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//===================================================================== // Tyrion_ResourceBase // The Tyrion Resource class: Resources are the entities that can // perform actions. // This class should be embedded in every data structure that // functions as a resource (such as Rook) //===================================================================== class Tyrion_ResourceBase extends Core.RefCount abstract threaded native; //===================================================================== // Constants enum ResourceTypes { RT_DEFAULT, RT_VEHICLE, RT_GUNNER, RT_DRIVER, RT_TURRET, RT_CHARACTER, RT_SQUAD, RT_ARMS, RT_LEGS, RT_HEAD }; enum AI_LOD_Levels { AILOD_NONE, // AI doesn't know this rook exists; AI control must be activated in script AILOD_MINIMAL, // AI does minimal processing on this rook to determine when it needs to activate full AI AILOD_IDLE, // AI has rook perform idle animations, but no complex behavior; monitors whether to activate full AI AILOD_NORMAL, // Normal AI control, can drop back to AILOD_Minimal AILOD_ALWAYS_ON // Normal AI control, never changes LOD state }; //===================================================================== // Variables var(AI) editinline DeepCopy array<Tyrion_GoalBase> goals; // goals the resource is trying to achieve var(AI) editinline array<Tyrion_ActionBase> abilities; // the actions this resource is capable of performing /* var(AI) editinline array< class<Tyrion_GoalBase> > goals; // goals the resource is trying to achieve var(AI) editinline array< class<Tyrion_ActionBase> > abilities; // the actions this resource is capable of performing */ var bool bMatchGoals; // is action-to-goal matching necessary? var bool bUnInitialized; // resource still needs to be initialized? var bool bGoalsReset; // is goal list in its initial state? //===================================================================== // Functions //--------------------------------------------------------------------- // Called before the resource is first ticked event init(); //--------------------------------------------------------------------- // Store a back pointer to the actor (pawn or squad) that this resource is attached to function setResourceOwner( Actor p ); //--------------------------------------------------------------------- // Stores index of this resource in "positions" array // (only used in vehicles) function setIndex( int index ); //--------------------------------------------------------------------- // Clean up resource-related stuff when pawn dies function cleanup(); //--------------------------------------------------------------------- // Delete all the sensors attached to this resource function deleteSensors(); //--------------------------------------------------------------------- // Delete actions that have been removed from idle and running lists event deleteRemovedActions(); //--------------------------------------------------------------------- // Mark all goals as achieved: this will reset the resource to have // only permanent goals (used when a mount loses its driver) event resetGoals(); //--------------------------------------------------------------------- // Should this resource be trying to satisfy goals? // (A dead resource should not, for example) // The default is true but individual resources can define their own logic event bool isActive() { return true; } //--------------------------------------------------------------------- // Does the resource have the sub-resources available to run an action? // legspriority: priority of the sub-goal that will be posted on the legs (0 if no goal) // armsPriority: priority of the sub-goal that will be posted on the arms (0 if no goal) // headPriority: priority of the sub-goal that will be posted on the arms (0 if no goal) function bool requiredResourcesAvailable( int legsPriority, int armsPriority, optional int headPriority ); //--------------------------------------------------------------------- // Inform a resource that a particular pawn died function pawnDied( Pawn pawn ); //--------------------------------------------------------------------- // Move designer-assigned goals to the resource function assignGoal( class<Tyrion_GoalBase> goalClass ) { if ( goalClass != None ) { if ( ClassIsChildOf( class, goalClass.static.getResourceClass() ) ) { goals[goals.length] = new goalClass; // goals.push( goalClass ) goals[goals.length-1].addRef(); // corresponds to the one given by "addGoal()" for non-designer goals goals[goals.length-1].addRef(); // guarantees that designer-created goals never get deleted //log( name @ "added" @ goals[goals.length-1] @ "Outer:" @ goals[goals.length-1].Outer ); } } } //--------------------------------------------------------------------- // Move designer-assigned abilities (actions) of type "resourceType" to the resource function assignAbility( class<Tyrion_ActionBase> abilityClass ) { if ( abilityClass != None ) { if ( ClassIsChildOf( class, abilityClass.static.getResourceClass() ) ) { abilities[abilities.length] = new abilityClass; // abilities.push( abilityClass ) //log( name @ "added" @ abilities[abilities.length-1]); } } } //--------------------------------------------------------------------- // Called whenever time passes native function Tick( float deltaTime ); //--------------------------------------------------------------------- // adds an ability to a resource function addAbility(Tyrion_ActionBase newAbility) { assert(NewAbility != None); abilities[abilities.Length] = newAbility; } //--------------------------------------------------------------------- // action/goal debug display function function displayTyrionDebug(); //===================================================================== defaultproperties { bUnInitialized = true bGoalsReset = true } |
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