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/****************************************************************************** EradicatorTurret Creation date: 2011-08-23 10:50 Last change: $Id$ Copyright © 2011, Wormbo Website: http://www.koehler-homepage.de/Wormbo/ Feel free to reuse this code. Send me a note if you found it helpful or want to report bugs/provide improvements. Please ask for permission first, if you intend to make money off reused code. ******************************************************************************/ class EradicatorTurret extends ONSArtilleryCannon; var rotator TargetRotation; var float NextTargetPredictionTime; replication { unreliable if (!bNetOwner) TargetRotation; } /** Filter fire attempts so player needs to launch and deploy a camera first. */ event bool AttemptFire(Controller C, bool bAltFire) { if (MortarCamera == None || MortarCamera.bShotDown) { // always fire camera first //log("No camera yet"); return Super(ONSWeapon).AttemptFire(C, True); } else if (!bAltFire && MortarCamera.bDeployed) { // fire shell if camera is deployed //log("Firing shell"); return Super(ONSWeapon).AttemptFire(C, False); } // else camera is out but should deploy or disconnect, which is handled by the vehicle //log("Not firing"); return false; } function byte BestMode() { // altfire really only takes down the camera, which the bots handles differently anyway return 0; } function bool CanAttack(Actor Other) { local rotator TestFireRotation; local float TestFireSpeed; if (Instigator == None || Bot(Instigator.Controller) == None) return false; // short range and direct line of sight (use like shotgun against fliers, if necessary) if (Other == Instigator.Controller.Enemy && VSize(Other.Location - Location) < 3000 && Bot(Instigator.Controller).EnemyVisible()) return true; // don't bother attacking fast vehicles and fliers if they are not our enemy or too far away if (ONSVehicle(Other) != None && ONSVehicle(Other).FastVehicle() || Pawn(Other) != None && Pawn(Other).bCanFly) return false; // long range, do quick trajectory check, ignoring other players if (GetFireDirection(Other.Location, TestFireRotation, TestFireSpeed) && TestTrajectory(Other.Location, TestFireRotation, TestFireSpeed, true)) return true; return false; } function Projectile SpawnProjectile(class<Projectile> ProjClass, bool bAltFire) { local Projectile P; local EradicatorCameraShell CamProj; local EradicatorShell ShellProj; local coords BarrelCoords; local vector HitLocation, HitNormal; local Controller C; local ONSIncomingShellSound ShellSoundMarker; if (!Instigator.IsLocallyControlled() || !Instigator.IsHumanControlled()) PredictTarget(); BarrelCoords = GetBoneCoords(PitchBone); if (Instigator.Trace(HitLocation, HitNormal, WeaponFireLocation, BarrelCoords.Origin, false, vect(0,0,0)) != None) { //log("Barrel clipping through world geometry"); return None; } P = Super(ONSWeapon).SpawnProjectile(ProjClass, bAltFire); CamProj = EradicatorCameraShell(P); if (CamProj == None) { ShellProj = EradicatorShell(P); if (ShellProj != None) { if (MortarCamera == None) { ShellProj.LifeSpan = 0.3; } else { EradicatorCameraShell(MortarCamera).ShowSelf(false); ShellProj.Velocity = vector(WeaponFireRotation) * Lerp(WeaponCharge, MinSpeed, MaxSpeed); for (C = Level.ControllerList; C != None; C = C.nextController) { if (PlayerController(C) != None) PlayerController(C).ClientPlaySound(Sound'DistantBooms.DistantSPMA', true, 1); } ShellProj.StartTimer(FMax(0.6 * PredicatedTimeToImpact, 0.8 * PredicatedTimeToImpact - 0.7)); ShellSoundMarker = Spawn(class'EradicatorIncomingSound', None, '', PredictedTargetLocation + vect(0,0,400)); ShellSoundMarker.StartTimer(PredicatedTimeToImpact); } } } else if (Role == ROLE_Authority) { if (PlayerController(Instigator.Controller) != None) { PlayerController(Instigator.Controller).ClientSetViewTarget(CamProj); PlayerController(Instigator.Controller).SetViewTarget(CamProj); PlayerController(Instigator.Controller).bBehindView = False; CamProj.Velocity = vector(WeaponFireRotation) * MaxSpeed; } else CamProj.Velocity = vector(WeaponFireRotation) * Lerp(WeaponCharge, MinSpeed, MaxSpeed); MortarCamera = CamProj; if (Eradicator(Instigator) != None) Eradicator(Instigator).MortarCamera = CamProj; } return P; } simulated function Tick(float DeltaTime) { if (Role == ROLE_Authority) { // center turret if unoccupied if (Instigator != None && Instigator.Controller != None) { bForceCenterAim = False; bAimable = True; if (Level.TimeSeconds > NextTargetPredictionTime) PredictTarget(); } else if (!bActive && CurrentAim != rot(0,0,0)) { bForceCenterAim = True; bActive = True; } else if (bActive && CurrentAim == rot(0,0,0)) { bActive = False; } } else if (Instigator != None && !Instigator.IsLocallyControlled()) { Instigator.SetRotation(TargetRotation); } Super.Tick(DeltaTime); } /** Returns whether the target offset is reachable, assuming clear shot. Outputs the fire rotation that will get the shot to the desired target area. */ simulated function bool GetFireDirection(vector TargetLocation, optional out rotator FireRotation, optional out float FireSpeedFactor) { local float dxy, dz, g; local float vXY, vZ, bestV, thisV; local float bestVXY, bestVZ; local vector /*PitchBoneOrigin, YawBoneOrigin, FireOffset,*/ TargetDirection; /* FIXME: predict WeaponFireLocation for target direction // approximate fire start for target direction YawBoneOrigin = GetBoneCoords(YawBone).Origin; FireOffset = WeaponFireLocation - YawBoneOrigin; FireOffset = (FireOffset >> rot(0,-1,0) * WeaponFireRotation.Yaw) >> rot(0,1,0) * rotator(TargetLocation - YawBoneOrigin).Yaw; */ TargetDirection = TargetLocation - WeaponFireLocation; g = Instigator.PhysicsVolume.Gravity.Z; dz = TargetDirection.Z; TargetDirection.Z = 0; dxy = VSize(TargetDirection); bestVXY = MinSpeed; bestVZ = dz * bestVXY / dxy - 0.5 * g * dxy / bestVXY; bestV = Sqrt(Square(bestVXY) + Square(bestVZ)); for (vXY = bestVXY + 200; vXY <= MaxSpeed; vXY += 200) { vZ = dz * vXY / dxy - 0.5 * g * dxy / vXY; thisV = Sqrt(Square(vXY) + Square(vZ)); if (thisV < bestV) { bestVXY = vXY; bestVZ = vZ; bestV = thisV; } } TargetDirection = Normal(TargetDirection) * bestVXY; TargetDirection.Z = bestVZ; FireRotation = rotator(TargetDirection); FireSpeedFactor = FClamp((bestV - MinSpeed) / (MaxSpeed - MinSpeed), 0.0, 1.0); return bestV <= MaxSpeed; } simulated function bool TestTrajectory(vector TargetLocation, rotator FireRotation, float FireSpeedFactor, bool bIgnoreActors, optional out vector HitLocation) { local vector x0, v0, gHalf, LastLoc, NextLoc; local float tMax, t; local vector HitNormal; local Actor TraceActor, HitActor; x0 = WeaponFireLocation; //GetBoneCoords(PitchBone).Origin; v0 = Lerp(FireSpeedFactor, MinSpeed, MaxSpeed) * vector(FireRotation); gHalf = 0.5 * Instigator.PhysicsVolume.Gravity; tMax = VSize((TargetLocation - x0) * vect(1,1,0)) / VSize(v0 * vect(1,1,0)); LastLoc = x0; TraceActor = Owner; for (t = TargetPredictionTimeStep; LastLoc.Z > Level.KillZ && t < tMax; t += TargetPredictionTimeStep) { NextLoc = x0 + v0 * t + gHalf * Square(t); HitActor = TraceActor.Trace(HitLocation, HitNormal, NextLoc, LastLoc, !bIgnoreActors, vect(0,0,0)); if (HitActor != None) { if (HitActor == MortarCamera) TraceActor = MortarCamera; else return VSize(HitLocation - TargetLocation) < FMax(100.0, 0.001 * VSize(x0 - TargetLocation)); } LastLoc = NextLoc; } if (t > tMax) { if (Trace(HitLocation, HitNormal, TargetLocation, LastLoc, !bIgnoreActors, vect(0,0,0)) == None) HitLocation = TargetLocation; } else { HitLocation = LastLoc; } return true; } simulated function PredictTarget() { local float Vel2D, Dist2D, NewWeaponCharge; local Bot B; local Pawn TargetPawn; B = Bot(Instigator.Controller); if (B == None && (EradicatorCameraShell(MortarCamera) == None || !MortarCamera.bDeployed)) return; NextTargetPredictionTime = Level.TimeSeconds + 0.1; CalcWeaponFire(); if (Instigator.IsLocallyControlled()) { if (B != None) { if (B.Target != None) { TargetPawn = Pawn(B.Target); PredictedTargetLocation = B.Target.Location; } else if (B.Enemy != None) { TargetPawn = B.Enemy; PredictedTargetLocation = B.Enemy.Location; } else { PredictedTargetLocation = B.FocalPoint; } // higher skill bots try to predict a moving target's future location if (B.Skill + B.Tactics > 4 && TargetPawn != None && !TargetPawn.bStationary) { // iteratively use the predicted time to target for the next predicted target location PredictedTargetLocation += Normal(TargetPawn.Velocity) * (FMin(VSize(TargetPawn.Velocity), 1500.0) * FMin(PredicatedTimeToImpact, 4.0)); } } else if (EradicatorCameraShell(MortarCamera) != None) { PredictedTargetLocation = EradicatorCameraShell(MortarCamera).TargetLocation; } bCanHitTarget = GetFireDirection(PredictedTargetLocation, TargetRotation, NewWeaponCharge); SetWeaponCharge(NewWeaponCharge); if (bCanHitTarget) { bCanHitTarget = TestTrajectory(PredictedTargetLocation, TargetRotation, NewWeaponCharge, False, PredictedTargetLocation); } if (MortarCamera != None) { MortarCamera.SetReticleStatus(bCanHitTarget); } Vel2D = VSize(vector(TargetRotation) * vect(1,1,0)) * Lerp(WeaponCharge, MinSpeed, MaxSpeed); Dist2D = VSize((PredictedTargetLocation - WeaponFireLocation) * vect(1,1,0)); PredicatedTimeToImpact = Dist2D / Vel2D; } else { // predict target location based on fire parameters send by client PredictTargetLocation(Lerp(WeaponCharge, MinSpeed, MaxSpeed), vector(Eradicator(Instigator).CustomAim)); } } function PredictTargetLocation(float Speed, vector Direction) { local vector x0, v0, gHalf, LastLoc, NextLoc; local float t, Vel2D, Dist2D; local vector HitNormal; x0 = WeaponFireLocation; v0 = Speed * Direction; gHalf = 0.5 * Instigator.PhysicsVolume.Gravity; LastLoc = x0; for (t = TargetPredictionTimeStep; LastLoc.Z > Level.KillZ; t += TargetPredictionTimeStep) { NextLoc = x0 + v0 * t + gHalf * Square(t); if (Trace(LastLoc, HitNormal, NextLoc, LastLoc, true, vect(0,0,0)) != None) break; LastLoc = NextLoc; } // LastLoc now is the impact location PredictedTargetLocation = LastLoc; Vel2D = VSize(v0 * vect(1,1,0)); Dist2D = VSize((PredictedTargetLocation - x0) * vect(1,1,0)); PredicatedTimeToImpact = Dist2D / Vel2D; } //============================================================================= // Default values //============================================================================= defaultproperties { ProjectileClass = class'EradicatorShell'; AltFireProjectileClass = class'EradicatorCameraShell'; FireIntervalAimLock = 0.3; FireInterval = 3.5; AltFireInterval = 1.5; Mesh = SkeletalMesh'SK_VH_ERAD_Cannon'; RedSkin = Shader'EradicatorRed'; BlueSkin = Shader'EradicatorBlue'; DrawScale = 1.3; PitchBone = "MainTurret_Pitch"; YawBone = "MainTurret_Yaw"; PitchUpLimit = 16000; WeaponFireAttachmentBone = "MainTurret_BarrelB"; WeaponFireOffset = 150.0; } |
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