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@@ -147,6 +147,7 @@ VehicleData::VehicleData()
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collDamageThresholdVel = 20;
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collDamageThresholdVel = 20;
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collDamageMultiplier = 0.05f;
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collDamageMultiplier = 0.05f;
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enablePhysicsRep = true;
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enablePhysicsRep = true;
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+ mAIControllData = NULL;
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}
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}
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@@ -320,6 +321,13 @@ void VehicleData::initPersistFields()
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"velocity).\n\nCurrently unused." );
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"velocity).\n\nCurrently unused." );
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endGroup("Collision");
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endGroup("Collision");
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+ addGroup("Movement");
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+ addField("controlMap", TypeString, Offset(mControlMap, VehicleData),
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+ "@brief movemap used by these types of objects.\n\n");
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+ addField("aiControllerData", TYPEID< AIControllerData >(), Offset(mAIControllData, VehicleData),
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+ "@brief ai controller used by these types of objects.\n\n");
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+ endGroup("Collision");
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+
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addGroup("Steering");
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addGroup("Steering");
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addFieldV( "jetForce", TypeRangedF32, Offset(jetForce, VehicleData), &CommonValidators::PositiveFloat,
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addFieldV( "jetForce", TypeRangedF32, Offset(jetForce, VehicleData), &CommonValidators::PositiveFloat,
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"@brief Additional force applied to the vehicle when it is jetting.\n\n"
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"@brief Additional force applied to the vehicle when it is jetting.\n\n"
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@@ -501,6 +509,12 @@ void Vehicle::processTick(const Move* move)
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if ( isMounted() )
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if ( isMounted() )
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return;
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return;
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+ // If we're not being controlled by a client, let the
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+ // AI sub-module get a chance at producing a move.
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+ Move aiMove;
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+ if (!move && isServerObject() && getAIMove(&aiMove))
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+ move = &aiMove;
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+
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// Warp to catch up to server
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// Warp to catch up to server
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if (mDelta.warpCount < mDelta.warpTicks)
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if (mDelta.warpCount < mDelta.warpTicks)
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{
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{
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@@ -1233,6 +1247,17 @@ bool Vehicle::setAIController(SimObjectId controller)
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return false;
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return false;
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}
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}
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+bool Vehicle::getAIMove(Move* move)
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+{
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+ if (mAIController)
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+ {
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+ mAIController->getAIMove(move); //actual result
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+ return true;
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+ }
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+
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+ return false;
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+}
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+
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DefineEngineMethod(Vehicle, setAIController, bool, (S32 controller), , "")
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DefineEngineMethod(Vehicle, setAIController, bool, (S32 controller), , "")
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{
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{
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return object->setAIController(controller);
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return object->setAIController(controller);
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