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UnrealGame.CustomBotConfig


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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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Class file time: Mon 23/10/2006 20:38:48.000 - Creation time: Wed 7/2/2007 19:16:36.156 - Created with UnCodeX