341 lines
8.7 KiB
Ucode
341 lines
8.7 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 GameAIController extends AIController
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dependson(GameTypes)
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abstract
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native
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config(Game);
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/** Current command stack, with the last element being the currently active (ticked) one */
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var() editinline transient const GameAICommand CommandList;
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/** Whether this AI has a runaway loop or not. If it does we are going to do AbortCommand( CommandList ) at the end of Tick(). **/
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var transient bool bHasRunawayCommandList;
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/** Debug log file, @see: AILog */
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var transient FileLog AILogFile;
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var(Debug) config bool bAILogging;
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var(Debug) config bool bAILogToWindow;
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var(Debug) config bool bFlushAILogEachLine;
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var(Debug) config bool bMapBasedLogName;
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var(Debug) config bool bAIDrawDebug;
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var transient bool bAIBroken;
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var(Debug) float DebugTextMaxLen;
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var(Debug) transient const array<AICmdHistoryItem> CommandHistory;
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var(Debug) config int CommandHistoryNum;
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/** List of categories to filter */
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var(Debug) config array<Name> AILogFilter;
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// DEMO RECORDING PROPERTIES - for saving AI info into demos
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var string DemoActionString;
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cpptext
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{
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#if !DO_AI_LOGGING
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#if COMPILER_SUPPORTS_NOOP
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#define AIObjLog __noop
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#define AILog __noop
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#define AI_LOG __noop
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#elif SUPPORTS_VARIADIC_MACROS
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#define AIObjLog(...)
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#define AILog(...)
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#define AI_LOG(...)
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#else
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#define AIObjLog GNull->Logf
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#define AILog GNull->Logf
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#define AI_LOG GNull->Logf
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#endif
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#else
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#define AI_LOG(Object, FuncParams) \
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if(RUNTIME_DO_AI_LOGGING)\
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{\
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Object->AILog FuncParams;\
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}
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#define AIObjLog(FuncParams) AI_LOG(AI,FuncParams)
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VARARG_DECL(void,void,{},AILog,VARARG_NONE,const TCHAR*,VARARG_NONE,VARARG_NONE);
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VARARG_DECL(void,void,{},AILog,VARARG_NONE,const TCHAR*,VARARG_EXTRA(enum EName E),VARARG_EXTRA(E));
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#endif
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UBOOL Tick( FLOAT DeltaTime, enum ELevelTick TickType );
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virtual EGotoState GotoState( FName State, UBOOL bForceEvents = 0, UBOOL bKeepStack = 0 );
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virtual void ProcessState( FLOAT DeltaSeconds );
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virtual void StoreCommandHistory( UGameAICommand* Cmd );
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/**
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* DebugLog function which is called to log information specific to this AI (call NAVHANDLE_DEBUG_LOG macro, don't call this directly)
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* @param LogText - text to log for this AI
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*/
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virtual void DebugLogInternal(const TCHAR* LogText)
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{
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AI_LOG(this,(LogText));
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}
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};
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replication
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{
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if( bDemoRecording )
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DemoActionString;
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}
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/** returns all AI Commands in the CommandList that are of the specified class or a subclass
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* @note this function is only useful on the server
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* @param BaseClass the base class of GameAICommand to return
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* @param (out) Cmd the returned GameAICommand for each iteration
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*/
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native final iterator function AllCommands(class<GameAICommand> BaseClass, out GameAICommand Cmd);
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/**
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* PushCommand
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* pushes a new AI command on top of the command stack
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* @param NewCommand - command to place on top of stack
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*/
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native function PushCommand(GameAICommand NewCommand);
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/**
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* PopCommand
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* will pop the passed command (and everything above it in the stack)
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* @param ToBePoppedCommand - the command to pop
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*/
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native function PopCommand(GameAICommand ToBePoppedCommand);
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/** AbortCommand
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* Aborts a command (and all of its children)
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* @param AbortCmd - the command to abort (can be NULL, in which case AbortClass will be used to determine which command to abort
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* @param AbortClass - not used unless AbortCmd is NULL, in which case the first command int he stack of class 'AbortClass' will be aborted (and all its children)
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*/
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native function bool AbortCommand( GameAICommand AbortCmd, optional class<GameAICommand> AbortClass );
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native final function GameAICommand GetActiveCommand();
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/** checks the command stack for too many commands and/or infinite recursion */
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native final function CheckCommandCount();
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native final function DumpCommandStack();
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/** finds and returns the lowest command of the specified class on the stack (will return subclasses of the specified class) */
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native final function coerce GameAICommand FindCommandOfClass(class<GameAICommand> SearchClass) const;
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/** This will search the CommandList for the passed in command class. **/
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native function GameAICommand GetAICommandInStack( const class<GameAICommand> InClass );
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/** return desired offset to move position... used for MoveTo/MoveToward */
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function float GetDestinationOffset();
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// called from movetogoal when we arrive at our destination
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function ReachedMoveGoal();
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function ReachedIntermediateMoveGoal();
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/**
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* =====
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* DEBUG
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* =====
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*/
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event Destroyed()
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{
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Super.Destroyed();
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if (AILogFile != None)
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{
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AILogFile.Destroy();
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}
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// so this cases handles when AI has been destroyed. We need to give a chance to the AICmds to handle that case
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if( Commandlist != None )
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{
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AbortCommand( CommandList );
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}
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}
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protected function RecordDemoAILog( coerce string LogText );
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`if(`__TW_PATHFINDING_)
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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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`else
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event AILog_Internal( coerce string LogText, optional Name LogCategory, optional bool bForce )
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`endif
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{
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`if(`notdefined(FINAL_RELEASE))
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local int Idx;
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local String ActionStr, FinalStr;
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local String FileName;
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local GameAICommand ActiveCommand;
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local int FileNameLength;
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local Engine Eng;
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Eng = class'Engine'.static.GetEngine();
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if( Eng.bDisableAILogging )
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{
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return;
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}
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if( !bForce &&
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!bAILogging )
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{
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return;
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}
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if (WorldInfo.IsConsoleBuild(CONSOLE_PS3))
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{
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return;
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}
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if( !bForce )
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{
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for( Idx = 0; Idx < AILogFilter.Length; Idx++ )
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{
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if( AILogFilter[Idx] == LogCategory )
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{
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return;
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}
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}
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}
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if (AILogFile == None)
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{
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AILogFile = Spawn(class'FileLog');
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if (bMapBasedLogName)
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{
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FileName = WorldInfo.GetMapName()$"_"$string(self);
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FileName = Repl(FileName,"ai_","",false);
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}
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else
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{
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FileName = string(self);
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}
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// for consoles we need to make certain the filename is short enough
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if( class'WorldInfo'.static.GetWorldInfo().IsConsoleBuild() == TRUE )
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{
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// Include the file extension in determining the length
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FileNameLength = Len(Filename) + 6;
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// make sure file name isn't too long for consoles
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if(FileNameLength > 40)
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{
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// Make sure there is room for the .ailog part too
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FileName = Right(Filename,34);
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}
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}
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AILogFile.bKillDuringLevelTransition = TRUE;
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AILogFile.bFlushEachWrite = bFlushAILogEachLine;
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// Use async unless flushing was requested
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AILogFile.bWantsAsyncWrites = !bFlushAILogEachLine;
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AILogFile.OpenLog(FileName,".ailog");
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}
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ActionStr = String(GetStateName());
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ActiveCommand = GetActiveCommand();
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if (ActiveCommand != None)
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{
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ActionStr = String(ActiveCommand.Class)$":"$String(ActiveCommand.GetStateName());
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}
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FinalStr = "["$WorldInfo.TimeSeconds$"]"@ActionStr$":"@LogText;
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AILogFile.Logf(FinalStr);
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if (WorldInfo.IsRecordingDemo())
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{
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RecordDemoAILog(FinalStr);
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}
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`Log( Pawn@"["$WorldInfo.TimeSeconds$"]"@ActionStr$":"@LogText, bAILogToWindow );
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`endif
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}
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/** SetDesiredRotation
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* Calls Pawn's SetDesiredRotation: Simple interface to Pawn
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*/
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function SetDesiredRotation(Rotator TargetDesiredRotation, bool InLockDesiredRotation=FALSE, bool InUnlockWhenReached=FALSE, FLOAT InterpolationTime=-1.f/*Use Default RotationRate*/)
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{
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if ( Pawn!=none )
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{
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Pawn.SetDesiredRotation(TargetDesiredRotation, InLockDesiredRotation, InUnlockWhenReached, InterpolationTime);
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}
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}
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/**
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* ===========
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* DEBUG STATES
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* ===========
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*/
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state DEBUGSTATE
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{
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function BeginState( Name PreviousStateName )
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{
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//debug
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`AILog( "BEGINSTATE"@PreviousStateName, 'State' );
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}
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function EndState( Name NextStateName )
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{
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//debug
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`AILog( "ENDSTATE"@NextStateName, 'State' );
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}
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function PushedState()
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{
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//debug
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`AILog( "PUSHED", 'State' );
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}
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function PoppedState()
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{
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//debug
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`AILog( "POPPED", 'State' );
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}
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function ContinuedState()
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{
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//debug
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`AILog( "CONTINUED", 'State' );
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}
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function PausedState()
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{
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//debug
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`AILog( "PAUSED", 'State' );
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}
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}
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/** @return a String with the Cmd and the State that the AI is in. **/
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simulated final event string GetActionString()
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{
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local string ActionStr;
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local GameAICommand ActiveCmd;
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if( WorldInfo.IsPlayingDemo() )
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{
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return DemoActionString;
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}
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else
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{
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ActiveCmd = GetActiveCommand();
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if( ActiveCmd != None )
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{
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ActionStr = string(ActiveCmd.Class)$":"$string(ActiveCmd.GetStateName());
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}
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else
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{
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ActionStr = string(default.Class)$":"$string(GetStateName());
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}
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return ActionStr;
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}
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}
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defaultproperties
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{
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}
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