Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 00152 00153 00154 00155 00156 00157 00158 00159 00160 00161 00162 00163 00164 00165 00166 00167 00168 00169 00170 00171 00172 00173 00174 00175 00176 00177 00178 00179 00180 00181 00182 00183 00184 00185 00186 00187 00188 00189 00190 00191 00192 00193 00194 00195 00196 00197 00198 00199 00200 00201 00202 00203 00204 00205 00206 00207 00208 00209 00210 00211 00212 00213 00214 00215 00216 00217 00218 00219 00220 00221 00222 00223 00224 00225 00226 00227 00228 00229 00230 00231 00232 00233 00234 00235 00236 00237 00238 00239 00240 00241 00242 00243 00244 00245 00246 00247 00248 00249 00250 00251 00252 00253 00254 00255 00256 00257 00258 00259 00260 00261 00262 00263 00264 00265 00266 00267 00268 00269 00270 00271 00272 00273 00274 00275 00276 00277 00278 00279 00280 00281 00282 00283 00284 00285 00286 00287 00288 00289 00290 00291 00292 00293 00294 00295 00296 00297 00298 00299 00300 00301 00302 00303 00304 00305 00306 00307 00308 00309 00310 00311 00312 00313 00314 00315 00316 00317 00318 00319 00320 00321 00322 00323 00324 00325 00326 00327 00328 00329 00330 00331 00332 00333 00334 00335 00336 00337 00338 00339 00340 00341 00342 00343 00344 00345 00346 00347 00348 00349 00350 00351 00352 00353 00354 00355 00356 00357 00358 00359 00360 00361 00362 00363 00364 00365 00366 00367 00368 00369 00370 00371 00372 00373 00374 00375 00376 00377 00378 00379 00380 00381 00382 00383 00384 00385 00386 00387 00388 00389 00390 00391 00392 00393 00394 00395 00396 00397 00398 00399 00400 00401 00402 00403 00404 00405 00406 00407 00408 00409 00410 00411 00412 00413 00414 00415 00416 00417 00418 00419 00420 00421 00422 00423 00424 00425 00426 00427 00428 00429 00430 00431 00432 00433 00434 00435 00436 00437 00438 00439 00440 00441 00442 00443 00444 00445 00446 00447 00448 00449 00450 00451 00452 00453 00454 00455 00456 00457 00458 00459 00460 00461 00462 00463 00464 00465 00466 00467 00468 00469 00470 00471 00472 00473 00474 00475 00476 00477 00478 00479 00480 00481 00482 00483 00484 00485 00486 00487 00488 00489 00490 00491 00492 00493 00494 00495 00496 00497 00498 00499 00500 00501 00502 00503 00504 00505 00506 00507 00508 00509 00510 00511 00512 00513 00514 00515 00516 00517 00518 00519 00520 00521 00522 00523 00524 00525 00526 00527 00528 00529 00530 00531 00532 00533 00534 00535 00536 00537 00538 00539 00540 00541 00542 00543 00544 00545 00546 00547 00548 00549 00550 00551 00552 00553 00554 00555 00556 00557 00558 00559 00560 00561 00562 00563 00564 00565 00566 00567 00568 00569 00570 00571 00572 00573 00574 00575 00576 00577 00578 00579 00580 00581 00582 00583 00584 00585 00586 00587 00588 00589 00590 00591 00592 00593 00594 00595 00596 00597 00598 00599 00600 00601 00602 00603 00604 00605 00606 00607 00608 00609 00610 00611 00612 00613 00614 00615 00616 00617 |
/** * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. * * Where crowd agent is going. Destinations can kill agents that reach them or route them to another destination * */ class GameCrowdDestination extends GameCrowdInteractionPoint implements(GameCrowdSpawnInterface) implements(EditorLinkSelectionInterface) dependsOn(GameCrowdAgent) native; /** If TRUE, kill crowd members when they reach this destination. */ var() bool bKillWhenReached; // randomly pick from this list of active destinations var() duplicatetransient array<GameCrowdDestination> NextDestinations; /** queue point to use if this destination is at capacity */ var() duplicatetransient GameCrowdDestinationQueuePoint QueueHead; // whether agents previous destination can be used as a destination if in list of NextDestinations var() bool bAllowAsPreviousDestination; /** How many agents can simultaneously have this as a destination */ var() int Capacity; /** Adjusts the likelihood of agents to select this destination from list at previous destination*/ var() float Frequency; /** Current number of agents using this destination */ var private int CustomerCount; /** if set, only agents of this class can use this destination */ var(Restrictions) array<class<GameCrowdAgent> > SupportedAgentClasses; /** if set, agents from this archetype can use this destination */ var(Restrictions) array<object> SupportedArchetypes; /** if set, agents of this class cannot use this destination */ var(Restrictions) array<class<GameCrowdAgent> > RestrictedAgentClasses; /** if set, agents from this archetype cannot use this destination */ var(Restrictions) array<object> RestrictedArchetypes; /** Caches most recent AllowableDestinationFor() result */ var bool bLastAllowableResult; /** Don't go to this destination if panicked */ var() bool bAvoidWhenPanicked; /** Don't perform kismet or custom behavior at this destination if panicked */ var() bool bSkipBehaviorIfPanicked; /** Always run toward this destination */ var() bool bFleeDestination; /** Must reach this destination exactly - will force movement when close */ var() bool bMustReachExactly; var float ExactReachTolerance; /** True if has supported class/archetype restrictions */ var bool bHasRestrictions; /** Type of interaction */ var() Name InteractionTag; /** Time before an agent is allowed to attempt this sort of interaction again */ var() float InteractionDelay; /** True if spawning permitted at this node */ var(Spawning) bool bAllowsSpawning; /** Spawn in a line rather than in a circle. */ var(Spawning) bool bLineSpawner; /** Radius to spawn around center of this destination */ var(Spawning) float SpawnRadius; /** Whether to spawn agents only at the edge of the circle, or at any point within the circle. */ var(Spawning) bool bSpawnAtEdge; /** Agents reaching this destination will pick a behavior from this list */ var() array<BehaviorEntry> ReachedBehaviors; /** Whether agent should stop on reach edge of destination radius (if not reach exactly), or have a "soft" perimeter */ var() bool bSoftPerimeter; /** Agent currently coming to this destination. Not guaranteed to be correct/exhaustive. Used to allow agents to trade places with nearer agent for destinations with queueing */ var GameCrowdAgent AgentEnRoute; //========================================================= /** The following properties are set and used by the GameCrowdPopulationManager class for selecting at which destinations to spawn agents */ /** True if currently in line of sight of a player (may not be within view frustrum) */ var bool bIsVisible; /** True if will become visible shortly based on player's current velocity */ var bool bWillBeVisible; /** This destination is currently available for spawning */ var bool bCanSpawnHereNow; /** This destination is beyond the maximum spawn distance */ var bool bIsBeyondSpawnDistance; /** Cache that node is currently adjacent to a visible node */ var bool bAdjacentToVisibleNode; /** Whether there is a valid NavigationMesh around this destination */ var bool bHasNavigationMesh; /** Priority for spawning agents at this destination */ var float Priority; /** Most recent time at which agent was spawned at this destination */ var float LastSpawnTime; /** Population manager with which this destination is associated */ var transient GameCrowdPopulationManager MyPopMgr; cpptext { /** EditorLinkSelectionInterface */ virtual void LinkSelection(USelection* SelectedActors); virtual void UnLinkSelection(USelection* SelectedActors); /** * Function that gets called from within Map_Check to allow this actor to check itself * for any potential errors and register them with map check dialog. */ #if WITH_EDITOR virtual void CheckForErrors(); #endif }; /** * @PARAM Agent is the agent being checked @PARAM Testposition is the position to be tested @PARAM bTestExactly if true and GameCrowdDestination.bMustReachExactly is true means ReachedByAgent() only returns true if right on the destination * @RETURNS TRUE if Agent has reached this destination */ native simulated function bool ReachedByAgent(GameCrowdAgent Agent, vector TestPosition, bool bTestExactly); simulated function PostBeginPlay() { local int i; local GameCrowdPopulationManager PopMgr; super.PostBeginPlay(); bHasRestrictions = (SupportedAgentClasses.Length > 0) || (SupportedArchetypes.Length > 0) || (RestrictedAgentClasses.Length > 0) || (RestrictedArchetypes.Length > 0); // don't allow automatic agent spawning at destinations with Queues, or small capacities if ( (QueueHead != None) || (Capacity < 10) || bKillWhenReached ) { bAllowsSpawning = false; } // verify behavior lists for ( i=0; i< ReachedBehaviors.Length; i++ ) { if ( ReachedBehaviors[i].BehaviorArchetype == None ) { `warn(self$" missing BehaviorArchetype at ReachedBehavior "$i); ReachedBehaviors.remove(i,1); i--; } } // Add self to population manager list PopMgr = GameCrowdPopulationManager(WorldInfo.PopulationManager); if ( PopMgr != None ) { PopMgr.AddSpawnPoint(self); } } simulated function Destroyed() { super.Destroyed(); if ( MyPopMgr != None ) { MyPopMgr.RemoveSpawnPoint(self); } } /** * Called after Agent reaches this destination * Will be called every tick as long as ReachedByAgent() is true and agent is not idle, so should change * Agent to avoid this (change current destination, make agent idle, or kill agent) ) * * @PARAM Agent is the crowd agent that just reached this destination * @PARAM bIgnoreKismet skips generating Kismet event if true. */ simulated event ReachedDestination(GameCrowdAgent Agent) { local int i,j; local SeqEvent_CrowdAgentReachedDestination ReachedEvent; local bool bEventActivated; // kill agent that reached me? if ( bKillWhenReached ) { // If desired, kill actor when it reaches an attractor DecrementCustomerCount(Agent); Agent.CurrentDestination = None; Agent.KillAgent(); return; } // mark the interaction if tagged if (InteractionTag != '') { i = Agent.RecentInteractions.Add(1); Agent.RecentInteractions[i].InteractionTag = InteractionTag; if (InteractionDelay > 0.f) { // mark the time to remove this interaction from history Agent.RecentInteractions[i].InteractionDelay = WorldInfo.TimeSeconds + InteractionDelay; } } // Can agent perform a custom behavior here if ( (Agent.BehaviorDestination != self) && ((Agent.CurrentBehavior == None) || Agent.CurrentBehavior.AllowBehaviorAt(self)) ) { // Assign a reachedbehavior to the agent if ( ReachedBehaviors.Length > 0 ) { Agent.PickBehaviorFrom(ReachedBehaviors); } // check if kismet event on reaching this destination for ( i=0; i<GeneratedEvents.Length; i++) { ReachedEvent = SeqEvent_CrowdAgentReachedDestination(GeneratedEvents[i]); if ( ReachedEvent != None ) { Agent.BehaviorDestination = self; // HACKY - clear bActive on output ops so this agent can get in on an already active latent action for ( j=0; j<ReachedEvent.OutputLinks[0].Links.Length; j++ ) { ReachedEvent.OutputLinks[0].Links[j].LinkedOp.bActive = false; } bEventActivated = ReachedEvent.CheckActivate(self, Agent); break; } } } // choose next destination if( !bEventActivated && (NextDestinations.Length > 0) ) { PickNewDestinationFor(Agent, false); if ( Agent.CurrentDestination == None ) { // if haven't been visible for a while, just kill if ( WorldInfo.TimeSeconds - Agent.LastRenderTime > Agent.default.NotVisibleLifeSpan ) { Agent.KillAgent(); } else { // failed with restrictions, so pick any - FIXMESTEVE probably want more refined fallback PickNewDestinationFor(Agent, true); } } } // first in group to get new destination should update others if ( Agent.MyGroup != None ) { Agent.MyGroup.UpdateDestinations(Agent.CurrentDestination); } } /** * Pick a new destination from this one for agent. */ simulated function PickNewDestinationFor(GameCrowdAgent Agent, bool bIgnoreRestrictions ) { local int i; local float DestinationFrequencySum, DestinationPickValue; // Pick a new destination from available list DecrementCustomerCount(Agent); Agent.CurrentDestination = None; Agent.BehaviorDestination = None; /* if ( bIgnoreRestrictions ) { `log("Ignoring restrictions for connections to "$self@bIsBeyondSpawnDistance); for ( i=0; i< NextDestinations.Length; i++ ) { if ( (NextDestinations[i] != None) && NextDestinations[i].AllowableDestinationFor(Agent) ) { `log("BUT acceptable "$NextDestinations[i]); } else { `log(NextDestinations[i]$" restricted: beyond distance " $NextDestinations[i].bIsBeyondSpawnDistance $" NavMesh "$NextDestinations[i].bHasNavigationMesh $" Enabled "$NextDestinations[i].bIsEnabled $" Behavior "$((Agent.CurrentBehavior != None) ? Agent.CurrentBehavior.AllowThisDestination(NextDestinations[i]) : (NextDestinations[i].bAllowAsPreviousDestination || (Agent.PreviousDestination != NextDestinations[i]))) $" Capacity "$((Agent.MyGroup != None) ? (NextDestinations[i].CustomerCount + Agent.MyGroup.Members.Length <= NextDestinations[i].Capacity) : (NextDestinations[i].CustomerCount < NextDestinations[i].Capacity) || ((NextDestinations[i].QueueHead !=None) && NextDestinations[i].QueueHead.HasSpace())) $" Tagged "$NextDestinations[i].InteractionTag $" Restrictions "$NextDestinations[i].bHasRestrictions); } } } */ // init DestinationFrequencySum for ( i=0; i< NextDestinations.Length; i++ ) { if ( (NextDestinations[i] != None) && NextDestinations[i].bHasNavigationMesh && (bIgnoreRestrictions || NextDestinations[i].AllowableDestinationFor(Agent)) ) { // bonus to this potential destination's frequency if current destination is not visible, and destination is, and agent prefers visible destinations DestinationFrequencySum += NextDestinations[i].Frequency * ((!bIsVisible && Agent.bPreferVisibleDestination && (NextDestinations[i].bIsVisible || NextDestinations[i].bWillBeVisible)) ? 2.0 : 1.0); } } DestinationPickValue = DestinationFrequencySum * FRand(); DestinationFrequencySum = 0.0; for ( i=0; i<NextDestinations.Length; i++ ) { if ( (NextDestinations[i] != None) && NextDestinations[i].bHasNavigationMesh && (bIgnoreRestrictions || NextDestinations[i].bLastAllowableResult) ) { // bonus to this potential destination's frequency if current destination is not visible, and destination is, and agent prefers visible destinations DestinationFrequencySum += NextDestinations[i].Frequency * ((!bIsVisible && Agent.bPreferVisibleDestination && (NextDestinations[i].bIsVisible || NextDestinations[i].bWillBeVisible)) ? 2.0 : 1.0); if ( DestinationPickValue < DestinationFrequencySum ) { Agent.SetCurrentDestination(NextDestinations[i]); Agent.PreviousDestination = self; Agent.UpdateIntermediatePoint(); break; } } } // if ( (Agent.CurrentDestination != None) && Agent.CurrentDestination.bIsBeyondSpawnDistance ) `log("Picked dest from "$self@bIsBeyondSpawnDistance$" beyond spawndist ignoring restrictions "$bIgnoreRestrictions); Agent.PreviousDestination = self; } /** * Decrement customer count. Update Queue if have one * Be sure to decrement customer count from old destination before setting a new one! * FIXMESTEVE - should probably wrap decrement old customercount into GameCrowdAgent.SetDestination() */ simulated event DecrementCustomerCount(GameCrowdAgent DepartingAgent) { local GameCrowdDestinationQueuePoint QP; local bool bIsInQueue; // Check to make sure that the current destination is ourself, to prevent double decrementing if( DepartingAgent.CurrentDestination == self ) { // check if departing agent is in queue For ( QP=QueueHead; QP!=None; QP = QP.NextQueuePosition ) { if ( QP.QueuedAgent == DepartingAgent ) { bIsInQueue = true; QP.ClearQueue(DepartingAgent); break; } } if ( !bIsInQueue ) { // agent was customer, so clear him out CustomerCount--; if ( (QueueHead != None) && QueueHead.HasCustomer() ) { QueueHead.AdvanceCustomerTo(self); } } } } /** * Increment customer count, or add agent to queue if needed */ simulated event IncrementCustomerCount(GameCrowdAgent ArrivingAgent) { // if at capacity, or queue is about to move forward, add to queue rather than directly if ( (CustomerCount >= Capacity) || ((Queuehead != None) && Queuehead.bPendingAdvance) ) { // add to queue if ( (QueueHead != None) && QueueHead.HasSpace() ) { // maybe switch with agent currently in route, if ArrivingAgent is closer if ( (AgentEnRoute != None) && (AgentEnRoute.CurrentBehavior == None) && !ReachedByAgent(AgentEnRoute, AgentEnRoute.Location, false) && (VSizeSq(ArrivingAgent.Location - Location) < VSizeSq(AgentEnRoute.Location - Location)) ) { // switch places //`log("Switching "$ArrivingAgent$" for "$AgentEnRoute); QueueHead.AddCustomer(AgentEnRoute,self); AgentEnRoute = ArrivingAgent; } else { QueueHead.AddCustomer(ArrivingAgent,self); } } else { `warn(self$" added customer "$ArrivingAgent$" beyond capacity with queue "$QueueHead); } } else { AgentEnRoute = ArrivingAgent; CustomerCount++; } } simulated function bool AtCapacity() { return CustomerCount >= Capacity; } /** * Returns true if this destination is valid for Agent */ simulated event bool AllowableDestinationFor(GameCrowdAgent Agent) { local int i, num; bLastAllowableResult = bHasNavigationMesh; if ( bLastAllowableResult ) { // FIXMESTEVE - maybe allow moving to beyond max spawn distance destination if currently close enough bLastAllowableResult = !bIsBeyondSpawnDistance; } if ( bLastAllowableResult ) { // check if allowed by agent's behavior bLastAllowableResult = bIsEnabled && ((Agent.CurrentBehavior != None) ? Agent.CurrentBehavior.AllowThisDestination(self) : (bAllowAsPreviousDestination || (Agent.PreviousDestination != self))); } // check if destination has room if ( bLastAllowableResult ) { if ( Agent.MyGroup != None ) { // make sure there is room for the whole group bLastAllowableResult = (CustomerCount + Agent.MyGroup.Members.Length <= Capacity); } else { bLastAllowableResult = (CustomerCount < Capacity) || ((QueueHead !=None) && QueueHead.HasSpace()); } } // check if this interaction is tagged if ( bLastAllowableResult && InteractionTag != '' ) { i = Agent.RecentInteractions.Find('InteractionTag',InteractionTag); if ( i != INDEX_NONE && (Agent.RecentInteractions[i].InteractionDelay == 0.f || WorldInfo.TimeSeconds < Agent.RecentInteractions[i].InteractionDelay) ) { bLastAllowableResult = false; return false; } else if ( i != INDEX_NONE ) { // clear out the old interaction Agent.RecentInteractions.Remove(i,1); } } if ( bLastAllowableResult && bHasRestrictions ) { // make sure the agent class/archetype is supported // first check if in supported classes list - if list is empty, anyone is OK. num = SupportedAgentClasses.length; bLastAllowableResult = (num == 0) && (SupportedArchetypes.Length == 0); if ( num > 0 ) { for ( i=0; i<num; i++ ) { if ( ClassIsChildOf(Agent.Class, SupportedAgentClasses[i]) ) { bLastAllowableResult = true; break; } } } // only check against supported archetypes if failed supported classes list if ( !bLastAllowableResult ) { num = SupportedArchetypes.length; if ( num > 0 ) { for ( i=0; i<num; i++ ) { if ( SupportedArchetypes[i] == Agent.MyArchetype ) { bLastAllowableResult = true; break; } } } } // if passed the supported test, make sure not in restricted classes list if ( bLastAllowableResult ) { num = RestrictedAgentClasses.length; if ( num > 0 ) { for ( i=0; i<num; i++ ) { if ( ClassIsChildOf(Agent.Class, RestrictedAgentClasses[i]) ) { bLastAllowableResult = false; break; } } } } // if not in restricted class, check the restricted archetypes list if ( bLastAllowableResult ) { num = RestrictedArchetypes.length; if ( num > 0 ) { for ( i=0; i<num; i++ ) { if ( RestrictedArchetypes[i] == Agent.MyArchetype ) { bLastAllowableResult = false; break; } } } } } return bLastAllowableResult; } // FIXMESTEVE - natively show the spawn line in the editor if bLineSpawner simulated function GetSpawnPosition(SeqAct_GameCrowdSpawner Spawner, out vector SpawnPos, out rotator SpawnRot) { local vector SpawnLine; local float RandScale; // LINE SPAWN if(bLineSpawner) { // Scale between -1.0 and 1.0 RandScale = -1.0 + (2.0 * FRand()); // Get line along which to spawn. SpawnLine = vect(0,1,0) >> Rotation; // Now make the position SpawnPos = Location + (RandScale * SpawnLine * SpawnRadius); // Always face same way as spawn location SpawnRot.Yaw = Rotation.Yaw; } else { // CIRCLE SPAWN SpawnRot = RotRand(false); SpawnRot.Pitch = 0; if(bSpawnAtEdge) { SpawnPos = Location + ((vect(1,0,0) * SpawnRadius) >> SpawnRot); } else { SpawnPos = Location + ((vect(1,0,0) * FRand() * SpawnRadius) >> SpawnRot); } } } defaultproperties { Begin Object Name=Sprite Sprite=Texture2D'EditorResources.Crowd.T_Crowd_Destination' Scale=0.5 End Object bAllowAsPreviousDestination=false bAvoidWhenPanicked=false bSkipBehaviorIfPanicked=true Capacity=1000 Frequency=1.0 ExactReachTolerance=3.0 bAllowsSpawning=true SpawnRadius=200.0 bSoftPerimeter=true bStatic=true bForceAllowKismetModification=true bHasNavigationMesh=true SupportedEvents.Empty SupportedEvents(0)=class'SeqEvent_CrowdAgentReachedDestination' Begin Object Class=GameDestinationConnRenderingComponent Name=ConnectionRenderer End Object Components.Add(ConnectionRenderer) } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |