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# Gameplay.Rook

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    //=====================================================================
    // Rook
    //=====================================================================

    class Rook extends Engine.Pawn implements IEffectObserver
    	native
    	dependsOn(SingleplayerGameInfo);

    //=====================================================================
    // Constants

    enum AlertnessLevels
    {
    	ALERTNESS_Neutral,      // gun lowered
    	ALERTNESS_Alert,        // gun halfway
    	ALERTNESS_Combat,       // gun aimed
    };

    const DAMAGE_OVERKILL = -50.0f;	// health value that justifies an "overkill" speech event
    const N_PAST_POSITIONS = 4;	// number of past positions stored in the pastPositions array (manually keep in snych with ARook.cpp version!)

    //=====================================================================
    // Variables

    // health (default value is default.health)
    var float healthMaximum;

    var string hudType;

    // if true, players can repair this object
    var bool bCanRepair;

    // the object's team
    var()	protected
    		editdisplay(displayActorLabel)
    		editcombotype(enumTeamInfo)
    		TeamInfo m_team							"The team that the object belongs to. Note: Base Devices assume the team of the BaseInfo to which they belong";

    var private TeamInfo m_localTeam;

    // the object's squad
    var()	private
    		editdisplay(displayActorLabel)
    		editcombotype(enumSquadInfo)
    		SquadInfo m_squad;

    // Variables relating to common sensing code
    var TribesVisionNotifier vision;						// Our Vision Notifier
    var HearingNotifier hearing;							// Our Hearing Notifier
    var ShotNotifier shotNotifier;							// Our Shot Notifier

    // vision
    var(AI) float PeripheralVisionZAngle "limits of peripheral vision in Z (radians)";
    var(AI) float SightRadiusToPlayer "maximum distance at which player characters can be seen";

    // AI Variables
    var(AI) Tyrion_ResourceBase.AI_LOD_Levels AI_LOD_LevelMP "AI Level of detail for MP games";
    var(AI) float AI_LOD_ActivationDistance "Distance at which AI's go into AILOD_NORMAL state";
    var(AI) float AI_LOD_DeactivationDistance "Distance at which AI's leave AILOD_NORMAL state";
    var(AI) bool bAIThreat "Is this a rook AI's should shoot at if it's an enemy?";
    var(AI) float shotAngularDeviation "Max angular deviation from ideal line of fire in degrees";
    var(AI) float shotAngularDeviationMP "Max angular deviation from ideal line of fire in degrees (MP games)";
    var(AI) Range shotLeadAbility "Range from which the multiplier for the shot leading aiming component is chosen; (1,1) is totally accurate leading, numbers less than 1 undershoot, greater than 1 overshoot";
    var(AI) Range shotLeadAbilityMP "Range from which the multiplier for the shot leading aiming component is chosen; (1,1) is totally accurate leading, numbers less than 1 undershoot, greater than 1 overshoot (MP games)";
    var(AI) float reactionDelay "Time between spotting a new enemy and actually shooting at it";
    var(AI) float reactionDelayMP "Time between spotting a new enemy and actually shooting at it (MP games)";
    var(AI) float visionMemory "how long (in seconds) after losing a target does the AI still know where it is?";
    var AlertnessLevels alertness;				// Alertness level
    var int AI_LOD_deactivation_exemption_ticks;// when set, lets AI's stay in AILOD_NORMAL without a deactivation check
    var Vector pastPositions[N_PAST_POSITIONS];	// past positions of the rook stored to compute average velocity
    var int pastPositionsIndex;					// index of next position value in pastPositions
    var float pastPositionsTimeAccu;			// deltaTime accumulator for pastPositions update
    var Pawn attacker;							// entity who is attacking this rook
    var float expectedImpactTime;				// time at which a projectile from "attacker" should have hit by
    var float lastShotFiredTime;				// last time this AI fired a shot
    var bool bUnobstructedLOF;					// does this rook have line of fire to its target?
    var bool bDeferredAICleanup;				// true when state code is being run on AI's

    var float tickTime;				// when tickTime < 0, we tick the AI
    var float tickTimeOrg;			// last generated tickTime value
    var Range tickTimeUpdateRange;  // min and max time that will be used to make a random tickTime

    var Tyrion_ResourceBase vehicleAI;	// AI for the vehicle/turret as a whole
    var Tyrion_ResourceBase mountAI;	// AI for gunner positions / drivers

    // AI debug stuff
    var bool bShowLOADebug;		// switch on local obstacle avoidance debugging
    var bool bShowSensingDebug;	// switch on sensing debug
    var Vector loaStartPoint;	// the point the lookAhead function is looking ahead from
    var Vector loaEndPoint;		// and to
    var Vector loaStartPoint2;	// and for the ramp/stairs segment...
    var Vector loaEndPoint2;
    var bool loaHit;			// true when lookAhead found an obstacle

    // Boston's action/goal display
    var bool bShowTyrionCharacterDebug;	// also activates vehicle/turret AI display
    var bool bShowTyrionMovementDebug;
    var bool bShowTyrionWeaponDebug;
    var bool bShowTyrionHeadDebug;
    var bool bShowNavigationDebug;

    // Jetpacking/skiing debug stuff
    var bool bShowJSDebug;		// switch on jetting/skiing debugging
    var Vector estLocation;
    var Vector movementForce;

    // Squad/Formation debug stuff
    var bool bShowSquadDebug;	// switch on squad/formation debugging
    var Vector desiredLocation;	// where rook is trying to go

    // alertness system debug
    var bool logAlertnessChanges;

    // shadow stuff
    var (Shadow) float ShadowLightDistance;
    var (Shadow) float MaxShadowTraceDistance;

    // used by the sensor system
    var() bool bCanBeSensed;
    var() bool bIsDetectableByEnemies;
    var bool sensorUpdateFlag;
    var float lastDetectedTime;

    // Set if this item should be always marked, even if it cannot be sensed
    var() bool bAlwaysMarked;

    // used to establish whether to mark this class or not:
    var(Rook) class<RadarInfo> radarInfoClass;

    // used for stat tracking
    var array<Character> repairers;

    // Damage Component system
    struct native DamageComponent
    {
    	var() class<DynamicObject>	objectType	"Class type of the dynamic object attached at this location";
    	var() name					attachmentPoint				"Bone or socket to attach object to. If None will attach to pivot";
    	var DynamicObject			objectInstance;
    };
    var() array<DamageComponent> damageComponents;
    var byte	clientDamageComponentMask;
    var byte	damageComponentMask;	// this mask (and its client side dirty component) state which panels have been destroyed
    var float	componentBreakThreshold;

    // The PlayerCharacterController sets its state to this variable when possessing this Rook
    var Name	playerControllerState;

    // Ownership badge
    var() bool	bUseAlternateOwnershipMaterial;
    // Alternate Ownership Self-Illumination flag
    var() bool	bUseAlternateSelfIllumMaterial;
    var Name	teamSelfIllumSkinName;

    // Fire damage
    var Pawn				flameSource;
    var class<DamageType>	flameDamageType;
    var float				flameDamagePerSecond;
    var float				flameDamageReductionPerSecond;

    // Regenerating personalShields
    var () class<Shield> personalShieldClass				"Class of regenerating Shield to use, or None to disable personal shields.  For Characters this should be set in the Armor class, not here.";
    var Shield personalShield;

    // Damage restrictions
    var () float	teamDamagePercentage					"Members of this Rook's team can only reduce its health to this percentage of health.  Overrides any setting in TeamInfo.";

    // effects system
    var bool effectLogging;                                 // true if effect logging is enabled
    var Array<String> loopingEffects;                       // currently looping effects

    // Grappler
    var (Grappler) float grapplerRetentionScale                   "Scales breaking force for grapple attached to this object";

    // Repair variables
    var float repDepLastRateAddition;
    var float repDepRepairRate;
    var float repPakLastRateAddition;
    var float repPakRepairRate;

    // this array of useable points is replicated to the client
    const MAX_USEABLE_POINTS = 10;
    enum EUseablePointValid
    {
    	UP_Unused,
    	UP_NotValid,
    	UP_Valid
    };
    var Vector UseablePoints[MAX_USEABLE_POINTS];
    var EUseablePointValid UseablePointsValid[MAX_USEABLE_POINTS];

    // Havok team specific collision filtering
    var  bool teamSpecificHavokCollisionFiltering;

    // used to detect team changes
    var private TeamInfo m_lastTeam;

    replication
    {
    	reliable if (ROLE == ROLE_Authority)
    		healthMaximum, m_team, UseablePoints, UseablePointsValid;

    	reliable if ((ROLE == ROLE_Authority && !bNetOwner) || bDemoRecording)
            alertness;

    	reliable if (ROLE == ROLE_Authority && personalShieldClass != None)
    		personalShield;

    	reliable if (ROLE == ROLE_Authority && damageComponents.Length != 0)
    		damageComponentMask;
    }

    //=====================================================================
    // Functions

    function ApplyDamage(Pawn instigatedBy, float Damage, optional Name teamLabel)
    {
    	local Rook r;

    	r = Rook(instigatedBy);
    	if (r != None && r.m_team != None)
    		teamLabel = r.m_team.Label;

    	super.ApplyDamage(instigatedBy, Damage, teamLabel);
    }

    static simulated function PrecacheDamageComponents(LevelInfo Level, class<Rook> RookClass)
    {
    	local int i;

    	// recurse through children
        for (i=0; i<RookClass.default.damageComponents.Length; i++)
    	{
    		if (RookClass.default.damageComponents[i].objectType != None)
    			class'DynamicObject'.Static.PrecacheDynamicObjectRenderData(Level, RookClass.default.damageComponents[i].objectType);
    	}
    }

    simulated function UpdatePrecacheRenderData()
    {
    	Super.UpdatePrecacheRenderData();
    	PrecacheDamageComponents(Level, Class);
    }

    //
    // Updates Havok collision data. Should be called when team changes.
    //
    simulated native function updateHavokCollisionFilter();

    //
    // Special function for returning the location of this actor
    // if it is associated with an objective. This is mostly for the
    // MPCarryables, because they have the problem of being attached
    // to a charater & then having their location set to 0,0,0
    //
    simulated function Vector GetObjectiveLocation()
    {
    	return Location;
    }

    //
    // For the useable points / prompts. Returns true if the
    // character can use this rook. There is an array of useable
    // points which is updated from server->client. Each time the
    // player targets a rook, this method is called to see if the
    // object is useable by them.
    //
    // In summary, the points are filtered on the server in case
    // a particular point is unavilable (eg: someone is already using
    // an inventory station access), and the object is filtered
    // on the client in case there is some character specific reason
    // as to why the object cannot be accessed (eg: being on the
    // opposing team).
    //
    simulated function bool CanBeUsedBy(Character CharacterUser)
    {
    	return IsFriendly(CharacterUser);
    }

    function bool canBeSensed()
    {
    	return bCanBeSensed;
    }

    simulated function IFiringMotor firingMotor()
    {
    	return None;
    }

    // Returns the character (if it exists) that is controlling this rook (i.e. turret or vehicle)
    simulated function Character getControllingCharacter()
    {
    	return None;
    }

    simulated function TeamInfo getControllingCharacterTeam()
    {
    	local Character controllingCharacter;

    	controllingCharacter = getControllingCharacter();

    	if ( controllingCharacter != None )
    		return controllingCharacter.team();
    	else
    		return team();
    }

    // Repair functions ------------------------------------------------------------------------
    simulated function addRepairFromDeployable(float repairRate, float accumulationScale)
    {
    	if (GameInfo(Level.Game) != None)
    		repairRate = GameInfo(Level.Game).modifyRepairRate(self, repairRate);

    	if (repDepLastRateAddition == 0.0)
    	{
    		repDepRepairRate = repairRate;
    		repDepLastRateAddition = repairRate;
    	}
    	else
    	{
    		repDepLastRateAddition *= accumulationScale;
    		repDepRepairRate += repDepLastRateAddition;
    	}
    }

    simulated function removeRepairFromDeployable(float accumulationScale)
    {
    	repDepRepairRate -= repDepLastRateAddition;
    	if (accumulationScale != 0)
    		repDepLastRateAddition /= accumulationScale;
    }

    simulated function addRepairFromPack(float repairRate, float accumulationScale, Character repairer)
    {
    	//log("Old = "$repairRate);
    	if (GameInfo(Level.Game) != None)
    		repairRate = GameInfo(Level.Game).modifyRepairRate(self, repairRate);
    	//log("New = "$repairRate);

    	// Remember who is repairing for stat tracking purposes
    	repairers[repairers.Length] = repairer;

    	if (repPakLastRateAddition == 0.0)
    	{
    		repPakRepairRate = repairRate;
    		repPakLastRateAddition = repairRate;
    	}
    	else
    	{
    		repPakLastRateAddition *= accumulationScale;
    		repPakRepairRate += repPakLastRateAddition;
    	}
    }

    simulated function removeRepairFromPack(float accumulationScale, Character repairer)
    {
    	local int i;

    	repPakRepairRate -= repPakLastRateAddition;
    	repPakLastRateAddition /= accumulationScale;

    	// Stop remembering this repairer for stat tracking purposes
    	for (i=0; i<repairers.Length; i++)
    	{
    		if (repairers[i] == repairer)
    		{
    			repairers.Remove(i, 1);
    			return;
    		}
    	}
    }

    simulated event ProcessRepair(float delta)
    {
    	if (!isAlive())
    		return;

    	IncreaseHealth((repPakRepairRate + repDepRepairRate) * delta);
    }
    // End repair functions --------------------------------------------------------------------

    simulated event ProcessBurnDamage(float delta)
    {
    	if (flameDamagePerSecond > 0.0)
    	{
    		if (PhysicsVolume.bWaterVolume)
    		{
    			removeFlameDamage();
    			TriggerEffectEvent('Extinguished');
    		}
    		else
    		{
    			if (Role == ROLE_Authority)
    				TakeDamage(flameDamagePerSecond * delta, flameSource, vect(0.0, 0.0, 0.0), vect(0.0, 0.0, 0.0), flameDamageType);

    			if (flameDamageReductionPerSecond > 0.0)
    				flameDamagePerSecond -= flameDamageReductionPerSecond * delta;

    			if (flameDamagePerSecond <= 0.0)
    				removeFlameDamage();
    		}
    	}
    }

    simulated function removeFlameDamage()
    {
    	flameDamagePerSecond = 0.0;
    	UntriggerEffectEvent('Burning');
    }

    function displayWorldSpaceDebug(HUD displayHUD);

    simulated function Destroyed()
    {
    	UntriggerEffectEvent('Burning');

    	if (m_squad != None)
    		m_squad.memberDestroyed(self);

    	if (personalShield != None)
    		personalShield.Destroy();

    	cleanupAI();	// (requires vision pointer to still be around)
    	cleanupSensing();

    	cleanupDamageComponents();

    	super.Destroyed();
    }

    event PreBeginPlay()
    {
    	// it is assumed that healthMaximum has neither been used or set prior to this point
    	healthMaximum = default.health;

    	super.PreBeginPlay();
    }

    //---------------------------------------------------------------------
    // Called at start of gameplay.

    simulated event PostBeginPlay()
    {
     	local int i, damageComponentCount;

    	Super.PostBeginPlay();

    	if ( (Controller == None) && ControllerClassName == "Tyrion.AI_Controller" )
    	{
    		// create dummy AI controller for the rook -
    		// so Unreal is happy and there's a place to store replicated data
    		Controller = spawn(class<Controller>( DynamicLoadObject( ControllerClassName, class'Class')));
    	}

    	if ( Level.NetMode != NM_Client && Level.Game.IsA( 'MultiPlayerGameInfo' ) )
    	{
    		AI_LOD_Level = AI_LOD_LevelMP;
    		shotAngularDeviation = shotAngularDeviationMP;
    		shotLeadAbility = shotLeadAbilityMP;
    		reactionDelay = reactionDelayMP;
    	}
    	AI_LOD_LevelOrig = AI_LOD_Level;

    	CreateShotNotifier();	// a shot notifier is created for all rooks because AI's are interested in players' shots

    	if ( Controller != None )
    		Controller.Possess( self );

    	// add this rook to his squad
    	if ( squad() != None )
    	{
    		if ( logTyrion )
    			log( self @ "added to squad" @ squad() );
    		setSquad( squad() );
    	}

    	// fill in the damage component mask
    	damageComponentCount = 0;
    	for (i=0; i < damageComponents.length; ++i)
    	{
    		if (damageComponents[i].objectType != None)
    		{
    			damageComponentMask = damageComponentMask | (1 << i);
    			++damageComponentCount;
    		}
    	}
    	componentBreakThreshold = GetDamageComponentThresholdRange() / (damageComponentCount + 1);

    	resetPersonalShield();

    /*
    	if ( label == 'aitestplatformer01' || label == 'aicustomesther1' )
    	{
    		logTyrion = true;
    		//logNavigationSystem = true;
    		bShowTyrionCharacterDebug = true;
    		bShowTyrionMovementDebug = true;
    		bShowTyrionWeaponDebug = true;
    		bShowTyrionHeadDebug = true;
    		bShowSensingDebug = true;
    		bShowJSDebug = true;
    		//logDLM = true;
    		if ( squad() != None )
    			squad().logTyrion = true;
    	}
    */
    }

    simulated function float GetDamageComponentThresholdRange()
    {
    	return healthMaximum;
    }

    simulated event PostNetBeginPlay()
    {
    	Super.PostNetBeginPlay();

    	if (bActorShadows && Level.NetMode != NM_DedicatedServer)
    	{
    		Shadow = Spawn(class'ShadowProjector',self,'',Location);
    		Shadow.ShadowActor = self;
            Shadow.bBlobShadow = false;
    		Shadow.LightDirection = Normal(vect(1,1,5));
    		Shadow.LightDistance = ShadowLightDistance;
    		Shadow.MaxTraceDistance = MaxShadowTraceDistance;
    		Shadow.RootMotion = true;
    		Shadow.CullDistance = 8000;
    		Shadow.Resolution = 256;
    		Shadow.InitShadow();
    	}

    	if (damageComponents.length != 0)
    	{
    		clientDamageComponentMask = damageComponentMask;
    		clientUpdateDamageComponents();

    		// we need to snooop on net receive if we are using damage components
    		bNetNotify = true;
    	}

    	// if we have a radar info which displays icons ina  viewport, then turn on
    	// the post render callback. Make sure that we dont turn it off, though
    	if (GetRadarInfoClass() != None)
    		bNeedPostRenderCallback = bNeedPostRenderCallback || class<RadarInfo>(GetRadarInfoClass()).default.bDisplayViewport;
    }

    simulated function bool ShouldBeMarked(PlayerCharacterController pcc)
    {
    	// if the radar info says no, then don't.
    	if (! (GetRadarInfoClass() != None && class<RadarInfo>(GetRadarInfoClass()).default.bDisplayViewport))
    		return false;

    	// always marked, so return true
    	if(bAlwaysMarked)
    		return true;

    	// add the rook to the list of markers to be marked on the HUD
    	if(bCanBeSensed && IsAlive() && (IsA('MPCarryable') || pcc.IsFriendly(self) || // friendlies and carryables are always rendered
    		(! pcc.IsFriendly(self) && pcc.GetControllerTeam() != None && pcc.GetControllerTeam().bSensorGridFunctional)))	// enemy players are rendered only if the sensor grid is up
    			return true;

    	return false;
    }

    //---------------------------------------------------------------------
    // Damage Component functions
    simulated function clientUpdateDamageComponents()
    {
    	local int i;
    	//local DynamicObject component;

    	for (i=0; i < damageComponents.length && i < 8; ++i)
    	{
    		if (damageComponents[i].objectType != None)
    		{
    			// unspawned components that need to be spawned
    			if (damageComponents[i].objectInstance == None && (damageComponentMask & (1<<i))!=0 )
    				createDamageComponent(i, false);

    			// removed components need to be broken
    			if (damageComponents[i].objectInstance != None && (damageComponentMask & (1<<i))==0 )
    				breakDamageComponent(i, 0, vect(0,0,0));
    		}
    	}
    }

    simulated function cleanupDamageComponents()
    {
    	local int i;

    	for (i=0; i < damageComponents.length && i < 8; ++i)
    	{
    		if (damageComponents[i].objectInstance != None)
    			damageComponents[i].objectInstance.Destroy();
    	}
    }

    // client/server side functions
    simulated native final function breakDamageComponent(int index, float damage, vector momentum);
    simulated native final function createDamageComponent(int index, bool fadeIn);

    // server side only functions
    function damageComponentsPostTakeDamage(float damage, vector hitLocation, vector momentum, class<DamageType> damageType, optional float projectileFactor)
    {
    	// we may not neccesarily process this call
    	if (Level.NetMode != NM_Client && damageComponentMask != 0 && damage > 0)
    		damageComponentsOnDamage(damage, HitLocation, Momentum, DamageType);
    }

    native final function damageComponentsOnDamage(float damage, vector hitLocation, vector momentum, class<DamageType> damageType);
    native final function damageComponentsOnIncreaseHealth(float quantity);

    simulated event onTeamChange()
    {
    	updateHavokCollisionFilter();
    }

    // need to snoop on damage so that we can drop damage components
    function PostTakeDamage(float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor)
    {
    	local float actualDamage, maxPercentageHealth;
    	local Rook attackerRook;
    	local VehicleMountedTurret attackerVehicleTurret;
    	local Rook originalAttackerRook;

    	actualDamage = Damage;

    	// If personalShields are active, take damage from them instead
    	if (personalShieldActive())
    		actualDamage = personalShield.applyDamage(Damage, health);

    	attackerRook = Rook(EventInstigator);
    	originalAttackerRook = attackerRook;

    	// handle vehicle case
    	if (attackerRook != None && attackerRook.isA('Vehicle'))
    		attackerRook = Vehicle(attackerRook).positions[Vehicle(attackerRook).driverIndex].occupant;

    	// handle vehicle mounted turret case
    	if (attackerRook != None && attackerRook.isA('VehicleMountedTurret'))
    	{
    		attackerVehicleTurret = VehicleMountedTurret(attackerRook);
    		if (attackerVehicleTurret.positionIndex >= 0 && attackerVehicleTurret.ownerVehicle != None)
    			attackerRook = attackerVehicleTurret.ownerVehicle.positions[attackerVehicleTurret.positionIndex].occupant;
    	}

    	// Restrict team damage if applicable
    	if(attackerRook != None && attackerRook.team() != None && attackerRook.team().isFriendlyRook(self))
    	{
    		maxPercentageHealth = getTeamDamagePercentage();

    		if (maxPercentageHealth > 0.0)
    		{
    			// Modify actual damage taken to only apply enough damage to bring the Rook's health down to maxPercentageHealth
    			if ((health - actualDamage) / healthMaximum < maxPercentageHealth)
    			{
    				actualDamage = health - healthMaximum * maxPercentageHealth;
    				if (actualDamage < 0)
    					actualDamage = 0;
    			}
    		}
    	}

    	Super.PostTakeDamage(actualDamage, EventInstigator, HitLocation, Momentum, DamageType, projectileFactor);

    	// Hit feedback for character objects
    	if(EventInstigator != None && Health > 0 && bCanBeDamaged)
    	{
    		if(Character(EventInstigator) != None)
    			Character(EventInstigator).OnHitObject(self);
    		else if(VehicleMountedTurret(EventInstigator) != None && VehicleMountedTurret(EventInstigator).GetDriver() != None)
    			VehicleMountedTurret(EventInstigator).GetDriver().OnHitObject(self);
    		else if(Turret(EventInstigator) != None && Turret(EventInstigator).driver != None)
    			Turret(EventInstigator).driver.OnHitObject(self);
    		else if(Vehicle(EventInstigator) != None && Vehicle(EventInstigator).GetDriver() != None)
    			Vehicle(EventInstigator).GetDriver().OnHitObject(self);
    	}

    	damageComponentsPostTakeDamage(actualDamage, HitLocation, Momentum, DamageType, projectileFactor);

    	generateAISpeechEvents(originalAttackerRook);
    }

    function generateAISpeechEvents( Rook attackerRook )
    {
    	local BaseAICharacter controllingCharacter;

    	//log( "@@@" @ attackerRook.name @ "hit" @ name );

    	// Speech events when an AI hits something
    	if ( static.checkAlive(attackerRook) && attackerRook != self && !isFriendly( attackerRook ) )
    	{
    		controllingCharacter = BaseAICharacter(attackerRook.getControllingCharacter());

    		if ( controllingCharacter != None && controllingCharacter.bTaunt )
    		{
    			if ( health > 0 )
    			{
    				if ( controllingCharacter.scaleByWeaponRefireRate() )
    					level.speechManager.PlayDynamicSpeech( controllingCharacter, 'Hit', controllingCharacter );
    			}
    			else
    			{
    				if ( health > DAMAGE_OVERKILL )
    					level.speechManager.PlayDynamicSpeech( controllingCharacter, 'Kill', None, self );
    				else
    					level.speechManager.PlayDynamicSpeech( controllingCharacter, 'Kill', None, self, "OverKill" );
    				if ( FRand() < controllingCharacter.tauntAnimFrequency )
    					controllingCharacter.playTauntAnim();
    			}
    		}

    		// if hit, cancel pending miss speech event
    		if ( attackerRook == attacker )
    			attacker = None;
    	}
    }

    simulated function PostNetReceive()
    {
    	super.PostNetReceive();

    	// check mask to see if any damage components have been added or removed
    	if (Level.NetMode == NM_Client && damageComponents.length != 0 && clientDamageComponentMask != damageComponentMask)
    	{
    		clientUpdateDamageComponents();
    		clientDamageComponentMask = damageComponentMask;
    	}

    	// check if team has changed
    	if (m_localTeam != m_team)
    	{
    		onTeamChange();
    		m_localTeam = m_team;
    	}
    }

    simulated event Material GetOverlayMaterial(int Index)
    {
    	// our shield can put an overlay on us
    	if (personalShield != None && personalShield.bActive)
    		return personalShield.GetEffectMaterial();
    }

    //---------------------------------------------------------------------
    // Health functions
    final function IncreaseHealth(float quantity)
    {
    	health += quantity;

    	if (health > healthMaximum)
    		health = healthMaximum;

    	// update damage components
    	if (Level.NetMode != NM_Client && damageComponents.length != 0)
    		damageComponentsOnIncreaseHealth(quantity);
    }

    // Overridden in subclasses
    function float getTeamDamagePercentage()
    {
    	return teamDamagePercentage;
    }

    //---------------------------------------------------------------------
    // personalShield functions
    function bool personalShieldActive()
    {
    	if (personalShield == None)
    		return false;

    	return personalShield.bActive && personalShield.health > 0;
    }

    function activatePersonalShield()
    {
    	if (personalShield != None)
    		personalShield.activate();
    }

    function deactivatePersonalShield()
    {
    	if (personalShield != None)
    		personalShield.deactivate();
    }

    function resetPersonalShield()
    {
    	if (personalShield != None)
    		personalShield.destroy();

    	if (personalShieldClass != None)
    		personalShield = spawn(personalShieldClass);
    }
    //---------------------------------------------------------------------

    protected function CreateVisionNotifier()
    {
        vision = new class'TribesVisionNotifier';
        assert(vision != None);

    	vision.addRef();
        vision.InitializeVisionNotifier(self);

    	//log( "VISION NOTIFIER CREATED FOR" @ name );
    }

    //---------------------------------------------------------------------

    protected function CreateHearingNotifier()
    {
    	hearing = new class'HearingNotifier';
    	assert(hearing != None);

    	hearing.addRef();
    	hearing.InitializeHearingNotifier(self);
    }

    //---------------------------------------------------------------------

    protected function CreateShotNotifier()
    {
        shotNotifier = new class'ShotNotifier';
        assert(shotNotifier != None);

        shotNotifier.InitializeShotNotifier(self);
    }

    //---------------------------------------------------------------------
    // Low-Level Vision Implementation

    // Register to be notified when we see / no longer see a Pawn
    function RegisterVisionNotification(IVisionNotification Registrant)
    {
        vision.RegisterVisionNotification(Registrant);
    }

    function UnregisterVisionNotification(IVisionNotification Registrant)
    {
    	if ( vision != None )
    		vision.UnregisterVisionNotification(Registrant);
    }

    //---------------------------------------------------------------------
    // Low-Level Hearing Implementation

    // Register to be notified when we see / no longer see a Pawn
    function RegisterHearingNotification(IHearingNotification Registrant)
    {
        hearing.RegisterHearingNotification(Registrant);
    }

    function UnregisterHearingNotification(IHearingNotification Registrant)
    {
    	if ( hearing != None )
    	    hearing.UnregisterHearingNotification(Registrant);
    }

    //---------------------------------------------------------------------
    // Low-Level Shot Notification Implementation

    // Register to be notified when we fire a shot
    function RegisterShotNotification(IShotNotification Registrant)
    {
    	shotNotifier.RegisterShotNotification(Registrant);
    }

    function UnregisterShotNotification(IShotNotification Registrant)
    {
    	shotNotifier.UnregisterShotNotification(Registrant);
    }

    event OnShotFired( Projectile projectile )
    {
        shotNotifier.OnShotFired( projectile );
    }

    function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
    {
    	Super.Died( Killer, damageType, HitLocation );

    	cleanupAI();

    	if (Killer!=None)
    	    squadCleanupOnDeath( Killer.Pawn, damageType, HitLocation );
    	else
    	    squadCleanupOnDeath( None, damageType, HitLocation );
    }

    // returns true if cleanup should be deferred
    event bool cleanupAI()
    {
    	local int i;

    	if ( bDeferredAICleanup )
    		return true;

    	level.AI_Setup.shutDownVision( self );	// (handles updating enemy lists of squad mates)

    	// make sure the outer of any classes is no longer pointing to this (soon to be destroyed) actor
    	for ( i = 0; i < abilities.length; ++i )
    	{
    		level.AI_Setup.makeSafeOuter( self, abilities[i] );
    	}

    	// make sure the outer of any classes is no longer pointing to this (soon to be destroyed) actor
    	for ( i = 0; i < goals.length; ++i )
    	{
    		level.AI_Setup.makeSafeOuter( self, goals[i] );
    	}

    	return false;
    }

    function squadCleanupOnDeath( Pawn InstigatedBy, class<DamageType> damageType, vector HitLocation )
    {
    	if ( m_squad != None )
    	{
    		m_squad.memberDied( self, InstigatedBy, damageType, HitLocation );	// let squad know a member died
    	}
    }

    //---------------------------------------------------------------------

    private function CleanupSensing()
    {
        if (Vision != None)
        {
            Vision.CleanupVisionNotifier();
            Vision.Release();
            Vision = None;
        }

        if (Hearing != None)
        {
            Hearing.Release();
            Hearing = None;
        }

    	if (shotNotifier != None)
    	{
    		shotNotifier.Delete();
    		shotNotifier = None;
    	}
    }

    //---------------------------------------------------------------------
    // enumTeamInfo
    // List all team info objects in the editor
    function enumTeamInfo(Engine.LevelInfo l, out Array<TeamInfo> s)
    {
    	local TeamInfo t;

    	ForEach l.AllActors(class'TeamInfo', t)
    	{
    		s[s.Length] = t;
    	}
    }

    //---------------------------------------------------------------------
    // List all SquadInfo objects in the editor

    function enumSquadInfo(Engine.LevelInfo l, out Array<SquadInfo> s)
    {
    	local SquadInfo t;

    	ForEach l.AllActors(class'SquadInfo', t)
    	{
    		s[s.Length] = t;
    	}
    }

    //---------------------------------------------------------------------
    // displayActorLabel
    // Display an actor reference's label in the editor
    function string displayActorLabel(Actor t)
    {
    	return string(t.label);
    }

    //---------------------------------------------------------------------
    // team
    // Get the Rook's team object
    simulated function TeamInfo team()
    {
    	return m_team;
    }

    simulated function Name getTeamLabel()
    {
    	if (team() != None)
    		return team().label;

    	return '';
    }

    //---------------------------------------------------------------------
    // setTeam
    // Sets the Rook's team object
    function setTeam(TeamInfo info)
    {
    	local TeamInfo oldTeam;

    	oldTeam = m_team;

    	m_team = info;

    	if (oldTeam != info)
    	{
    		onTeamChange();
    		level.notifyListenersTeamChanged( self );
    	}
    }

    //---------------------------------------------------------------------
    // isFriendly
    // returns true if this rook is friendly to the given rook
    // team values of "None" are defined to be friendly to everyone else
    // if rook is a vehicle, takes team of occupant into account (use team version of isFriendly if you don't want this)
    simulated event bool isFriendly(Rook otherGuy)
    {
    	local TeamInfo tiThisGuy;
    	local TeamInfo tiOtherGuy;

    	if (otherGuy == None)
    		return true;

    	tiThisGuy = getControllingCharacterTeam();
    	tiOtherGuy = otherGuy.getControllingCharacterTeam();

    	if (tiThisGuy == None || tiOtherGuy == None)
    		return true;

    	return tiThisGuy.isFriendly( tiOtherGuy );
    }

    //---------------------------------------------------------------------
    // isRepairFriendly
    // returns true if this rook is friendly to the given rook with respect to repairing
    // team values of "None" are defined to be friendly to everyone else

    simulated function bool canBeRepairedBy(Rook otherGuy)
    {
    	return isFriendly(otherGuy);
    }

    //---------------------------------------------------------------------
    // Get the Rook's squad object

    function SquadInfo squad()
    {
    	return m_squad;
    }

    //---------------------------------------------------------------------
    // Sets the Rook's squad object

    function setSquad(SquadInfo squad)
    {
    	// TODO: remove from squad if already in one

    	m_squad = squad;

    	if (squad != None)
    		squad.addToSquad( self );
    }

    //---------------------------------------------------------------------
    // getAlertnessLevel

    function AlertnessLevels getAlertnessLevel()
    {
    	return alertness;
    }

    //---------------------------------------------------------------------
    // setAlertnessLevel
    // Sets the Rook's alertness level
    // note: you should always set the alertness through this function
    // because child classes (character) override this method and perform
    // additional functionality to keep animations in sync with the alert level!
    function setAlertnessLevel(AlertnessLevels alertness)
    {
    	self.alertness = alertness;
    }

    //---------------------------------------------------------------------
    // sets AI to AILOD_NORMAL - deactivation checks suspended for specified number of ticks

    event setLimitedTimeLODActivation( int ticksToKeepActivated )
    {
    	if ( AI_LOD_Level > AILOD_NONE && AI_LOD_Level < AILOD_NORMAL )
    	{
    		level.AI_Setup.setAILOD( self, AILOD_NORMAL );
    		AI_LOD_deactivation_exemption_ticks = ticksToKeepActivated;
    	}
    }

    //---------------------------------------------------------------------
    // check whether to put a new position value into pastPositions array

    native function updatePastPositions( float deltaSeconds );

    //---------------------------------------------------------------------
    // Returns the rook's average velocity over the last
    // N_PAST_POSITIONS * PAST_POSITION_UPDATE_INTERVAL seconds

    native function Vector averageVelocity();

    //---------------------------------------------------------------------
    // Estimate where character will be in t seconds

    native function Vector predictedLocation( float t );

    //---------------------------------------------------------------------
    // Estimate where character will be in t seconds (while on the ground)

    native function Vector groundPredictedLocation( float t );

    //---------------------------------------------------------------------
    // Vision debug

    function DrawVisionCone(HUD DrawTarget)
    {
    	local float fDistance, fConeRadius, fRadians, fI, fPeripheralVisionAngle;
    	local array<vector> VisionConePoints;
    	local int i;
    	local Vector ViewLocation, ViewDirection, X, Y, Z;
    	local Coords ViewCoords;
    	local color CurrentColor;

    	fPeripheralVisionAngle = Acos(PeripheralVision);

    	fDistance = Square(SightRadius) * cos(fPeripheralVisionAngle * 0.5);
    	fConeRadius = tan(fPeripheralVisionAngle * 0.5) * fDistance;

    	ViewDirection   = GetViewDirection();
    	ViewDirection.Z = 0.0;

    	GetAxes(rotator(ViewDirection), X, Y, Z);

    	ViewLocation    = GetViewPoint();

    	ViewCoords.Origin = ViewLocation;
    	ViewCoords.XAxis  = X;
    	ViewCoords.YAxis  = Y;
    	ViewCoords.ZAxis  = Z;

        // @TODO:  Add in Color based on something
        CurrentColor = class'Canvas'.Static.MakeColor(200,155,0);

    	for(i=0; i<8; ++i)
    	{
    		fI       = i;
    		fRadians = (fI * Pi * 2.0) / 8;

    		VisionConePoints[i]   = vect(0,0,0);
    		VisionConePoints[i].X = fDistance;
    		VisionConePoints[i].Y = cos(fRadians) * fConeRadius;
    		VisionConePoints[i].Z = sin(fRadians) * fConeRadius;

    //		log(self@"fRadians: "@fRadians@" i: "@i@" fI: "@fI@" VisionConePoints: "@VisionConePoints[i].X@" "@VisionConePoints[i].Y@" "@VisionConePoints[i].Z);

    		VisionConePoints[i] = VisionConePoints[i] >> rotator(GetViewDirection());
    //		log("VisionConePoints: "@VisionConePoints[i].X@" "@VisionConePoints[i].Y@" "@VisionConePoints[i].Z);

    		DrawTarget.Draw3DLine(ViewLocation, VisionConePoints[i], CurrentColor);
    	}
    }

    //---------------------------------------------------------------------

    function displayTyrionDebugHeader()
    {
    	AddDebugMessage( Label @ "(LOD:" $ AI_LOD_Level $ ")", class'Canvas'.static.MakeColor(0,200,0) );
    }

    function displayEnemiesList()
    {
    	local int i;
    	local string displayString;
    	local array<Pawn> enemyList;

    	if ( vision == None )
    		return;

    	// enemies in seenlist
    	enemyList = vision.getEnemyList();

    	for ( i = 0; i < enemyList.length; ++i )
    	{
    		displayString $= enemyList[i].label $ " ";
    	}

    	AddDebugMessage( displayString, class'Canvas'.static.MakeColor(255,0,0) );

    	// todo: enemies in squadSeenList

    	// enemy sensor list
    	displayString = "";

    	enemyList = level.AI_Setup.getEnemyListFromSensor( self );

    	for ( i = 0; i < enemyList.length; ++i )
    	{
    		displayString $= enemyList[i].label $ " ";
    	}

    	AddDebugMessage( displayString, class'Canvas'.static.MakeColor(200,0,0) );
    }

    //---------------------------------------------------------------------
    // script version of native function
    // (used in AI debugging)

    native function bool IsInVisionCone( Actor Other, float SightRadius );

    //---------------------------------------------------------------------
    // wrapper function for playing effects

    simulated function bool PlayEffect(String effect, optional String tag, optional Actor other, optional Material material, optional Vector location, optional Rotator rotator)
    {
        if (effectLogging)
        {
            if (tag=="")
                log("play effect: "$effect);
            else
                log("play effect: "$effect$" ("$tag$")");
        }

    	return TriggerEffectEvent(Name(effect), other, material, location, rotator, false, false, none, Name(tag)); //self, Name(tag));
    }

    simulated function bool StopEffect(String effect)
    {
        if (effectLogging)
            log("stop effect: "$effect);

    	UnTriggerEffectEvent(Name(effect));

    	return true;            // how to detect if effect was actually stopped?
    }

    simulated function bool StartLoopingEffect(String effect, optional String tag, optional Actor other, optional Material material, optional Vector location, optional Rotator rotator)
    {
    	if (PlayEffect(effect$"Loop", tag, other, material, location, rotator))
        {
        	PlayEffect(effect$"Start", tag, other, material, location, rotator);

            loopingEffects[loopingEffects.length] = effect;

            if (effectLogging)
                log("started looping effect: "$effect$"["$loopingEffects.length-1$"]");

        	return true;
        }

        return false;
    }

    simulated function bool EffectIsLooping(String effect)
    {
        local int i;

        for (i=0; i<loopingEffects.length; i++)
        {
            if (loopingEffects[i]~=effect)
                return true;
        }

        return false;
    }

    simulated function bool StopLoopingEffect(String effect)
    {
        // exit if effect is not in looping sounds array

        local int i, index;

        if (EffectIsLooping(effect))
        {
    	    StopEffect(effect$"Loop");
    	    PlayEffect(effect$"Stop");

    	    if (effectLogging)
    	        log("stopping loop: "$effect);

    	    // remove from looping effects array

            index = -1;

            for (i=0; i<loopingEffects.length; i++)
            {
                if (loopingEffects[i]~=effect)
                {
                    index = i;
                    break;
                }
            }

            if (index>=0)
                loopingEffects.remove(index, 1);

    	    return true;
    	}
    	else
    	{
    	    if (effectLogging)
    	        log(effect$" was not looping. no need to stop it");

        	return false;
        }
    }

    // callbacks

    function OnEffectInitialized(Actor effect)
    {
        //log("effect initialized: "$effect);
    }

    function OnEffectStarted(Actor effect)
    {
        /*
        local int i, index;
        local IGSoundEffectsSubsystem.SoundInstance sound;

        sound = IGSoundEffectsSubsystem.SoundInstance(effect);

        if (sound==None || sound.isEndPredictable)
            return;

        index = loopingSounds.length;

        loopingSounds[index] = sound.SchemaName;

        log("looping sound started: "$sound.SchemaName$" ["$index$"]");

        log("************************");
        for (i=0; i<loopingSounds.length; i++)
            log(i$": "$loopingSounds[i]);
        log("************************");
        */
    }

    function OnEffectStopped(Actor effect, bool completed)
    {
        /*
        local int i, index;
        local IGSoundEffectsSubsystem.SoundInstance sound;

        sound = IGSoundEffectsSubsystem.SoundInstance(effect);

        if (sound==None || sound.isEndPredictable)
            return;

        index = -1;

        for (i=0; i<loopingSounds.length; i++)
        {
            if (loopingSounds[i]==sound.SchemaName)
            {
                index = i;
                break;
            }
        }

        if (index>=0)
        {
            log("looping sound stopped: "$sound.SchemaName$" ["$index$"]");
            loopingSounds.remove(index, 1);
        }
        else
            log("stopped sound not in looping sounds array: "$sound.SchemaName);

        log("************************");
        for (i=0; i<loopingSounds.length; i++)
            log(i$": "$loopingSounds[i]);
        log("************************");
        */
    }

    //---------------------------------------------------------------------
    // ChunkUp
    simulated function ChunkUp( Rotator HitRotation, class<DamageType> D )
    {
    }

    //
    // This is the main version of GetRadarInfoClass, because most items to be
    // displayed on the radar will be of type rook
    //
    simulated function class GetRadarInfoClass()
    {
    	return radarInfoClass;
    }

    //
    // Returns the label of the killer corrsponding to this Rook.
    //
    simulated function Name getKillerLabel()
    {
    	return label;
    }

    //=====================================================================

    defaultproperties
    {
    	bNetInitialRotation			= true
    	bCanBeBaseForPawns			= true
    	bIgnoreForces				= true

    	bBlockHavok					= true

    	// No longer any need for LandMovementState
    	LandMovementState			= ""

    	bCanBeSensed				= true
    	bIsDetectableByEnemies		= true

    	bCanRepair					= false
    	DrawType					= DT_Mesh
    //	hudType						= "legacy_Gameplay.LegacyHUD"
    //	hudType						= "TribesGUI.TribesHUD"

    	bShowTyrionCharacterDebug	= false
    	bShowTyrionMovementDebug	= false
    	bShowTyrionWeaponDebug		= false
    	bShowNavigationDebug		= false
    	logNavigationSystem			= false
    	logTyrion					= false
    	logDLM						= false
    	logAlertnessChanges			= false
    	bShowLOADebug				= false
    	bShowJSDebug				= false
    	bAcceptsProjectors			= false

    	AI_LOD_Level				= AILOD_NONE
    	AI_LOD_LevelMP				= AILOD_NONE
    	AI_LOD_ActivationDistance	= 6000
    	AI_LOD_DeactivationDistance = 8000
    	bAIThreat					= true
    	shotAngularDeviation		= 0
    	shotAngularDeviationMP		= 0
    	shotLeadAbility				= (Min=1,Max=1)
    	shotLeadAbilityMP			= (Min=1,Max=1)
    	reactionDelay				= 0
    	reactionDelayMP				= 0
    	tickTimeUpdateRange			= (Min=0.095,Max=0.105)
    	bUnobstructedLOF			= true

    	// default vision values for vehicles and vehicleMountedTurrets
    	peripheralVision			= 0.1				// nearly 180 degrees
    	peripheralVisionZAngle		= 0.7854			// 45 degrees up/down
    	SightRadius					= 10000.0
    	SightRadiusToPlayer			= 12000.0
    	VisionUpdateRange			= (Min=0.4,Max=0.6)
    	visionMemory				= 15.0

    	alertness					= ALERTNESS_Neutral

    	radarInfoClass				= class'Gameplay.RadarInfo'

    	ShadowLightDistance			= 1200
    	MaxShadowTraceDistance		= 600

    	teamDamagePercentage		= 0.0
    	teamSelfIllumSkinName		= "BaseLumNeutralPanner"

    	grapplerRetentionScale      = 1.0
    	bAlwaysMarked				= false
    }

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Class file time: èt 9.9.2004 16:25:32.000 - Creation time: st 23.5.2018 00:10:46.801 - Created with UnCodeX