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# Tyrion.AI_Controller

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    //=====================================================================
    // AI_Controller
    // Dummy controller class to make Unreal happy
    // - used to replicate data
    // - stores frag statistics etc
    // - contains interface to movement physics system
    // - used as parameter to hearing related functions
    //=====================================================================

    class AI_Controller extends Engine.Controller
    	native
    	dependsOn(ActionBase);

    import enum AlertnessLevels from Rook;
    import enum ACT_ErrorCodes from ActionBase;

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

    // MUST BE MANUALLY KEPT IN SYNC WITH FUNCTION NUMBERS IN NATIVE CODE
    const DO_LOCAL_MOVE_NUMBER = 2200;

    // debug stuff
    const DEBUGAI_X = 20;					// where debugai info will display on screen
    const DEBUGAI_Y = 100;

    struct native TerrainSample
    {
    	var Vector location;
    	var Vector normal;
    	var Vector velocity;
    	var bool bTerrain;					// terrain hit or something else?
    	var bool bDownSlope;
    	var bool bBeforeSkiRouteStart;
    };

    // doLocalMove return codes
    enum DLM_ReturnCodes
    {
    	DLM_SUCCESS,
    	DLM_CANT_FIND_PATH,
    	DLM_IRREVERSIBLY_OFF_COURSE,
    	DLM_TIME_LIMIT_EXCEEDED,
    	DLM_INSUFFICIENT_ENERGY,
    	DLM_DESTINATION_ENCROACHED,
    	DLM_ALL_RESOURCES_DIED
    };

    // doZeroGravityLocalMove return codes
    enum DZGLM_ReturnCodes
    {
    	DZGLM_SUCCESS
    };

    // vehicle doLocalMove return codes
    enum VDLM_ReturnCodes
    {
    	VDLM_SUCCESS,
    	VDLM_TIMED_OUT
    };

    // local obstacle avoidance initial avoid directions
    enum LOA_AvoidDirections
    {
    	LOA_DONTCARE,
    	LOA_LEFT,
    	LOA_RIGHT,
    	LOA_UP
    };

    // doLocalMove movement mode
    enum DLM_MovementMode
    {
    	DLMMM_WALKING,
    	DLMMM_JETPACKING,
    	DLMMM_SKIING
    };

    // Navigation System parameters
    const DONT_CARE = -99999.0;

    // times spent in various alertness states
    const ALERTNESS_ALERT_TIME = 20.0f;		// approx time in seconds AI stays in ALERTNESS_Alert
    const ALERTNESS_COMBAT_TIME = 10.0f;	// approx time in seconds AI stays in ALERTNESS_Combat

    const MAX_TICKS_TO_PROCESS_PAIN = 5;	// upper bound on the number of AI ticks it will take to react to pain

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

    // used by the do local move latent function
    var NS_DoLocalMove dlm;						// None if no doLocalMove is running
    var vector localMoveOrigin;
    var vector localMoveDirection;
    var float localMoveTimeLimitSeconds;
    var float localMoveStartTimeSeconds;
    var float localMoveDistance;
    var float localMoveNextDistance;
    var vector localMoveNextDirection;
    var vector localMoveNextDirectionXY;
    var float localMoveNextDistanceXY;
    var vector localSmoothMoveDestination;
    var bool localSmoothMoveDestinationValid;
    var float previousSmoothingFactor;
    var DLM_ReturnCodes dlmReturnValue;			// return value of doLocalMove
    var DLM_MovementMode dlmMovementMode;
    var VDLM_ReturnCodes vehicleDoLocalMoveResult;

    // used by local obstacle avoidance
    var const Actor actorHit;				// last Actor hit
    var const Actor followedActor;			// Actor being followed around
    var const float avoidDistance;			// distance to goal when loa started
    var const Vector avoidDirection;		// direction to start looking in when going around an obstacle
    var const Actor lastActorHit;			// Actor hit last time something was hit
    var const Vector lastActorLocation;		// location of actor the last time it was hit
    var const LOA_AvoidDirections dirSwitch;// stores whether to avoid by going right or going left
    var const int ticksElapsedWithNoProgress;// how long has LOA been on?
    var const bool bAvoiding;				// am I currently doing lookAhead obstacle avoidance
    var bool bNoLOA;						// ddon't do any local obstacle avoidance

    // used by smoothing
    var bool disableSmoothing;
    var bool smoothingStarted;

    // used by weapon system
    var bool bAiming;						// when true, point weapon towards viewdirection

    // used by the Dodge action
    var float dodgeExpirationTime;			// the level time at which the displacement values expire
    var float dodgeStartTime;				// the level time after which dodging should start
    var Vector dodgeDisplacement;			// total displacement needed to dodge, reduced as pawn moves
    var const Vector LastLocation;			// location of rook at last tick

    // used by native vehicle navigation code
    var CarDoLocalMove carLocalMoveAction;
    var AircraftDoLocalMove aircraftLocalMoveAction;
    var bool aircraftAttacking;
    var float moveStartTime;
    var float maximumDuration;
    var int vehicleNavigationFunctionIndex;
    var float currentSpeed;

    // used by zero gravity local move
    var NS_DoZeroGravityLocalMove zeroGravityMoveAction;
    var vector elevatorCentreXY;
    var DZGLM_ReturnCodes zeroGravityMoveResult;

    // other actions
    var bool bPatrolling;					// AI is patrolling (means it will never stop moving)

    // for jetpacking/skiing
    var bool bJetSkiManager;				// is JetSkiManager running?
    var bool bSkiTo;						// is SkiTo running?
    var bool bJetpacking;					// is jetpacking control code in DoLocalMove running?
    var bool bTerminate;					// terminate the doLocalMove
    var bool bShouldJetpack;				// when true, AI has a prefernce for jetpacking to next node
    var array<TerrainSample> terrainSamples;
    var array<TerrainSample> terrainSamplesDebug;	// for debug only

    // Navigation System Variables:
    var array<NS_Action> idleActions;		// idle navigation system actions
    var array<NS_Action> runningActions;	// running navigation system actions
    var array<NS_Action> removedActions;	// actions waiting to be deleted
    var ACT_ErrorCodes lastErrorCode;		// debug only: last non-zero nav system error code

    // nav system tick control
    var Range tickTimeUpdateRange;			// min and max time that will be used to make a random tickTime

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

    //---------------------------------------------------------------------
    // only used for debug

    function Tick( float delta )
    {
    	local Rotator r;
    	local Character character;
    	local Vector direction;

    	super.Tick( delta );

    	character = Character(pawn);

    	if ( character != None && character.bShowNavigationDebug )
    		displayNavigationDebug();

    	if ( false && character != None && character.bShowJSDebug && IsZero(character.Velocity) )
    	{
    		r = character.motor.getViewRotation();
    		r.Yaw += 20;
    		character.motor.setViewRotation( r );
    		character.motor.setAIMoveRotation( r );
    		direction = Vector(r);
    		direction *= 5000 / VSize(direction);

    		findLandingSpot( character.Location + direction, 100, JC_LevelExpert, 1 );
    	}

    	if (Pawn != None && Pawn.logNavigationSystem)
    	{
    		drawRouteCache();
    	}

    	if ( character != None && character.bShowJSDebug )
    		drawJettingSkiingDebug();

    	if ( character != None && character.bShowLOADebug )
    		drawLOADebug();
    }

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

    function PawnDied(Pawn p)
    {
    	log( p.name @ "in" @ name @ "DIED! (" $ p.level.TimeSeconds $ ")" );

    	stopActions();

    	Super.PawnDied(p);
    	RemoveController();
    }

    //---------------------------------------------------------------------
    // stop all controller actions

    function stopActions()
    {
    	while ( idleActions.length > 0 )
    	{
    		//log( "=>" @ name @ "removing" @ runningActions[0].name );
    		idleActions[0].instantFail( ACT_RESOURCE_INACTIVE );	// modifies idleActions.length
    	}
    	while ( runningActions.length > 0 )
    	{
    		//log( "=>" @ name @ "removing" @ runningActions[0].name );
    		runningActions[0].instantFail( ACT_RESOURCE_INACTIVE );	// modifies runningActions.length
    	}
    }

    //---------------------------------------------------------------------
    // Delete actions that have been removed from idle and running lists

    event deleteRemovedActions()
    {
    	local int i;
    	local int count;

    	for ( i = 0; i < removedActions.length; i++ )
    	{
    		count = removedActions[i].Release();	// Comment out this line to disable Nav system action deletion
    		if ( count != 0 )
    		{
    			removedActions[i].NullReferences();
    			//log( "deleteRemovedActions: deleting" @ removedActions[i].name @ count );
    		}
    	}
    	removedActions.length = 0;
    }

    //---------------------------------------------------------------------
    // AI Controller no longer possesses a pawn so stop actions

    function UnPossess()
    {
    	stopActions();

    	super.UnPossess();
    }

    //---------------------------------------------------------------------
    // put AI into an alertness state

    function setAlertnessLevel( AlertnessLevels newLevel, optional bool bDontHandleSquadMembers )
    {
    	local int i;
    	local Character character;
    	local Pawn member;
    	local AlertnessLevels currentLevel;

    	character = Character(Pawn);

    	if ( character != None )
    	{
    		currentLevel = character.getAlertnessLevel();

    		if ( character.logAlertnessChanges )
    				log( character.name @ "(" $ character.label $ "):" @ currentLevel @ "->" @ newLevel );

    		if ( newLevel > currentLevel )	// new level more "severe" than old
    		{
    			character.setAlertnessLevel( newLevel );
    			if ( newLevel == ALERTNESS_Alert )
    			{
    				// handle squads: when a member is alerted they all are
    				if ( !bDontHandleSquadMembers && character.squad() != None )
    				{
    					for ( i = 0; i < character.squad().pawns.length; ++i )
    					{
    						member = character.squad().pawns[i];
    						if ( member != character && class'Pawn'.static.checkAlive( member ) && member.controller != None )
    							AI_Controller(member.controller).setAlertnessLevel( newLevel, true );
    					}
    				}

    				// invoke nail-biting tension!
    				if ( Pawn.level.MusicMgr != None )
    					Pawn.level.MusicMgr.TriggerDynamicMusic( MT_Tension );
    			}
    		}

    		// reset timer based on level
    		if ( newLevel == ALERTNESS_Alert )
    			SetTimer( ALERTNESS_ALERT_TIME, false );
    		else if ( newLevel == ALERTNESS_Combat )
    			SetTimer( ALERTNESS_COMBAT_TIME, false );
    	}
    }

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

    function Timer()
    {
    	local Character character;
    	local AlertnessLevels currentLevel;

    	character = Character(Pawn);

        if ( character != None )
    	{
    		currentLevel = character.getAlertnessLevel();

    		if ( currentLevel == ALERTNESS_Alert )
    			character.setAlertnessLevel( ALERTNESS_Neutral );

    		if ( currentLevel == ALERTNESS_Combat )
    		{
    			character.setAlertnessLevel( ALERTNESS_Alert );
    			SetTimer( ALERTNESS_ALERT_TIME, false );
    		}

    		if ( character.logAlertnessChanges )
    			log( character.name @ "(" $ character.label $ "): decaying to state" @ character.getAlertnessLevel() );
    	}
    }

    //---------------------------------------------------------------------
    // Called when a pawn takes damage

    function NotifyTakeHit(pawn InstigatedBy, vector HitLocation, int Damage, class<DamageType> damageType, vector Momentum)
    {
    	local BaseAICharacter ai;

    	super.NotifyTakeHit( InstigatedBy, HitLocation, Damage, damageType, Momentum );

    	if ( pawn.characterAI != None )
    	{
    		ai = BaseAICharacter(pawn);

    		// commonSenseSensorAction won't be initialized if the resource hasn't been initialized yet
    		// (but this should never happen because Rook resources are set up on first rook tick)
    		if ( AI_CharacterResource(pawn.characterAI).commonSenseSensorAction == None )
    		{
    			log( "AI WARNING: NotifyHit called on" @ pawn.name @ "by" @ InstigatedBy.name @ "before sensors were initialized!" );
    			return;
    		}

    		// when an AI gets hurt, activate it for it a bit so it can react regardless of it's LOD state
    		ai.setLimitedTimeLODActivation( MAX_TICKS_TO_PROCESS_PAIN );

    		if ( !ai.isFriendly( Rook(InstigatedBy) ) )
    		{
    			// pain reaction
    			if ( ai.painReactionCategory == PR_FLINCH )
    			{
    				ai.noAttackUntil = level.timeSeconds + class'BaseAICharacter'.const.PAIN_REACTION_FLINCH_TIME;
    			}
    			else if ( ai.painReactionCategory == PR_FREEZE )
    			{
    				ai.noAttackUntil = level.timeSeconds + class'BaseAICharacter'.const.PAIN_REACTION_FREEZE_TIME;
    				ai.noMovementUntil = level.timeSeconds + class'BaseAICharacter'.const.PAIN_REACTION_FREEZE_TIME;
    			}
    		}

    		// notify pain sensor
    		AI_CharacterResource(pawn.characterAI).commonSenseSensorAction.painSensor.setValue( damage, InstigatedBy, hitLocation, damageType, pawn.lastTick );
    	}

    	//log( pawn.name @ "hurt by" @ InstigatedBy.name @ ".Damage:" @ damage );
    }

    //---------------------------------------------------------------------
    // Was rook just hit by a weapon?

    function bool wasJustHit()
    {
    	local AI_PainSensor painSensor;

    	if ( pawn.characterAI != None )
    	{
    		painSensor = AI_CharacterResource(pawn.characterAI).commonSenseSensorAction.painSensor;
    		return painSensor.tickStamp >= pawn.lastTick - 2;	// pawn took damage less than two ticks ago
    	}
    	else
    		return false;
    }

    //---------------------------------------------------------------------
    // Move the controlled AI to the specified location. See NS_DoLocalMove.uc
    // for a more detailed explanation.

    native final latent function doLocalMove( NS_DoLocalMove dlm );

    native final latent function doZeroGravityLocalMove(NS_DoZeroGravityLocalMove action);

    //---------------------------------------------------------------------
    // Vehicle specifc versions of above function.

    native final latent function CarDoLocalMove(CarDoLocalMove action);
    native final latent function AircraftDoLocalMove(AircraftDoLocalMove action);

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

    native final function Actor jetLookAhead( Vector loc1, Vector loc2 );

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

    native final function Vector findLandingSpot( Vector destination, float energy, Character.JetCompetencyLevels jetCompetency, int nSamples );

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

    native final function bool bSuitableTerrainForSkiing( Vector destination, float energy );

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

    native final function generateReverseSkiRoute( Character character, Vector endPoint, Vector endVelocity );

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

    native final function logSkiRoute();

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

    native final event copyTerrainProfileDebug();

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

    native function bool canPointBeReached( Vector startPoint, Vector endPoint, Pawn pawn, array<Actor> ignore,
    								optional out vector lastValidLocation, optional out float traversedDistanceXY );

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

    native function bool canPointBeReachedUsingAircraft( Vector startPoint, Vector endPoint, Pawn aircraft );

    //---------------------------------------------------------------------
    // cautious estimate of whether point can be reached using jetpacking (based on distance)

    native function bool canPointBeReachedUsingJetpack( Vector startPoint, Vector endPoint, Pawn pawn );

    //---------------------------------------------------------------------
    // cautious estimate of whether point can be reached using jetpacking (based on energy)
    // returns energy required or -1 if point not reachable

    native function float canJetToPoint( Character c, Vector startLoc, Vector endLoc, float energy );

    //---------------------------------------------------------------------
    // Does "point" offer cover from "enemy"?

    native function bool offersCover( Pawn enemy, Vector point );

    //---------------------------------------------------------------------
    // can an AI occupy a point?

    native function bool isPointEncroachedForMovement( Pawn pawn, Vector point );

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

    native final function Vector getRandomLocation( Pawn pawn, Vector center, float outerRadius, float innerRadius, optional bool bJetpack );

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

    native final function float speedInDirection( Vector velocity, Vector direction );

    //---------------------------------------------------------------------
    // raytraces down from given point, returns Z coord of hit

    native final function float getTerrainHeight( Vector point );

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

    native final function stopMove();

    //---------------------------------------------------------------------
    // returns locations of all path nodes within a particular range

    native final function getNodesWithinSphere(vector origin, float radius, out array<vector> nodes);

    //---------------------------------------------------------------------
    // Displays debugging information for "showdebug" flag

    function DisplayDebug(Canvas Canvas, out float YL, out float YPos)
    {
    	Super.DisplayDebug(Canvas,YL,YPos);

    	Canvas.SetDrawColor(255,0,0);
    	Canvas.DrawText("AI_Controller Stuff");
    	YPos += YL;
    	Canvas.SetPos(4,YPos);

    	// indicate  state
    	Canvas.DrawText("     STATE: " $ GetStateName());
    	YPos += YL;
    	Canvas.SetPos(4,YPos);
    }

    function displayWorldSpaceDebug(HUD displayHUD)
    {
    	Super.displayWorldSpaceDebug(displayHUD);

    	drawRouteCache();
    }

    function drawRouteCache()
    {
    	local int routeSegmentI;

    	// draw route segments
    	for (routeSegmentI = 0; routeSegmentI < routeCache.length - 1; ++routeSegmentI)
    	{
    		if (routeCache[routeSegmentI + 1].jetpack)
    			DrawDebugLine(routeCache[routeSegmentI].location, routeCache[routeSegmentI + 1].location, 255, 255, 255);
    		else
    			DrawDebugLine(routeCache[routeSegmentI].location, routeCache[routeSegmentI + 1].location, 0, 255, 0);
    	}

    	// draw route points
    	for (routeSegmentI = 0; routeSegmentI < routeCache.length; ++routeSegmentI)
    	{
    		DrawDebugLine(routeCache[routeSegmentI].location + vect(0,0,-40), routeCache[routeSegmentI].location + vect(0,0,40), 0, 0, 255);
    	}

    	if (dlm != None)
    	{
    		// draw line to current do local move destination
    		DrawDebugLine(dlm.destination, Pawn.Location, 255, 0, 255);

    		// draw line to current smoothing destination
    		if (localSmoothMoveDestinationValid)
    			DrawDebugLine(localSmoothMoveDestination, Pawn.Location, 255, 255, 0);
    	}
    }

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

    function drawLOADebug()
    {
    	local byte r,g,b;
    	local Rook rook;

    	rook = Rook(pawn);

    	// LOA lookahead debug
    	if ( rook.loaHit )
    		r = 255;
    	else
    	{
    		r = 50;
    		g = 255;
    	}

    	DrawDebugLine( rook.loaStartPoint, rook.loaEndPoint, r, g, b );
    	DrawDebugLine( rook.loaStartPoint2, rook.loaEndPoint2, r, g, b );
    }

    //---------------------------------------------------------------------
    // Display world space overlays for jetting and skiing debug

    function drawJettingSkiingDebug()
    {
    	local int i;			// terrain profile debug
    	local Byte r,g,b;

    	for ( i = 0; i < terrainSamplesDebug.length; ++i )
    	{
    		if ( i == 0 )
    			r = 255;
    		else
    			b = 255;

    		DrawDebugLine( terrainSamplesDebug[i].location + vect(0,0,-40),
    						terrainSamplesDebug[i].location + vect(0,0,40),
    						r, g, b );

    		if ( terrainSamplesDebug[i].bBeforeSkiRouteStart )
    		{
    			r = 180;
    			g = 180;
    			b = 180;
    		}
    		else if ( terrainSamplesDebug[i].bDownSlope )
    		{
    			r = 0;
    			g = 0;
    			b = 255;
    		}
    		else
    		{
    			r = 255;
    			g = 60;
    			b = 0;
    		}

    		if ( i > 0 )
    			DrawDebugLine( terrainSamplesDebug[i-1].location + vect(0,0,20),
    							terrainSamplesDebug[i].location + vect(0,0,20),
    							r, g, b );
    	}

    	// draw movementForce applied to char
    	DrawDebugLine( Rook(pawn).Location, Rook(pawn).Location + Rook(pawn).movementForce, 0, 150, 255);

    	// draw a cross at prediction location
    /*	aColor = class'Canvas'.static.MakeColor(150, 0, 0);

    	displayHUD.Draw3DLine( Rook(pawn).estLocation + vect(-30,-30,20),
    							Rook(pawn).estLocation + vect(30,30,20),
    							aColor);
    	displayHUD.Draw3DLine( Rook(pawn).estLocation + vect(-30,30,20),
    							Rook(pawn).estLocation + vect(30,-30,20),
    							aColor);
    	displayHUD.Draw3DLine( Rook(pawn).estLocation + vect(0,0,500),
    							Rook(pawn).estLocation + vect(0,0,-1000),
    							aColor);*/
    }

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

    event OnHearSound(Actor SoundMaker, vector SoundOrigin, Name SoundCategory)
    {
    #if IG_TRIBES3
    	// temporary (probably want to catch this case earlier)
    	if (Rook(pawn).hearing != None)
    		Rook(pawn).hearing.OnHearSound(SoundMaker, SoundOrigin, SoundCategory);
    #endif
    }

    //---------------------------------------------------------------------
    // navigation actions debug display function

    function displayNavigationDebug()
    {
        local int i;
    	local Pawn debugPawn;
    	local NS_Action action;

    	debugPawn = Pawn;
        debugPawn.AddDebugMessage(" ");

    	debugPawn.AddDebugMessage( "Navigation Actions (" $ lastErrorCode $ ")", class'Canvas'.static.MakeColor(255,255,255));
    	for ( i = 0; i < runningActions.length; i++ )
    	{
    		action = runningActions[i];
    		debugPawn.AddDebugMessage( "  " $ action.actionDebuggingString() @ "(" $ action.errorCode $ ")" );
    	}
    }

    //---------------------------------------------------------------------
    // Display AI Debug Info (obsolete)

    function drawDebug( Canvas canvas, HUD hud )
    {
    	local array<String> debugAIText;
    	local int i;
    	local float strX;
    	local float strY;
    	local float debugAIX;
    	local float debugAIY;
    	local AI_Resource r;
    	local Gameplay.DefaultHUD dhud;

    	// construct debug text
    	dhud = Gameplay.DefaultHUD( hud );
    	if ( Pawn != None )
    	{
    		debugAIText.length = 4;
    		debugAIText[0] = String( Pawn.name ) $ ":";
    		r = AI_Resource( Pawn.characterAI );

    		debugAIText[1] = " Goals:";
    		for ( i = 0; i < r.goals.length; i++ )
    			debugAIText[1] = debugAIText[1] $ " " $ r.goals[i].name;

    		debugAIText[2] = " Running Actions:";
    		for ( i = 0; i < r.runningActions.length; i++ )
    			debugAIText[2] = debugAIText[2] $ " " $ r.runningActions[i].name;

    		debugAIText[3] = " Idle Actions:";
    		for ( i = 0; i < r.idleActions.length; i++ )
    			debugAIText[3] = debugAIText[3] $ " " $ r.idleActions[i].name;

    		// render text
    		Canvas.SetDrawColor(255, 0, 0, 255);
    		debugAIX = /*Scale * */ DEBUGAI_X;
    		debugAIY = /*Scale * */ DEBUGAI_Y;
    		Canvas.Font = dhud.smallFont; //MyFont.GetSmallFont(Canvas.ClipX);
    		for (i = 0; i < debugAIText.length; i++)
    		{
    			Canvas.StrLen(debugAIText[i], strX, strY);
    			Canvas.SetPos(debugAIX /*- strX / 2*/, debugAIY + i * strY - strY / 2);
    			Canvas.DrawText(debugAIText[i], false);
    		}
    	}
    }

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

    defaultProperties
    {
    	localSmoothMoveDestinationValid = false

    	tickTimeUpdateRange			= (Min=0.095,Max=0.105)
    }

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Class file time: ne 5.9.2004 15:54:16.000 - Creation time: st 23.5.2018 00:10:41.023 - Created with UnCodeX