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00997 00998 00999 01000 01001 01002 01003 01004 01005 01006 01007 01008 01009 01010 01011 01012 01013 01014 01015 01016 01017 01018 01019 01020 01021 01022 01023 01024 01025 01026 01027 01028 01029 01030 01031 01032 01033 01034 01035 01036 01037 01038 01039 01040 01041 01042 01043 01044 01045 01046 01047 01048 01049 01050 01051 01052 01053 01054 01055 01056 01057 01058 01059 01060 01061 01062 01063 01064 01065 01066 01067 01068 01069 01070 01071 01072 01073 01074 01075 01076 01077 01078 01079 01080 01081 01082 01083 01084 01085 01086 01087 01088 | //============================================================================= // Spatial Fear // Name: SFVehicleControl // Description: Pickup which gives the player control over a vehicle. // // Author: Gert Jen Peltenburg //============================================================================= class SFVehicleControl expands SFPickup; // Enumerations enum ControllerType { Boat, // A boat can turn, but not strafe, and can only move in a plane Car, // A car can turn, not strafe, but can follow the terrain Helicopter, // A helicopter (when airborne) can change altitude, strafe, move, turn Airplane, // An airplane cannot hover and strafe, can move in 3D HoverCraft, // A hovercraft can turn Tank, // A tank can turn in place (and crush people) Stationary, // Non-movable (e.g. turret, in that case, combine with bTurretAvailable=true) Crane // A crane uses the fire/altfire functions for grabbing/releasing cargo }; enum SuggestedMissionType { Ferry, Camp, FireSupport, Scout, Roam, Kamikaze }; // Properties var (SpatialFear) ControllerType VehicleType; // for bots: allows them to use specialized code var (SpatialFear) bool bTurretAvailable; // for bots: tells them the vehicle has a slaved turret they can control var (SpatialFear) bool bTurretAutoAim; // for bots: tells them that they don't need to manually move the turret var (SpatialFear) float ControlFactor; var (SpatialFear) name ControlledTag; var (SpatialFear) name ViewFromTag; var (SpatialFear) name BallisticsTag; var (SpatialFear) name RadarTag; var (SpatialFear) float RadarRange; var (SpatialFear) bool bRadarShowsPawns; var (SpatialFear) bool bRadarShowsProjectiles; var (SpatialFear) bool bStationaryController; var (SpatialFear) bool bPlayersOnly; // disable ANY bot from picking this up (including ones with a DriversLicense var (SpatialFear) bool bPlayerHasWeapons; var (SpatialFear) bool bPlayerCanLook; var (SpatialFear) bool bPlayerGivesAmmo; var (SpatialFear) bool bPlayerCrouch; var (SpatialFear) class<SFVehicleHUD> SFVehicleHUDType; var (SpatialFear) float BotInaccuracy; // When a bot is controlling the vehicle, this will be the inaccuracy (in unreal degrees) var (SpatialFear) SuggestedMissionType SuggestedMission; // Suggestion to bot what kind of strategy is desired for this vehicle var (SpatialFear) name EntryTag[10]; var (SpatialFear) name WaypointTag; // SFVehiclepathnode tag of path to follow on mission var (SpatialFear) int WaypointStartSeq; // on startup, the vehicle will be considered at this pathnode var (SpatialFear) float WaypointPause; // how long to wait at the waypoints var SFVehiclepathnode LastWaypoint; // Private Properties var vector requestcoordinates[10]; var int currentrequest; var int latestrequest; var SFVehicleHUD SFVehicleHUD; var Actor RadarActor; var rotator PlayerViewRotation; var SFVehicleControl StationaryController; // used to determine if we're still being held var SFVehicle CurrentSFVehicle; var vector CurrentLocation; var float ReportedRotationYaw,ReportedRotationPitch,ReportedRotationRoll; var vector ReportedVehicleLocation,ReportedVehicleVelocity,ReportedTurretLocation; var float leftclearance,rightclearance,topclearance,bottomclearance,frontclearance,backclearance; var rotator ReportedVehicleRotation,ReportedTurretRotation; var bool ReportedProjectileLoaded,ReportedAltProjectileLoaded; var vector CurrentCrosshairLocation; var rotator CurrentRotation; var float reportedspeed; var float lastchecked; var actor locationholder; var actor PlayerViewTarget; var actor ViewTarget; var bool bControllerActive; // basically bActive but not restricted to bNetOwner // variables the SFVehicles will inspect. The player class must fill these in its playerinput function, // and that should be done using the ControlVehicle function. // Bots will fill these directly. var bool CtlbFire,CtlbAltFire; var float CtlaVehicleSpeedControl,CtlaTurretTurn; var float CtlaVehicleTurn,CtlaVehicleUp,CtlaTurretUp; replication { reliable if(Role==ROLE_Authority) StationaryController,bControllerActive; unreliable if(Role<ROLE_Authority) ControlVehicle; } final simulated function int sign(float value) { if(value==0) return 0; if(value<0) return -1; return 1; } final simulated function float normalizeangle(float inangle) { local int divisions; divisions = sign(inangle)*int(abs(inangle)/32768); return inangle-divisions*65536; } // atan2 determines 360 degree angle (between -pi and Pi, more precisely) final simulated function float atan2(float Y,float X) { local float tempang; if(X==0) { if(Y<0) tempang=-pi/2.0; else if(Y>0) tempang=pi/2.0; else tempang=0; } else if(X<0) { tempang=atan(Y/X)+pi; // Third quadrant } else tempang=atan(Y/X); if(tempang>pi) tempang-=pi*2.0; if(tempang<-pi) tempang+=pi*2.0; return tempang; } final simulated function vector RealWorldLocation(vector oldpoint,rotator rotateby) { local vector temppoint; local rotator temprot; local float dist; local float axisdist; local float axisangle; temppoint=oldpoint; dist = VSize(temppoint); temppoint = temppoint/dist; // unity vector, requires less calculations // rotate around X-axis (Roll) axisangle = atan2(temppoint.Z,temppoint.Y); axisdist = sqrt(square(temppoint.Z)+square(temppoint.Y)); temppoint.Z= sin(axisangle-(RotateBy.Roll*pi)/32768.0)*axisdist; temppoint.Y= cos(axisangle-(RotateBy.Roll*pi)/32768.0)*axisdist; // rotate around Y-axis (Pitch) axisangle = atan2(temppoint.Z,temppoint.X); axisdist = sqrt(square(temppoint.Z)+square(temppoint.X)); temppoint.Z= sin(axisangle+(RotateBy.Pitch*pi)/32768.0)*axisdist; temppoint.X= cos(axisangle+(RotateBy.Pitch*pi)/32768.0)*axisdist; temprot=rotateby; temprot.Roll=0; temprot.Pitch=0; // rotate around Z-axis (Yaw) axisangle = atan2(temppoint.Y,temppoint.X); axisdist = sqrt(square(temppoint.Y)+square(temppoint.X)); temppoint.Y= sin(axisangle+(RotateBy.Yaw*pi)/32768.0)*axisdist; temppoint.X= cos(axisangle+(RotateBy.Yaw*pi)/32768.0)*axisdist; return vector(rotator(temppoint))*dist; } final simulated function vector VirtualLocation(vector oldpoint,rotator rotateby) { local vector temppoint; local rotator temprot; local float dist; local float axisdist; local float axisangle; temppoint=oldpoint; dist = VSize(temppoint); temppoint = temppoint/dist; // unity vector, requires less calculations // rotate around Z-axis (Yaw) axisangle = atan2(temppoint.Y,temppoint.X); axisdist = sqrt(square(temppoint.Y)+square(temppoint.X)); temppoint.Y= sin(axisangle-(RotateBy.Yaw*pi)/32768.0)*axisdist; temppoint.X= cos(axisangle-(RotateBy.Yaw*pi)/32768.0)*axisdist; // rotate around Y-axis (Pitch) axisangle = atan2(temppoint.Z,temppoint.X); axisdist = sqrt(square(temppoint.Z)+square(temppoint.X)); temppoint.Z= sin(axisangle-(RotateBy.Pitch*pi)/32768.0)*axisdist; temppoint.X= cos(axisangle-(RotateBy.Pitch*pi)/32768.0)*axisdist; // rotate around X-axis (Roll) axisangle = atan2(temppoint.Z,temppoint.Y); axisdist = sqrt(square(temppoint.Z)+square(temppoint.Y)); temppoint.Z= sin(axisangle+(RotateBy.Roll*pi)/32768.0)*axisdist; temppoint.Y= cos(axisangle+(RotateBy.Roll*pi)/32768.0)*axisdist; temprot=rotateby; temprot.Roll=0; temprot.Pitch=0; return vector(rotator(temppoint))*dist; // add origin and distance again } // these two functions can be used for fire support queueing (up to 10 requests) singular function bool LogFireSupportRequest(vector coordinates) { local int req; req=(latestrequest+1)%arraycount(requestcoordinates); if(req==currentrequest) // queue full return false; requestcoordinates[req]=coordinates; latestrequest=req; return true; } singular function bool CheckFireSupportRequest(out vector coordinates) { local int req; req=(currentrequest+1)%arraycount(requestcoordinates); if(req==latestrequest) return false; coordinates=requestcoordinates[req]; currentrequest=req; } singular function ClearFireSupportRequests() { latestrequest=0; currentrequest=0; } function ControlVehicle(bool bFire, bool bAltFire, float aForward, float aTurn, float aStrafe, float aUp, float aLookUp) { CtlbFire=bFire; CtlbAltFire=bAltFire; CtlaTurretTurn=aTurn*ControlFactor; CtlaTurretUp=aLookup*ControlFactor; CtlaVehicleSpeedControl=aForward*ControlFactor; CtlaVehicleTurn=aStrafe*ControlFactor; CtlaVehicleUp=aUp*ControlFactor; } simulated function BeginPlay() { local actor act; local SFVehiclepathnode pn; Currentlocation = location; CurrentRotation = rotation; LocationHolder=spawn(class'SFVehicleFeedback'); SFVehicleHUD=Spawn(SFVehicleHUDType); if(SFVehicleHUD!=None) SFVehicleHUD.vc=self; if(ViewFromTag!='') foreach AllActors( class 'Actor', act, ViewFromTag ) if(act!=None) ViewTarget=act; if(RadarTag!='') foreach AllActors( class 'Actor', act, RadarTag ) if(act!=None) RadarActor=act; if(WaypointTag!='') foreach AllActors( class 'SFVehiclePathNode', pn, WaypointTag ) if(pn!=None && WaypointStartSeq==pn.Sequence) LastWaypoint=pn; super.beginplay(); } function int MaxEntryPointRing() { return arraycount(entrytag); } simulated function Activation() { local SFVehicle Drv; local actor act; local playerpawn user; local SFVehicleRepairKit repairkit; if(StationaryController!=None) { if(Role<ROLE_Authority && !owner.bNetOwner) // pure client owner.RemoteRole=ROLE_DumbProxy; // while driving, the pawn will not be simulated owner.movesmooth(CurrentLocation-owner.location); if(playerpawn(owner)!=None) { playerpawn(owner).bCollideWorld = false; owner.bcollidewhenplacing=false; owner.SetCollision(true,true,true); } else { owner.bcollidewhenplacing=false; owner.setcollision(true,true,false); } } user=playerpawn(owner); if(user!=None) { PlayerViewTarget=user.ViewTarget; user.ViewTarget=viewtarget; if(viewtarget!=None && SFVehicleCameraComponent(viewtarget)!=None) user.DesiredFOV=SFVehicleCameraComponent(viewtarget).ViewFOV; } owner.bRotateToDesired = false; if ( ControlledTag != '' ) { foreach AllActors( class 'SFVehicle', Drv, ControlledTag ) { if (Drv != None) { if(Drv.CurrentController==None) { Drv.controllingplayer = pawn(Owner); Drv.CurrentController = self; } } } foreach AllActors( class 'SFVehicle', Drv, ControlledTag ) { if (Drv != None) { if(Drv.CurrentController==self) { repairkit=SFvehiclerepairkit(pawn(owner).FindInventoryType(Class'SFVehicle.SFVehicleRepairKit')); if(Drv.bDestroyed) { if(repairkit!=None && Drv.bRepairable && !Drv.bRepairing) { if(playerpawn(owner)!=None) BroadcastMessage("Repairing: " $ Drv.Tag, false, 'Pickup'); // let's make it more obvious repairkit.GotoState('Activated'); Drv.GotoState('Repairing'); } } else Drv.GotoState('Activated'); } } } } } simulated function Deactivation() { local SFVehicle Drv; local playerpawn user; CtlbFire=false; CtlbAltFire=false; CtlaVehicleSpeedControl=0; CtlaTurretTurn=0; CtlaVehicleTurn=0; CtlaVehicleUp=0; CtlaTurretUp=0; if(owner!=None && bStationaryController) { if(Role<ROLE_Authority && !owner.bNetOwner) // pure client owner.RemoteRole=owner.default.RemoteRole; // while driving, the pawn will not be simulated owner.SetCollision(true,true,true); owner.bcollidewhenplacing=true; if(playerpawn(owner)!=None) playerpawn(owner).bCollideWorld = true; owner.movesmooth(currentlocation-owner.location); owner.SetPhysics(PHYS_Walking); } user=playerpawn(owner); if(user!=None) { user.ViewTarget = PlayerViewTarget; user.DesiredFOV=user.default.FOVAngle; } if ( ControlledTag != '' ) foreach AllActors( class 'SFVehicle', Drv, ControlledTag ) { if (Drv != None) { if(Drv.currentcontroller == Self) { Drv.controllingplayer = None; Drv.currentcontroller = None; Drv.GotoState('Deactivated'); } } } } function bool HandlePickupQuery(inventory item) { //super.HandlePickupQuery(item); if(SFVehicleControl(item)!=None) { // any pawn can have only one stationary vehiclecontrol - but may carry multiple remotes if(bStationaryController) if(SFvehiclecontrol(item).bStationarycontroller) return true; return false; } if(inventory!=None) return inventory.HandlePickupQuery(item); } simulated state Activated { simulated function BeginState() { SetPhysics(PHYS_MovingBrush); SetCollision(false,false,false); bControllerActive=true; bActive=true; Activation(); } simulated function EndState() { bControllerActive=false; bActive=false; Deactivation(); SetPhysics(PHYS_MovingBrush); SetCollision(true,true,true); } } auto state Pickup { // Simulate a touch, for UseKey compatibility. function Trigger( actor Other, pawn EventInstigator ) { Touch(Other); } function Touch( actor Other) { local Inventory Copy; if ( ValidTouch(Other) ) { Copy = SpawnCopy(Pawn(Other)); if (Level.Game.LocalLog != None) Level.Game.LocalLog.LogPickup(Self, Pawn(Other)); if (Level.Game.WorldLog != None) Level.Game.WorldLog.LogPickup(Self, Pawn(Other)); if (bActivatable && Pawn(Other).SelectedItem==None) Pawn(Other).SelectedItem=Copy; //Pawn(Other).ClientMessage(PickupMessage, 'Pickup'); PlaySound (PickupSound,,2.0); Pickup(Copy).PickupFunction(Pawn(Other)); } } // Validate touch, and if valid trigger event. function bool ValidTouch( actor Other ) { local Actor A; local SFDriversLicense lic; if(bStationaryController && StationaryController!=None) return false; if(pawn(other)==None) return false; if(bPlayersOnly && PlayerPawn(other)==None) return false; // this check is done here to prevent non-drivers from having their inventory scrolled lic=SFdriverslicense(pawn(other).FindInventoryType(class'SFDriversLicense')); if(lic==None) { // pawn obviously does not know vehiclecontrols // log("pawn does not have a driver's license"); return false; } if(!bStationaryController && !lic.bUnderstandsRemotes) return false; if( Other.bIsPawn && (Pawn(Other).Health > 0)) { if(!pawn(other).inventory.HandlePickupQuery(self)) { if( Event != '' ) foreach AllActors( class 'Actor', A, Event ) A.Trigger( Other, Other.Instigator ); return true; } } return false; } function BeginState() { Super.BeginState(); ClearFireSupportRequests(); NumCopies = 0; } } state Deactivated { } function DropFrom(vector ownerlocation) { if(stationarycontroller!=None) { stationarycontroller.destroy(); stationarycontroller=None; } super.DropFrom(ownerlocation); if(bStationaryController) { SetLocation(CurrentLocation); SetRotation(CurrentRotation); } if(bActive) Deactivation(); } function bool StillBeingHeld(pawn user) { local pawn collides; foreach touchingactors(class'pawn',collides) { if(collides==user) return true; } return false; } simulated function UpdateLocation() { if(bControllerActive) { if(!bPlayerCanLook && bStationaryController) { if(playerpawn(owner)!=None) if(playerpawn(owner).viewtarget==None) pawn(Owner).ViewRotation=CurrentRotation; else pawn(Owner).ViewRotation=playerpawn(owner).viewtarget.Rotation; } } if(stationarycontroller!=None) { if(bControllerActive) { owner.setrotation(currentrotation); if(PlayerPawn(owner)==None) { owner.setcollision(false,true,true); // owner.SetLocation(currentlocation); } owner.bForcePhysicsUpdate=true; owner.acceleration=vect(0,0,0); owner.velocity=vect(0,0,0); owner.SetPhysics(PHYS_MovingBrush); owner.movesmooth(currentlocation-owner.location); } stationarycontroller.setlocation(currentlocation); stationarycontroller.setrotation(currentrotation); if(StationaryController!=None) { if(!stationarycontroller.StillBeingHeld(pawn(owner))) { if(!bControllerActive) { DropFrom(location); } } } } } // Controllers don't respawn - but stationary controllers leave one copy for checking if they are still in reach function inventory SpawnCopy( pawn Other ) { local inventory Copy; Copy = self; Copy.RespawnTime = 0.0; Copy.bHeldItem = true; Copy.GiveTo( Other ); if(bStationaryController) { StationaryController=spawn(class'SFVehicleControlRefCpy'); StationaryController.bStationaryController=true; StationaryController.GotoState('ReferenceLocation'); StationaryController.drawtype = DT_None; StationaryController.SetCollision(true,false,false); StationaryController.SetCollisionSize(collisionradius,collisionheight); } return Copy; } function bool FindAmmo(class AmmoName, int count) // gets ammo from controlling player { local Ammo AmmoType; local Pickup PickupType; if(bPlayerGivesAmmo==false) return false; if ( AmmoName == None ) return false; AmmoType = Ammo(pawn(Owner).FindInventoryType(AmmoName)); if ( AmmoType != None ) return AmmoType.UseAmmo(count); return false; } //MWP:begin // overridable function to ask the inventory object to draw its StatusIcon simulated function DrawStatusIconAt( canvas Canvas, int X, int Y, optional float Scale ) { if( Scale == 0.0 ) Scale = 1.0; Canvas.SetPos( X, Y ); Canvas.DrawIcon( StatusIcon, Scale ); } //MWP:end simulated function PostRender(canvas Canvas) { if(SFVehicleHUD==None) return; SFVehicleHUD.PostRender(Canvas); } function BallisticCalculation(float latitude,float longitude,float altitude,out float Yaw,out float HighTraj,out float flighttime) { local SFVehicle Drv; if ( ControlledTag != '' ) foreach AllActors( class 'SFVehicle', Drv, BallisticsTag ) { if (Drv != None) { if(Drv.CurrentController==Self && Drv.bDoesBallisticCalculation) { Drv.BallisticCalculation(latitude,longitude,altitude,Yaw,hightraj,flighttime); return; } } } } state ReferenceLocation { ignores Touch; } // Attempts to find a direct route to a destination // If not available, will try to concatenate paths, depth first (probably slooooooooow) // (Prime candidate for DLL implementation I'd say) // Return value: number of paths that need to be followed to get there (1 for direct route, 0 for no route) function int FindRouteTo(vector start,vector destination, out SFVehiclePathNode startnode, out int EndSequence, float maxdistance,optional int depth) { local actor node; local SFVehiclePathNode destnode, possiblestartnode; local int dummyendsequence,childpathcount; local bool PathOK; startnode=None; locationholder.setlocation(start); foreach locationholder.RadiusActors(class'SFVehiclePathNode',possiblestartnode,maxdistance) { PathOK=false; switch(VehicleType) { case Boat: if(possiblestartnode.class==class'SFVehiclePathNodeWater') PathOK=true; break; case Hovercraft: if(possiblestartnode.class==class'SFVehiclePathNodeWater') PathOK=true; if(possiblestartnode.class==class'SFVehiclePathNodeLand') PathOK=true; break; case Airplane: case Helicopter: if(possiblestartnode.class==class'SFVehiclePathNodeAir') PathOK=true; break; case Car: case Tank: if(possiblestartnode.class==class'SFVehiclePathNodeLand') PathOK=true; break; default: break; } if(PathOK) { foreach AllActors(possiblestartnode.class,node,possiblestartnode.tag) { if(VSize(node.location-destination)<=maxdistance) {// direct route to destination EndSequence=SFVehiclePathNode(node).sequence; startnode=possiblestartnode; return 1; } } if(depth<6) { // Maximum of 6 paths foreach AllActors(possiblestartnode.class,node,possiblestartnode.tag) { ChildPathCount=FindRouteTo(node.location,destination,destnode,dummyendsequence,maxdistance,depth+1); if(ChildPathCount>0) { EndSequence=SFVehiclePathNode(node).sequence; startnode=possiblestartnode; return ChildPathCount+1; } } } } } return 0; } function bool AimTurret(actor target,vector targetlocation,vector targetvelocity,bool leadtarget) // aim the turret at the target { local float requiredyaw,requiredpitch; local float flighttime; local rotator requiredrot; local vector HitLocation,HitNormal; flighttime=0; if(ballisticstag!='') { BallisticCalculation(TargetLocation.X,TargetLocation.Y,TargetLocation.Z,requiredyaw,requiredpitch,flighttime); // lead the target if(leadtarget) BallisticCalculation(TargetLocation.X+targetvelocity.X*flighttime,TargetLocation.Y+targetvelocity.X*flighttime,Target.Location.Y+target.velocity.Z*flighttime,requiredyaw,requiredpitch,flighttime); } else { requiredrot=rotator(targetlocation-reportedturretlocation); requiredyaw=normalizeangle(requiredrot.yaw); requiredpitch=normalizeangle(requiredrot.pitch); } CtlaTurretTurn=normalizeangle(requiredyaw+Frand()*BotInaccuracy-normalizeangle(reportedturretrotation.yaw)); CtlaTurretUp=normalizeangle(requiredpitch+Frand()*BotInaccuracy-normalizeangle(reportedturretrotation.pitch)); if( abs(CtlaTurretTurn)<botinaccuracy && abs(CtlaTurretUp)<botinaccuracy) { if(target==None) return true; if(target==Trace(HitLocation,HitNormal,target.location+target.velocity*flighttime,vector(reportedturretrotation)*100+reportedturretlocation,true)) // clear shot return true; } return false; } function bool MoveVehicle(vector DesiredLocation) { local float requiredyaw,requiredpitch; local float flighttime; local vector distvect,velocityvect; distvect=DesiredLocation-ReportedVehicleLocation; requiredyaw=normalizeangle(rotator(distvect).Yaw); requiredpitch=normalizeangle(rotator(distvect).pitch); distvect=VirtualLocation(distvect,reportedvehiclerotation); velocityvect=VirtualLocation(reportedvehiclevelocity,reportedvehiclerotation); switch(VehicleType) { case airplane: CtlaVehicleTurn=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2; CtlaVehicleUp=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2; CtlaVehicleSpeedControl=16384; if(frontclearance<reportedspeed*2.0) { // i.e. if collision is imminent within 2 seconds if(leftclearance>rightclearance) { // pull to the left and up CtlaVehicleTurn=16384; CtlaVehicleUp=16384; } else { // pull to the right and up CtlaVehicleTurn=-16384; CtlaVehicleUp=16384; } } break; case Helicopter: if(bTurretAvailable || sqrt(square(velocityvect.X)+square(velocityvect.Y))>75 && VSize(distvect)<1000) { requiredyaw=reportedvehiclerotation.yaw; // don't turn if it is faster to reverse } if(!bTurretAvailable && abs(velocityvect.X)<100 && abs(normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw)))>64) { CtlaTurretTurn=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2; CtlaVehicleTurn=(distvect.Y-velocityvect.Y)*10.0; } if(abs(distvect.Z)>30 && (sqrt(square(distvect.Y)+square(distvect.X))<100 || (abs(distvect.Z)>120 && (distvect.Z>0 || abs(distvect.Z)>sqrt(square(distvect.Y)+square(distvect.X))/5.0)))) { // i.e. if we're above the destination or far away CtlaVehicleUp=distvect.Z*20.0; } else { CtlaVehicleUp=-velocityvect.Z*100; // compensate for translational lift if(abs(velocityvect.X)>100 && !bTurretAvailable) CtlaVehicleTurn=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2; if(!bTurretAvailable) // not using tail rotor at speed CtlaTurretTurn=0; // CtlaVehicleSpeedControl=MIN(MAX((distvect.X*10-velocityvect.X/4)*200.0,-5000.0),5000.0); if(distvect.X<-8000 && abs(distvect.Z)<20) CtlaVehicleSpeedControl=(-1400.0-velocityvect.X)*200.0; else if(distvect.X<-1000 && abs(distvect.Z)<20) CtlaVehicleSpeedControl=(-250.0-velocityvect.X)*400.0; else if(distvect.X<0 && velocityvect.X<distvect.X) CtlaVehicleSpeedControl=(-40.0-velocityvect.X)*200.0; else if(distvect.X<0) CtlaVehicleSpeedControl=(-velocityvect.X)*200.0; else if(distvect.X<1000 && velocityvect.X>distvect.X) CtlaVehicleSpeedControl=(-velocityvect.X)*200.0; else if(distvect.X<1000 || abs(distvect.Z)>20) CtlaVehicleSpeedControl=(40.0-velocityvect.X)*200.0; else if(distvect.X<8000) CtlaVehicleSpeedControl=(250.0-velocityvect.X)*400.0; else CtlaVehicleSpeedControl=(1400.0-velocityvect.X)*200.0; } if(frontclearance<velocityvect.X) CtlaVehicleSpeedControl-=velocityvect.X*2; if(-backclearance>velocityvect.X) CtlaVehicleSpeedControl-=velocityvect.X*2; if(rightclearance<velocityvect.Y) CtlaVehicleTurn-=velocityvect.Y*2; if(-leftclearance>velocityvect.Y) CtlaVehicleTurn-=velocityvect.Y*2; if(topclearance<velocityvect.Z) CtlaVehicleUp-=velocityvect.Z*2; if(-bottomclearance>velocityvect.Z) CtlaVehicleUp-=velocityvect.Z*2; break; case HoverCraft: CtlaVehicleTurn=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2; CtlaVehicleUp=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2; if(abs(CtlaVehicleTurn)<1024) CtlaVehicleSpeedControl=MAX(distvect.X*10.0,8192); else CtlaVehicleSpeedControl=0; break; case Tank: // tank can turn in-place CtlaVehicleTurn=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2; if(abs(CtlaVehicleTurn)<1024) { if(distvect.X>1000) CtlaVehicleSpeedControl=16384; else CtlaVehicleSpeedControl=8192; } else CtlaVehicleSpeedControl=0; if(frontclearance<velocityvect.X) CtlaVehicleSpeedControl-=velocityvect.X*2; if(-backclearance>velocityvect.X) CtlaVehicleSpeedControl-=velocityvect.X*2; break; case Car: // cars and boats need some forward or backward motion in order to turn case Boat: CtlaVehicleSpeedControl=MAX(distvect.X*10.0,8192); if(frontclearance>=backclearance) { CtlaVehicleTurn=normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2; if(abs(CtlaVehicleTurn)>2048) CtlaVehicleSpeedControl /= 2.0; } else { // when reversing, reverse steering to continue turning in the same direction CtlaVehicleSpeedControl=-CtlaVehicleSpeedControl; CtlaVehicleTurn=-normalizeangle(requiredyaw-normalizeangle(reportedvehiclerotation.yaw))/0.2; if(abs(CtlaVehicleTurn)>2048) CtlaVehicleSpeedControl /= 2.0; } if(frontclearance<velocityvect.X) CtlaVehicleSpeedControl-=velocityvect.X*2; if(-backclearance>velocityvect.X) CtlaVehicleSpeedControl-=velocityvect.X*2; break; case stationary: break; default: break; } if(VSize(distvect)<300) return true; return false; } // Note: this can only be used with a SFVehicleCameraComponent // Also, if there is no viewfromtag, the bot should use its own vision check function bool TargetVisibleFromVehicle(actor target) { local SFVehicleCameraComponent cam; local rotator relativeangle; local vector Hitlocation,Hitnormal; cam=SFVehicleCameraComponent(ViewTarget); if(cam!=None) { if(VSize(target.location-cam.location)<=cam.viewrange) { relativeangle=rotator(target.location-cam.location)-cam.rotation; if(abs(normalizeangle(relativeangle.pitch))*180.0/32768.0<=cam.ViewFOV/2.0 &&abs(normalizeangle(relativeangle.yaw))*180.0/32768.0<=cam.ViewFOV/2.0) { if(Trace(HitLocation,HitNormal,target.location,cam.location,true)==target) return true; } } } return false; } simulated function bool CheckWaypoint(SFVehiclepathnode pn) { local vector distvect; distvect=pn.location-reportedvehiclelocation; if(abs(distvect.Z)<=pn.collisionheight && sqrt(square(distvect.X) + square(distvect.Y))<=pn.collisionradius) { return true; } return false; } simulated function Tick(float DeltaTime) { local SFVehiclepathnode pn; local vector distvect; local float bestdist; local SFVehiclepathnode bestact; if(StationaryController!=None) { // basically stick to the original location even when not attached to a SFVehicle UpdateLocation(); } if(waypointtag!='') { lastchecked+=deltatime; if(lastchecked>=0.1) { lastchecked=0; bestdist=65535; bestact=None; foreach allactors(class'SFVehiclePathNode',pn,waypointtag) { distvect=pn.location-reportedvehiclelocation; if(VSize(distvect)<bestdist && checkwaypoint(pn)) { bestdist=VSize(distvect); bestact=pn; } } if(bestact!=None) LastWaypoint=bestact; } } } event float BotDesireability( pawn Bot ) // this is used by the standard PickDestination functions for bots { return -1; // driver bots will call ratecontroller instead } function float ratecontroller(pawn Bot) { local float desirabilityfactor; if(bPlayersOnly) return 0; desirabilityfactor=1.0; if(bTurretAvailable) // Oh yeah! desirabilityfactor=2.0; switch(VehicleType) { case boat: // generally less desirable because of speed/manouvrability return 0.3*desirabilityfactor*MaxDesireability; case car: return 0.4*desirabilityfactor*MaxDesireability; case helicopter: return 0.5*desirabilityfactor*MaxDesireability; case airplane: return 0.5*desirabilityfactor*MaxDesireability; case hovercraft: return 0.4*desirabilityfactor*MaxDesireability; case tank: return 0.5*desirabilityfactor*MaxDesireability; case stationary: if(bTurretAvailable) // Oh yeah! return 0.8*desirabilityfactor*MaxDesireability; return 0.0; // Don't want to control something that doesn't do anything case crane: // Crane is a utility object return 0.0; default: // if not known, we probably don't want it return 0.0; } return 0.0; } // Overwrite to allow the controller to be hidden in-game function BecomePickup() { if ( Physics != PHYS_Falling ) RemoteRole = ROLE_SimulatedProxy; Mesh = PickupViewMesh; DrawScale = PickupViewScale; bOnlyOwnerSee = false; bCarriedItem = false; NetPriority = 1.4; SetCollision( true, false, false ); } defaultproperties { ControlFactor=5.000000 ControlledTag=SFVehicle RadarRange=5000.000000 SFVehicleHUDType=Class'SFVehicle.SFVehicleHUD' BotInaccuracy=128.000000 SuggestedMission=Roam ItemDescription="vehicle description here" ItemIcon=None bIsActiveItem=True bManualPickup=True bCanActivate=True bAutoActivate=True bActivatable=True bDisplayableInv=True PickupMessage="None" ItemName="Vehicle" PickupViewScale=0.000000 MaxDesireability=5.000000 bNoDelete=True bAlwaysRelevant=True bDirectional=True Mesh=LodMesh'SFScoutBot.SFBotRemote' DrawScale=3.000000 bIsItemGoal=False bTravel=False CollisionRadius=15.000000 CollisionHeight=15.000000 NetPriority=8.000000 } |