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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ class GameAIController extends AIController dependson(GameTypes) abstract native config(Game); /** * This should point to the AITree in a content package. */ var() const AITree AITree; var() AITreeHandle AITreeHandle; var(Debug) config bool bUseAITree; /** Current command stack, with the last element being the currently active (ticked) one */ var() editinline transient const GameAICommand CommandList; /** Whether this AI has a runaway loop or not. If it does we are going to do AbortCommand( CommandList ) at the end of Tick(). **/ var transient bool bHasRunawayCommandList; /** Debug log file, @see: AILog */ var transient FileLog AILogFile; var(Debug) config bool bAILogging; var(Debug) config bool bAILogToWindow; var(Debug) config bool bFlushAILogEachLine; var(Debug) config bool bMapBasedLogName; var(Debug) config bool bAIDrawDebug; var transient bool bAIBroken; var(Debug) float DebugTextMaxLen; var(Debug) transient const array<AICmdHistoryItem> CommandHistory; var(Debug) config int CommandHistoryNum; /** List of categories to filter */ var(Debug) config array<Name> AILogFilter; // DEMO RECORDING PROPERTIES - for saving AI info into demos var string DemoActionString; cpptext { #if !DO_AI_LOGGING #if COMPILER_SUPPORTS_NOOP #define AIObjLog __noop #define AILog __noop #define AI_LOG __noop #else #define AIObjLog GNull->Logf #define AILog GNull->Logf #define AI_LOG GNull->Logf #endif #else #define AI_LOG(Object, FuncParams) \ if(RUNTIME_DO_AI_LOGGING)\ {\ Object->AILog FuncParams;\ } #define AIObjLog(FuncParams) AI_LOG(AI,FuncParams) VARARG_DECL(void,void,{},AILog,VARARG_NONE,const TCHAR*,VARARG_NONE,VARARG_NONE); VARARG_DECL(void,void,{},AILog,VARARG_NONE,const TCHAR*,VARARG_EXTRA(enum EName E),VARARG_EXTRA(E)); #endif UBOOL Tick( FLOAT DeltaTime, enum ELevelTick TickType ); virtual EGotoState GotoState( FName State, UBOOL bForceEvents = 0, UBOOL bKeepStack = 0 ); virtual void ProcessState( FLOAT DeltaSeconds ); virtual void StoreCommandHistory( UGameAICommand* Cmd ); /** * DebugLog function which is called to log information specific to this AI (call NAVHANDLE_DEBUG_LOG macro, don't call this directly) * @param LogText - text to log for this AI */ virtual void DebugLogInternal(const TCHAR* LogText) { AI_LOG(this,(LogText)); } }; replication { if( bDemoRecording ) DemoActionString; } /** returns all AI Commands in the CommandList that are of the specified class or a subclass * @note this function is only useful on the server * @param BaseClass the base class of GameAICommand to return * @param (out) Cmd the returned GameAICommand for each iteration */ native final iterator function AllCommands(class<GameAICommand> BaseClass, out GameAICommand Cmd); /** * PushCommand * pushes a new AI command on top of the command stack * @param NewCommand - command to place on top of stack */ native function PushCommand(GameAICommand NewCommand); /** * PopCommand * will pop the passed command (and everything above it in the stack) * @param ToBePoppedCommand - the command to pop */ native function PopCommand(GameAICommand ToBePoppedCommand); /** AbortCommand * Aborts a command (and all of its children) * @param AbortCmd - the command to abort (can be NULL, in which case AbortClass will be used to determine which command to abort * @param AbortClass - not used unless AbortCmd is NULL, in which case the first command int he stack of class 'AbortClass' will be aborted (and all its children) */ native function bool AbortCommand( GameAICommand AbortCmd, optional class<GameAICommand> AbortClass ); native final function GameAICommand GetActiveCommand(); /** checks the command stack for too many commands and/or infinite recursion */ native final function CheckCommandCount(); native final function DumpCommandStack(); /** finds and returns the lowest command of the specified class on the stack (will return subclasses of the specified class) */ native final function coerce GameAICommand FindCommandOfClass(class<GameAICommand> SearchClass) const; /** This will search the CommandList for the passed in command class. **/ native function GameAICommand GetAICommandInStack( const class<GameAICommand> InClass ); /** return desired offset to move position... used for MoveTo/MoveToward */ function float GetDestinationOffset(); // called from movetogoal when we arrive at our destination function ReachedMoveGoal(); function ReachedIntermediateMoveGoal(); /** * ===== * DEBUG * ===== */ event Destroyed() { Super.Destroyed(); if (AILogFile != None) { AILogFile.Destroy(); } // so this cases handles when AI has been destroyed. We need to give a chance to the AICmds to handle that case if( Commandlist != None ) { AbortCommand( CommandList ); } } protected function RecordDemoAILog( coerce string LogText ); event AILog_Internal( coerce string LogText, optional Name LogCategory, optional bool bForce ) { `if(`notdefined(FINAL_RELEASE)) local int Idx; local String ActionStr, FinalStr; local String FileName; local GameAICommand ActiveCommand; local int FileNameLength; if( !bForce && !bAILogging ) { return; } if (WorldInfo.IsConsoleBuild(CONSOLE_PS3)) { return; } if( !bForce ) { for( Idx = 0; Idx < AILogFilter.Length; Idx++ ) { if( AILogFilter[Idx] == LogCategory ) { return; } } } if (AILogFile == None) { AILogFile = Spawn(class'FileLog'); if (bMapBasedLogName) { FileName = WorldInfo.GetMapName()$"_"$string(self); FileName = Repl(FileName,"ai_","",false); } else { FileName = string(self); } // Include the file extension in determining the length FileNameLength = Len(Filename) + 6; // make sure file name isn't too long for consoles if(FileNameLength > 40) { // Make sure there is room for the .ailog part too FileName = Right(Filename,34); } AILogFile.bKillDuringLevelTransition = TRUE; AILogFile.bFlushEachWrite = bFlushAILogEachLine; // Use async unless flushing was requested AILogFile.bWantsAsyncWrites = !bFlushAILogEachLine; AILogFile.OpenLog(FileName,".ailog"); } ActionStr = String(GetStateName()); ActiveCommand = GetActiveCommand(); if (ActiveCommand != None) { ActionStr = String(ActiveCommand.Class)$":"$String(ActiveCommand.GetStateName()); } FinalStr = "["$WorldInfo.TimeSeconds$"]"@ActionStr$":"@LogText; AILogFile.Logf(FinalStr); if (WorldInfo.IsRecordingDemo()) { RecordDemoAILog(FinalStr); } `Log( Pawn@"["$WorldInfo.TimeSeconds$"]"@ActionStr$":"@LogText, bAILogToWindow ); `endif } /** SetDesiredRotation * Calls Pawn's SetDesiredRotation: Simple interface to Pawn */ function SetDesiredRotation(Rotator TargetDesiredRotation, bool InLockDesiredRotation=FALSE, bool InUnlockWhenReached=FALSE, FLOAT InterpolationTime=-1.f/*Use Default RotationRate*/) { if ( Pawn!=none ) { Pawn.SetDesiredRotation(TargetDesiredRotation, InLockDesiredRotation, InUnlockWhenReached, InterpolationTime); } } /** * =========== * DEBUG STATES * =========== */ state DEBUGSTATE { function BeginState( Name PreviousStateName ) { //debug `AILog( "BEGINSTATE"@PreviousStateName, 'State' ); } function EndState( Name NextStateName ) { //debug `AILog( "ENDSTATE"@NextStateName, 'State' ); } function PushedState() { //debug `AILog( "PUSHED", 'State' ); } function PoppedState() { //debug `AILog( "POPPED", 'State' ); } function ContinuedState() { //debug `AILog( "CONTINUED", 'State' ); } function PausedState() { //debug `AILog( "PAUSED", 'State' ); } } /** @return a String with the Cmd and the State that the AI is in. **/ simulated final event string GetActionString() { local string ActionStr; local GameAICommand ActiveCmd; if( WorldInfo.IsPlayingDemo() ) { return DemoActionString; } else { ActiveCmd = GetActiveCommand(); if( ActiveCmd != None ) { ActionStr = string(ActiveCmd.Class)$":"$string(ActiveCmd.GetStateName()); } else { ActionStr = string(default.Class)$":"$string(GetStateName()); } return ActionStr; } } defaultproperties { } |
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