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# Gameplay.BaseAICharacter

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    class BaseAICharacter extends Character
    	native;

    cpptext
    {
    	virtual UBOOL shouldLookForPawns();
    }

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

    enum FiringWhileMovingStates
    {
    	FWM_NEVER,			// never fire unless moving towards target or standing still
    	FWM_POOR,			// can fire while moving but accuracy diminishes
    	FWM_GOOD			// no restrictions on firing
    };

    enum CombatRangeCategories
    {
    	CR_STAND_GROUND,	// don't leave position
    	CR_CLOSE_TO_RANGE,	// close to optimal combat range, adjust if opponent moves away
    	CR_STAY_AT_RANGE,	// ditto, except back away if necessary
    	CR_FLANKING,		// try to move to attack from sides
    	CR_DRAW_OUT			// try to bait opponent
    };

    enum CombatMovementCategories
    {
    	CM_SIDE_STEP,		// occasionally step from side to side, but stay in the same general area
    	CM_SEEK_COVER,		// seek cover and pop out to make a shot
    	CM_ZIGZAG,			// jetpack frequently
    	CM_DONT_REPOSITION	// don't reposition yourself during combat!
    };

    enum DodgingCategories
    {
    	DODGING_POOR,
    	DODGING_GOOD
    };

    enum PainReactionCategories
    {
    	PR_NONE,			// pain is ignored
    	PR_FLINCH,			// interrupts attack with a long pause before firing again, but doesn’t prevent movement
    	PR_FREEZE			// interrupts attack with a long pause before firing again, and prevents movement
    };

    enum GrenadeUseCategories
    {
    	GU_NONE,			// doesn't carry hand grenades
    	GU_NEVER,			// carries hand grenades but doesn't use them
    	GU_USE				// uses hand grenades
    };

    enum SpeedPackUseCategories
    {
    	SP_ON_FIRST_ATTACK,	// when attack is first initiated
    	SP_WHEN_CLOSE,		// when close to the target
    	SP_ESTHER			// special case for Esther boss
    };

    const MIN_BUMP_TIME = 0.3f;		// minimum time you have to bump an AI before it reacts
    const MAX_BUMP_TIME = 1.0f;		// maximum time allowed between two bumps to make AI react

    const PAIN_REACTION_FLINCH_TIME = 1.0f;
    const PAIN_REACTION_FREEZE_TIME = 1.5f;
    const DODGING_DELAY_TIME = 0.5f;

    const SPEEDPACK_DISTANCE = 1500.0f;	// when SP_WHEN_CLOSE, at what distance is speedpack activated

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

    // setting to none implies no jetpack
    var (BaseAICharacter) class<Jetpack> jetpackClass;
    var (BaseAICharacter) Mesh armsMesh;
    var (BaseAICharacter) float healthModifier;

    var(AI) FiringWhileMovingStates firingWhileMovingState;
    var(AI) CombatRangeCategories combatRangeCategory;
    var(AI) CombatMovementCategories combatMovementCategory;
    var(AI) DodgingCategories dodgingCategory;
    var(AI) PainReactionCategories painReactionCategory;
    var(AI) GrenadeUseCategories grenadeUseCategory;
    var(AI) SpeedPackUseCategories speedPackUseCategory;
    var(AI) float tauntAnimFrequency "percentage of time AI's plays taunt animation if you miss him";
    var(AI) bool bCanSeeIntoWater;
    var(AI) bool bUsePackActiveEffect;
    var(AI) bool bTaunt "should this AI taunt his/her enemies?";

    var bool bLogEnergyUsage;		// debug: log energy used and predicted

    var float noAttackUntil;		// time after which it's ok to shoot
    var float noMovementUntil;		// time after which it's ok to move

    var float firstBumpTime;		// first time the "lastBumpActor" bumped this AI
    var Actor lastBumpActor;

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

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

    simulated function Tick(float Delta)
    {
    	Super.Tick(Delta);

    	// miss taunts
    	if ( attacker != None && expectedImpactTime < level.TimeSeconds &&
    		level.TimeSeconds - expectedImpactTime <= 1.0 )
    	{
    		//log( "YOU GOT BAD AIM:" @ attacker.name @ "missed" @ name );
    		level.speechManager.PlayDynamicSpeech( self, 'TauntMissed' );
    		if ( FRand() < tauntAnimFrequency )
    			playTauntAnim();
    		attacker = None;
    	}

    	// AI Debug: Call Boston's action/goal debug display
    	if ( bShowTyrionCharacterDebug || bShowTyrionMovementDebug || bShowTyrionWeaponDebug || bShowTyrionHeadDebug || bShowSensingDebug )
    		displayTyrionDebugHeader();

    	if ( bShowSensingDebug )
    		displayEnemiesList();

    	if ( bShowTyrionCharacterDebug && characterAI != None )
    		characterAI.displayTyrionDebug();

    	if ( bShowTyrionMovementDebug && movementAI != None )
    		movementAI.displayTyrionDebug();

    	if ( bShowTyrionWeaponDebug && weaponAI != None )
    		weaponAI.displayTyrionDebug();

    	if ( bShowTyrionHeadDebug && headAI != None )
    		headAI.displayTyrionDebug();

    	//DrawDebugLine( loaStartPoint, loaEndPoint, 255,0,0 );
    	//DrawDebugLine( loaEndPoint, loaEndPoint + vect(0,0,1000), 0,255,0 );

    	//level.AI_Setup.enemyListSanityCheck( self );
    }

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

    function Bump( Actor Other )
    {
    	local Rook rook;
    	local float timeSinceFirstBump;

    	super.Bump(Other);

    	rook = Rook(Other);
    	if ( rook != None )
    	{
    		timeSinceFirstBump = Level.timeSeconds - firstBumpTime;

    		// touched by the same rook again within MIN_BUMP_TIME seconds?
    		if ( lastBumpActor == rook && timeSinceFirstBump >= MIN_BUMP_TIME && timeSinceFirstBump <= MAX_BUMP_TIME )
    		{
    			//log( Other.name @ "BUMPED" @ name );
    			if ( VSize( Velocity ) == 0 && isFriendly( rook ) )
    				Level.AI_Setup.sendGetOutOfWayMessage( self, Location - Other.Location );
    		}

    		if ( lastBumpActor != rook || timeSinceFirstBump > MAX_BUMP_TIME )
    			firstBumpTime = Level.timeSeconds;
    		lastBumpActor = rook;
    	}
    }

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

    function PostBeginPlay()
    {
    	// Create Low Level Sensing Notifiers (before sensors are set up)
    	if ( SightRadius > 0 )
    		CreateVisionNotifier();
    	CreateHearingNotifier();

    	super.PostBeginPlay();

    	// spawn and attach jetpack if necessary
    	if (jetpackClass != None)
    	{
    		setJetpack(Spawn(jetpackClass, self));
    	}

    	initCharacterAI();

    	// debug
    /*	if ( name == 'AIGrenadier2Imperial1' || name == 'AIDuelist1Phoenix9' )
    	{
    		//logTyrion = true;
    		//logNavigationSystem = true;
    		//logDLM = true;
    		//bShowSensingDebug = true;
    		bShowTyrionCharacterDebug = true;
    		bShowTyrionMovementDebug = true;
    		bShowTyrionWeaponDebug = true;
    		//bShowTyrionHeadDebug = true;
    		if ( squad() != None )
    			squad().logTyrion = true;
    	}*/
    }

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

    function initCharacterAI()
    {
    	local int i;

    	// Since resources (objects) don't have PostBeginPlay functions, initialize them here explicitly
    	characterAI = new class<Tyrion_ResourceBase>( DynamicLoadObject( "Tyrion.AI_CharacterResource", class'Class'));
    	movementAI = new class<Tyrion_ResourceBase>( DynamicLoadObject( "Tyrion.AI_MovementResource", class'Class'));
    	weaponAI = new class<Tyrion_ResourceBase>( DynamicLoadObject( "Tyrion.AI_WeaponResource", class'Class'));
    	headAI = new class<Tyrion_ResourceBase>( DynamicLoadObject( "Tyrion.AI_HeadResource", class'Class'));

    	characterAI.setResourceOwner( self );
    	movementAI.setResourceOwner( self );
    	weaponAI.setResourceOwner( self );
    	headAI.setResourceOwner( self );

    	// Put designer-assigned goals and abilities (actions) into the correct resource
    	for ( i = 0; i < goals.length; i++ )
    	{
    		if ( goals[i] != None )
    			goals[i].static.findResource( self ).assignGoal( goals[i] );
    	}

    	for ( i = 0; i < abilities.length; i++ )
    	{
    		if ( abilities[i] != None )
    			abilities[i].static.findResource( self ).assignAbility( abilities[i] );
    	}
    }

    //---------------------------------------------------------------------
    // cleanup AI when character dead

    event bool cleanupAI()
    {
    	if ( super.cleanupAI() )
    		return true;

    	if ( characterAI == None )
    		return true;			// AI resources already destroyed for some inexplicable reason...

    	//log( "AI for" @ name @ "CLEANING UP" );

    	characterAI.cleanup();
    	movementAI.cleanup();
    	weaponAI.cleanup();
    	headAI.cleanup();

    	//log( p.name @ "sensor deletion starting" );
    	characterAI.deleteSensors();
    	movementAI.deleteSensors();
    	weaponAI.deleteSensors();
    	headAI.deleteSensors();

    	//log( p.name @ "action deletion starting" );
    	characterAI.deleteRemovedActions();
    	movementAI.deleteRemovedActions();
    	weaponAI.deleteRemovedActions();
    	headAI.deleteRemovedActions();

    	return false;
    }

    //---------------------------------------------------------------------
    // Cause all resources attached to this pawn to re-check their goals

    function rematchGoals()
    {
    	characterAI.bMatchGoals = true;
    	movementAI.bMatchGoals = true;
    	weaponAI.bMatchGoals = true;
    	headAI.bMatchGoals = true;
    }

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

    function initialiseEquipment()
    {
    	local Weapon w;

    	super.initialiseEquipment();

    	// AIs never run out of ammo
    	w = Weapon(nextEquipment(None, class'Weapon'));
    	while (w != None)
    	{
    		if (!w.IsA('Buckler'))
    			w.ammoUsage = 0;

    		w = Weapon(nextEquipment(w, class'Weapon'));
    	}

    	healthMaximum *= healthModifier;
    	health = healthMaximum;

    	if (GameInfo(Level.Game) != None)
    		GameInfo(Level.Game).modifyAI(self);
    }

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

    function PostTakeDamage(float Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional float projectileFactor)
    {
    	local Rook attackerRook;

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

    	attackerRook = Rook(EventInstigator);

    	// a human player attacked an AI
    	if ( bTaunt && attackerRook != None && attackerRook != self && !isFriendly( attackerRook ) && attackerRook.isHumanControlled() )
    	{
    		if ( health > 0 && scaleByWeaponRefireRate( attackerRook.firingMotor().getWeapon() ))
    			level.speechManager.PlayDynamicSpeech( self, 'TauntStillAlive' );
    	}

    	// low health speech event
    	if ( health > 0 && health < 0.25f * healthMaximum )
    		level.speechManager.PlayDynamicSpeech( self, 'LowHealth' );
    }

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

    function bool weaponUseEnergy(float quantity)
    {
    	return useEnergy(quantity);
    }

    //---------------------------------------------------------------------
    // returns false if a speech event shoudl not be uttered based on the character weapon's refire rate
    // pass in the weapon unless you want to use the AI's weapon

    final function bool scaleByWeaponRefireRate( optional Weapon _weapon )
    {
    	if ( _weapon == None )
    		_weapon = weapon;

    	return ( _weapon == None || FRand() < 1.0f/_weapon.roundsPerSecond );
    }

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

    final function playTauntAnim()
    {
    	local String animName;
    	local int rand;

    	rand = 4.0f * FRand();
    	switch( rand )
    	{
    	case 0:
    		animName = "A_Taunt1";
    		break;
    	case 1:
    		animName = "A_Taunt2";
    		break;
    	case 2:
    		animName = "A_Taunt3";
    		break;
    	case 3:
    		animName = "A_Taunt4";
    		break;
    	}

    	if ( !hasAnim( Name(animName) ) )
    	{
    		return;
    	}

    	playUpperBodyAnimation( animName );
    }

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

    defaultproperties
    {
    	firingWhileMovingState	= FWM_GOOD
    	combatRangeCategory		= CR_STAY_AT_RANGE
    	combatMovementCategory	= CM_SIDE_STEP
    	dodgingCategory			= DODGING_GOOD
    	painReactionCategory	= PR_NONE
    	grenadeUseCategory		= GU_USE
    	speedPackUseCategory	= SP_ON_FIRST_ATTACK
    	tauntAnimFrequency		= 0.1
    	bCanSeeIntoWater		= true
    	bUsePackActiveEffect	= true
    	bTaunt					= true

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

    	alertness				= ALERTNESS_Neutral
    	RotationRate			= (Pitch=4096,Yaw=40000,Roll=3072)

    	AI_LOD_Level			= AILOD_IDLE

    	peripheralVision		= 0.1				// nearly 180 degrees
    	peripheralVisionZAngle	= 0.7854			// 45 degrees up/down
    	SightRadius				= 6000.0
    	VisionUpdateRange		= (Min=0.4,Max=0.6)
    	visionMemory			= 10.0

    	healthModifier			= 1.0
    }

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Class file time: ne 5.9.2004 15:53:08.000 - Creation time: st 23.5.2018 00:10:42.388 - Created with UnCodeX