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UnrealShare.NaliRabbit


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//=============================================================================
// NaliRabbit.
//=============================================================================
class NaliRabbit extends FlockPawn;

#exec MESH IMPORT MESH=Rabbit ANIVFILE=MODELS\NRoo_a.3D DATAFILE=MODELS\NRoo_d.3D X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=Rabbit STRENGTH=0.2 
#exec MESH ORIGIN MESH=Rabbit X=0 Y=160 Z=00 YAW=128 ROLL=-64

#exec MESH SEQUENCE MESH=Rabbit SEQ=All     STARTFRAME=0  NUMFRAMES=98
#exec MESH SEQUENCE MESH=Rabbit SEQ=Call	STARTFRAME=0   NUMFRAMES=16
#exec MESH SEQUENCE MESH=Rabbit SEQ=Eat 	STARTFRAME=16  NUMFRAMES=40
#exec MESH SEQUENCE MESH=Rabbit SEQ=Jump    STARTFRAME=56  NUMFRAMES=14
#exec MESH SEQUENCE MESH=Rabbit SEQ=JumpUp  STARTFRAME=56  NUMFRAMES=9
#exec MESH SEQUENCE MESH=Rabbit SEQ=Land    STARTFRAME=65  NUMFRAMES=5
#exec MESH SEQUENCE MESH=Rabbit SEQ=Looking	STARTFRAME=70  NUMFRAMES=28

#exec TEXTURE IMPORT NAME=JRabbit1 FILE=MODELS\Nroo.PCX GROUP=Skins
#exec MESHMAP SCALE MESHMAP=Rabbit X=0.1 Y=0.1 Z=0.2
#exec MESHMAP SETTEXTURE MESHMAP=Rabbit NUM=1 TEXTURE=JRabbit1

#exec AUDIO IMPORT FILE="Sounds\bunny\call1bn.WAV" NAME="CallBn" GROUP="Rabbit"

var() bool bStayClose;
var() float WanderRadius;
var vector StartLocation;

function Falling()
{
    PlayAnim('JumpUp', 1.0, 0.1);
}

function Landed(vector HitNormal)
{
    PlayAnim('Land', 1.0, 0.05);
}

function Attach( actor Other )
{
    if ( Other.Mass > 39 )
        TakeDamage( 10, Pawn(Other), Location, vect(0,0,0), 'Squashed');
}

function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, 
                    Vector momentum, name damageType)
{
    local CreatureChunks carc;
    local Pawn aPawn;
    
    if ( Damage > 4 )
    {
        Velocity += momentum/mass;
        if ( instigator != None )
        {
            aPawn = Level.PawnList;
            While ( aPawn != None )
            {
                if ( aPawn.IsA('NaliRabbit') && (Location.Z - aPawn.Location.Z < 120) 
                    && (VSize(Location - aPawn.Location) < 500) )
                {
                    aPawn.Enemy = instigator;
                    aPawn.GotoState('Evade');
                }   
                aPawn = aPawn.NextPawn;
            }
        }
        Spawn(class'BloodBurst');
        carc = Spawn(class 'CreatureChunks',,, Location);
        if (carc != None)
        {
            carc.TrailSize = 3;
            carc.Mesh = mesh'CowBody1';
            carc.DrawScale = 0.65;
            carc.Initfor(self);
        }
        PlaySound(sound'gibP6',, 3.0);
        Destroy();
    }
    else
        PlaySound(sound'CallBn');
}

auto state Grazing
{
    ignores EnemyNotVisible;
    
    function SeePlayer(actor Seen)
    {
        Enemy = Pawn(Seen);
        Disable('SeePlayer');
        SetPhysics(PHYS_Walking);
        GotoState('Grazing', 'Wander');
    }
    
    function Bump(actor Other)
    {
        if ( (Normal(Destination - Location) Dot Normal(Other.Location - Location)) > 0.7 )
            MoveTimer = -1.0;
        if ( (Pawn(Other) != None) && (Pawn(Other).bIsPlayer || Other.IsA('ScriptedPawn')) )
        {
            Enemy = Pawn(Other);
            GotoState('Evade');
        }
        Disable('Bump');
    }

    function bool TestDirection(vector dir, out vector pick, bool bAlongWall)
    {   
        local vector HitLocation, HitNormal;
        local float minDist, Dist;
        local actor HitActor;

        dir.Z = 0;
        dir = Normal(dir);
        minDist = FMin(180.0, 6*CollisionRadius); 
        pick = Location + dir * (minDist + FRand() * 900);

        HitActor = Trace(HitLocation, HitNormal, pick, Location, false);
        Dist = VSize(HitLocation - Location);
        if ( (Dist < minDist) && (HitNormal.Z < 0.7) )
        {
            if ( !bAlongWall )
                return false;
            pick = HitLocation - dir + (HitNormal Cross vect(0,0,1)) * 5 * CollisionRadius;
            HitActor = Trace(HitLocation, HitNormal, pick , Location, false);
            if (HitActor != None)
                return false;
        }
        else 
            pick = HitLocation - 4 * CollisionRadius * dir;

        return true; 
    }
            
    function PickDestination()
    {
        local vector pickdir;
        local bool success;
        local float XY, dist;

        // don't wander too far
        if ( bStayClose )
        {
            pickDir = StartLocation - Location;
            dist = VSize(pickDir);
            if ( dist > WanderRadius )
            {
                pickdir = pickDir/dist;
                if ( TestDirection(pickdir, Destination, true) )
                    return;
            }
        }
                
        //Favor XY alignment
        pickdir.Z = 0;
        XY = FRand();
        if (XY < 0.3)
        {
            pickdir.X = 1;
            pickdir.Y = 0;
        }
        else if (XY < 0.6)
        {
            pickdir.X = 0;
            pickdir.Y = 1;
        }
        else
        {
            pickdir.X = 2 * FRand() - 1;
            pickdir.Y = 2 * FRand() - 1;
            pickdir = Normal(pickdir);
        }
        
        success = TestDirection(pickdir, Destination, false);
        if (!success)
            success = TestDirection(-1 * pickdir, Destination, true);
        
        if ( !success )
        {
            Destination = Location;
            GotoState('Grazing', 'Turn');
        }
    }
    
    function AnimEnd()
    {
        local float decision;
        decision = FRand();
        if  ( decision < 0.6 )
            PlayAnim('Eat', 0.2 + 0.2 * FRand());
        else if ( decision < 0.8 )
        {
            PlaySound(sound'CallBn');
            PlayAnim('Call', 0.4 + 0.2 * FRand());
        }
        else
            PlayAnim('Looking', 0.2 + 0.3 * FRand());
    }

    function BeginState()
    {
        StartLocation = Location;
        bCanJump = false;
    }   
    function EndState()
    {
        bCanJump = true;
    }

Wander: 
    Disable('AnimEnd');
    WaitForLanding();
    PickDestination();
    TweenAnim('Jump', 0.2);
    FinishAnim();
    LoopAnim('Jump');
    
Moving:
    Enable('Bump');
    MoveTo(Destination, 0.4);
    Acceleration = vect(0,0,0);
Graze:
    TweenAnim('Eat', 0.2);
    Enable('AnimEnd');
    Sleep(6 + 6 * FRand());
    Disable('AnimEnd');
    FinishAnim();
    if ( !LineOfSightTo(Enemy) )
    {
        Enemy = None;
        Enable('SeePlayer');
        Goto('Begin');
    }
    Goto('Wander');

Turn:
    PlayTurning();
    TurnTo(Location + 20 * VRand());
    Goto('Graze');

Begin:
    WaitForLanding();
    SetPhysics(PHYS_None);
    TweenAnim('Eat', 0.2);
}

State Evade
{
    ignores SeePlayer;
    
    function EnemyNotVisible()
    {
        GotoState('Grazing');
    }
    
    function Bump(actor Other)
    {
        if ( (Normal(Destination - Location) Dot Normal(Other.Location - Location)) > 0.75 )
            MoveTimer = -1.0;
        if ( (Pawn(Other) != None) && (Pawn(Other).bIsPlayer || Other.IsA('ScriptedPawn')) )
            Enemy = Pawn(Other);

        Disable('Bump');
    }
    
    function bool TestDirection(vector dir, out vector pick)
    {   
        local vector HitLocation, HitNormal;
        local actor HitActor;

        HitActor = Trace(HitLocation, HitNormal, Location + dir * 150, Location, false);
        if ( (HitActor != None) && (HitNormal.Z < 0.7) )
        {
            pick = HitLocation - dir + (HitNormal Cross vect(0,0,1)) * 5 * CollisionRadius;
            HitActor = Trace(HitLocation, HitNormal, pick , Location, false);
            if (HitActor != None)
                return false;
        }
        else
            pick = Location + dir * (150 + FRand() * 450);

        return true; 
    }
    
    function PickDestination()
    {
        local vector pick, pickdir, enemyDir;
        local bool success;
        local float XY;
                
        enemyDir = Enemy.Location - Location;
        pickDir = VRand();
        pickDir.Z = 0;
        if ( (pickDir Dot enemyDir) > 0 )
            pickDir *= -1;  
        success = TestDirection(pickdir, pick);
        if (!success)
        {
            pickDir = VRand();
            pickDir.Z = 0;
            if ( (pickDir Dot enemyDir) > 0 )
                pickDir *= -1;  
            success = TestDirection( pickDir, pick);
        }       
        if (success)
            Destination = pick;
        else
        {
            Destination = Location;
            GotoState('Evade', 'Turn');
        }
    }

Begin:
    //log(class$" Evading");

Wander: 
    WaitForLanding();
    PickDestination();
    TurnTo(Destination);
    Falling();
    SetPhysics(PHYS_Falling);
    Velocity = GroundSpeed * Normal(Destination - Location);
    Velocity.Z = 360;
    WaitForLanding();
    FinishAnim();
    LoopAnim('Jump', 1.5);
    
Moving:
    Enable('Bump');
    MoveTo(Destination);
    Acceleration = vect(0,0,0);
Graze:
    if ( FRand() < 0.3 )
    {
        PlaySound(sound'CallBN');
        PlayAnim('Call', 0.4 + 0.2 * FRand(), 0.2);
    }
    else
        PlayAnim('Looking', 0.2 + 0.3 * FRand(), 0.2);
    FinishAnim();
    Goto('Wander');

Turn:
    PlayTurning();
    TurnTo(Location + 20 * VRand());
    Goto('Graze');
}

defaultproperties
{
     bStayClose=True
     WanderRadius=350.000000
     GroundSpeed=400.000000
     AccelRate=1500.000000
     JumpZ=190.000000
     MinHitWall=-0.100000
     SightRadius=1000.000000
     PeripheralVision=-10.000000
     UnderWaterTime=3.000000
     DrawType=DT_Mesh
     Mesh=LodMesh'UnrealShare.Rabbit'
     CollisionRadius=18.299999
     CollisionHeight=13.300000
     Mass=20.000000
     Buoyancy=21.000000
}

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Class file time: za 22-4-2006 13:27:48.000 - Creation time: za 22-4-2006 13:29:29.250 - Created with UnCodeX