Monday, 11 March 2013

AI


class LDPawn_NPC extends UDKPawn
    placeable;

function AddDefaultInventory()
{
 
}

event PostBeginPlay()
{
    super.PostBeginPlay();
   
}

DefaultProperties
{
    Begin Object Name=CollisionCylinder
        CollisionHeight=+44.000000
    End Object

    Begin Object Class=SkeletalMeshComponent Name=NPC_PawnSkeletalMesh
        SkeletalMesh=SkeletalMesh'CH_IronGuard_Male.Mesh.SK_CH_IronGuard_MaleA'
        AnimSets(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
        AnimTreeTemplate=AnimTree'SandboxContent.Animations.AT_CH_Human'
        HiddenGame=FALSE
        HiddenEditor=FALSE
    End Object

    Mesh=NPC_PawnSkeletalMesh

    Components.Add(NPC_PawnSkeletalMesh)
    ControllerClass=class'LDgame.LDAIcontroller'
   

    bJumpCapable=false
    bCanJump=false

    GroundSpeed=200.0 //Making the bot slower than the player
}









class LDAIcontroller extends AIController;


var Actor target;
var() Vector TempDest;

event Possess(Pawn inPawn, bool bVehicleTransition)
{
    super.Possess(inPawn, bVehicleTransition); Pawn.SetMovementPhysics();
} //I'm adding an default idle state so the Pawn doesn't try to follow a player that doesn' exist yet.

auto state Idle
{
    event SeePlayer (Pawn Seen)
    {
        super.SeePlayer(Seen);
        target = Seen;

        GotoState('Follow');
    }
Begin:
}

state Follow
{
    ignores SeePlayer;
    function bool FindNavMeshPath()
    {
        // Clear cache and constraints (ignore recycling for the moment)
        NavigationHandle.PathConstraintList = none;
        NavigationHandle.PathGoalList = none;

        // Create constraints
        class'NavMeshPath_Toward'.static.TowardGoal( NavigationHandle,target );
        class'NavMeshGoal_At'.static.AtActor( NavigationHandle, target,32 );

        // Find path
        return NavigationHandle.FindPath();
    }
Begin:

    if( NavigationHandle.ActorReachable( target) )
    {
        FlushPersistentDebugLines();

        //Direct move
        MoveToward( target,target );
    }
    else if( FindNavMeshPath() )
    {
        NavigationHandle.SetFinalDestination(target.Location);
        FlushPersistentDebugLines();
        NavigationHandle.DrawPathCache(,TRUE);

        // move to the first node on the path
        if( NavigationHandle.GetNextMoveLocation( TempDest, Pawn.GetCollisionRadius()) )
        {
            DrawDebugLine(Pawn.Location,TempDest,255,0,0,true);
            DrawDebugSphere(TempDest,16,20,255,0,0,true);

            MoveTo( TempDest, target );
        }
    }
    else
    {
        //We can't follow, so get the hell out of this state, otherwise we'll enter an infinite loop.
        GotoState('Idle');
    }

    goto 'Begin';
}

DefaultProperties
{
}


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