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# Tyrion.NS_MoveToLocation

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    //=====================================================================
    // NS_MoveToLocation
    //
    // Higher level Cersei action to get to anywhere on the map using
    // jetting and skiing as appropriate
    //=====================================================================

    class NS_MoveToLocation extends NS_Action
    	threaded;

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

    const DIRECT_MOVE_MAXIMUM_DISTANCE = 1500;

    const PRELIMINARY_MOVE_DISTANCE = 15000;

    const PRELINARY_MOVE_DESTINATION_SEARCH_RADIUS = 5000;

    struct TerminalConditions
    {
    	var float height;
    	var float distanceXY;
    	var float distanceZ;
    	var float velocity;
    };

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

    var Vector destination;
    var Actor target;				// Actor being followed (if any - can be None)
    var Character.SkiCompetencyLevels skiCompetency;
    var Character.JetCompetencyLevels jetCompetency;
    var Character.GroundMovementLevels groundMovement;
    var float terminalDistanceXY;
    var float terminalDistanceZ;
    var float energyUsage;
    var float terminalVelocity;
    var float terminalHeight;

    var Controller.FindPathAIProperties workAIProperties;

    var NS_Action forwardAction;	// if we ever use this again make sure to AddRef/Release!

    var Vector jetSkiDestination;	// destination for long range jetting/skiing

    var bool jetpackCapable;
    var bool bInZeroG;

    var int routeCacheI;

    var array<Actor> ignore;

    var bool preliminaryMove;

    var vector workVector;

    var array<Vector> workPoints;

    var vector originalDestination;

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

    //---------------------------------------------------------------------
    // Every NS Action has a static startAction function which allocates the
    // action, initialises it, and starts it running.
    //
    // destination: location where character desires to be at end of local move, snapped to ground
    // target:      Actor being followed (can be None)
    // skiCompetency: ski skill level during local move, none implies no skiing
    // jetCompetency: jet skill level during local move, none implies no jetting
    // groundMovement: type of ground based movement during local move, none implies only jetting and skiing
    // energyUsage: min. amount of energy in pawn after action completes
    // terminalVelocity: the speed you would like to be going when the action terminates
    // terminalHeight: how high you'd like to be at destination
    // terminalDistanceXY: distance from destination in XY for action to succeed
    // terminalDistanceZ: distance from destination in Z for action to succeed

    static function NS_MoveToLocation startAction( AI_Controller c, ActionBase parent, Vector destination,
    	optional Actor target,
    	optional Character.SkiCompetencyLevels skiCompetency, optional Character.JetCompetencyLevels jetCompetency,
    	optional Character.GroundMovementLevels groundMovement,
    	optional float energyUsage, optional TerminalConditions terminalConditions)
    {
    	local NS_MoveToLocation action;

    	// create new object
    	// (in the future, we may want to allow for actions that don't create a
    	// new action, and pay for that by having their child not be interruptable)
    	action = new(c.level.Outer) class'NS_MoveToLocation'( c, parent );

    	// set action parameters
    	action.destination = destination;
    	action.originalDestination = destination;
    	action.target = target;
    	action.skiCompetency = skiCompetency;
    	action.jetCompetency = jetCompetency;
    	action.groundMovement = groundMovement;
    	action.energyUsage = energyUsage;
    	action.terminalVelocity = terminalConditions.velocity;
    	action.terminalHeight = terminalConditions.height;
    	action.terminalDistanceXY = terminalConditions.distanceXY;
    	action.terminalDistanceZ = terminalConditions.distanceZ;

    	action.runAction();
    	return action;
    }

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

    function cleanup()
    {
    	//log( name @ controller.pawn.name @ "discard path! (cleanup)" );
    	controller.discardFindPath();

    	super.cleanup();
    }

    //=====================================================================
    // States

    state Running
    {
    Begin:
    	if (controller.Pawn.logNavigationSystem)
    		log( name @ "(" @ controller.Pawn.name @ "): move to" @ destination @ "started; target:" @ target @ "(dist:" @ VDist( destination, controller.Pawn.Location ) @ ")" );

    	// initialise find path AI properties

    	// ... jetpack flag
    	jetpackCapable = (jetCompetency == JC_DEFAULT && Character(controller.Pawn).jetCompetency > JC_NONE) || (jetCompetency > JC_NONE);
    	workAIProperties.jetpack = jetpackCapable;

    	// ... if in zero-g, call doLocalMove directly
    	bInZeroG = (Character(controller.Pawn).Movement == MovementState_ZeroGravity);

    	// ... team name
    	if (Rook(controller.Pawn).team() == None)
    		workAIProperties.teamName = 'None';
    	else
    		workAIProperties.teamName = Rook(controller.Pawn).team().name;

    	// ... temporary
    	workAIProperties.upCostFactor = 0;
    	workAIProperties.downCostFactor = 0;

    	// zero_g check
    	if ( bInZeroG )
    	{
    		if (controller.Pawn.logNavigationSystem)
    			log( name $ ": zero-g: doing direct move to" $ destination );

    		waitForAction( class'NS_DoLocalMove'.static.startAction(controller, self, destination, false, ,
    				skiCompetency, jetCompetency, groundMovement, energyUsage,
    				terminalVelocity, terminalHeight, terminalDistanceXY, terminalDistanceZ ));

    		goto('ErrorCheck');
    	}

    	// construct ignore list
    	if (target != None)
    		ignore[0] = target;

    	// if destination is sufficiently close and can be reached then move directly to destination
    	if ( VDistSquared( destination, controller.Pawn.Location ) < DIRECT_MOVE_MAXIMUM_DISTANCE * DIRECT_MOVE_MAXIMUM_DISTANCE )
    	{
    		if ((terminalHeight <= 0) && controller.canPointBeReached(controller.Pawn.Location, destination, controller.Pawn, ignore))
    		{
    			if (controller.Pawn.logNavigationSystem)
    				log( name $ ": doing direct move to" @ destination );

    			waitForAction( class'NS_DoLocalMove'.static.startAction(controller, self, destination, false, ,
    					skiCompetency, jetCompetency, groundMovement, energyUsage,
    					terminalVelocity, terminalHeight, terminalDistanceXY, terminalDistanceZ ));

    			goto('ErrorCheck');
    		}
    		else if ((terminalHeight >= 0) && workAIProperties.jetpack &&
    				controller.canPointBeReachedUsingJetpack(controller.Pawn.Location, destination, controller.Pawn))
    		{
    			if (controller.Pawn.logNavigationSystem)
    				log( name $ ": doing direct jetpack move to" @ destination @ VSize2D(controller.Pawn.Velocity) );

    			waitForAction( class'NS_DoLocalMove'.static.startAction(controller, self, destination, false, ,
    					skiCompetency, jetCompetency, groundMovement, energyUsage,
    					terminalVelocity, terminalHeight, terminalDistanceXY, terminalDistanceZ, true ));

    			goto('ErrorCheck');
    		}
    	}

    	// todo: if pawn is in the air, find a path node in the direction of travel and call findPath with this
    	// path node as the initial node (this is so findPath doesn't have to do anchoring on airborne pawns)

    	//log( name @ controller.pawn.name @ "new path!" );
    	controller.findPath(controller.Pawn.Location, destination, workAIProperties, ignore, controller.Pawn.logNavigationSystem);

    	controller.getFindPathResult();

    	// at this point route cache is guaranteed to contain at least one location or nothing if failure
    	//assert(!controller.RouteComplete || (controller.routeCache.length > 0));

    	// if no path was found and no jetpack then try to get a path with a jetpack
    	if ((controller.routeCache.length == 0) && !workAIProperties.jetpack)
    	{
    		if (controller.Pawn.logNavigationSystem)
    			log( name $ ": no path, attempting to find path using jetpack" );

    		workAIProperties.jetpack = true;
    		controller.discardFindPath();
    		controller.findPath(controller.Pawn.Location, destination, workAIProperties, ignore, controller.Pawn.logNavigationSystem);
    		controller.getFindPathResult();
    	}

    	// fail if no path was found
    	if (controller.routeCache.length == 0)
    	{
    		if (controller.Pawn.logNavigationSystem)
    			log( name $ ": cannot find path (immediately after attempt one)" );

    		errorCode = ACT_CANT_FIND_PATH;
    		goto('ErrorCheck');
    	}

    	// have character move toward first location if waiting for path
    	forwardAction = None;
    	if (!controller.isFindPathComplete())
    	{
    		if (controller.Pawn.logNavigationSystem)
    			log( name $ ": doing move to preliminary route first location" @ controller.routeCache[0].location );

    		// don't do anything at this point
    		controller.stopMove();

    		// TO DO: DECIDE WHETHER OR NOT TO DO SOMETHING HERE, NEED TO HANDLE CASE WE HAVE JETPACK PATH WITH NO JETPACK
    	}

    	// wait for path to complete
    	while ( class'Pawn'.static.checkAlive( controller.pawn ) && !controller.isFindPathComplete() )
    	{
    		sleep(0.0);
    	}

    	if ( class'Pawn'.static.checkDead( controller.pawn ) )
    		fail( ACT_ALL_RESOURCES_DIED );

    	// stop character moving toward destination
    	if (forwardAction != None && !forwardAction.hasCompleted())
    		forwardAction.interruptAction();

    	controller.getFindPathResult();
    	//log( name @ controller.pawn.name @ "discard path!" );
    	controller.discardFindPath();

    	// if no path was found and no jetpack then try to get a path with a jetpack
    	if ((controller.routeCache.length == 0) && !workAIProperties.jetpack)
    	{
    		if (controller.Pawn.logNavigationSystem)
    			log( name $ ": no path, attempting to find path using jetpack" );

    		workAIProperties.jetpack = true;
    		controller.findPath(controller.Pawn.Location, destination, workAIProperties, ignore, controller.Pawn.logNavigationSystem);

    		// wait for path to complete
    		while ( class'Pawn'.static.checkAlive( controller.pawn ) && !controller.isFindPathComplete() )
    		{
    			sleep(0.0);
    		}

    		if ( class'Pawn'.static.checkDead( controller.pawn ) )
    			fail( ACT_ALL_RESOURCES_DIED );

    		controller.getFindPathResult();

    		controller.discardFindPath();
    	}

    	// fail if no path was found
    	if (controller.routeCache.length == 0)
    	{
    		if (controller.Pawn.logNavigationSystem)
    			log( name $ ": cannot find path (after attempt one)" );

    		errorCode = ACT_CANT_FIND_PATH;
    		goto('ErrorCheck');
    	}

    	// fail if no jetpack but we have a jetpack path and the first element is a jetpack connection
    	if (workAIProperties.jetpack && !jetpackCapable && controller.routeCache[0].jetpack)
    	{
    		if (controller.Pawn.logNavigationSystem)
    			log( name $ ": cannot find path (got a jetpack path but first reach is a jetpack reach)" );

    		errorCode = ACT_CANT_FIND_PATH;
    		goto('ErrorCheck');
    	}

    	// if no jetpack but we have a jetpack path cull all points after first jetpack connection
    	if (workAIProperties.jetpack && !jetpackCapable)
    	{
    		for (routeCacheI = 1; routeCacheI < controller.routeCache.length; ++routeCacheI)
    		{
    			if (controller.routeCache[routeCacheI].jetpack)
    			{
    				controller.routeCache.length = routeCacheI;
    				break;
    			}
    		}
    	}

    	waitForAction( class'NS_MoveAlongWaypoints'.static.startAction(controller, self, 0, controller.routeCache.length - 1,
    			target, skiCompetency, jetCompetency, groundMovement, energyUsage,
    			terminalVelocity, terminalHeight, terminalDistanceXY, terminalDistanceZ ));

    ErrorCheck:
    	if (errorCode != ACT_SUCCESS)
    	{
    		// if irreversibly off course try again
    		if (errorCode == ACT_IRREVERSIBLY_OFF_COURSE)
    		{
    			if (controller.Pawn.logNavigationSystem)
    				log( name $ ": irreversibly off course thus attempting move again" );

    			goto('Begin');
    		}

    		// if path not found due to search space exhaustion try again using a point a bit closer
    		if (!preliminaryMove && errorCode == ACT_CANT_FIND_PATH && controller.lastFindPathResult == FPR_SearchSpaceExhausted)
    		{
    			preliminaryMove = true;

    			// calculate preliminary move point
    			workVector = destination - controller.Pawn.location;
    			workVector = Normal(workVector);
    			workVector = controller.Pawn.location + workVector * PRELIMINARY_MOVE_DISTANCE;

    			// calculate preliminary move destination
    			controller.getNodesWithinSphere(workVector, PRELINARY_MOVE_DESTINATION_SEARCH_RADIUS, workPoints);
    			if (workPoints.length > 0)
    				destination = workPoints[0];
    			else
    				destination = workVector;

    			if (controller.Pawn.logNavigationSystem)
    				log(name $ ": failed due to pathfinder search space exhaustion, doing preliminary move to" @ destination);

    			goto('Begin');
    		}

    		if (controller.Pawn.logNavigationSystem)
    			log( name $ ": failure" );

    		fail(errorCode);
    	}

    	// try for original destination if this was a preliminary move
    	if (preliminaryMove)
    	{
    		preliminaryMove = false;
    		destination = originalDestination;
    		goto('Begin');
    	}

    	// partial success if jetpack path used without jetpack
    	if (workAIProperties.jetpack && !jetpackCapable)
    		fail(ACT_PARTIAL_SUCCESS);

    	succeed();
    }

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Class file time: ne 5.9.2004 15:54:28.000 - Creation time: st 23.5.2018 00:10:46.195 - Created with UnCodeX