359 lines
9.2 KiB
Ucode
359 lines
9.2 KiB
Ucode
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//=============================================================================
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// AIController, the base class of AI.
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//
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// Controllers are non-physical actors that can be attached to a pawn to control
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// its actions. AIControllers implement the artificial intelligence for the pawns they control.
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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 AIController extends Controller
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native(AI);
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`if(`notdefined(__TW_))
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/** auto-adjust around corners, with no hitwall notification for controller or pawn
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if wall is hit during a MoveTo() or MoveToward() latent execution. */
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var bool bAdjustFromWalls;
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`endif
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/** skill, scaled by game difficulty (add difficulty to this value) */
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var float Skill;
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/** Move target from last scripted action */
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var Actor ScriptedMoveTarget;
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/** Route from last scripted action; if valid, sets ScriptedMoveTarget with the points along the route */
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var Route ScriptedRoute;
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/** if true, we're following the scripted route in reverse */
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var bool bReverseScriptedRoute;
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/** if ScriptedRoute is valid, the index of the current point we're moving to */
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var int ScriptedRouteIndex;
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/** view focus from last scripted action */
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var Actor ScriptedFocus;
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cpptext
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{
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INT AcceptNearbyPath(AActor *goal);
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#if __TW_PATHFINDING_
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virtual void AdjustFromWall(FVector HitNormal, AActor* HitActor);
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#else
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void AdjustFromWall(FVector HitNormal, AActor* HitActor);
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#endif
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virtual void SetAdjustLocation(FVector NewLoc,UBOOL bAdjust,UBOOL bOffsetFromBase=FALSE);
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virtual FVector DesiredDirection();
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/** Called when the AIController is destroyed via script */
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virtual void PostScriptDestroyed();
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}
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event PreBeginPlay()
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{
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Super.PreBeginPlay();
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if ( bDeleteMe )
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return;
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if ( WorldInfo.Game != None )
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Skill += WorldInfo.Game.GetModifiedGameDifficulty();
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Skill = FClamp(Skill, 0, 3);
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}
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`if(`__TW_PATHFINDING_)
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// Adding declaration here for easier ability to call this event from native code in Engine
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event AILog_Internal( coerce string LogText, optional Name LogCategory, optional bool bForce, optional bool BugIt, optional bool bSkipExtraInfo );
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`endif
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/* Reset()
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reset actor to initial state - used when restarting level without reloading.
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*/
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function Reset()
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{
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Super.Reset();
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}
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/**
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* list important AIController variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when
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* the ShowDebug exec is used
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*
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* @param HUD - HUD with canvas to draw on
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* @input out_YL - Height of the current font
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* @input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
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*/
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simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
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{
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local int i;
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local string T;
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local Canvas Canvas;
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Canvas = HUD.Canvas;
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super.DisplayDebug(HUD, out_YL, out_YPos);
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if (HUD.ShouldDisplayDebug('AI'))
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{
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Canvas.DrawColor.B = 255;
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if ( (Pawn != None) && (MoveTarget != None) && Pawn.ReachedDestination(MoveTarget) )
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Canvas.DrawText(" Skill "$Skill$" NAVIGATION MoveTarget "$GetItemName(String(MoveTarget))$"(REACHED) MoveTimer "$MoveTimer, false);
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else
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Canvas.DrawText(" Skill "$Skill$" NAVIGATION MoveTarget "$GetItemName(String(MoveTarget))$" MoveTimer "$MoveTimer, false);
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out_YPos += out_YL;
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Canvas.SetPos(4,out_YPos);
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Canvas.DrawText(" Destination "$GetDestinationPosition()$" Focus "$GetItemName(string(Focus))$" Preparing Move "$bPreparingMove, false);
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out_YPos += out_YL;
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Canvas.SetPos(4,out_YPos);
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Canvas.DrawText(" RouteGoal "$GetItemName(string(RouteGoal))$" RouteDist "$RouteDist, false);
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out_YPos += out_YL;
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Canvas.SetPos(4,out_YPos);
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for ( i=0; i<RouteCache.Length; i++ )
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{
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if ( RouteCache[i] == None )
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{
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if ( i > 5 )
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T = T$"--"$GetItemName(string(RouteCache[i-1]));
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break;
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}
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else if ( i < 5 )
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T = T$GetItemName(string(RouteCache[i]))$"-";
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}
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Canvas.DrawText(" RouteCache: "$T, false);
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out_YPos += out_YL;
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Canvas.SetPos(4,out_YPos);
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}
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}
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event SetTeam(int inTeamIdx)
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{
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WorldInfo.Game.ChangeTeam(self,inTeamIdx,true);
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}
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simulated event GetPlayerViewPoint(out vector out_Location, out Rotator out_Rotation)
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{
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// AI does things from the Pawn
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if (Pawn != None)
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{
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out_Location = Pawn.Location;
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out_Rotation = Pawn.Rotation;
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}
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else
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{
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Super.GetPlayerViewPoint(out_Location, out_Rotation);
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}
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}
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/**
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* Scripting hook to move this AI to a specific actor.
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*/
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function OnAIMoveToActor(SeqAct_AIMoveToActor Action)
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{
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local Actor DestActor;
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local SeqVar_Object ObjVar;
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// abort any previous latent moves
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ClearLatentAction(class'SeqAct_AIMoveToActor',true,Action);
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// pick a destination
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DestActor = Action.PickDestination(Pawn);
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// if we found a valid destination
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if (DestActor != None)
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{
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// set the target and push our movement state
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ScriptedRoute = Route(DestActor);
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if (ScriptedRoute != None)
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{
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if (ScriptedRoute.RouteList.length == 0)
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{
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`warn("Invalid route with empty MoveList for scripted move");
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}
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else
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{
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ScriptedRouteIndex = 0;
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if (!IsInState('ScriptedRouteMove'))
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{
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PushState('ScriptedRouteMove');
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}
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}
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}
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else
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{
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ScriptedMoveTarget = DestActor;
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if (!IsInState('ScriptedMove'))
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{
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PushState('ScriptedMove');
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}
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}
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// set AI focus, if one was specified
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ScriptedFocus = None;
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foreach Action.LinkedVariables(class'SeqVar_Object', ObjVar, "Look At")
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{
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ScriptedFocus = Actor(ObjVar.GetObjectValue());
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if (ScriptedFocus != None)
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{
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break;
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}
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}
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}
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else
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{
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`warn("Invalid destination for scripted move");
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}
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}
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/**
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* Simple scripted movement state, attempts to pathfind to ScriptedMoveTarget and
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* returns execution to previous state upon either success/failure.
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*/
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state ScriptedMove
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{
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event PoppedState()
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{
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if (ScriptedRoute == None)
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{
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// if we still have the move target, then finish the latent move
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// otherwise consider it aborted
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ClearLatentAction(class'SeqAct_AIMoveToActor', (ScriptedMoveTarget == None));
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}
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// and clear the scripted move target
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ScriptedMoveTarget = None;
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}
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event PushedState()
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{
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if (Pawn != None)
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{
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// make sure the pawn physics are initialized
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Pawn.SetMovementPhysics();
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}
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}
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Begin:
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// while we have a valid pawn and move target, and
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// we haven't reached the target yet
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while (Pawn != None &&
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ScriptedMoveTarget != None &&
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!Pawn.ReachedDestination(ScriptedMoveTarget))
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{
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// check to see if it is directly reachable
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if (ActorReachable(ScriptedMoveTarget))
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{
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// then move directly to the actor
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MoveToward(ScriptedMoveTarget, ScriptedFocus);
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}
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else
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{
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// attempt to find a path to the target
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MoveTarget = FindPathToward(ScriptedMoveTarget);
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if (MoveTarget != None)
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{
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// move to the first node on the path
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MoveToward(MoveTarget, ScriptedFocus);
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}
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else
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{
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// abort the move
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`warn("Failed to find path to"@ScriptedMoveTarget);
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ScriptedMoveTarget = None;
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}
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}
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}
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// return to the previous state
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PopState();
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}
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/** scripted route movement state, pushes ScriptedMove for each point along the route */
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state ScriptedRouteMove
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{
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event PoppedState()
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{
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// if we still have the move target, then finish the latent move
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// otherwise consider it aborted
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ClearLatentAction(class'SeqAct_AIMoveToActor', (ScriptedRoute == None));
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ScriptedRoute = None;
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}
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Begin:
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while (Pawn != None && ScriptedRoute != None && ScriptedRouteIndex < ScriptedRoute.RouteList.length && ScriptedRouteIndex >= 0)
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{
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ScriptedMoveTarget = ScriptedRoute.RouteList[ScriptedRouteIndex].Actor;
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if (ScriptedMoveTarget != None)
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{
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PushState('ScriptedMove');
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}
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if (Pawn != None && Pawn.ReachedDestination(ScriptedRoute.RouteList[ScriptedRouteIndex].Actor))
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{
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if (bReverseScriptedRoute)
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{
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ScriptedRouteIndex--;
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}
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else
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{
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ScriptedRouteIndex++;
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}
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}
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else
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{
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`warn("Aborting scripted route");
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ScriptedRoute = None;
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PopState();
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}
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}
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if (Pawn != None && ScriptedRoute != None && ScriptedRoute.RouteList.length > 0)
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{
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switch (ScriptedRoute.RouteType)
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{
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case ERT_Linear:
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PopState();
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break;
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case ERT_Loop:
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bReverseScriptedRoute = !bReverseScriptedRoute;
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// advance index by one to get back into valid range
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if (bReverseScriptedRoute)
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{
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ScriptedRouteIndex--;
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}
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else
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{
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ScriptedRouteIndex++;
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}
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Goto('Begin');
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break;
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case ERT_Circle:
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ScriptedRouteIndex = 0;
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Goto('Begin');
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break;
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default:
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`warn("Unknown route type");
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ScriptedRoute = None;
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PopState();
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break;
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}
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}
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else
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{
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ScriptedRoute = None;
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PopState();
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}
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// should never get here
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`warn("Reached end of state execution");
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ScriptedRoute = None;
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PopState();
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}
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function NotifyWeaponFired(Weapon W, byte FireMode);
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function NotifyWeaponFinishedFiring(Weapon W, byte FireMode);
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function bool CanFireWeapon( Weapon Wpn, byte FireModeNum ) { return TRUE; }
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defaultproperties
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{
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bAdjustFromWalls=true
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bCanDoSpecial=true
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MinHitWall=-0.5f
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}
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