking ) TargetLook.Pitch = 0; if ( ((Vector(TargetLook) Dot Normal(RemoteTarget.Velocity)) < 0.71) ) bClean = false; else bClean = FastTrace(FireSpot, ProjStart); } else bClean = FastTrace(FireSpot, ProjStart); if ( !bClean) { if ( FRand() < 0.3 ) FireSpot = RemoteTarget.Location; else FireSpot = 0.5 * (FireSpot + RemoteTarget.Location); } } bClean = false; //so will fail first check unless shooting at feet //if ( RemoteTarget.bIsPawn && (!bNovice || bDefendMelee) if ( bNovice || bDefendMelee) && (Weapon != None) && (Weapon.bRecommendSplashDamage || (Weapon.bRecommendAltSplashDamage && (bAltFire != 0))) && (((RemoteTarget.Physics == PHYS_Falling) && (Location.Z + 80 >= RemoteTarget.Location.Z)) || ((Location.Z + 19 >= RemoteTarget.Location.Z) && (bDefendMelee || (skill > 2.5 * FRand() - 0.5)))) ) { HitActor = Trace(HitLocation, HitNormal, FireSpot - vect(0,0,1) * (RemoteTarget.CollisionHeight + 6), FireSpot, false); bClean = (HitActor == None); if ( !bClean ) { FireSpot = HitLocation + vect(0,0,3); bClean = FastTrace(FireSpot, ProjStart); } else if ( RemoteTarget.Physics == PHYS_Falling ) bClean = FastTrace(FireSpot, ProjStart); else bClean = false; } if ( !bClean ) { //try middle FireSpot.Z = RemoteTarget.Location.Z; bClean = FastTrace(FireSpot, ProjStart); } if( !bClean ) { ////try head FireSpot.Z = RemoteTarget.Location.Z + 0.9 * RemoteTarget.CollisionHeight; bClean = FastTrace(FireSpot, ProjStart); } FireRotation = Rotator(FireSpot - ProjStart); realYaw = FireRotation.Yaw; aimerror = Rand(2 * aimerror) - aimerror; FireRotation.Yaw = (FireRotation.Yaw + aimerror) & 65535; if ( (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) > 8192) && (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) < 57343) ) { if ( (FireRotation.Yaw > Rotation.Yaw + 32768) || ((FireRotation.Yaw < Rotation.Yaw) && (FireRotation.Yaw > Rotation.Yaw - 32768)) ) FireRotation.Yaw = Rotation.Yaw - 8192; else FireRotation.Yaw = Rotation.Yaw + 8192; } FireDir = vector(FireRotation); // avoid shooting into wall FireDist = FMin(VSize(FireSpot-ProjStart), 400); FireSpot = ProjStart + FireDist * FireDir; HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); if ( HitActor != None ) { if ( HitNormal.Z < 0.7 ) { FireRotation.Yaw = (realYaw - aimerror) & 65535; if ( (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) > 8192) && (Abs(FireRotation.Yaw - (Rotation.Yaw & 65535)) < 57343) ) { if ( (FireRotation.Yaw > Rotation.Yaw + 32768) || ((FireRotation.Yaw < Rotation.Yaw) && (FireRotation.Yaw > Rotation.Yaw - 32768)) ) FireRotation.Yaw = Rotation.Yaw - 8192; else FireRotation.Yaw = Rotation.Yaw + 8192; } FireDir = vector(FireRotation); FireSpot = ProjStart + FireDist * FireDir; HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); } if ( HitActor != None ) { FireSpot += HitNormal * 2 * RemoteTarget.CollisionHeight; if ( !bNovice ) { HitActor = Trace(HitLocation, HitNormal, FireSpot, ProjStart, false); if ( HitActor != None ) FireSpot += RemoteTarget.CollisionHeight * HitNormal; } FireDir = Normal(FireSpot - ProjStart); FireRotation = rotator(FireDir); } } if ( warnTarget && (RemoteTarget != None) ) RemoteTarget.WarnTarget(self, projSpeed, FireDir); viewRotation = FireRotation;*/ // FIXME 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; if (!bSilentGamebot) myConnection.SendLine("PRJ" $ib$as$ "Time" $ib$ (enemyDist/projSpeed) $ae$ib$as$"Direction" $ib$ rotator(enemyDir) $ae); } 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; } if (!bSilentGamebot) myConnection.SendLine("KIL" $ib$as$ "Id" $ib$ Other $ae$ib$as$"Killer" $ib$ Killer $ae$ib$as$"DamageType" $ib$ damageType $ae); } //Pointless callback function EnemyAcquired(); //All kinds of shit can call this mostly special trigger points function Trigger( actor Other, pawn EventInstigator ) { //SENDMESSAGE } //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) { //MyTranslocator.DesiredTarget = 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; //if(!IsInState('Dying')) // BotDeathMatch(Level.Game).SpawnPlayer(self); //GotoState('Dying'); Level.Game.RestartPlayer(self); } //Called when bot dies // function PawnDied() ??? /*function Died(Controller Killer, class<DamageType>damageType, vector HitLocation) { log("BOT DIED!!!!!!!!!!!"); Pawn.Died(Killer, damageType, HitLocation); if (!bSilentGamebot) myConnection.SendLine("DIE" $ib$as$ "Killer" $ib$ Killer $ae$ib$as$"DamageType" $ib$ damageType $ae); }*/ //Called when bot is injured function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum) { local float enemyDist; local vector enemyDir, X, Y, Z; local string messageString; Super.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); messageString = "DAM" $ib$as$ "Damage" $ib$ Damage $ae$ib$as$ "DamageType" $ib$ damageType $ae; // !!! need to fix this and projectile detection to match our //periphreal vision parameter. // only if tight FOV GetAxes(Rotation,X,Y,Z); enemyDist = VSize(instigatedBy.Location - Location); enemyDir = (instigatedBy.Location - Location)/enemyDist; if ((enemyDir Dot X) > 0.8) messageString = messageString $ib$as$ "Instigator" $ib$ instigatedBy $ae; if (!bSilentGamebot) myConnection.SendLine(messageString); } //********************************************************************************** //Base Monster AI /* auto state StartUp { function BeginState() { SetMovementPhysics(); if (Physics == PHYS_Walking) SetPhysics(PHYS_Falling); } Begin: } */ auto state StartUp { function BeginState() { Squad = spawn(DeathMatch(Level.Game).DMSquadClass); // FIXME Squad.AddBot(self); // Above is a blatant hack because I don't understand why this // won't work in AddRemoteBot //SetMovementPhysics(); } 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; } //DesiredRotation = myRotation; //Pawn.SetRotation(myRotation); 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 user doesn't specify rotation, let bot turn to its moving direction. 03/02/06 //if (botDR.current.DR_RV.pitch==0 && botDR.current.DR_RV.yaw==0 && botDR.current.DR_RV.roll==0) //dr=rotator(Normal(Pawn.Location-cur)); //log("DR TTT:"@Pawn.Rotation.Pitch@Pawn.Rotation.Yaw@Pawn.Rotation.Roll); //if (Pawn.Rotation.Yaw==32767||Pawn.Rotation.Yaw==-32767) dr.Pitch=0-dr.Pitch; 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)); //myRotation = dr; Pawn.SetRotation(myRotation); //if (!Pawn.SetLocation(myDestination)) { //This is used to keep bot moving after it hit something. To be honest, I don't like this. //Thin is not the correct way to simulte hit responce. Because I must let Tick() as simple //as possible, I let UT to addjust driection after hitted something. So I use: // SetLocation(Location + botDR.current.DR_V*DeltaTime); //Anyway, it works. jjwang 02/06/18 //Pawn.SetLocation(Pawn.Location + botDR.current.DR_V*DeltaTime); //Velocity=botDR.current.DR_V; //Pawn.Move(botDR.current.DR_V*DeltaTime); //Pawn.SetRotation(rotator(Normal(botDR.current.DR_V))); //} } } } /* This function is used to correct Bot's position and handle hit event. What I'm doing is: if (hit a fixed wall) {call function HitWall();} else {goto move state; let UT deal with hit event;} So if Bot hit a mover wall(for example: a door), UT will deal with it. I'm not sure, after Bot hit something if DeadReckoning will continue work. Right now, I let DeadReckoning continue work. jjwang 02/06/18 */ /*function Timer() // jjwang 02/06/11 { log("TIMER()"); // Show walking or running //if(bIsWalking) // PlayWalking(); //else // PlayRunning(); if (isDR) { log("TIMER"); if (!botDR.Correct(Level.TimeSeconds)) { HitActor=Trace(HitLocation,HitNormal,botDR.PreLP(Level.TimeSeconds),Location,true); if (bDebug) log("Trace HitActor("$HitActor$") HitLocation("$HitLocation$") HitNormal("$HitNormal$") Destination("$botDR.current.DR_P$")"); if (HitActor==Level) HitWall(HitNormal,HitActor); else if (HitActor != None) { //isDR = false; // I'm not sure weather I should stop dead recknoing. Right now, I let it continue work. myDestination = botDR.PreLP(Level.TimeSeconds+5*deltatime); GotoState('startup','Move'); } } if (!botDR.bLFilter) start.bLFilter = false; // Used for updating DR replication. 02/06/28 if (!botDR.bRFilter) start.bRFilter = false; // Used for updating DR replication. 02/06/28 } else SetTimer(0,false); } */ 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 { //ignores seeplayer, hearnoise, bump, hitwall; function Timer(); Begin: error("!!!TakeHit"); //GotoState(NextState,NextLabel); } state FallingState { ignores Bump, Hitwall, WarnTarget; singular event BaseChange() { Global.BaseChange(); } /* function AnimEnd(int Channel) // FIXME { //PlayInAir(); } function ZoneChange(ZoneInfo newZone) { Global.ZoneChange(newZone); if (newZone.bWaterZone) // FIXME { TweenToWaiting(0.15); GotoState('FallingState', 'Splash'); } }*/ function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType) { Global.TakeDamage(Damage, instigatedBy, hitlocation, momentum, damageType); } /* function bool SetEnemy(Pawn NewEnemy) // FIXME { Global.SetEnemy(NewEnemy); }*/ 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() { //log(self$" left falling state "); Pawn.bUpAndOut = false; //Pawn.bJumpOffPawn = false; //bBigJump = false; /*if ( bImpactJumping ) { bImpactJumping = false; SwitchToBestWeapon(); }*/ // FIXME } 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); /*if ( (Velocity.Z > -150) && (Region.Zone.ZoneGravity.Z <= Region.Zone.Default.ZoneGravity.Z) ) //stuck { SetPhysics(PHYS_Falling); Velocity = groundspeed * VRand(); Velocity.Z = FMax(JumpZ, 250); }*/ // FIXME Goto('LongFall'); Landed: //log("Playing"@animsequence@"at"@animframe); Disable('AnimEnd'); FinishAnim(); //log("Finished"@animsequence@"at"@animframe); Done: //log("After fall"@NextState@NextLabel); /*if ( Pawn.NextAnim == '' ) { bUpAndOut = false; if ( (NextState != '') && (NextState != 'FallingState') ) GotoState(NextState, NextLabel); else { log("Going from -Done"); GotoState('StartUp'); } } if ( !bUpAndOut ) { if ( NextAnim == 'Fighter' ) TweenToFighter(0.2); else TweenAnim(NextAnim, 0.12); } */ // FIXME Splash: Pawn.bUpAndOut = false; /*if ( NextState != '' ) GotoState(NextState, NextLabel); else { log("Going from -Splash"); GotoState('StartUp'); }*/ // FIXME Begin: if ( !Pawn.bUpAndOut ) // not water jump { /*if ( Region.Zone.bWaterZone ) { SetPhysics(PHYS_Swimming); GotoState(NextState, NextLabel); }*/ // FIXME PlayFall: /*if ( (Velocity.Z > 300) && (MoveTarget != None) && ((FRand() < 0.13) || ((Region.Zone.ZoneGravity.Z > Region.Zone.Default.ZoneGravity.Z) && (FRand() < 0.2))) && (VSize(Destination - Location) > 160) && ((Vector(Rotation) Dot (Destination - Location)) > 0) ) PlayFlip(); else TweenToFalling();*/ // FIXME } if (Physics != PHYS_Falling) Goto('Done'); /*if ( bJumpOffPawn ) { if ( bBigJump ) { While( bBigJump ) { Sleep(0.25); Acceleration = AccelRate * Normal(Destination - Location); } } else { Sleep(0.2); While ( (Abs(Velocity.X) < 60) && (Abs(Velocity.Y) < 60) ) Sleep(0.1); Acceleration = vect(0,0,0); Sleep(1.5); } bBigJump = false; bJumpOffPawn = false; } else */ // FIXME Sleep(2); Goto('LongFall'); Ducking: /*if ( Region.Zone.ZoneGravity.Z > Region.Zone.Default.ZoneGravity.Z ) { Acceleration = AccelRate * Normal(Destination - Location); if ( bNovice ) Sleep(0.4); PlayInAir(); } */ // FIXME } //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); if (!bSilentGamebot) myConnection.SendLine("FIN"); } } 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); //ViewRotation = Rotation; //SetRotation(Rotation); ReSetSkill(); SetPhysics(PHYS_Falling); //SetOrders(BotReplicationInfo(PlayerReplicationInfo).RealOrders, BotReplicationInfo(PlayerReplicationInfo).RealOrderGiver, true); // FIXME //GotoState('StartUp'); //ServerReStartPlayer(); //Level.Game.ReStartPlayer(self); // FIXME //BotDeathMatch(Level.Game).SpawnPlayer(self); if ( !IsInState('GameEnded') ) { //log("not game ended, restart player"); GotoState('Dying', 'TryAgain'); } } function BeginState() { Enemy = None; //PointDied = -1000; // FIXME bFire = 0; bAltFire = 0; bInitLifeMessage = false; //MyTranslocator = None; // FIXME //log("DYING, BEGINSTATE"); } Begin: if ( Level.Game.bGameEnded ) GotoState('GameEnded'); Sleep(0.2); //log("DYING, BEGIN"); TryAgain: //if ( !bHidden ) //{ // HidePlayer(); //} // FIXME 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: //bHidden = true; //bHidden = false; log("DYING, WAITINGFORSTART"); Goto('Begin'); } state Dead { ignores SeePlayer, HearNoise, KilledBy; function BeginState() { log("Dead, BeginState"); //ServerReStartPlayer(); } } //-------------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 HurtOther(int Damage, name DamageType, pawn injured) { if (!bSilentGamebot) myConnection.SendLine("HIT" $ib$as$ "Id" $ib$ injured $ae$ib$as$"Damage" $ib$ Damage $ae$ib$as$ "DamageType" $ib$ DamageType $ae); } function checkSelf() { local int ArmorAmount,i; local string outstring; ArmorAmount = 0; i = 0; outstring = "SLF" $ib$as$ "Id" $ib$ self $ae$ib$as$ "Rotation" $ib$ Pawn.Rotation $ae$ib$as$ "Location" $ib$ Pawn.Location $ae$ib$as$ "Velocity" $ib$ Pawn.Velocity $ae$ib$as$ "Name" $ib$ PlayerReplicationInfo.PlayerName $ae$ib$as$ // "Team" $ib$ PlayerReplicationInfo.Team $ae$ib$as$ // Team works, but break the Java bot "Health" $ib$ Pawn.Health $ae$ib$as$ "Weapon" $ib$ Pawn.Weapon $ae; if(Pawn.Weapon != None) { outstring = outstring $ib$as$ "CurrentAmmo" $ib$ Pawn.Weapon.AmmoAmount(0) $ae; //FIXME } // "Armor" $ib$ ArmorAmount $ae; // ae; if( bFire != 0 ) outstring = outstring $ib$as$ "Firing" $ib$ "1" $ae; else if( bAltFire != 0 ) outstring = outstring $ib$as$ "AltFiring" $ib$ "2" $ae; else outstring = outstring $ib$as$ "AltFiring" $ib$ "0" $ae; if (!bSilentGamebot) myConnection.sendLine(outstring); } function checkVision() { local Inventory I; local Mover M; local Controller P; local CTFFlag C; local NavigationPoint N; local vector HitL, HitN; //local int temp; local string outstring; //!!! view rotation sometimes falls out of synch with rotation? wtf?? for ( P=Level.ControllerList; P!=None; P=P.NextController ) { if( (P != self) && !P.bHidden && FastTrace(P.Location) && inFront(P.Location) && ( Trace(HitL, HitN, P.Location) == P) ) { outstring = "PLR" $ib$as$ "Id" $ib$ P $ae$ib$as$ "Rotation" $ib$ P.Rotation $ae$ib$as$ "Location" $ib$ P.Location $ae$ib$as$ "Velocity" $ib$ P.Velocity $ae$ib$as$ "Name" $ib$ PlayerReplicationInfo.PlayerName $ae$ib$as$ "Team" $ib$ 0 $ae$ib$as$ // "Team" $ib$ P.PlayerReplicationInfo.Team $ae$ib$as$ "Reachable" $ib$ actorReachable(P) $ae$ib$as$ "Weapon" $ib$ P.Pawn.Weapon.Class $ae; if( P.bFire != 0 ) outstring = outstring $ib$as$ "Firing" $ib$ "1" $ae; else if( P.bAltFire != 0 ) outstring = outstring $ib$as$ "AltFiring" $ib$ "2" $ae; else outstring = outstring $ib$as$ "AltFiring" $ib$ "0" $ae; if (!bSilentGamebot) myConnection.sendLine(outstring); } } foreach VisibleCollidingActors(class'Inventory',I,Pawn.SightRadius) { if( I.GetStateName() == 'Pickup'&& !I.bHidden && inFront(I.Location) && ( Trace(HitL, HitN, I.Location) == none) && !bSilentGamebot) { myConnection.SendLine("INV" $ib$as$ "Id" $ib$ I $ae$ib$as$ "Location" $ib$ I.Location $ae$ib$as$ "Reachable" $ib$ actorReachable(I) $ae$ib$as$ "Class" $ib$ I.Class $ae); } } foreach VisibleCollidingActors(class'Mover',M,Pawn.SightRadius) { if( !M.bHidden && inFront(M.Location) && !bSilentGamebot && ( Trace(HitL, HitN, M.Location) == none) ) { myConnection.SendLine("MOV" $ib$as$ "Id" $ib$ M $ae$ib$as$ "Location" $ib$ M.Location $ae$ib$as$ "Reachable" $ib$ actorReachable(M) $ae$ib$as$ "DamageTrig" $ib$ M.bDamageTriggered $ae$ib$as$ "Class" $ib$ M.Class $ae); } } for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint ) { //try letting them see inv navpoints - may be needed for some levels //if( !N.IsA('InventorySpot') && FastTrace(N.Location) && inFront(N.Location)) if( FastTrace(N.Location) && inFront(N.Location) && ( Trace(HitL, HitN, N.Location) == none) ) { /*if(N.IsA('ControlPoint')) // FIXME { if( ControlPoint(N).ControllingTeam == none ) temp = 255; else temp = ControlPoint(N).ControllingTeam.TeamIndex; if (!bSilentGamebot) myConnection.SendLine("DOM" $ib$as$ "Id" $ib$ N $ae$ib$as$"Location"$ib$ N.Location $ae$ib$as$ "Reachable" $ib$ actorReachable(N) $ae$ib$as$"Controller" $ib$ temp $ae); } else */ if (!bSilentGamebot) myConnection.SendLine("NAV" $ib$as$ "Id" $ib$ N $ae$ib$as$"Location" $ib$ N.Location $ae$ib$as$ "Reachable" $ib$ actorReachable(N) $ae); } } if (myConnection.Parent.gameClass == "BotCTF") { foreach AllActors (class'CTFFlag', C) { //not using trace because players tend to obstruct flags wildly if( FastTrace(C.Location) && inFront(C.Location) && C.Holder != self ) { outstring = "FLG" $ib$as$ "Id" $ib$ C $ae; //when a flag is held its location is not updated by engine =( if( C.GetStateName() == 'Held') outstring = outstring $ib$as$ "Location" $ib$ C.Holder.Location $ae$ib$as$ "Holder" $ib$ C.Holder $ae; else outstring = outstring $ib$as$ "Location" $ib$ C.Location $ae; outstring = outstring $ib$as$ "Team" $ib$ C.Team $ae$ib$as$ "Reachable" $ib$ actorReachable(C) $ae$ib$as$ "State" $ib$ C.GetStateName() $ae; if (!bSilentGamebot) myConnection.SendLine(outstring); } } } } //Shortten up the MakeItem calls function string MakeItem(string first, string second) { return myConnection.MakeItem(first,second); } function Destroyed() { if(Pawn != None) { Pawn.Destroy(); } Super.Destroyed(); } function ChangeWeapon() { } function ServerChangedWeapon(Weapon OldWeapon, Weapon NewWeapon) { } state MoveToGoal { function BeginState(); } //----------------- defaultproperties { bDebug=True remoteVisionLimit=0.707000 DeltaTime=0.100000 } |
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