637 lines
16 KiB
Ucode
637 lines
16 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class GameAICmd_Hover_MoveToGoal_Mesh extends GameAICommand;
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var transient Actor Find;
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var float Radius;
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var transient bool bWasFiring;
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var float DesiredHoverHeight;
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var transient float CurrentHoverHeight;
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var float SubGoalReachDist;
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/** how close to get to the enemy (only valid of bCompleteMove is TRUE) */
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var transient float GoalDistance;
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/** current vector destination */
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var transient vector IntermediatePoint;
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var transient vector LastMovePoint;
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var transient int NumMovePointFails;
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var int MaxMovePointFails;
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var transient Vector FallbackDest;
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var transient Actor MoveToActor;
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/** location of MoveToActor last time we did pathfinding */
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var BasedPosition LastMoveTargetPathLocation;
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/** storage of initial desired move location */
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var transient vector InitialFinalDestination;
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/** is this AI on 'final approach' ( i.e. moving directly to it's end-goal destination )*/
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var bool bFinalApproach;
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/** TRUE when we are trying to get back on the mesh */
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var bool bFallbackMoveToMesh;
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/** Simple constructor that pushes a new instance of the command for the AI */
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static function bool HoverToGoal( GameAIController AI, Actor InGoal, float InGoalDistance, float InHoverHeight )
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{
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local GameAICmd_Hover_MoveToGoal_Mesh Cmd;
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if( AI != None && AI.Pawn != None && AI.Pawn.bCanFly)
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{
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Cmd = new(AI) class'GameAICmd_Hover_MoveToGoal_Mesh';
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if( Cmd != None )
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{
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Cmd.GoalDistance = InGoalDistance;
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Cmd.MoveToActor = InGoal;
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Cmd.InitialFinalDestination = InGoal.GetDestination(AI);
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Cmd.DesiredHoverHeight = InHoverHeight;
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Cmd.CurrentHoverHeight = InHoverHeight;
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AI.PushCommand( Cmd );
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return TRUE;
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}
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}
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return FALSE;
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}
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static function bool HoverToPoint( GameAIController AI, vector InPoint, float InGoalDistance, float InHoverHeight )
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{
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local GameAICmd_Hover_MoveToGoal_Mesh Cmd;
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if( AI != None && AI.Pawn != None && AI.Pawn.bCanFly)
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{
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Cmd = new(AI) class'GameAICmd_Hover_MoveToGoal_Mesh';
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if( Cmd != None )
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{
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Cmd.GoalDistance = InGoalDistance;
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Cmd.MoveToActor = none;
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Cmd.InitialFinalDestination = InPoint;
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Cmd.DesiredHoverHeight = InHoverHeight;
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Cmd.CurrentHoverHeight = InHoverHeight;
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AI.PushCommand( Cmd );
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return TRUE;
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}
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}
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return FALSE;
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}
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static function bool HoverBackToMesh( GameAIController AI )
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{
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local GameAICmd_Hover_MoveToGoal_Mesh Cmd;
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if( AI != None && AI.Pawn != None && AI.Pawn.bCanFly)
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{
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Cmd = new(AI) class'GameAICmd_Hover_MoveToGoal_Mesh';
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if( Cmd != None )
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{
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Cmd.bFallbackMoveToMesh=true;
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AI.PushCommand( Cmd );
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return TRUE;
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}
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}
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return FALSE;
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}
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function Pushed()
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{
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Super.Pushed();
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if( bFallbackMoveToMesh )
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{
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`AILog("Going into breadcrumb fallback state to get back onto navmesh CurLoc:"@Pawn.Location);
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GotoState('Fallback_Breadcrumbs');
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return;
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}
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if( !NavigationHandle.ComputeValidFinalDestination(InitialFinalDestination) )
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{
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`AILog("ABORTING! Final destination"@InitialFinalDestination@"is not reachable! (ComputeValidFinalDestination returned FALSE)");
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GotoState('DelayFailure');
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}
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else if( !NavigationHandle.SetFinalDestination(InitialFinalDestination) )
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{
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`AILog("ABORTING! Final destination"@InitialFinalDestination@"is not reachable! (SetFinalDestination returned FALSE)");
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GotoState('DelayFailure');
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}
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else
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{
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GotoState('Moving');
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}
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}
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function Popped()
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{
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Super.Popped();
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// Check for any latent move actions
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ClearLatentAction( class'SeqAct_AIMoveToActor', Status != 'Success' );
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// clear the route cache to make sure any intermediate claims are destroyed
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NavigationHandle.PathCache_Empty();
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// explicitly clear velocity/accel as they aren't necessarily
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// cleared by the physics code
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if( Pawn != None )
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{
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Pawn.ZeroMovementVariables();
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Pawn.DestinationOffset = 0.f;
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}
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ReachedMoveGoal();
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}
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function Tick( float DeltaTime )
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{
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Super.Tick(DeltaTime);
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if( ShouldUpdateBreadCrumbs() )
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{
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NavigationHandle.UpdateBreadCrumbs(Pawn.Location);
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}
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NavigationHandle.DrawBreadCrumbs();
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}
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function bool HandlePathObstruction(Actor BlockedBy)
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{
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// ! intentionally does not pass on to children
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MoveTimer = -1.f; // kills latent moveto's
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GotoState('Fallback_Breadcrumbs');
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return false;
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}
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state DelayFailure
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{
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function bool HandlePathObstruction(Actor BlockedBy);
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Begin:
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Sleep( 0.5f );
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Status = 'Failure';
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PopCommand( self );
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}
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state MoveDown `DEBUGSTATE
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{
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// find a safe altitude to fly to
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function vector GetMoveDest()
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{
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local vector HitLocation;
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local vector HitNormal;
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local vector Dest;
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local actor HitActor;
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// find the poly we're above and try to fly to that
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if(NavigationHandle.LineCheck(Pawn.Location, Pawn.Location + vect(0.f,0.f,-4096.f),vect(5,5,5),HitLocation,HitNormal))
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{
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// if we didn't hit the mesh for some reason, trace against geo
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HitActor = Trace(HitLocation,HitNormal,Pawn.Location + vect(0,0,-4096.f),Pawn.Location);
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if(HitActor == none)
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{
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`AILog(GetFuncName()@"Could not find surface to adjust height to!");
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return Pawn.Location;
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}
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}
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Dest = HitLocation;
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Dest.Z += Pawn.GetCollisionHeight() * 1.5f;
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return Dest;
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}
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Begin:
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`AILog("Moving down!");
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MoveTo(GetMoveDest());
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Sleep(1.0f);
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GotoState('Moving');
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};
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function ReEvaluatePath()
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{
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/* `AILog(GetFuncName()@bReevaluatePath);
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if( HasReachedGoal() )
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{
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Status = 'Success';
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PopCommand(self);
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}
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else if( bReevaluatePath &&
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Pawn != None &&
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MovePointIsValid() )
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{
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//debug
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`AILog( "Move continued... Goal"@MoveGoal@"Anchor"@Pawn.Anchor);
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NavigationHandle.PathCache_Empty();
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`AILog(GetFuncName()@"disabling bReevaluatePath");
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bReevaluatePath = FALSE;
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// Restart the movement state
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GotoState( 'Moving', 'Begin' );
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}*/
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}
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/** Check if AI has successfully reached the given goal */
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function bool HasReachedGoal()
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{
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if( Pawn == None )
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{
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return TRUE;
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}
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`AILog(GetFuncName()@bFinalApproach@MoveToActor);
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if(bFinalApproach && MoveToActor != None)
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{
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return Pawn.ReachedDestination(MoveToActor);
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}
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if( BP2Vect( NavigationHandle.FinalDestination ) != vect(0,0,0) )
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{
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if( VSize(BP2Vect(NavigationHandle.FinalDestination)-Pawn.Location) < GoalDistance )
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{
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return TRUE;
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}
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return Pawn.ReachedPoint( BP2Vect(NavigationHandle.FinalDestination), None );
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}
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return FALSE;
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}
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function bool ShouldUpdateBreadCrumbs()
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{
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return true;
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}
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state Moving `DEBUGSTATE
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{
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final function float GetMoveDestinationOffset()
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{
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// return a negative destination offset so we get closer to our points (yay)
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if( bFinalApproach )
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{
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return GoalDistance;
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}
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else
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{
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return (SubGoalReachDist - Pawn.GetCollisionRadius());
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}
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}
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CheckMove:
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//debug
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`AILog("CHECKMOVE TAG");
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if( HasReachedGoal() )
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{
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Goto( 'ReachedGoal' );
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}
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Begin:
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`AILog("BEGIN TAG"@GetStateName());
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if( Enemy != none )
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{
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Radius = Pawn.GetCollisionRadius() + Enemy.GetCollisionRadius();
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}
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Radius = FMax(Radius, GoalDistance);
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NavigationHandle.SetFinalDestination(InitialFinalDestination);
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if( NavigationHandle.PointReachable(BP2Vect(NavigationHandle.FinalDestination)) )
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{
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IntermediatePoint = BP2Vect(NavigationHandle.FinalDestination);
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}
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else
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{
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if( MoveToActor != None )
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{
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// update final dest in case target moved
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if( !NavigationHandle.SetFinalDestination(MoveToActor.GetDestination(Outer)) )
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{
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`AILog("ABORTING! Final destination"@InitialFinalDestination@"is not reachable! (SetFinalDestination returned FALSE)");
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Goto('FailedMove');
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}
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}
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if( !GeneratePathToLocation( BP2Vect(NavigationHandle.FinalDestination),GoalDistance, TRUE ) )
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{
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//debug
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`AILog("Couldn't generate path to location"@BP2Vect(NavigationHandle.FinalDestination)@"from"@Pawn.Location);
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//`AILog("Retrying with mega debug on");
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//NavigationHandle.bDebugConstraintsAndGoalEvals = TRUE;
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//NavigationHandle.bUltraVerbosePathDebugging = TRUE;
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//GeneratePathToLocation( BP2Vect(NavigationHandle.FinalDestination),GoalDistance, TRUE );
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GotoState( 'Fallback_Breadcrumbs' );
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}
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//debug
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`AILog( "Generated path..." );
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`AILog( "Found path!" @ `showvar(BP2Vect(NavigationHandle.FinalDestination)), 'Move' );
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if( !NavigationHandle.GetNextMoveLocation( IntermediatePoint, SubGoalReachDist ) )
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{
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//debug
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`AILog("Generated path, but couldn't retrieve next move location?");
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Goto( 'FailedMove' );
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}
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}
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if( MoveToActor != None )
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{
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Vect2BP(LastMoveTargetPathLocation, MoveToActor.GetDestination(Outer));
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}
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while( TRUE )
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{
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//debug
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`AILog( "Still moving to"@IntermediatePoint, 'Loop' );
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bFinalApproach = VSizeSq(IntermediatePoint - BP2Vect(NavigationHandle.FinalDestination)) < 1.0;
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`AILog("Calling MoveTo -- "@IntermediatePoint);
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// if on our final move to an Actor, send it in directly so we account for any movement it does
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if( bFinalApproach && MoveToActor != None )
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{
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`AILog(" - Final approach to" @ MoveToActor $ ", using MoveToward()");
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Vect2BP(LastMoveTargetPathLocation, MoveToActor.GetDestination(outer));
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NavigationHandle.SetFinalDestination(MoveToActor.GetDestination(outer));
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MoveToward(MoveToActor, Enemy, GetMoveDestinationOffset(), FALSE);
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}
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else
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{
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// if we weren't given a focus, default to looking where we're going
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if( Enemy == None )
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{
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SetFocalPoint(IntermediatePoint);
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}
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// use a negative offset so we get closer to our points!
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MoveTo(IntermediatePoint, Enemy, GetMoveDestinationOffset() );
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}
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`AILog("MoveTo Finished -- "@IntermediatePoint);
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// if( bReevaluatePath )
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// {
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// ReEvaluatePath();
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// }
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if( HasReachedGoal() )
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{
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Goto( 'CheckMove' );
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}
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// if we are moving towards a moving target, repath every time we successfully reach the next node
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// as that Pawn's movement may cause the best path to change
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else if( MoveToActor != None &&
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VSize(MoveToActor.GetDestination(Outer) - BP2Vect(LastMoveTargetPathLocation)) > 512.0 )
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{
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Vect2BP(LastMoveTargetPathLocation, MoveToActor.GetDestination(outer));
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`AILog("Repathing because target moved:" @ MoveToActor);
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Goto('CheckMove');
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}
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else if( !NavigationHandle.GetNextMoveLocation( IntermediatePoint, SubGoalReachDist ) )
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{
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`AILog( "Couldn't get next move location" );
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if (!bFinalApproach && ((MoveToActor != None) ? /*NavigationHandle.*/ActorReachable(MoveToActor) : /*NavigationHandle.*/PointReachable(BP2Vect(NavigationHandle.FinalDestination))))
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{
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`AILog("Target is directly reachable; try direct move");
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IntermediatePoint =((MoveToActor != None) ? MoveToActor.GetDestination(outer) : BP2Vect(NavigationHandle.FinalDestination));
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Sleep(RandRange(0.1,0.175));
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}
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else
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{
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Sleep(0.1f);
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`AILog("GetNextMoveLocation returned false, and finaldest is not directly reachable");
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Goto('FailedMove');
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}
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}
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else
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{
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if(VSize(IntermediatePoint-LastMovePoint) < (Pawn.GetCollisionRadius() * 0.1f) )
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{
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NumMovePointFails++;
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// DrawDebugBox(Pawn.Location, vect(2,2,2) * NumMovePointFails, 255, 255, 255, true );
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`AILog("WARNING: Got same move location... something's wrong?!"@`showvar(LastMovePoint)@`showvar(IntermediatePoint)@"Delta"@VSize(LastMovePoint-IntermediatePoint)@"ChkDist"@(Pawn.GetCollisionRadius() * 0.1f));
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}
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else
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{
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NumMovePointFails=0;
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}
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LastMovePoint = IntermediatePoint;
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if(NumMovePointFails >= MaxMovePointFails && MaxMovePointFails >= 0)
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{
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`AILog("ERROR: Got same move location 5x in a row.. something's wrong! bailing from this move");
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Goto('FailedMove');
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}
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else
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{
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//debug
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`AILog( "NextMove"@IntermediatePoint@`showvar(NumMovePointFails) );
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}
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}
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}
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//debug
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`AILog( "Reached end of move loop??" );
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Goto( 'CheckMove' );
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FailedMove:
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`AILog( "Failed move. Now ZeroMovementVariables" );
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||
|
|
||
|
MoveTo(Pawn.Location);
|
||
|
Pawn.ZeroMovementVariables();
|
||
|
GotoState('DelayFailure');
|
||
|
|
||
|
ReachedGoal:
|
||
|
//debug
|
||
|
`AILog("Reached move point:"@BP2Vect(NavigationHandle.FinalDestination)@VSize(Pawn.Location-BP2Vect(NavigationHandle.FinalDestination)));
|
||
|
|
||
|
Status = 'Success';
|
||
|
PopCommand( self );
|
||
|
}
|
||
|
/**
|
||
|
* this state will follow our breadcrumbs backward until we are back in the mesh, and then transition back to moving, or go to other fallback states
|
||
|
* if we run out of breadcrumbs and are not yet back in the mesh
|
||
|
*/
|
||
|
state Fallback_Breadcrumbs `DEBUGSTATE
|
||
|
{
|
||
|
|
||
|
function bool ShouldUpdateBreadCrumbs()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
function bool HandlePathObstruction(Actor BlockedBy)
|
||
|
{
|
||
|
Pawn.SetLocation(IntermediatePoint);
|
||
|
MoveTimer=-1;
|
||
|
GotoState('Fallback_Breadcrumbs','Begin');
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
Begin:
|
||
|
`AILog("trying to move back along breadcrumb path");
|
||
|
if( NavigationHandle.GetNextBreadCrumb(IntermediatePoint) )
|
||
|
{
|
||
|
`AILog("Moving to breadcrumb pos:"$IntermediatePoint);
|
||
|
// GameAIOwner.DrawDebugLine(Pawn.Location,IntermediatePoint,255,0,0,TRUE);
|
||
|
// GameAIOwner.DrawDebugLine(IntermediatePoint+vect(0,0,100),IntermediatePoint,255,0,0,TRUE);
|
||
|
|
||
|
MoveToDirectNonPathPos(IntermediatePoint);
|
||
|
|
||
|
if( !NavigationHandle.IsAnchorInescapable() )
|
||
|
{
|
||
|
GotoState('Moving');
|
||
|
}
|
||
|
Sleep(0.1);
|
||
|
Goto('Begin');
|
||
|
}
|
||
|
else if( !NavigationHandle.IsAnchorInescapable())
|
||
|
{
|
||
|
GotoState('Moving','Begin');
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GotoState('Fallback_FindNearbyMeshPoint');
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
state Fallback_FindNearbyMeshPoint `DEBUGSTATE
|
||
|
{
|
||
|
function bool FindAPointWhereICanHoverTo( out Vector out_FallbackDest, float Inradius, optional float minRadius=0, optional float entityRadius = 32, optional bool bDirectOnly=true, optional int MaxPoints=-1,optional float ValidHitBoxSize)
|
||
|
{
|
||
|
local Vector Retval;
|
||
|
local array<vector> poses;
|
||
|
// local int i;
|
||
|
local vector extent;
|
||
|
local vector validhitbox;
|
||
|
|
||
|
Extent.X = entityRadius;
|
||
|
Extent.Y = entityRadius;
|
||
|
Extent.Z = entityRadius;
|
||
|
|
||
|
validhitbox = vect(1,1,1) * ValidHitBoxSize;
|
||
|
NavigationHandle.GetValidPositionsForBox(Pawn.Location,Inradius,Extent,bDirectOnly,poses,MaxPoints,minRadius,validhitbox);
|
||
|
// for(i=0;i<Poses.length;++i)
|
||
|
// {
|
||
|
// DrawDebugStar(poses[i],55.f,255,255,0,TRUE);
|
||
|
// if(i < poses.length-1 )
|
||
|
// {
|
||
|
// DrawDebugLine(poses[i],poses[i+1],255,255,0,TRUE);
|
||
|
// }
|
||
|
// }
|
||
|
|
||
|
if( poses.length > 0)
|
||
|
{
|
||
|
Retval = Poses[Rand(Poses.Length)];
|
||
|
|
||
|
// if for some reason we have a 0,0,0 vect that is never going to be correct
|
||
|
if( VSize(Retval) == 0.0f )
|
||
|
{
|
||
|
out_FallbackDest = vect(0,0,0);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
`AILog( `showvar(Retval) );
|
||
|
out_FallbackDest = Retval;
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
out_FallbackDest = vect(0,0,0);
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
|
||
|
function bool ShouldUpdateBreadCrumbs()
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Begin:
|
||
|
|
||
|
`AILog( "Fallback! We now try MoveTo directly to a point that is avail to us" );
|
||
|
|
||
|
|
||
|
if( !FindAPointWhereICanHoverTo( FallbackDest, 2048 ) )
|
||
|
{
|
||
|
GotoState('MoveDown');
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
MoveToDirectNonPathPos( FallbackDest,, SubGoalReachDist );
|
||
|
Sleep( 0.5f );
|
||
|
|
||
|
if( bFallbackMoveToMesh )
|
||
|
{
|
||
|
GotoState('DelaySuccess');
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GotoState('Moving','Begin');
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/** Allows subclasses to determine if our enemy is based on an interp actor or not **/
|
||
|
function bool IsEnemyBasedOnInterpActor( Pawn InEnemy )
|
||
|
{
|
||
|
return FALSE;
|
||
|
}
|
||
|
|
||
|
event DrawDebug( HUD H, Name Category )
|
||
|
{
|
||
|
Super.DrawDebug( H, Category );
|
||
|
|
||
|
if(Category != 'Pathing')
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// BLUE
|
||
|
DrawDebugLine( Pawn.Location, GetDestinationPosition(), 0, 0, 255 );
|
||
|
// GREEN
|
||
|
DrawDebugLine( Pawn.Location, BP2Vect(NavigationHandle.FinalDestination), 0, 255, 0 );
|
||
|
|
||
|
NavigationHandle.DrawPathCache( vect(0,0,15) );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
SubGoalReachDist=128.0
|
||
|
MaxMovePointFails=5
|
||
|
}
|