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// ============================================================================ // JBBotTeam // Copyright 2002 by Mychaeel <mychaeel@planetjailbreak.com> // $Id: JBBotTeam.uc,v 1.42 2007-04-24 16:32:22 jrubzjeknf Exp $ // // Controls the bots of one team. // ============================================================================ class JBBotTeam extends TeamAI config notplaceable; // ============================================================================ // Types // ============================================================================ struct TExplanation { var bool bIsShaded; // color shade for message blocks var string Text; // text of message on screen }; // ============================================================================ // Configuration // ============================================================================ var config bool bExplainToLog; // write verbose log messages var config bool bExplainToScreen; // write log messages on screen // ============================================================================ // Variables // ============================================================================ var class<JBBotSquadArena> ClassSquadArena; // bot squad for arena var class<JBBotSquadJail> ClassSquadJail; // bot squad for jail var private bool bIsExplanationInitialized; // registered as screen overlay var private float TimeExplanation; // time of last explanation var private string IndentExplanation; // current explanation level var private array<TExplanation> ListExplanation; // explanations on screen var private JBTagTeam TagTeamSelf; // team tag of own team var private JBTagTeam TagTeamEnemy; // team tag of enemy team var private JBTagTeam TagTeam[2]; // team tags by team index var private int nObjectives; // cached number of objectives var private bool bTacticsAuto; // tactics selected automatically var private float TimeTacticsSelected; // time of last tactics selection var private transient float TimeDeployment; // time of last deployment order // ============================================================================ // Caches // ============================================================================ struct TCacheCalcDistance { var float Time; var float Result; var vector LocationController, LocationActorTarget; }; struct TCacheCountEnemiesAccounted { var float Time; var int Result; }; struct TCacheCountEnemiesUnaccounted { var float Time; var int Result; }; struct TCacheRatePlayers { var float Time; var float Result; }; var private transient TCacheCalcDistance CacheCalcDistance; var private transient TCacheCountEnemiesAccounted CacheCountEnemiesAccounted; var private transient TCacheCountEnemiesUnaccounted CacheCountEnemiesUnaccounted; var private transient TCacheRatePlayers CacheRatePlayers; // ============================================================================ // MatchStarting // // Initializes the JBTagPlayer references. // ============================================================================ function MatchStarting() { TagTeamSelf = Class'JBTagTeam'.Static.FindFor( Team); TagTeamEnemy = Class'JBTagTeam'.Static.FindFor(EnemyTeam); TagTeam[ Team.TeamIndex] = TagTeamSelf; TagTeam[EnemyTeam.TeamIndex] = TagTeamEnemy; } // ============================================================================ // SetTactics // // Sets the current team tactics for this team and returns the selected // tactics. Resets all bots to follow the selected tactics. The following input // values are supported: // // Auto Enables auto-selection of team tactics. // // MoreAggressive Modify the currently selected team tactics into the // MoreDefensive given direction. Disable auto-selection if enabled. // // Evasive Set the team tactics to the given value. Disable auto- // Defensive selection if enabled. // Normal // Aggressive // Suicidal // // ============================================================================ function name SetTactics(name Tactics) { local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; if (TimeTacticsSelected == Level.TimeSeconds) return GetTactics(); // set tactics only once per tick firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) if (thisTagPlayer.GetTeam() == Team && (thisTagPlayer.OrderNameFixed == 'Attack' || thisTagPlayer.OrderNameFixed == 'Defend')) SetOrders(Bot(thisTagPlayer.GetController()), 'Freelance', None); bTacticsAuto = False; switch (Tactics) { case 'Auto': ReAssessStrategy(); bTacticsAuto = True; break; case 'MoreAggressive': switch (GetTactics()) { case 'Evasive': return SetTactics('Defensive'); case 'Defensive': return SetTactics('Normal'); case 'Normal': return SetTactics('Aggressive'); case 'Aggressive': return SetTactics('Suicidal'); } break; case 'MoreDefensive': switch (GetTactics()) { case 'Defensive': return SetTactics('Evasive'); case 'Normal': return SetTactics('Defensive'); case 'Aggressive': return SetTactics('Normal'); case 'Suicidal': return SetTactics('Aggressive'); } break; case 'Evasive': GotoState('TacticsEvasive'); break; case 'Defensive': GotoState('TacticsDefensive'); break; case 'Normal': GotoState('TacticsNormal'); break; case 'Aggressive': GotoState('TacticsAggressive'); break; case 'Suicidal': GotoState('TacticsSuicidal'); break; default: Log("Warning: Invalid tactics" @ Tactics @ "selected for team" @ Team.TeamIndex); } TimeTacticsSelected = Level.TimeSeconds; Explain("setting tactics to" @ Tactics); return GetTactics(); } // ============================================================================ // GetTactics // // Returns the name of the currently selected team tactics. // ============================================================================ function name GetTactics() { switch (GetStateName()) { case 'TacticsEvasive': return 'Evasive'; case 'TacticsDefensive': return 'Defensive'; case 'TacticsNormal': return 'Normal'; case 'TacticsAggressive': return 'Aggressive'; case 'TacticsSuicidal': return 'Suicidal'; } return 'Invalid'; } // ============================================================================ // GetTacticsAuto // // Checks and returns whether the currently used team tactics have been // selected automatically. // ============================================================================ function bool GetTacticsAuto() { return bTacticsAuto; } // ============================================================================ // RequestReAssessment // // Requests a reassessment of strategy and bot orders for this team. This // function doesn't perform the reassessment itself but schedules it for // execution within the next half second. // ============================================================================ function RequestReAssessment() { if (TimerRate - TimerCounter > 0.5) { SetTimer(RandRange(0.3, 0.5), False); Explain("strategy will be reassessed in" @ TimerCounter @ "seconds"); } } // ============================================================================ // Timer // // Calls ReAssessStrategy and ReAssessOrders and sets a new timer with a small // random time offset to prevent the reassessments from happening for both // teams always at the same time. // ============================================================================ event Timer() { if (Level.Game.IsInState('MatchInProgress')) { if (bTacticsAuto) ReAssessStrategy(); ReAssessOrders(); } SetTimer(RandRange(4.0, 6.0), False); } // ============================================================================ // SetObjectiveLists // // For all GameObjective actors that don't have a JBTagObjective actor yet, // spawns one. For every trigger directly connected to a jail, spawns a // JBGameObjective actor and sets it up for this team. // ============================================================================ function SetObjectiveLists() { local GameObjective thisObjective; local JBGameObjective Objective; local JBInfoJail thisJail; local Trigger thisTrigger; foreach AllActors(Class'GameObjective', thisObjective) Class'JBTagObjective'.Static.SpawnFor(thisObjective); foreach DynamicActors(Class'Trigger', thisTrigger) { foreach DynamicActors(Class'JBInfoJail', thisJail) if (thisJail.Tag == thisTrigger.Event && thisJail.CanReleaseTeam(Team)) break; if (thisJail == None) continue; Objective = Spawn(Class'JBGameObjective', , , thisTrigger.Location); Objective.TriggerRelease = thisTrigger; Objective.DefenderTeamIndex = EnemyTeam.TeamIndex; Objective.StartTeam = EnemyTeam.TeamIndex; Objective.Event = thisJail.Tag; Objective.FindDefenseScripts(thisTrigger.Tag); } Super.SetObjectiveLists(); } // ============================================================================ // FindNewObjectiveFor // // Schedules a reassessment of bot orders shortly. Unlike in other team games, // Jailbreak squads always keep their objectives, but bots change squads. // ============================================================================ function FindNewObjectiveFor(SquadAI Squad, bool bForceUpdate) { RequestReAssessment(); } // ============================================================================ // PutOnFreelance // // Puts the given bot on the first freelance squad found that can still take // new players. Creates a new freelance squad if none is found. // ============================================================================ function PutOnFreelance(Bot Bot) { local SquadAI SquadFreelance; for (SquadFreelance = Squads; SquadFreelance != None; SquadFreelance = SquadFreelance.NextSquad) if (SquadFreelance.bFreelance && SquadFreelance.MaxSquadSize > SquadFreelance.GetSize()) break; if (SquadFreelance == None) Super.PutOnFreelance(Bot); else SquadFreelance.AddBot(Bot); Explain("ordering" @ GetExplanationPlayer(Bot) @ "to freelance"); } // ============================================================================ // PutOnSquad // // Puts the given bot on the squad attacking or defending the given objective. // ============================================================================ function PutOnSquad(Bot Bot, GameObjective GameObjective) { if (IsObjectiveAttack(GameObjective)) { if (AttackSquad == None) AttackSquad = AddSquadWithLeader(Bot, GameObjective); else AttackSquad.AddBot(Bot); Explain("ordering" @ GetExplanationPlayer(Bot) @ "to attack" @ GetExplanationObjective(GameObjective)); } else if (IsObjectiveDefense(GameObjective)) { if (GameObjective.DefenseSquad == None) GameObjective.DefenseSquad = AddSquadWithLeader(Bot, GameObjective); else GameObjective.DefenseSquad.AddBot(Bot); Explain("ordering" @ GetExplanationPlayer(Bot) @ "to defend" @ GetExplanationObjective(GameObjective)); } else { Log("Warning: Cannot order bot" @ GetExplanationPlayer(Bot) @ "to attack or defend objective" @ GameObjective); PutOnFreelance(Bot); } } // ============================================================================ // PutOnSquadArena // // Creates an arena squad for the given bot and adds the bot to it. // ============================================================================ function PutOnSquadArena(Bot Bot) { local JBBotSquadArena SquadArena; SquadArena = Spawn(ClassSquadArena); SquadArena.Initialize(Team, None, Bot); SquadArena.NextSquad = Squads; Squads = SquadArena; } // ============================================================================ // PutOnSquadJail // // Creates a jail squad for the given bot and adds the bot to it. // ============================================================================ function PutOnSquadJail(Bot Bot) { local JBBotSquadJail SquadJail; SquadJail = Spawn(ClassSquadJail); SquadJail.Initialize(Team, None, Bot); SquadJail.NextSquad = Squads; Squads = SquadJail; } // ============================================================================ // SendSquadTo // // Finds an idle squad that could be sent to investigate the given location // and orders it to go there. If a hunted player is specified, prefers a squad // already ordered to hunt that player or, failing to find that, one that // doesn't hunt any player at the moment at all. Returns whether a suitable // squad was found and ordered. // ============================================================================ function bool SendSquadTo(NavigationPoint NavigationPoint, optional Controller ControllerHunted) { local float Distance; local float DistanceClosest; local SquadAI thisSquad; local JBBotSquad SquadSelected; if (ControllerHunted != None) for (thisSquad = Squads; thisSquad != None; thisSquad = thisSquad.NextSquad) if (JBBotSquad(thisSquad) != None && JBBotSquad(thisSquad).IsHunting(ControllerHunted)) break; SquadSelected = JBBotSquad(thisSquad); if (SquadSelected == None) for (thisSquad = Squads; thisSquad != None; thisSquad = thisSquad.NextSquad) if (JBBotSquad(thisSquad) != None && JBBotSquad(thisSquad).CanHunt()) { Distance = CalcDistance(thisSquad.SquadLeader, NavigationPoint); if (JBBotSquad(thisSquad).CanHuntBetterThan(SquadSelected, ControllerHunted) || Distance < DistanceClosest) { SquadSelected = JBBotSquad(thisSquad); DistanceClosest = Distance; } } if (SquadSelected != None) return SquadSelected.Hunt(ControllerHunted, NavigationPoint); return False; } // ============================================================================ // FindBotForArena // // Returns a reference to the jailed bot who is currently best suited for an // arena match against the given opponent in the given arena. Returns None if // no suitable bot is found. Tactics states can override this function. // ============================================================================ function Bot FindBotForArena(JBInfoArena Arena, Controller ControllerOpponent, optional float FactorEfficiencyOpponent) { local float EfficiencyBot; local float EfficiencyBotBest; local float EfficiencyOpponent; local Bot Bot; local Bot BotBest; local PlayerReplicationInfo PlayerReplicationInfoBot; local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; if (ControllerOpponent.PlayerReplicationInfo == None) return None; EfficiencyOpponent = CalcEfficiency(ControllerOpponent.PlayerReplicationInfo.Kills, ControllerOpponent.PlayerReplicationInfo.Deaths); if (FactorEfficiencyOpponent == 0.0) FactorEfficiencyOpponent = 1.0; EfficiencyBotBest = -1.0; firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) { Bot = Bot(thisTagPlayer.GetController()); if (Bot != None && thisTagPlayer.GetTeam() == Team && thisTagPlayer.IsInJail()) { PlayerReplicationInfoBot = thisTagPlayer.GetPlayerReplicationInfo(); EfficiencyBot = CalcEfficiency(PlayerReplicationInfoBot.Kills, PlayerReplicationInfoBot.Deaths); if (EfficiencyBot >= EfficiencyOpponent * FactorEfficiencyOpponent && EfficiencyBot > EfficiencyBotBest) { BotBest = Bot; EfficiencyBotBest = EfficiencyBot; } } } return BotBest; } // ============================================================================ // IsObjectiveAttack // // Returns whether the given objective is to be attacked by this team. Returns // false if all the jails this objective can trigger are jammed. // ============================================================================ function bool IsObjectiveAttack(GameObjective GameObjective) { return (GameObjective != None && GameObjective.DefenderTeamIndex != Team.TeamIndex && !class'JBTagObjective'.static.FindFor(GameObjective).IsJammed(Team.TeamIndex)); //can release own team } // ============================================================================ // IsObjectiveDefense // // Returns whether the given objective is to be defended by this team. Returns // false if all the jails this objective can trigger are jammed. // ============================================================================ function bool IsObjectiveDefense(GameObjective GameObjective) { return (GameObjective != none && GameObjective.DefenderTeamIndex == Team.TeamIndex && !class'JBTagObjective'.static.FindFor(GameObjective).IsJammed(abs(Team.TeamIndex-1))); //can release enemy team } // ============================================================================ // CountObjectives // // Returns the number of objectives. // ============================================================================ function int CountObjectives() { local GameObjective thisObjective; if (nObjectives == 0) for (thisObjective = Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) nObjectives++; return nObjectives; } // ============================================================================ // CountPlayersAtObjective // // Returns the number of players attacking or defending the given objective. // Takes human players into consideration. // ============================================================================ function int CountPlayersAtObjective(GameObjective GameObjective) { local int nPlayersAtObjective; local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; local SquadAI thisSquad; local SquadAI SquadControlled; firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) if (PlayerController(thisTagPlayer.GetController()) != None && thisTagPlayer.IsFree() && thisTagPlayer.GetTeam() == Team && thisTagPlayer.GuessObjective() == GameObjective) { SquadControlled = GetSquadLedBy(thisTagPlayer.GetController()); if (SquadControlled == None) nPlayersAtObjective += 1; else nPlayersAtObjective += SquadControlled.GetSize(); } for (thisSquad = Squads; thisSquad != None; thisSquad = thisSquad.NextSquad) if (thisSquad.SquadObjective == GameObjective) nPlayersAtObjective += thisSquad.GetSize(); return nPlayersAtObjective; } // ============================================================================ // CountPlayersReleasable // // Returns the number of players on this team that could be released by // attacking the given objective. Works for both teams. // ============================================================================ function int CountPlayersReleasable(GameObjective GameObjective) { local JBTagObjective TagObjective; TagObjective = Class'JBTagObjective'.Static.FindFor(GameObjective); if (TagObjective != None) return TagObjective.CountPlayersReleasable(); return 0; } // ============================================================================ // CalcDistance // // Calculates the traveling distance of the given player or bot to the given // objective or actor. Expensive, so use sparingly. // ============================================================================ static function float CalcDistance(Controller Controller, Actor ActorTarget) { if(Controller == None) return 0.0; if (Default.CacheCalcDistance.Time == Controller.Level.TimeSeconds && Default.CacheCalcDistance.LocationController == Controller .Location && Default.CacheCalcDistance.LocationActorTarget == ActorTarget.Location) return Default.CacheCalcDistance.Result; if (Controller.Pawn == None) return 0.0; // no pathfinding without pawn Default.CacheCalcDistance.Time = Controller.Level.TimeSeconds; Default.CacheCalcDistance.LocationController = Controller .Location; Default.CacheCalcDistance.LocationActorTarget = ActorTarget.Location; if (JBGameObjective(ActorTarget) != None) ActorTarget = JBGameObjective(ActorTarget).TriggerRelease; if (Controller.FindPathToward(ActorTarget) != None) Default.CacheCalcDistance.Result = Controller.RouteDist; else Default.CacheCalcDistance.Result = VSize(ActorTarget.Location - Controller.Pawn.Location); return Default.CacheCalcDistance.Result; } // ============================================================================ // CalcEfficiency // // Calculates the efficiency of a player or team with the given number of // kills and deaths. // ============================================================================ static function float CalcEfficiency(int nKills, int nDeaths) { if (nKills + nDeaths == 0) return 0.5; // average efficiency return nKills / (nKills + nDeaths); } // ============================================================================ // RatePlayers // // Rates the effectivity of all free players on this team compared to free // players on the enemy team. Results are cached within a tick. // ============================================================================ function float RatePlayers() { local int nDeathsByTeam[2]; local int nKillsByTeam[2]; local float EfficiencyTeamSelf; local float EfficiencyTeamEnemy; local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; local PlayerReplicationInfo PlayerReplicationInfo; if (CacheRatePlayers.Time == Level.TimeSeconds) return CacheRatePlayers.Result; firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) if (thisTagPlayer.IsFree()) { PlayerReplicationInfo = thisTagPlayer.GetPlayerReplicationInfo(); nKillsByTeam [PlayerReplicationInfo.Team.TeamIndex] += PlayerReplicationInfo.Kills; nDeathsByTeam[PlayerReplicationInfo.Team.TeamIndex] += PlayerReplicationInfo.Deaths; } EfficiencyTeamSelf = CalcEfficiency(nKillsByTeam[ Team.TeamIndex], nDeathsByTeam[ Team.TeamIndex]); EfficiencyTeamEnemy = CalcEfficiency(nKillsByTeam[EnemyTeam.TeamIndex], nDeathsByTeam[EnemyTeam.TeamIndex]); if (EfficiencyTeamEnemy > 0) CacheRatePlayers.Result = EfficiencyTeamSelf / EfficiencyTeamEnemy; else CacheRatePlayers.Result = 9999; // theoretically infinite Explain("efficiency rating for this team (kills/total):" @ CacheRatePlayers.Result); CacheRatePlayers.Time = Level.TimeSeconds; return CacheRatePlayers.Result; } // ============================================================================ // IsEnemyAcquired // // Checks and returns whether the given enemy player has been acquired by a // squad of this team. // ============================================================================ function bool IsEnemyAcquired(Controller Controller) { local SquadAI thisSquad; for (thisSquad = Squads; thisSquad != None; thisSquad = thisSquad.NextSquad) if (JBBotSquad(thisSquad) != None && JBBotSquad(thisSquad).IsEnemyAcquired(Controller)) return True; return False; } // ============================================================================ // IsEnemyAcquiredAtObjective // // Checks and returns whether the given enemy player has been acquired by a // squad of this team defending or attacking the given objective. // ============================================================================ function bool IsEnemyAcquiredAtObjective(Controller Controller, GameObjective GameObjective) { local SquadAI thisSquad; for (thisSquad = Squads; thisSquad != None; thisSquad = thisSquad.NextSquad) if (thisSquad.SquadObjective == GameObjective && JBBotSquad(thisSquad) != None && JBBotSquad(thisSquad).IsEnemyAcquired(Controller)) return True; return False; } // ============================================================================ // CountEnemiesAccounted // // Returns the number of free enemies that are currently engaged in a fight // with players of this team; in short, enemies whose objective is known. // Results are cached within a tick. // ============================================================================ function int CountEnemiesAccounted() { local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; if (CacheCountEnemiesAccounted.Time == Level.TimeSeconds) return CacheCountEnemiesAccounted.Result; CacheCountEnemiesAccounted.Result = 0; firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) if (thisTagPlayer.IsFree() && IsEnemyAcquired(thisTagPlayer.GetController())) CacheCountEnemiesAccounted.Result += 1; CacheCountEnemiesAccounted.Time = Level.TimeSeconds; return CacheCountEnemiesAccounted.Result; } // ============================================================================ // CountEnemiesUnaccounted // // Returns the number of free enemies whose objective currently isn't known. // Results are cached within a tick. // ============================================================================ function int CountEnemiesUnaccounted() { if (CacheCountEnemiesUnaccounted.Time == Level.TimeSeconds) return CacheCountEnemiesUnaccounted.Result; CacheCountEnemiesUnaccounted.Result = TagTeamEnemy.CountPlayersFree() - CountEnemiesAccounted(); CacheCountEnemiesUnaccounted.Time = Level.TimeSeconds; return CacheCountEnemiesUnaccounted.Result; } // ============================================================================ // EstimateStrengthAttack // // Estimates the number of players the enemy team will attack the given // objective with. // ============================================================================ function int EstimateStrengthAttack(GameObjective GameObjective) { local bool bEnemiesReleasable; local int nEnemiesAttacking; local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; bEnemiesReleasable = CountPlayersReleasable(GameObjective) > 0; if (bEnemiesReleasable) nEnemiesAttacking += CountEnemiesUnaccounted(); // worst case firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) if (thisTagPlayer.IsFree() && (IsEnemyAcquiredAtObjective(thisTagPlayer.GetController(), GameObjective) || (bEnemiesReleasable && IsEnemyAcquiredAtObjective(thisTagPlayer.GetController(), None)))) nEnemiesAttacking++; return nEnemiesAttacking; } // ============================================================================ // EstimateStrengthDefense // // Estimates the number of players the enemy team will defend the given // objective with. // ============================================================================ function int EstimateStrengthDefense(GameObjective GameObjective) { local int nEnemiesDefending; local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) if (thisTagPlayer.IsFree() && IsEnemyAcquiredAtObjective(thisTagPlayer.GetController(), GameObjective)) nEnemiesDefending++; if (CountPlayersReleasable(GameObjective) > 0) nEnemiesDefending += CountEnemiesUnaccounted(); // worst case return nEnemiesDefending; } // ============================================================================ // SuggestStrengthAttack // // Returns the number of players that should ideally be attacking the given // objective. Excess players may be drawn off to other objectives. // ============================================================================ function int SuggestStrengthAttack(GameObjective GameObjective) { local int nPlayersDefending; if (GameObjective == None || GameObjective.bDisabled) return 0; nPlayersDefending = EstimateStrengthDefense(GameObjective); if (CountPlayersReleasable(GameObjective) > 0) return Max(nPlayersDefending / FClamp(RatePlayers(), 0.5, 1.0) + 0.9, 1); return 0; } // ============================================================================ // SuggestStrengthDefense // // Returns the number of players that should ideally be defending the given // objective. Excess players may be drawn off to other objectives. // ============================================================================ function int SuggestStrengthDefense(GameObjective GameObjective) { local int nPlayersAttacking; nPlayersAttacking = EstimateStrengthAttack(GameObjective); if (nPlayersAttacking > 0) return Max(nPlayersAttacking / FClamp(RatePlayers(), 0.5, 1.0) + 0.9, 1); return 0; } // ============================================================================ // ReAssessStrategy // // Periodically checks whether the current situation warrants a change in team // tactics and, if so, changes the tactics and reorders bots. // ============================================================================ function ReAssessStrategy() { local int nPlayersFree; local int nPlayersKilledEstimated; local int ScoreLead; local int ScoreTeamEnemy; local int ScoreTeamSelf; local float KillsPerSecond; local name Strategy; local name Tactics; local PlayerReplicationInfo PlayerReplicationInfo; local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; local JBTagTeam TagTeamWinning; local JBTagTeam TagTeamLosing; ScoreTeamEnemy = EnemyTeam.Score; ScoreTeamSelf = Team.Score; ScoreLead = ScoreTeamSelf - ScoreTeamEnemy; Explain("reassessing strategy:"); ExplainBlockStart(); Explain("enemy score:" @ ScoreTeamEnemy $ ", own score:" @ ScoreTeamSelf); Strategy = 'Scorelimit'; Tactics = 'TacticsNormal'; if (ScoreLead != 0 && DeathMatch(Level.Game).RemainingTime > 0 && DeathMatch(Level.Game).RemainingTime < 120) { if (ScoreLead > 0) { TagTeamWinning = TagTeamSelf; TagTeamLosing = TagTeamEnemy; } else { TagTeamWinning = TagTeamEnemy; TagTeamLosing = TagTeamSelf; } firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) if (thisTagPlayer.IsFree() && thisTagPlayer.GetTeam() != TagTeamLosing.GetTeam()) { PlayerReplicationInfo = thisTagPlayer.GetPlayerReplicationInfo(); if (PlayerReplicationInfo.Kills > 0) KillsPerSecond += PlayerReplicationInfo.Kills / (DeathMatch(Level.Game).ElapsedTime - PlayerReplicationInfo.StartTime); } nPlayersFree = TagTeamWinning.CountPlayersFree(); nPlayersKilledEstimated = KillsPerSecond * DeathMatch(Level.Game).RemainingTime; if (nPlayersFree > nPlayersKilledEstimated) Strategy = 'Timelimit'; Explain("free players from losing team have been killing" @ KillsPerSecond * 60 @ "players per minute up to now"); Explain("estimating that" @ nPlayersKilledEstimated @ "of" @ nPlayersFree @ "free players will be killed in remaining time"); } Explain("following strategy" @ Strategy); switch (Strategy) { case 'Scorelimit': if (ScoreLead > 1) Tactics = 'TacticsDefensive'; else if (ScoreLead < 0) Tactics = 'TacticsAggressive'; break; case 'Timelimit': if (ScoreLead > 0) Tactics = 'TacticsEvasive'; else if (ScoreLead < 0) Tactics = 'TacticsAggressive'; break; } Explain("selecting" @ Tactics @ "(current:" @ GetStateName() $ ")"); ExplainBlockEnd(); GotoState(Tactics); } // ============================================================================ // ReAssessOrders // // Checks every bot's orders and changes them if necessary to accommodate the // currently selected team tactics. Dummy implementation here which only // issues a warning to the log; actual implementations in Tactics states. // ============================================================================ function ReAssessOrders() { Log("Warning: ReAssessOrders for team" @ Team.TeamIndex @ "should not be called in default state"); } // ============================================================================ // SetOrders // // Called when a player issues an explicit order for a bot, and when something // is selected from the custom team tactics submenu in the speech menu. // ============================================================================ function SetOrders(Bot Bot, name OrderName, Controller ControllerCommander) { local JBTagPlayer TagPlayerBot; TagPlayerBot = Class'JBTagPlayer'.Static.FindFor(Bot.PlayerReplicationInfo); switch (OrderName) { case 'Attack': case 'Defend': case 'Follow': case 'Hold': TagPlayerBot.OrderNameFixed = OrderName; Explain("setting orders" @ OrderName @ "for" @ GetExplanationPlayer(Bot)); break; case 'Freelance': TagPlayerBot.OrderNameFixed = ''; // reset to team tactics Explain("resetting orders to team tactics for" @ GetExplanationPlayer(Bot)); break; case 'TacticsAuto': SetTactics('Auto'); return; case 'TacticsSuicidal': SetTactics('Suicidal'); return; case 'TacticsAggressive': SetTactics('Aggressive'); return; case 'TacticsNormal': SetTactics('Normal'); return; case 'TacticsDefensive': SetTactics('Defensive'); return; case 'TacticsEvasive': SetTactics('Evasive'); return; } if (TagPlayerBot.IsFree() || (TagPlayerBot.IsInJail() && (TagPlayerBot.GetJail().IsReleaseOpening(Team) || TagPlayerBot.GetJail().IsReleaseOpen (Team)))) { Super.SetOrders(Bot, OrderName, ControllerCommander); RequestReAssessment(); } } // ============================================================================ // SetBotOrders // // Called for bots that just entered the game or were released from jail. Puts // the bot on freelance and requests reassessment of all team orders. // ============================================================================ function SetBotOrders(Bot Bot, RosterEntry RosterEntry) { local JBTagPlayer TagPlayerBot; TagPlayerBot = Class'JBTagPlayer'.Static.FindFor(Bot.PlayerReplicationInfo); if (TagPlayerBot != None) TagPlayerBot.OrderNameFixed = ''; // reset to team tactics PutOnFreelance(Bot); RequestReAssessment(); } // ============================================================================ // ResumeBotOrders // // If the given bot has been explicitly ordered to attack or defend, resumes // those orders. Otherwise clears the fixed orders and sets team orders. // ============================================================================ function ResumeBotOrders(Bot Bot) { local JBTagPlayer TagPlayerBot; TagPlayerBot = Class'JBTagPlayer'.Static.FindFor(Bot.PlayerReplicationInfo); if (TagPlayerBot == None) return; if (TagPlayerBot.OrderNameFixed == 'Attack' || TagPlayerBot.OrderNameFixed == 'Defend') SetOrders(Bot, TagPlayerBot.OrderNameFixed, None); else SetBotOrders(Bot, None); // team tactics } // ============================================================================ // ResetOrders // // Puts all bots on freelance, clears the enemy lists of all squads and // requests reassessment of orders. // ============================================================================ function ResetOrders() { local Controller thisController; local SquadAI thisSquad; for (thisController = Level.ControllerList; thisController != None; thisController = thisController.NextController) if (Bot(thisController) != None && thisController.PlayerReplicationInfo.Team == Team) PutOnFreelance(Bot(thisController)); for (thisSquad = Squads; thisSquad != None; thisSquad = thisSquad.NextSquad) if (JBBotSquad(thisSquad) != None) JBBotSquad(thisSquad).ClearEnemies(); } // ============================================================================ // CountPlayersDeployed // // Returns the number of players currently deployed to the given objective. // ============================================================================ protected function int CountPlayersDeployed(GameObjective GameObjective) { local JBTagObjective TagObjective; if (TimeDeployment != Level.TimeSeconds) return 0; TagObjective = Class'JBTagObjective'.Static.FindFor(GameObjective); if (TagObjective != None) return TagObjective.nPlayersDeployed; return 0; } // ============================================================================ // DeployRestart // // Resets all deployment orders. Automatically called by DeployToObjective and // DeployToDefense on the first deployment order within a tick. // ============================================================================ protected function DeployRestart() { local JBTagObjective firstTagObjective; local JBTagObjective thisTagObjective; Explain("starting bot deployment:"); ExplainBlockStart(); firstTagObjective = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagObjective; for (thisTagObjective = firstTagObjective; thisTagObjective != None; thisTagObjective = thisTagObjective.nextTag) thisTagObjective.nPlayersDeployed = 0; TimeDeployment = Level.TimeSeconds; } // ============================================================================ // DeployToObjective // // Records a deployment order for a given objective and number of players. // Multiple deployment orders on the same objective are accumulative. Call // DeployExecute after all deployments have been recorded to commit the orders. // ============================================================================ protected function DeployToObjective(GameObjective GameObjective, int nPlayers) { local JBTagObjective TagObjective; if (TimeDeployment != Level.TimeSeconds) DeployRestart(); if (GameObjective != None && nPlayers > 0) { TagObjective = Class'JBTagObjective'.Static.FindFor(GameObjective); if (TagObjective != None) { if (TagObjective.nPlayersDeployed == 0) TagObjective.nPlayersCurrent = CountPlayersAtObjective(TagObjective.GetObjective()); if (TagObjective.nPlayersDeployed == 0) Explain("deploying" @ nPlayers @ "player(s) to" @ GetExplanationObjective(GameObjective)); else Explain("deploying" @ nPlayers @ "additional player(s) to" @ GetExplanationObjective(GameObjective)); TagObjective.nPlayersDeployed += nPlayers; } } } // ============================================================================ // DeployToDefense // // Distributes the given number of players on all objectives that need to be // defended and issues corresponding deployment orders. If more players are // specified than needed to man (or bot) all objectives, the objectives with // the smallest number of defenders are filled up. // ============================================================================ protected function DeployToDefense(int nPlayers) { local bool bSaturated; local int nPlayersDeployed; local int nPlayersSuggested; local float RatioPlayers; local float RatioPlayersDeploy; local GameObjective thisObjective; local GameObjective ObjectiveDeploy; if (TimeDeployment != Level.TimeSeconds) DeployRestart(); Explain("deploying" @ nPlayers @ "player(s) to defense:"); ExplainBlockStart(); while (nPlayers > 0) { ObjectiveDeploy = None; for (thisObjective = Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) if (IsObjectiveDefense(thisObjective)) { if (bSaturated) nPlayersSuggested = 1; // fill up objectives evenly else nPlayersSuggested = SuggestStrengthDefense(thisObjective); if (nPlayersSuggested == 0) continue; nPlayersDeployed = CountPlayersDeployed(thisObjective); RatioPlayers = nPlayersDeployed / nPlayersSuggested; if (ObjectiveDeploy == None || RatioPlayers < RatioPlayersDeploy) { ObjectiveDeploy = thisObjective; RatioPlayersDeploy = RatioPlayers; } } if (ObjectiveDeploy == None) { bSaturated = True; // all suggested defenses are saturated, continue; // continue distributing surplus defenders } nPlayers -= 1; DeployToObjective(ObjectiveDeploy, 1); } ExplainBlockEnd(); } // ============================================================================ // CanDeploy // // Checks and returns whether the given controller is a bot on this team and // can be drawn off from its current objective. // ============================================================================ protected function bool CanDeploy(Controller Controller) { local Controller ControllerLeader; local JBTagObjective TagObjective; if (Bot(Controller) == None || Controller.Pawn == None || Controller.PlayerReplicationInfo.Team != Team || JBBotSquad(Bot(Controller).Squad) == None) return False; ControllerLeader = Bot(Controller).Squad.SquadLeader; if (PlayerController(ControllerLeader) != None) return False; if (Bot(Controller).Squad.SquadObjective != None) TagObjective = Class'JBTagObjective'.Static.FindFor(Bot(Controller).Squad.SquadObjective); if (TagObjective == None || TagObjective.nPlayersDeployed == 0 || TagObjective.nPlayersDeployed < TagObjective.nPlayersCurrent) return True; return False; } // ============================================================================ // CanDeployToObjective // // Checks and returns whether the given player can be deployed to the given // objective. Assumes that CanDeploy returns True for the given player. // ============================================================================ protected function bool CanDeployToObjective(Controller Controller, GameObjective ObjectiveDeploy) { local JBTagPlayer TagPlayer; TagPlayer = Class'JBTagPlayer'.Static.FindFor(Controller.PlayerReplicationInfo); if (TagPlayer != None) switch (TagPlayer.OrderNameFixed) { case 'Attack': return IsObjectiveAttack (ObjectiveDeploy); case 'Defend': return IsObjectiveDefense(ObjectiveDeploy); case 'Follow': return PlayerController(Bot(Controller).Squad.SquadLeader) == None; case 'Hold': return HoldSpot(Bot(Controller).GoalScript) == None; } return True; } // ============================================================================ // DeployExecute // // Deploys bots to objectives as previously recorded by DeployToObjective. // Players left without deployment are put on the freelance squad. // ============================================================================ protected function DeployExecute() { local float DistanceObjective; local float DistanceObjectiveDeploy; local Bot BotDeploy; local Controller thisController; local JBTagObjective firstTagObjective; local JBTagObjective thisTagObjective; local JBTagObjective TagObjectiveBot; local JBTagObjective TagObjectiveDeploy; if (TimeDeployment != Level.TimeSeconds) return; // no deployment orders available Explain("executing deployment orders:"); ExplainBlockStart(); firstTagObjective = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagObjective; while (True) { BotDeploy = None; for (thisController = Level.ControllerList; thisController != None; thisController = thisController.NextController) if (CanDeploy(thisController)) for (thisTagObjective = firstTagObjective; thisTagObjective != None; thisTagObjective = thisTagObjective.nextTag) if (CanDeployToObjective(thisController, thisTagObjective.GetObjective()) && thisTagObjective.nPlayersDeployed != 0 && thisTagObjective.nPlayersDeployed > thisTagObjective.nPlayersCurrent) { DistanceObjective = CalcDistance(thisController, thisTagObjective.GetObjective()); if (BotDeploy == None || DistanceObjective < DistanceObjectiveDeploy) { BotDeploy = Bot(thisController); TagObjectiveDeploy = thisTagObjective; DistanceObjectiveDeploy = DistanceObjective; } } if (BotDeploy == None) break; // no more bots to deploy to objectives TagObjectiveBot = Class'JBTagObjective'.Static.FindFor(BotDeploy.Squad.SquadObjective); if (TagObjectiveBot != None) TagObjectiveBot.nPlayersCurrent -= 1; TagObjectiveDeploy.nPlayersCurrent += 1; PutOnSquad(BotDeploy, TagObjectiveDeploy.GetObjective()); } for (thisController = Level.ControllerList; thisController != None; thisController = thisController.NextController) if (CanDeploy(thisController) && CanDeployToObjective(thisController, None)) { if (Bot(thisController).Squad.SquadObjective != None) { TagObjectiveBot = Class'JBTagObjective'.Static.FindFor(Bot(thisController).Squad.SquadObjective); if (TagObjectiveBot != None) TagObjectiveBot.nPlayersCurrent -= 1; PutOnFreelance(Bot(thisController)); } } ExplainBlockEnd(); } // ============================================================================ // GetLeastDefendedObjective // // Returns the objective that has the lowest ratio currently present to // actually suggested defenders. If no objective currently requires defenders, // selects the objective that currently has the smallest number of them. // ============================================================================ function GameObjective GetLeastDefendedObjective() { local int nPlayersCurrent; local int nPlayersCurrentMin; local int nPlayersSuggested; local float RatioPlayers; local float RatioPlayersSelected; local GameObjective thisObjective; local GameObjective ObjectiveSelected; for (thisObjective = Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) if (IsObjectiveDefense(thisObjective)) { nPlayersSuggested = SuggestStrengthDefense(thisObjective); if (nPlayersSuggested > 0) { nPlayersCurrent = CountPlayersAtObjective(thisObjective); RatioPlayers = nPlayersCurrent / nPlayersSuggested; if (ObjectiveSelected == None || RatioPlayers < RatioPlayersSelected) { ObjectiveSelected = thisObjective; RatioPlayersSelected = RatioPlayers; } } } if (ObjectiveSelected == None) for (thisObjective = Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) if (IsObjectiveDefense(thisObjective)) { nPlayersCurrent = CountPlayersAtObjective(thisObjective); if (ObjectiveSelected == None || nPlayersCurrent < nPlayersCurrentMin) { ObjectiveSelected = thisObjective; nPlayersCurrentMin = nPlayersCurrent; } } return ObjectiveSelected; } // ============================================================================ // GetPriorityAttackObjective // // Finds the objective that should be attacked. Selects the objective where // most players can be released with the least required amount of attacking // players. If no objective currently requires attackers, selects the // objective that currently has the smallest number of them. // ============================================================================ function GameObjective GetPriorityAttackObjective() { local int nPlayersCurrent; local int nPlayersCurrentMin; local int nPlayersReleasable; local int nPlayersReleasableMax; local int nPlayersSuggested; local int nPlayersSuggestedMin; local GameObjective thisObjective; local GameObjective ObjectiveSelected; for (thisObjective = Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) if (IsObjectiveAttack(thisObjective)) { nPlayersSuggested = SuggestStrengthAttack(thisObjective); if (nPlayersSuggested == 0) continue; if (ObjectiveSelected == None || nPlayersSuggested <= nPlayersSuggestedMin) { nPlayersReleasable = CountPlayersReleasable(thisObjective); if (ObjectiveSelected == None || nPlayersReleasable >= nPlayersReleasableMax) { if (ObjectiveSelected != None && nPlayersSuggested == nPlayersSuggestedMin && nPlayersReleasable == nPlayersReleasableMax) { if (thisObjective.DefensePriority > ObjectiveSelected.DefensePriority) continue; if (thisObjective.DefensePriority < ObjectiveSelected.DefensePriority) break; if (Class'JBTagObjective'.Static.FindFor(thisObjective ).GetRandomWeight() < Class'JBTagObjective'.Static.FindFor(ObjectiveSelected).GetRandomWeight()) continue; } nPlayersSuggestedMin = nPlayersSuggested; nPlayersReleasableMax = nPlayersReleasable; ObjectiveSelected = thisObjective; } } } if (ObjectiveSelected == None) for (thisObjective = Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) if (IsObjectiveAttack(thisObjective)) { nPlayersCurrent = CountPlayersAtObjective(thisObjective); if (ObjectiveSelected == None || nPlayersCurrent < nPlayersCurrentMin) { ObjectiveSelected = thisObjective; nPlayersCurrentMin = nPlayersCurrent; } } return ObjectiveSelected; } // ============================================================================ // GetPriorityAttackObjectiveFor // // Forwarded to GetPriorityAttackObjective. We only attack one objective at a // time in Jailbreak. // ============================================================================ function GameObjective GetPriorityAttackObjectiveFor(SquadAI Squad) { return GetPriorityAttackObjective(); } // ============================================================================ // GetPriorityFreelanceObjective // // Always returns None. The freelance squad in Jailbreak is always to roam the // map more or less randomly. If a directed attack is required, bots are // redistributed to different squads. // ============================================================================ function GameObjective GetPriorityFreelanceObjective() { return None; } // ============================================================================ // NotifySpawn // // Called after a player respawns. When an enemy spawns in freedom, dispatches // a freelancing squad to the enemy's probable spawning point. Tells bots to // resume their fixed orders if they have any. When an enemy spawns in jail, // tells all bots to ignore him. // ============================================================================ function NotifySpawn(Controller ControllerSpawned) { local bool bIsOnSameTeam; local NavigationPoint NavigationPointGuessed; local SquadAI thisSquad; local JBTagPlayer TagPlayer; TagPlayer = Class'JBTagPlayer'.Static.FindFor(ControllerSpawned.PlayerReplicationInfo); if (TagPlayer == None) return; bIsOnSameTeam = (TagPlayer.GetTeam() == Team); if (TagPlayer.IsFree()) { if (bIsOnSameTeam) { if (Bot(ControllerSpawned) != None) ResumeBotOrders(Bot(ControllerSpawned)); } else { NavigationPointGuessed = TagPlayer.GuessLocation(TagTeam[TagPlayer.GetTeam().TeamIndex].FindPlayerStarts()); if (NavigationPointGuessed != None) SendSquadTo(NavigationPointGuessed, ControllerSpawned); } } else { if (bIsOnSameTeam) { if (TagPlayer.OrderNameFixed == 'Attack') SetOrders(Bot(ControllerSpawned), 'Freelance', None); } else { for (thisSquad = Squads; thisSquad != None; thisSquad = thisSquad.NextSquad) thisSquad.RemoveEnemy(ControllerSpawned.Pawn); } TagPlayer.RecordLocation(None); } } // ============================================================================ // NotifyReleaseTeam // // Called when a team is released. Resets all bots who were explicitly ordered // to attack this objective to team tactics. Dispatches a freelancing squad to // the objective where the release was probably caused from by the given enemy. // ============================================================================ function NotifyReleaseTeam(name EventRelease, TeamInfo TeamReleased, Controller ControllerInstigator) { local Bot BotAttacking; local GameObjective thisObjective; local GameObjective ObjectiveAttacked; local NavigationPoint NavigationPointGuessed; local array<NavigationPoint> ListNavigationPointSwitch; local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; local JBTagPlayer TagPlayerInstigator; if (TeamReleased == Team) { firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) if (thisTagPlayer.OrderNameFixed == 'Attack' && thisTagPlayer.GetTeam() == TeamReleased) { BotAttacking = Bot(thisTagPlayer.GetController()); if (BotAttacking != None) { ObjectiveAttacked = BotAttacking.Squad.SquadObjective; if (ObjectiveAttacked != None && ObjectiveAttacked.Event == EventRelease) SetOrders(BotAttacking, 'Freelance', None); } } } if (ControllerInstigator == None || Team == TeamReleased || Team == ControllerInstigator.PlayerReplicationInfo.Team) return; TagPlayerInstigator = Class'JBTagPlayer'.Static.FindFor(ControllerInstigator.PlayerReplicationInfo); if (TagPlayerInstigator == None) return; for (thisObjective = Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) if (IsObjectiveDefense(thisObjective) && thisObjective.Event == EventRelease) ListNavigationPointSwitch[ListNavigationPointSwitch.Length] = thisObjective; NavigationPointGuessed = TagPlayerInstigator.GuessLocation(ListNavigationPointSwitch); if (NavigationPointGuessed != None) SendSquadTo(NavigationPointGuessed, ControllerInstigator); } // ============================================================================ // NotifyReleasePlayer // // Called when an individual player leaves jail. Dispatches a freelancing // squad to the location where the enemy player probably left the jail. // ============================================================================ function NotifyReleasePlayer(name EventRelease, Controller ControllerReleased) { local int iNavigationPoint; local JBInfoJail firstJail; local JBInfoJail thisJail; local JBTagPlayer TagPlayerReleased; local NavigationPoint NavigationPointGuessed; local array<NavigationPoint> ListNavigationPointExitJail; local array<NavigationPoint> ListNavigationPointExitTotal; if (ControllerReleased.PlayerReplicationInfo.Team == Team) { if (Bot(ControllerReleased) != None && JBBotSquadJail(Bot(ControllerReleased).Squad) != None) ResumeBotOrders(Bot(ControllerReleased)); } else { TagPlayerReleased = Class'JBTagPlayer'.Static.FindFor(ControllerReleased.PlayerReplicationInfo); if (TagPlayerReleased == None) return; firstJail = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstJail; for (thisJail = firstJail; thisJail != None; thisJail = thisJail.nextJail) if (thisJail.Tag == EventRelease) { ListNavigationPointExitJail = thisJail.FindExits(); ListNavigationPointExitTotal.Insert(0, ListNavigationPointExitJail.Length); for (iNavigationPoint = 0; iNavigationPoint < ListNavigationPointExitJail.Length; iNavigationPoint++) ListNavigationPointExitTotal[iNavigationPoint] = ListNavigationPointExitJail[iNavigationPoint]; } NavigationPointGuessed = TagPlayerReleased.GuessLocation(ListNavigationPointExitTotal); if (NavigationPointGuessed != None) SendSquadTo(NavigationPointGuessed, ControllerReleased); } } // ============================================================================ // state TacticsEvasive // // Evasive team tactics. Bots try not to get caught and flee at the sight of // enemies if they can. Useful when a team is leading by a small margin // shortly before the time limit is hit. // ============================================================================ state TacticsEvasive { // ================================================================ // ReAssessOrders // // Puts all bots that aren't bound in fixed orders to freelance // squads and then sets those squads to evasive tactics. // ================================================================ function ReAssessOrders() { local SquadAI thisSquad; Explain("reassessing orders for TacticsEvasive:"); ExplainBlockStart(); Explain("ordering all bots to evade enemies on sight"); DeployRestart(); DeployExecute(); // set all unbound bots on freelance for (thisSquad = Squads; thisSquad != None; thisSquad = thisSquad.NextSquad) if (JBBotSquad(thisSquad) != None) JBBotSquad(thisSquad).StartEvasive(); } // ================================================================ // FindBotForArena // // Never let a bot volunteer for an arena fight. // ================================================================ function Bot FindBotForArena(JBInfoArena Arena, Controller ControllerOpponent, optional float Ignored) { return None; } // ================================================================ // EndState // // Resets all freelance squads to normal operation. // ================================================================ event EndState() { local SquadAI thisSquad; for (thisSquad = Squads; thisSquad != None; thisSquad = thisSquad.NextSquad) if (JBBotSquad(thisSquad) != None) JBBotSquad(thisSquad).StopEvasive(); } } // state TacticsEvasive // ============================================================================ // state TacticsDefensive // // Defensive team tactics. Bots try to defend their bases as well as they can, // abandoning attack if they must and only sending bots on freelance or attack // if all bases are well guarded. // ============================================================================ state TacticsDefensive { // ================================================================ // ReAssessOrders // // Fills up the defense and sends the remaining undeployed players // on freelance or attack. Sends at least two players on defense // for every objective. // ================================================================ function ReAssessOrders() { local int nPlayersFree; local int nPlayersJailed; local int nPlayersAttacking; local int nPlayersDefending; local int nPlayersDefendingMax; local GameObjective thisObjective; local GameObjective ObjectiveAttack; nPlayersFree = TagTeamSelf.CountPlayersFree(); nPlayersJailed = TagTeamSelf.CountPlayersJailed(); ExplainHeader(); Explain("assessing defense:"); ExplainBlockStart(); for (thisObjective = Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) if (IsObjectiveDefense(thisObjective)) { nPlayersDefending = Max(2, SuggestStrengthDefense(thisObjective)); nPlayersDefendingMax += nPlayersDefending; Explain("should defend" @ GetExplanationObjective(thisObjective) @ "with" @ nPlayersDefending @ "player(s)"); } nPlayersDefending = Min(nPlayersDefending, nPlayersFree); ExplainBlockEnd(); if (nPlayersJailed > 0) { ObjectiveAttack = GetPriorityAttackObjective(); nPlayersAttacking = SuggestStrengthAttack(ObjectiveAttack); Explain("should attack" @ GetExplanationObjective(ObjectiveAttack) @ "with" @ nPlayersAttacking @ "player(s)"); } if (nPlayersAttacking + nPlayersDefending > nPlayersFree) nPlayersAttacking = Max(0, nPlayersFree - nPlayersDefending); DeployToObjective(ObjectiveAttack, nPlayersAttacking); DeployToDefense(nPlayersDefending); DeployExecute(); } // ================================================================ // FindBotForArena // // Only let a bot volunteer for an arena fight if we are really // really sure he has good chances to win. // ================================================================ function Bot FindBotForArena(JBInfoArena Arena, Controller ControllerOpponent, optional float Ignored) { return Global.FindBotForArena(Arena, ControllerOpponent, 2.0); } } // state TacticsDefensive // ============================================================================ // state TacticsNormal // // Normal team tactics. Bots try to defend their bases and attack enemies in // order to kill them and to release their teammates. // ============================================================================ auto state TacticsNormal { // ================================================================ // ReAssessOrders // // Tries to release players while keeping at least minimum // defenses up, but abandons defenses if otherwise attack would // be unlikely to succeed. Appoints a freelance squad if nothing // must be attacked. // ================================================================ function ReAssessOrders() { local int nPlayersFree; local int nPlayersJailed; local int nPlayersAttacking; local int nPlayersDefending; local int nPlayersDefendingMin; local int nPlayersDefendingMax; local int nPlayersReleasable; local int nPlayersReleasableMax; local int nPlayersRequired; local GameObjective thisObjective; local GameObjective ObjectiveAttack; local GameObjective ObjectiveDefense; nPlayersFree = TagTeamSelf.CountPlayersFree(); nPlayersJailed = TagTeamSelf.CountPlayersJailed(); ExplainHeader(); Explain("assessing defense:"); ExplainBlockStart(); for (thisObjective = Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) if (IsObjectiveDefense(thisObjective)) { nPlayersDefending = Max(1, SuggestStrengthDefense(thisObjective)); nPlayersDefendingMax += nPlayersDefending; if (nPlayersDefendingMin == 0 || nPlayersDefendingMin > nPlayersDefending) nPlayersDefendingMin = nPlayersDefending; Explain("should defend" @ GetExplanationObjective(thisObjective) @ "with" @ nPlayersDefending @ "player(s)"); } ExplainBlockEnd(); if (nPlayersJailed > 0) { ObjectiveAttack = GetPriorityAttackObjective(); nPlayersAttacking = SuggestStrengthAttack(ObjectiveAttack); Explain("should attack" @ GetExplanationObjective(ObjectiveAttack) @ "with" @ nPlayersAttacking @ "player(s)"); } nPlayersRequired = nPlayersAttacking + nPlayersDefendingMin; if (nPlayersRequired > nPlayersFree && nPlayersAttacking > 0) { Explain("require" @ nPlayersRequired @ "player(s) for all orders," @ "but only" @ nPlayersFree @ "player(s) are free - concentrating defense"); nPlayersDefending = Max(0, nPlayersFree - Abs(nPlayersDefendingMin - nPlayersAttacking) / 2.0 - 0.5); if (nPlayersDefending > 0 && nPlayersDefending <= nPlayersDefendingMin / 2) { Explain("require" @ nPlayersDefendingMin @ "player(s) minimally for defense," @ "but only" @ nPlayersDefending @ "player(s) available - abandoning defense"); nPlayersDefending = 0; // no use defending } nPlayersAttacking = Max(0, nPlayersFree - nPlayersDefending); for (thisObjective = Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) if (IsObjectiveDefense(thisObjective)) { nPlayersReleasable = CountPlayersReleasable(thisObjective); if (nPlayersReleasable > nPlayersReleasableMax && nPlayersDefendingMin >= SuggestStrengthDefense(thisObjective)) { ObjectiveDefense = thisObjective; nPlayersReleasableMax = nPlayersReleasable; } } if (ObjectiveDefense != None) Explain("defense most urgently needed at" @ GetExplanationObjective(ObjectiveDefense)); DeployToObjective(ObjectiveAttack, nPlayersAttacking); DeployToObjective(ObjectiveDefense, nPlayersDefending); DeployExecute(); } else { nPlayersDefending = Min(nPlayersFree - nPlayersAttacking, nPlayersDefendingMax); if (nPlayersAttacking > 0) // attack with full force nPlayersAttacking = nPlayersFree - nPlayersDefending; DeployToObjective(ObjectiveAttack, nPlayersAttacking); DeployToDefense(nPlayersDefending); DeployExecute(); // rest goes on freelance } } // ================================================================ // FindBotForArena // // Select a bot volunteer for an arena fight who is at least as // efficient as the selected opponent. // ================================================================ function Bot FindBotForArena(JBInfoArena Arena, Controller ControllerOpponent, optional float Ignored) { return Global.FindBotForArena(Arena, ControllerOpponent, 1.0); } } // state TacticsNormal // ============================================================================ // state TacticsAggressive // // Aggressive team tactics. Bots will attack even at the expense of defending // their own bases if they must. // ============================================================================ state TacticsAggressive { // ================================================================ // ReAssessOrders // // Puts as many players as required on attack. The remaining // players are distributed on defended objectives. If there are // barely enough players to defend one objective, abandons defense // of all other objectives. If there are not enough bots even for // that, abandons defense altogether. // ================================================================ function ReAssessOrders() { local int nPlayersFree; local int nPlayersJailed; local int nPlayersAttacking; local int nPlayersDefending; local int nPlayersDefendingMax; local int nPlayersDefendingMin; local int nPlayersReleasable; local int nPlayersReleasableMax; local GameObjective thisObjective; local GameObjective ObjectiveAttack; local GameObjective ObjectiveDefense; nPlayersFree = TagTeamSelf.CountPlayersFree(); nPlayersJailed = TagTeamSelf.CountPlayersJailed(); ExplainHeader(); Explain("assessing defense:"); ExplainBlockStart(); for (thisObjective = Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) if (IsObjectiveDefense(thisObjective)) { nPlayersDefending = SuggestStrengthDefense(thisObjective); nPlayersDefendingMax += nPlayersDefending; if (nPlayersDefendingMin == 0 || nPlayersDefendingMin > nPlayersDefending) nPlayersDefendingMin = nPlayersDefending; Explain("should defend" @ GetExplanationObjective(thisObjective) @ "with" @ nPlayersDefending @ "player(s)"); } ExplainBlockEnd(); if (nPlayersJailed > 0) { ObjectiveAttack = GetPriorityAttackObjective(); nPlayersAttacking = SuggestStrengthAttack(ObjectiveAttack); Explain("should attack" @ GetExplanationObjective(ObjectiveAttack) @ "with" @ nPlayersAttacking @ "player(s)"); } if (nPlayersAttacking + nPlayersDefendingMax <= nPlayersFree) { Explain("enough free players to fulfull all orders"); DeployToObjective(ObjectiveAttack, nPlayersAttacking); DeployToDefense(nPlayersDefendingMax); DeployExecute(); // rest go on freelance } else if (nPlayersAttacking + nPlayersDefendingMin / 2 <= nPlayersFree) { Explain("require" @ nPlayersDefendingMin @ "player(s) for defense," @ "but only" @ nPlayersFree - nPlayersAttacking @ "player(s) available - concentrating defense"); nPlayersDefending = nPlayersFree - nPlayersAttacking; for (thisObjective = Objectives; thisObjective != None; thisObjective = thisObjective.NextObjective) if (IsObjectiveDefense(thisObjective)) { nPlayersReleasable = CountPlayersReleasable(thisObjective); if (nPlayersReleasable > nPlayersReleasableMax && nPlayersDefendingMin >= SuggestStrengthDefense(thisObjective)) { ObjectiveDefense = thisObjective; nPlayersReleasableMax = nPlayersReleasable; } } if (ObjectiveDefense != None) Explain("defense most urgently needed at" @ GetExplanationObjective(ObjectiveDefense)); DeployToObjective(ObjectiveAttack, nPlayersAttacking); DeployToObjective(ObjectiveDefense, nPlayersDefending); DeployExecute(); } else { Explain("require" @ nPlayersDefendingMin @ "player(s) minimally for defense," @ "but only" @ nPlayersFree - nPlayersAttacking @ "player(s) available - abandoning defense"); DeployToObjective(ObjectiveAttack, nPlayersFree); DeployExecute(); } } // ================================================================ // FindBotForArena // // Select a bot volunteer for an arena fight even if the opponent // is much more efficient. // ================================================================ function Bot FindBotForArena(JBInfoArena Arena, Controller ControllerOpponent, optional float Ignored) { return Global.FindBotForArena(Arena, ControllerOpponent, 0.5); } } // state TacticsAggressive // ============================================================================ // state TacticsSuicidal // // Suicidal team tactics. In disregard to their own safety and their base's // defense, all bots either attack to release their teammates or roam the map // to kill everything. // ============================================================================ state TacticsSuicidal { // ================================================================ // ReAssessOrders // // If a jail requires attack, sends all free players to attack it. // Otherwise sets all free players to freelance. // ================================================================ function ReAssessOrders() { local int nPlayersFree; local int nPlayersJailed; local GameObjective ObjectiveAttack; nPlayersFree = TagTeamSelf.CountPlayersFree(); nPlayersJailed = TagTeamSelf.CountPlayersJailed(); ExplainHeader(); if (nPlayersJailed == 0) { Explain("nobody jailed, putting all players on freelance"); DeployRestart(); DeployExecute(); // all on freelance } else { ObjectiveAttack = GetPriorityAttackObjective(); Explain("attacking" @ GetExplanationObjective(ObjectiveAttack) @ "with full force"); DeployToObjective(ObjectiveAttack, nPlayersFree); DeployExecute(); } } // ================================================================ // FindBotForArena // // Find a bot volunteer at all costs. Hey, we're suicidal. // ================================================================ function Bot FindBotForArena(JBInfoArena Arena, Controller ControllerOpponent, optional float Ignored) { return Global.FindBotForArena(Arena, ControllerOpponent, 0.001); } } // state TacticsSuicidal // ============================================================================ // Explain // // Used for debugging. Timestamps the given message and writes it to the log // or to the screen if so configured. // ============================================================================ function Explain(string Text) { local int iExplanation; if (!bExplainToLog && !bExplainToScreen) return; if (TimeExplanation != Level.TimeSeconds) IndentExplanation = ""; if (bExplainToScreen) { if (!bIsExplanationInitialized) { JBInterfaceHud(Level.GetLocalPlayerController().myHUD).RegisterOverlay(Self); bIsExplanationInitialized = True; } if (ListExplanation.Length > 100) ListExplanation.Remove(1, ListExplanation.Length - 100); iExplanation = ListExplanation.Length; ListExplanation.Insert(iExplanation, 1); ListExplanation[iExplanation].Text = IndentExplanation $ Text; if (iExplanation > 0) if (TimeExplanation != Level.TimeSeconds) ListExplanation[iExplanation].bIsShaded = !ListExplanation[iExplanation - 1].bIsShaded; else ListExplanation[iExplanation].bIsShaded = ListExplanation[iExplanation - 1].bIsShaded; } if (bExplainToLog) { if (TimeExplanation != Level.TimeSeconds) Log("---" @ Level.TimeSeconds, 'BotThoughts'); Log("Team" @ Team.TeamIndex $ ":" @ IndentExplanation $ Text, 'BotThoughts'); } TimeExplanation = Level.TimeSeconds; } // ============================================================================ // RenderOverlays // // Renders the current list of explanations on the screen. // ============================================================================ function RenderOverlays(Canvas Canvas) { local int iExplanation; local int ClipXPrev; local vector LocationText; local vector LocationTextMin; local Color ColorBase; local Color ColorShaded; if (!bExplainToScreen) return; ClipXPrev = Canvas.ClipX; switch (Team.TeamIndex) { case 0: ColorBase = Canvas.MakeColor(255, 0, 0); LocationText.X = 0; Canvas.ClipX /= 2; break; case 1: ColorBase = Canvas.MakeColor(0, 0, 255); LocationText.X = int(Canvas.ClipX / 2); break; } LocationText .Y = int(Canvas.ClipY * 0.80); LocationTextMin.Y = int(Canvas.ClipY * 0.15); Canvas.Style = ERenderStyle.STY_Alpha; Canvas.Font = Font'DefaultFont'; Canvas.SetDrawColor(0, 0, 0, 128); Canvas.SetPos(LocationText.X, LocationTextMin.Y); Canvas.DrawRect(Texture'BlackTexture', Canvas.ClipX - LocationText.X, LocationText.Y - LocationTextMin.Y + 3); for (iExplanation = ListExplanation.Length - 1; iExplanation >= 0; iExplanation--) { LocationText.Y -= 6; if (LocationText.Y < LocationTextMin.Y) break; if (ListExplanation[iExplanation].bIsShaded) ColorShaded = ColorBase * 0.75; else ColorShaded = ColorBase; Canvas.DrawColor = ColorShaded; Canvas.SetPos(LocationText.X, LocationText.Y); Canvas.DrawTextClipped(ListExplanation[iExplanation].Text); } Canvas.ClipX = ClipXPrev; } // ============================================================================ // ExplainHeader // // Outputs the explanation header for the current tactics. // ============================================================================ function ExplainHeader() { local string ExplanationPlayer; local JBTagPlayer firstTagPlayer; local JBTagPlayer thisTagPlayer; if (!bExplainToLog && !bExplainToScreen) return; Explain("reassessing orders for" @ GetStateName() $ ":"); ExplainBlockStart(); Explain("current team status:"); ExplainBlockStart(); firstTagPlayer = JBGameReplicationInfo(Level.Game.GameReplicationInfo).firstTagPlayer; for (thisTagPlayer = firstTagPlayer; thisTagPlayer != None; thisTagPlayer = thisTagPlayer.nextTag) if (thisTagPlayer.GetTeam() == Team) { ExplanationPlayer = GetExplanationPlayer(thisTagPlayer.GetController()); if (thisTagPlayer.IsInArena()) Explain("arena: " @ ExplanationPlayer @ "in" @ thisTagPlayer.GetArena().Tag); else if (thisTagPlayer.IsInJail()) Explain("jailed:" @ ExplanationPlayer @ "in" @ thisTagPlayer.GetJail() .Tag); else Explain("free: " @ ExplanationPlayer @ GetExplanationOrders(thisTagPlayer.GetController())); } ExplainBlockEnd(); } // ============================================================================ // ExplainBlockStart // // Starts an indented explanation block. // ============================================================================ function ExplainBlockStart() { IndentExplanation = IndentExplanation $ " "; } // ============================================================================ // ExplainBlockEnd // // Ends an indented explanation block. // ============================================================================ function ExplainBlockEnd() { if (Len(IndentExplanation) >= 2) IndentExplanation = Left(IndentExplanation, Len(IndentExplanation) - 2); } // ============================================================================ // GetExplanationObjective // // Returns a human-readable explanation for the given objective. // ============================================================================ function string GetExplanationObjective(GameObjective GameObjective) { local string Result; if (!bExplainToLog && !bExplainToScreen) return "(disabled)"; if (GameObjective == None) return "freelancing"; if (GameObjective.ObjectiveName != GameObjective.Default.ObjectiveName) Result = GameObjective.ObjectiveName; else Result = "switch"; if (GameObjective.Region.Zone.LocationName != GameObjective.Region.Zone.Default.LocationName) Result = Result @ "in" @ GameObjective.Region.Zone.LocationName; if (GameObjective.DefenderTeamIndex == Team.TeamIndex) Result = Result @ "(own base)"; else Result = Result @ "(enemy base)"; return Result; } // ============================================================================ // GetExplanationPlayer // // Returns a human-readable explanation for the given player or bot. // ============================================================================ function string GetExplanationPlayer(Controller Controller) { if (!bExplainToLog && !bExplainToScreen) return "(disabled)"; if (Controller.PlayerReplicationInfo != None) if (PlayerController(Controller) != None) return Controller.PlayerReplicationInfo.PlayerName @ "(human)"; else if (Bot (Controller) != None) return Controller.PlayerReplicationInfo.PlayerName @ "(bot)"; return "unnamed" @ Controller.Class.Name; } // ============================================================================ // GetExplanationOrders // // Returns a human-readable string explaining the given player's orders. // ============================================================================ function string GetExplanationOrders(Controller Controller) { local string Result; local GameObjective GameObjective; local JBTagPlayer TagPlayer; if (!bExplainToLog && !bExplainToScreen) return "(disabled)"; TagPlayer = Class'JBTagPlayer'.Static.FindFor(Controller.PlayerReplicationInfo); if (Bot(Controller) != None && Bot(Controller).Squad != None) GameObjective = Bot(Controller).Squad.SquadObjective; else GameObjective = TagPlayer.GuessObjective(); if (IsObjectiveAttack (GameObjective)) Result = "attacking" @ GetExplanationObjective(GameObjective); else if (IsObjectiveDefense(GameObjective)) Result = "defending" @ GetExplanationObjective(GameObjective); else Result = "freelancing"; if (TagPlayer.OrderNameFixed != '') Result = Result @ "(fixed orders)"; return Result; } // ============================================================================ // Defaults // ============================================================================ defaultproperties { bTacticsAuto = True; ClassSquadArena = Class'JBBotSquadArena'; ClassSquadJail = Class'JBBotSquadJail'; SquadType = Class'JBBotSquad'; } |
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