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//============================================================================= // JumpSpot. // specifies positions that can be reached with greater than normal jump // forced paths will check for greater than normal jump capability //============================================================================= class JumpSpot extends JumpDest placeable; var() bool bOnlyTranslocator; var bool bRealOnlyTranslocator; var() bool bNeverImpactJump; var() bool bNoLowGrav; var() bool bForceAllowDoubleJumping; // LD promises that bot can really make this double jump (for ones the conservative AI code says would barely fail) var() bool bDodgeUp; var() name TranslocTargetTag; // target to transloc toward var() float TranslocZOffset; var Actor TranslocTarget; var vector CachedSpeed[8]; function PostBeginPlay() { Super.PostBeginPlay(); bRealOnlyTranslocator = bOnlyTranslocator; // used for JumpSpot testing } function bool CanMakeJump(Pawn Other, Float JumpHeight, Float GroundSpeed, Int Num, Actor Start, bool bForceCheck) { local vector V,S; if ( Other.Physics == PHYS_Flying ) return true; if ( bDodgeUp || (JumpPad(Start) != None) ) return true; if ( !bForceCheck && (PhysicsVolume.Gravity.Z >= CalculatedGravityZ[Num]) ) { if ( NeededJump[Num].Z < JumpHeight ) return true; if ( PhysicsVolume.Gravity.Z == CalculatedGravityZ[Num] ) return false; } if ( bForceDoubleJump ) GroundSpeed = FMax(GroundSpeed, Other.Default.GroundSpeed); if ( (CachedSpeed[Num].X <= JumpHeight) && (CachedSpeed[Num].Y <= GroundSpeed) ) return ( CachedSpeed[Num].Z < JumpHeight ); S = Start.Location; S.Z = S.Z - Start.CollisionHeight + Other.CollisionHeight; V = SuggestFallVelocity(Location, S, 2*JumpHeight, GroundSpeed); CachedSpeed[Num].X = JumpHeight; CachedSpeed[Num].Y = GroundSpeed; CachedSpeed[Num].Z = V.Z; //log(self$" jumpZ "$JumpHeight$" groundSpeed "$groundspeed$" suggested Z "$V.Z$" from "$Start); return ( V.Z < JumpHeight ); } function bool CanDoubleJump(Pawn Other) { return ( bForceDoubleJump || Other.bCanDoubleJump || (PhysicsVolume.Gravity.Z > PhysicsVolume.Default.Gravity.Z) ); } function float EffectiveDoubleJump(ReachSpec Path) { // if its about distance, then effective is doubled if ( Path != None && Path.Start != None && Path.End != None && ( Path.Start.Location.Z >= Path.End.Location.Z + 32 ) ) return 1.9; return 1.5; } event int SpecialCost(Pawn Other, ReachSpec Path) { local int Num; local vector DodgeV; local float AllowedJumpZ, RealGroundSpeed; if ( Vehicle(Other) != None ) return 10000000; if ( Other.Physics == PHYS_Flying ) return 100; if ( Other.Controller.bAllowedToTranslocate ) return 200; if ( bOnlyTranslocator || (bNoLowGrav && (PhysicsVolume.Gravity.Z > PhysicsVolume.Default.Gravity.Z)) ) return 10000000; Num = GetPathIndex(Path); if ( CanDoubleJump(Other) ) { if ( bDodgeUp || bForceAllowDoubleJumping ) return 100; AllowedJumpZ = Other.JumpZ * EffectiveDoubleJump(Path); } else { if ( bDodgeUp ) return 10000000; AllowedJumpZ = Other.JumpZ; } if ( CanMakeJump(Other,AllowedJumpZ,Other.GroundSpeed,Num,Path.Start,false) ) return 100; if ( (Path.Distance > 1000) && (PhysicsVolume.Gravity.Z > PhysicsVolume.Default.Gravity.Z) && (UnrealPawn(Other) != None) ) { if ( bForceDoubleJump ) { RealGroundSpeed = Other.GroundSpeed; Other.GroundSpeed = Other.Default.GroundSpeed; DodgeV = UnrealPawn(Other).BotDodge(vect(1,0,0)); Other.GroundSpeed = RealGroundSpeed; } else DodgeV = UnrealPawn(Other).BotDodge(vect(1,0,0)); if ( CanMakeJump(Other,DodgeV.Z + (EffectiveDoubleJump(Other.Controller.CurrentPath) - 1)*Other.JumpZ,DodgeV.X,Num,Path.Start,true) ) return 100; } if ( !bNeverImpactJump && (NeededJump[Num].Z <= 1100) && (bForceDoubleJump || Other.Controller.bAllowedToImpactJump) ) return 3500; return 10000000; } event bool SuggestMovePreparation(Pawn Other) { local int Num; local bot B; local float RealJumpZ, RealGroundSpeed; local vector DodgeV, Dir; if ( Other.Controller == None ) return false; if ( bDodgeUp ) { B = Bot(Other.Controller); if ( B == None ) return false; // only here if can double jump DodgeV = UnrealPawn(Other).BotDodge(vect(1,0,0)); UnrealPawn(Other).CurrentDir = DCLICK_Forward; Other.bWantsToCrouch = false; B.MoveTarget = self; B.Destination = Location; B.bPlannedJump = true; if ( (Other.Anchor != None) && Other.ReachedDestination(Other.Anchor) ) Dir = Location - Other.Anchor.Location; else Dir = Location - Other.Location; Dir.Z = 0; Dir = Normal(Dir); Other.Velocity = DodgeV.X * Dir; Other.Velocity.Z = DodgeV.Z; Other.Acceleration = Other.AccelRate * Dir; Other.SetPhysics(PHYS_Falling); Other.DestinationOffset = CollisionRadius; B.bNotifyApex = true; B.bPendingDoubleJump = true; return false; } Num = GetPathIndex(Other.Controller.CurrentPath); // try translocator if landing would hurt if ( (Other.MaxFallSpeed < Other.Controller.CurrentPath.MaxLandingVelocity) && TryTranslocator(Other) ) return true; if ( bNoLowGrav && (PhysicsVolume.Gravity.Z > PhysicsVolume.Default.Gravity.Z) ) return TryTranslocator(Other); if ( !bOnlyTranslocator && CanMakeJump(Other,Other.JumpZ,Other.GroundSpeed,Num,Other.Controller.CurrentPath.Start,false) ) { //log("regular jump"); DoJump(Other); return false; } B = Bot(Other.Controller); if ( B == None ) return false; if ( bOnlyTranslocator ) return TryTranslocator(Other); if ( CanDoubleJump(Other) && (bForceAllowDoubleJumping || CanMakeJump(Other,Other.JumpZ * EffectiveDoubleJump(Other.Controller.CurrentPath),Other.GroundSpeed,Num,Other.Controller.CurrentPath.Start,false)) ) { // log("double jump"); RealJumpZ = Other.JumpZ; Other.JumpZ = Other.JumpZ * EffectiveDoubleJump(Other.Controller.CurrentPath); DoJump(Other); Other.JumpZ = RealJumpZ; Other.Velocity.Z = FClamp(Other.Velocity.Z - 0.5 * Other.JumpZ,0.7*Other.JumpZ,Other.JumpZ); B.bNotifyApex = true; B.bPendingDoubleJump = true; return false; } if ( (Other.Controller.CurrentPath.Distance > 1000) && (PhysicsVolume.Gravity.Z > PhysicsVolume.Default.Gravity.Z) && (UnrealPawn(Other) != None) ) { //log("TRY DODGE JUMP"); if ( bForceDoubleJump ) { RealGroundSpeed = Other.GroundSpeed; Other.GroundSpeed = Other.Default.GroundSpeed; DodgeV = UnrealPawn(Other).BotDodge(vect(1,0,0)); Other.GroundSpeed = RealGroundSpeed; } else DodgeV = UnrealPawn(Other).BotDodge(vect(1,0,0)); if ( CanMakeJump(Other,DodgeV.Z + (EffectiveDoubleJump(Other.Controller.CurrentPath) - 1) * Other.JumpZ,DodgeV.X,Num,Other.Controller.CurrentPath.Start,true) ) { //log("dodge jump"); RealJumpZ = Other.JumpZ; RealGroundSpeed = Other.GroundSpeed; Other.GroundSpeed = DodgeV.X; Other.JumpZ = DodgeV.Z + (EffectiveDoubleJump(Other.Controller.CurrentPath) - 1) * RealJumpZ; UnrealPawn(Other).CurrentDir = DCLICK_Forward; DoJump(Other); Other.GroundSpeed = RealGroundSpeed; Other.JumpZ = RealJumpZ; Other.Velocity.Z = FMax(0.7*Other.JumpZ, Other.Velocity.Z - 0.5 * Other.JumpZ); B.bNotifyApex = true; B.bPendingDoubleJump = true; return false; } } if ( TryTranslocator(Other) ) return true; if ( !bNeverImpactJump && (NeededJump[Num].Z < 1100) && B.CanImpactJump() ) { Other.Acceleration = vect(0,0,0); B.bPreparingMove = true; B.ImpactTarget = self; B.Focus = None; B.FocalPoint = B.Location - vect(0,0,100); if ( Other.Weapon.IsA('ShieldGun') ) B.ImpactJump(); else B.SwitchToBestWeapon(); return true; } // try double jumping anyway if ( CanDoubleJump(Other) ) { // log("fallback double jump"); RealJumpZ = Other.JumpZ; Other.JumpZ = Other.JumpZ * EffectiveDoubleJump(Other.Controller.CurrentPath); DoJump(Other); Other.JumpZ = RealJumpZ; Other.Velocity.Z = FClamp(Other.Velocity.Z - 0.5 * Other.JumpZ,0.7*Other.JumpZ,Other.JumpZ); B.bNotifyApex = true; B.bPendingDoubleJump = true; return false; } return false; } function bool TryTranslocator(Pawn Other) { local bot B; B = Bot(Other.Controller); B.TranslocationTarget = None; B.RealTranslocationTarget = None; if ( B.CanUseTranslocator() ) { Other.Acceleration = vect(0,0,0); B.bPreparingMove = true; B.TranslocationTarget = self; B.RealTranslocationTarget = self; if ( TranslocTargetTag != '' ) { if ( TranslocTarget == None ) ForEach AllActors(class'Actor',TranslocTarget,TranslocTargetTag) break; if ( TranslocTarget != None ) B.TranslocationTarget = TranslocTarget; } B.ImpactTarget = self; B.Focus = self; if ( Other.Weapon.IsA('TransLauncher') ) { Other.PendingWeapon = None; Other.Weapon.SetTimer(0.2,false); } else B.SwitchToBestWeapon(); return true; } return false; } defaultproperties { TranslocZOffset=0 CachedSpeed(0)=(X=+1000000.0,Y=+1000000.0,Z=+1000000.0) CachedSpeed(1)=(X=+1000000.0,Y=+1000000.0,Z=+1000000.0) CachedSpeed(2)=(X=+1000000.0,Y=+1000000.0,Z=+1000000.0) CachedSpeed(3)=(X=+1000000.0,Y=+1000000.0,Z=+1000000.0) CachedSpeed(4)=(X=+1000000.0,Y=+1000000.0,Z=+1000000.0) CachedSpeed(5)=(X=+1000000.0,Y=+1000000.0,Z=+1000000.0) CachedSpeed(6)=(X=+1000000.0,Y=+1000000.0,Z=+1000000.0) CachedSpeed(7)=(X=+1000000.0,Y=+1000000.0,Z=+1000000.0) } |
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