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UnrealGame.BombingRunSquadAI


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class BombingRunSquadAI extends SquadAI;

var float LastSeeFlagCarrier;
var GameObject Bomb;
var GameObjective EnemyBase, HomeBase, BombBase;
var float ScoringRand;
var class<ShootSpot> ShootSpotClass[2];
var bot SelfPasser, PassTarget;

function AssignCombo(Bot B)
{
    if ( GetOrders() != 'Attack' )
        Super.AssignCombo(B);
}

function bool AllowDetourTo(Bot B,NavigationPoint N)
{
    if ( B.Pawn != Bomb.Holder )
        return true;

    return ( N.LastDetourWeight * B.RouteDist > 3 );
}

function bool AllowTranslocationBy(Bot B)
{
    return ( B.Pawn != Bomb.Holder );
}

function bool AllowImpactJumpBy(Bot B)
{
    return ( B.Pawn != Bomb.Holder );
}

function actor SetFacingActor(Bot B)
{
    if ( B.Pawn != Bomb.Holder )
        return None;

    if ( (B.Enemy == None) || (B.Skill < 4)
        || (VSize(EnemyBase.Location - B.Pawn.Location) > 2500) )
        return B.Movetarget;
    if ( ShootSpot(B.MoveTarget) != None )
        return EnemyBase;
    return B.MoveTarget;
}

/* GoPickupBomb()
have bot go pickup dropped bomb
*/
function bool GoPickupBomb(Bot B)
{
    if ( !Bomb.CanBePickedUpBy(B.Pawn) )
        return false;

    if ( B.Pawn.TouchingActor(Bomb) )
    {
        Bomb.Touch(B.Pawn);
        return false;
    }
    if ( FindPathToObjective(B,Bomb.Position()) )
    {
        if ( Level.TimeSeconds - BombingRunTeamAI(Team.AI).LastGotFlag > 15 )
        {
            BombingRunTeamAI(Team.AI).LastGotFlag = Level.TimeSeconds;
            B.SendMessage(None, 'OTHER', B.GetMessageIndex('GOTENEMYFLAG'), 20, 'TEAM');
        }
        B.GoalString = "Pick up bomb";
        return true;
    }
    return false;
}

function actor FormationCenter()
{
    if ( (SquadObjective != None) && (SquadObjective.DefenderTeamIndex == Team.TeamIndex) )
        return SquadObjective;
    if ( (Bomb.Holder != None) && (GetOrders() != 'Defend') && !SquadLeader.IsA('PlayerController') )
        return Bomb.Holder;
    return SquadLeader.Pawn;
}

function bool PreferShootScore(Bot B)
{
    local TeamInfo EnemyTeam;
    local bool bNeedTouchDown;
    local DeathMatch G;

    if ( !EnemyBase.bHasShootSpots )
        return false;
    if ( (B.Enemy == None) || (Level.TimeSeconds - B.LastSeenTime > 4) )
        return false;
    if ( Team == Level.GRI.Teams[0] )
        EnemyTeam = Level.GRI.Teams[1];
    else
        EnemyTeam = Level.GRI.Teams[0];

    G = DeathMatch(Level.Game);
    if ( (G.GoalScore > 0) && (Team.Score > G.GoalScore - 7) && (Team.Score < G.GoalScore - 3) )
        bNeedTouchDown = true;
    else if ( Team.Score > EnemyTeam.Score )
        bNeedTouchDown = ( Team.Score < EnemyTeam.Score + 3 );
    else
        bNeedTouchDown = ( EnemyTeam.Score > Team.Score + 3 );

    if ( bNeedTouchDown )
    {
        if ( (G.TimeLimit > 0) && (G.RemainingTime < 90) )
            return false;
        return ( EnemyBase.GetDifficulty() < ScoringRand + 0.3 );
    }
    if ( B.Pawn.Weapon.IsA('SuperShockRifle') && (FRand() < 0.5) )
        return true;

    if ( B.Pawn.Health < 30 )
        return ( EnemyBase.GetDifficulty() < ScoringRand - 0.3 );

    return ( EnemyBase.GetDifficulty() < ScoringRand );
}

function bool TryPassTo(vector V, Bot CarrierBot, Pawn Recipient)
{
    local Pawn Carrier;

    Carrier = CarrierBot.Pawn;

    if ( ((Recipient.Health + Recipient.ShieldStrength >= FMin(60,Carrier.Health))
                    || Recipient.InCurrentCombo() || (Recipient.Controller.Adrenaline == Recipient.Controller.AdrenalineMax))
                && (VSize(Recipient.Location - Carrier.Location) < 3500)
                && ((V Dot Normal(Recipient.Location - Carrier.Location)) > 0.5)
                && (Recipient.IsHumanControlled()
                    || (CarrierBot.Focus == CarrierBot.MoveTarget)
                    || (Recipient.Controller.MoveTarget == CarrierBot.RouteCache[0])
                    || (Recipient.Controller.MoveTarget == CarrierBot.RouteCache[1])
                    || (Recipient.Controller.MoveTarget == CarrierBot.RouteCache[2]))
                && Carrier.LineOfSightTo(Recipient) )
    {
        PassTarget = Bot(Recipient.Controller);
        Carrier.Weapon.SetAITarget(Recipient);
        CarrierBot.bPlannedShot = true;
        CarrierBot.Target = Recipient;
        Carrier.Weapon.BotFire(false);
        return true;
    }
    return false;
}

/* OrdersForBombCarrier()
Tell bot what to do if he's carrying the flag
*/
function bool OrdersForBombCarrier(Bot B)
{
    local bot S;
    local vector V;
    local controller C;
    local PlayerController PC;
    local bool bPassing, bCanPass, bSelfPass;

    B.TryCombo("xGame.ComboSpeed");

    if ( (B.Enemy != None) && (B.Pawn.Health < 60 ))
        B.SendMessage(None, 'OTHER', B.GetMessageIndex('NEEDBACKUP'), 25, 'TEAM');

    B.bPlannedShot = false;
    SelfPasser = None;
    PassTarget = None;

    // decide whether to pass ball
    if ( (VSize(B.Pawn.Location - EnemyBase.Location) > 3000)
        && (VSize(B.Pawn.Location - HomeBase.Location) > 3000)
        && !B.Pawn.InCurrentCombo() )
            bCanPass = true;

    bSelfPass = GameObject(B.PlayerReplicationInfo.HasFlag).CanBeThrownBy(B.Pawn)
                && bCanPass && (B.TranslocFreq < Level.TimeSeconds + 12) && (B.Skill + B.Tactics > 3 + 4*FRand())
                && ((B.Enemy == None) || (VSize(B.Pawn.Location - HomeBase.Location) > 5000));

    if ( bCanPass )
    {
        // check for nearby teammate to pass to
        // first check for human player
        V = vector(B.Pawn.Rotation);
        for ( C=Level.ControllerList; C!=None; C=C.NextController )
        {
            PC = PlayerController(C);
            if ( (PC != None) && B.SameTeamAs(PC) && (PC.Pawn != None) && TryPassTo(V,B,PC.Pawn) )
            {
                bCanPass = false;       // so don't try to pass to bot squadmate
                bPassing = true;
                break;
            }
            else
                PC = None;
        }
        if ( bCanPass )
        {
            for ( S=SquadMembers; S!=None; S=S.NextSquadMember )
            {
                if ( (S.Pawn != None)
                    && ((S.Pawn.Physics != PHYS_Falling) || (S.Pawn.PhysicsVolume.Gravity.Z < -900))
                    && TryPassTo(V,B,S.Pawn) )
                {
                    bPassing = true;
                    break;
                }
            }
        }
    }

    if ( !bPassing && PreferShootScore(B) )
    {
        if ( (ShootSpot(B.Pawn.Anchor) != None) && B.Pawn.ReachedDestination(B.Pawn.Anchor) )
        {
            B.bPlannedShot = true;
            B.Pawn.Weapon.SetAITarget(EnemyBase);
            B.DoRangedAttackOn(EnemyBase);
            return true;
        }
        if ( AlternatePath == None )
        {
            B.MoveTarget = B.FindPathTowardNearest(ShootSpotClass[Team.TeamIndex],false);
            if ( B.MoveTarget != None )
            {
                if ( bSelfPass )
                    PassToSelf(B);
                B.GoalString = "Move to shoot spot "$B.RouteGoal;
                B.SetAttractionState();
                return true;
            }
            if ( B.bSoaking )
                B.SoakStop("NO PATH TO SHOOTSPOT");
        }
    }
    if ( !FindPathToObjective(B,EnemyBase) )
    {
        B.GoalString = "No path to enemy base for bomb carrier";
        return false;
    }
    if ( B.MoveTarget == EnemyBase )
    {
        B.GoalString = "Near enemy Base with bomb!";
        if ( B.Pawn.ReachedDestination(EnemyBase) )
            EnemyBase.Touch(B.Pawn);
    }
    else if ( bPassing )
        B.bRecommendFastMove = true;
    else if ( bSelfPass )
        PassToSelf(B);
    return true;
}

function PassToSelf( Bot B )
{
    if ( (B.Pawn.PhysicsVolume.Gravity.Z == B.Pawn.PhysicsVolume.Default.Gravity.Z)
        && (B.MoveTarget.Location.Z <= B.Pawn.Location.Z + B.Pawn.CollisionHeight + MAXSTEPHEIGHT)
        && (VSize(B.MoveTarget.Location - B.Pawn.Location) > 500)
        && ((vector(B.Pawn.Rotation) Dot Normal(B.MoveTarget.Location - B.Pawn.Location)) > 0.7) )
    {
        SelfPasser = B;
        B.Pawn.Weapon.SetAITarget(B.Movetarget);
        B.bPlannedShot = true;
        B.Target = B.Movetarget;
        B.Pawn.Weapon.BotFire(false);
    }
}

function bool MustKeepEnemy(Pawn E)
{
    if ( (E == Bomb.Holder) && (E != None) && (E.Health > 0) )
        return true;
    return false;
}

function bool OverrideFollowPlayer(Bot B)
{
    if ( !Bomb.bHome )
        return false;
        
    if ( Bomb.HomeBase.BotNearObjective(B) )
        return Bomb.HomeBase.TellBotHowToDisable(B);
    return false;
}

function bool CheckSquadObjectives(Bot B)
{
    local bool bSeeBomb, bOnBombHolderTeam;
    local actor BombPosition;
    local actor BombCarrierTarget;
    local controller BombCarrier;

    B.bRecommendFastMove = false;
    if ( Bomb.Holder == B.Pawn )
        return OrdersForBombCarrier(B);
    else if ( Bomb.Holder == None )
        ScoringRand = FRand();

    if ( Bomb.bHome )
    {
        PassTarget = None;
        SelfPasser = None;
    }
    else if ( Bomb.Holder != None )
    {
        PassTarget = None;
        SelfPasser = None;
        bOnBombHolderTeam = B.SameTeamAs(Bomb.Holder.Controller);
    }

    if ( (Bomb.bHome || bOnBombHolderTeam) &&  B.NeedWeapon() && B.FindInventoryGoal(0) )
    {
        B.GoalString = "Need weapon or ammo";
        B.SetAttractionState();
        return true;
    }
    BombPosition = Bomb.Position();
    bSeeBomb = B.LineOfSightTo(BombPosition);
    if ( !bSeeBomb && B.NeedWeapon() && B.FindInventoryGoal(0) )
    {
        B.GoalString = "Need weapon or ammo";
        B.SetAttractionState();
        return true;
    }
    if ( bOnBombHolderTeam && (GetOrders() != 'Defend')
        && (!SquadLeader.IsA('PlayerController')
            || ((SquadLeader == Bomb.Holder.Controller) && (B.GetOrders() =='Follow'))) )
    {
        // make bomb carrier squad leader if on same squad
        BombCarrier = Bomb.Holder.Controller;
        if ( (SquadLeader != BombCarrier) && IsOnSquad(BombCarrier) )
            SetLeader(BombCarrier);

        if ( (B.Enemy != None) && B.Enemy.LineOfSightTo(BombCarrier.Pawn) && (B.Skill + B.StrafingAbility < 3) )
        {
            B.GoalString = "Fight enemy threatening flag carrier";
            B.FightEnemy(true,0);
            return true;
        }

        if ( AIController(BombCarrier) == None )
        {
            if ( bSeeBomb )
            {
                if ( BombCarrier.Pawn.Velocity != vect(0,0,0) )
                {
                    if ( VSize(BombCarrier.Pawn.Location - B.Pawn.Location) < 3000 )
                    {
                        B.bRecommendFastMove = true;
                        BombCarrierTarget = EnemyBase;
                    }
                }
                else if ( (B.Skill > 3) && (VSize(BombCarrier.Pawn.Location - B.Pawn.Location) < 1500) )
                {
                    B.bRecommendFastMove = true;
                    BombCarrierTarget = EnemyBase;
                }
                else
                    BombCarrierTarget = BombCarrier.Pawn;
            }
            else
                BombCarrierTarget = BombCarrier.Pawn;
        }
        else if ( (BombCarrier.MoveTarget != None)
                && (BombCarrier.Pawn.Velocity != vect(0,0,0)) )
        {
            if ( (BombCarrier.RouteCache[0] == BombCarrier.MoveTarget)
                && (BombCarrier.RouteCache[1] != None) )
            {
                AddTransientCosts(B,0.5);
                B.bRecommendFastMove = true;
                if ( VSize(BombCarrier.Pawn.Location - B.Pawn.Location) < 1700 )
                    BombCarrierTarget = BombCarrier.RouteGoal;
                else if ( (BombCarrier.RouteCache[2] != None) )
                {
                    if ( (BombCarrier.RouteCache[3] != None)
                        && (FRand() < 0.7) )
                        BombCarrierTarget = BombCarrier.RouteCache[3];
                    else
                        BombCarrierTarget = BombCarrier.RouteCache[2];
                }
                else
                    BombCarrierTarget = BombCarrier.RouteCache[1];
            }
            else
                BombCarrierTarget = BombCarrier.MoveTarget;
        }
        else
            BombCarrierTarget = BombCarrier.Pawn;
        FindPathToObjective(B,BombCarrierTarget);

        if ( (B.MoveTarget == EnemyBase) || B.Pawn.ReachedDestination(BombCarrierTarget) )
        {
            if ( B.Enemy != None )
            {
                B.GoalString = "Fight enemy while waiting for flag carrier";
                if ( B.LostContact(8) )
                    B.LoseEnemy();
                if ( B.Enemy != None )
                {
                    B.FightEnemy(false,0);
                    return true;
                }
            }
            if ( !B.bInitLifeMessage )
            {
                B.bInitLifeMessage = true;
                B.SendMessage(BombCarrier.PlayerReplicationInfo, 'OTHER', B.GetMessageIndex('GOTYOURBACK'), 10, 'TEAM');
            }
            B.WanderOrCamp(true);
            B.GoalString = "Back up the flag carrier!";
            return true;
        }
        B.GoalString = "Find the "$BombCarrierTarget$" - move to "$B.MoveTarget;
        return ( B.MoveTarget != None );
    }
    AddTransientCosts(B,1);
    if ( bSeeBomb )
    {
        if ( Bomb.Holder == None )
        {
            if ( !Bomb.bHome && GoPickupBomb(B) )
                return true;
        }
        else if ( !bOnBombHolderTeam )
        {
            if ( B.Enemy != Bomb.Holder )
                FindNewEnemyFor(B,(B.Enemy != None) && B.LineOfSightTo(B.Enemy));
            if ( Level.TimeSeconds - LastSeeFlagCarrier > 6 )
            {
                LastSeeFlagCarrier = Level.TimeSeconds;
                B.SendMessage(None, 'OTHER', B.GetMessageIndex('ENEMYBALLCARRIERHERE'), 10, 'TEAM');
            }
            B.GoalString = "Attack enemy bomb carrier";
            if ( B.IsSniping() )
                return false;
            return ( TryToIntercept(B,Bomb.Holder,HomeBase) );
        }
    }

    if ( Bomb.bHome )
    {
        if ( BombBase.BotNearObjective(B) )
        {
            B.GoalString = "Near bomb base!";
            return FindPathToObjective(B,BombBase);
        }
        else if ( GetOrders() == 'Attack' )
        {
            B.GoalString = "Go to bomb base!";
            return FindPathToObjective(B,BombBase);
        }
    }
    else if ( GetOrders() == 'Attack' )
    {
        B.GoalString = "Go to bomb";
        if ( Bomb.Holder != None )
            return TryToIntercept(B,Bomb.Holder,Homebase);
        else
            return FindPathToObjective(B,Bomb);
    }
    return Super.CheckSquadObjectives(B);
}

function BombTakenBy(Controller C)
{
    local Bot M;

    if ( VSize(Bomb.Location - BombBase.Location) < 500 )
        SetAlternatePath(true);
    else if ( (Bot(C) == None) || (Bomb.OldTeam != Team) )
        SetFinalStretch(true);
    SelfPasser = None;
    PassTarget = None;

    if ( SquadLeader != C )
        SetLeader(C);

    for ( M=SquadMembers; M!=None; M=M.NextSquadMember )
        if ( (M.MoveTarget == Bomb) || (M.MoveTarget == BombBase) )
            M.MoveTimer = FMin(M.MoveTimer,0.05 + 0.15 * FRand());
}

function bool AllowTaunt(Bot B)
{
    return ( (FRand() < 0.5) && (PriorityObjective(B) < 1));
}

function bool ShouldDeferTo(Controller C)
{
    if ( C.PlayerReplicationInfo.HasFlag != None )
        return true;
    return Super.ShouldDeferTo(C);
}

function byte PriorityObjective(Bot B)
{
    if ( B.PlayerReplicationInfo.HasFlag != None )
    {
        if ( EnemyBase.BotNearObjective(B) )
            return 255;
        return 2;
    }

    if ( Bomb.Holder != None )
        return 1;

    return 0;
}

function float ModifyThreat(float current, Pawn NewThreat, bool bThreatVisible, Bot B)
{
    if ( (NewThreat.PlayerReplicationInfo != None)
        && (NewThreat.PlayerReplicationInfo.HasFlag != None)
        && bThreatVisible )
    {
        if ( (VSize(NewThreat.Location - HomeBase.Location) > 5000)
            && (VSize(NewThreat.Location - B.Pawn.Location) > 1500)
            && UnderFire(NewThreat,B) )
        {
            if ( NewThreat.IsHumanControlled() )
                return current + 1;
            return current + 0.5;
        }
        if ( (VSize(B.Pawn.Location - NewThreat.Location) < 1500) || B.Pawn.Weapon.bSniping )
            return current + 6;
        else
            return current + 1.5;
    }
    else if ( NewThreat.IsHumanControlled() )
        return current + 0.4;
    else
        return current;
}

defaultproperties
{
     ShootSpotClass(0)=Class'UnrealGame.BlueShootSpot'
     ShootSpotClass(1)=Class'UnrealGame.RedShootSpot'
     GatherThreshold=0.100000
     MaxSquadSize=3
}

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Class file time: Mon 23/10/2006 20:38:48.000 - Creation time: Wed 7/2/2007 19:16:34.968 - Created with UnCodeX