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//===================================================================== // AI_Action // The Tyrion Action class: *How* an AI does something // // Extends AI_RunnableAction with the ability to post and manage goals //===================================================================== class AI_Action extends AI_RunnableAction implements ISensorNotification abstract native; //===================================================================== // Constants //===================================================================== // Variables var() const editconst class<AI_Goal> satisfiesGoal; // class that this action satisfies var AI_Goal achievingGoal; // goal being achieved by this action var array<AI_Goal> childGoals; // child actions that are running var NS_Action nsChild; // a Tyrion action can start a Cersei child (just one for now) var float heuristicValue; // storage for selectionHeuristic() var int resourceUsage; // bits indicate what leaf resources this action requires var int waitingForGoalsN; // number of goal completions this action is waiting for //===================================================================== // Action Idioms //--------------------------------------------------------------------- // Called by an action when it has successfully accomplished its goal // (No state code following this function is executed) latent function succeed() { achievingGoal.markGoalAsAchieved(); // may release the goal achievingGoal.notifyCompletion(true); if (achievingGoal.parentAction != None ) achievingGoal.parentAction.goalAchievedCB( achievingGoal, self ); achievingGoal.handleGoalSuccess(); if ( achievingGoal.achievingAction != None ) // optimization: check if markGoalAsAchieved already called removeAction... removeAction(); achievingGoal.Release(); // balances AddRef done in initAction achievingGoal = None; yield(); } event instantSucceed() { achievingGoal.markGoalAsAchieved(); if (achievingGoal.parentAction != None ) achievingGoal.parentAction.goalAchievedCB( achievingGoal, self ); achievingGoal.handleGoalSuccess(); if ( achievingGoal.achievingAction != None ) // optimization: check if markGoalAsAchieved already called removeAction... removeAction(); achievingGoal.Release(); // balances AddRef done in initAction achievingGoal = None; // we need a goto state if the instantSucceed is called from state code // (rather than the normal latent succeed function) gotostate(''); } //--------------------------------------------------------------------- // Called by an action when it has failed at accomplishing its goal // bRemoveGoal: when true, goal is definitely removed (even if normally wouldn't be) // (called from callbacks) event instantFail( ACT_ErrorCodes errorCode, optional bool bRemoveGoal ) { if ( achievingGoal == None ) return; // goal had instantFail called on it already if ( bRemoveGoal ) achievingGoal.bTryOnlyOnce = true; //log( "1." @ name @ "instantFail called with code" @ errorcode ); achievingGoal.markGoalAsFailed(); achievingGoal.notifyCompletion(false); if (achievingGoal.parentAction != None ) achievingGoal.parentAction.goalNotAchievedCB( achievingGoal, self, errorCode ); achievingGoal.handleGoalFailure(); //log( "2." @ name @ "being removed by instantFail" ); removeAction(); // references achievingGoal achievingGoal.Release(); // balances AddRef done in initAction achievingGoal = None; // we need a goto state if the instantSucceed is called from state code // (rather than the normal latent succeed function) gotostate(''); } //--------------------------------------------------------------------- // Called by an action when it has failed at accomplishing its goal // bRemoveGoal: when true, goal is definitely removed (even if normally wouldn't be) // (called from state code; no state code following this function is executed) latent function fail( ACT_ErrorCodes errorCode, optional bool bRemoveGoal ) { instantFail( errorCode, bRemoveGoal ); yield(); } //--------------------------------------------------------------------- // Action idiom: waitForGoal // Pauses goal poster until sub-goal 'goal' matches some action and // this matching action completes (fails or succeeds). // If "bTryOnlyOnce" is set, only tries to achieve the goal once latent function waitForGoal( AI_Goal goal, optional bool bTryOnlyOnce ) { waitingForGoalsN = 1; goal.bWakeUpPoster = true; goal.bTryOnlyOnce = bTryOnlyOnce; pause(); } //--------------------------------------------------------------------- // Action idiom: interruptGoalIf // Keeps goal poster running in parallel, and should the function // 'goalTest' in the class 'condition' ever evaluate to true, // unposts 'goal' latent function interruptGoalIf( AI_Goal goal, class<IBooleanGoalCondition> condition ) { while ( !goal.hasCompleted() ) if ( condition.static.goalTest( goal )) { goal.unPostGoal( self ); break; } else { yield(); } } //--------------------------------------------------------------------- // Action idiom: waitForAllGoals // continues execution when all goals have matched and succeeded or when // any goal has matched and failed latent function waitForAllGoals( optional AI_Goal goal1, optional AI_Goal goal2, optional AI_Goal goal3, optional AI_Goal goal4, optional AI_Goal goal5, optional AI_Goal goal6, optional AI_Goal goal7, optional AI_Goal goal8, optional AI_Goal goal9) { waitingForGoalsN = 0; if ( goal1 != None ) { waitingForGoalsN++; goal1.bWakeUpPoster = true; } if ( goal2 != None ) { waitingForGoalsN++; goal2.bWakeUpPoster = true; } if ( goal3 != None ) { waitingForGoalsN++; goal3.bWakeUpPoster = true; } if ( goal4 != None ) { waitingForGoalsN++; goal4.bWakeUpPoster = true; } if ( goal5 != None ) { waitingForGoalsN++; goal5.bWakeUpPoster = true; } if ( goal6 != None ) { waitingForGoalsN++; goal6.bWakeUpPoster = true; } if ( goal7 != None ) { waitingForGoalsN++; goal7.bWakeUpPoster = true; } if ( goal8 != None ) { waitingForGoalsN++; goal8.bWakeUpPoster = true; } if ( goal9 != None ) { waitingForGoalsN++; goal9.bWakeUpPoster = true; } pause(); } // The goals list will not be cleaned up by the stack cleanup function // because is currently doesn't handle array parameters so the function // could cause crashes when saving the game. latent function waitForAllGoalsInList(array<AI_Goal> goals) { local int i; waitingForGoalsN = 0; for( i = 0; i < goals.Length; ++i ) { if (goals[i] != None) { waitingForGoalsN++; goals[i].bWakeUpPoster = true; } } pause(); } //--------------------------------------------------------------------- // Action idiom: waitForAnyGoals // continues execution when any one of the specified goals has matched and completed latent function waitForAnyGoal(AI_Goal goal1, optional AI_Goal goal2, optional AI_Goal goal3, optional AI_Goal goal4, optional AI_Goal goal5, optional AI_Goal goal6, optional AI_Goal goal7 ) { waitingForGoalsN = 1; goal1.bWakeUpPoster = true; if ( goal2 != None ) goal2.bWakeUpPoster = true; if ( goal3 != None ) goal3.bWakeUpPoster = true; if ( goal4 != None ) goal4.bWakeUpPoster = true; if ( goal5 != None ) goal5.bWakeUpPoster = true; if ( goal6 != None ) goal6.bWakeUpPoster = true; if ( goal7 != None ) goal7.bWakeUpPoster = true; pause(); } //--------------------------------------------------------------------- // Action idiom: waitForAllGoalsConsidered // continues execution when all one of the specified goals have been considered // by the goal matching process (whether an actionw as actually started to // achieve them or not) latent function waitForAllGoalsConsidered(AI_Goal goal1, optional AI_Goal goal2, optional AI_Goal goal3, optional AI_Goal goal4, optional AI_Goal goal5, optional AI_Goal goal6, optional AI_Goal goal7 ) { while ( !(( goal1 == None || goal1.wasConsidered() ) && ( goal2 == None || goal2.wasConsidered() ) && ( goal3 == None || goal3.wasConsidered() ) && ( goal4 == None || goal4.wasConsidered() ) && ( goal5 == None || goal5.wasConsidered() ) && ( goal6 == None || goal6.wasConsidered() ) && ( goal7 == None || goal7.wasConsidered() )) ) yield(); } //--------------------------------------------------------------------- // Action idiom: waitForResourcesAvailable // 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) // // todo: make event-based latent function waitForResourcesAvailable( int legsPriority, int armsPriority, optional int headPriority ) { while ( !resource.requiredResourcesAvailable( legsPriority, armsPriority, headPriority ) ) yield(); } //===================================================================== // Functions //--------------------------------------------------------------------- // ISensorNotification implementation function OnSensorMessage( AI_Sensor sensor, AI_SensorData value, Object userData ); function AI_Resource getResource() { return resource; } //--------------------------------------------------------------------- // Initialize a new action // 'goal' is the AI_Goal the action is achieving // 'r' is the resource the action is running on // Typically called by the resource - sets achievingAction event initAction(AI_Resource r, AI_Goal goal) { resource = r; achievingGoal = goal; goal.achievingAction = self; achievingGoal.AddRef(); // Released when action succeeds or fails GotoState( 'Running' ); } //--------------------------------------------------------------------- // increments refCount and returns object function AI_Action myAddRef() { AddRef(); return self; } //--------------------------------------------------------------------- // Interrupt an action // Stop a running (or idle) action; reclaim its resources // Typically called by the resource - clears achievingAction function interruptAction() { // Remove this if "interruption callback" never gets used if (achievingGoal.parentAction != None ) achievingGoal.parentAction.goalNotAchievedCB( achievingGoal, self, ACT_ErrorCodes.ACT_INTERRUPTED ); achievingGoal.markGoalAsFailed(); super.interruptAction(); } //--------------------------------------------------------------------- // Terminate an action // Typically called by the resource - clears achievingAction and usedByAction function removeAction() { //@@@ log( "## Removing" @ name @ resource.pawn().name ); // Recursively remove all the child goals (and their actions) while ( childGoals.length > 0 ) { //log( name $ ". RemoveAction:" @ childGoals[0].name @ "removed from" @ childGoals[0].resource.name ); childGoals[0].resource.removeGoal( childGoals[0] ); // changes childGoals.length... } // remove any Cersei children if ( nsChild != None ) { nsChild.removeAction(); nsChild = None; } // fiddle with goals achievingGoal.achievingAction = None; if ( self == resource.usedByAction ) resource.usedByAction = None; Super.removeAction(); } //--------------------------------------------------------------------- // Run an action // Typically called by the resource function runAction() { if ( !resource.isActive() ) { if ( (resource.pawn() != None) && resource.pawn().logTyrion ) log( name @ "stopped. Resource is dead" ); instantFail( ACT_RESOURCE_INACTIVE ); return; } Super.runAction(); } //--------------------------------------------------------------------- // Selection Heuristic // Returns a value in the range [0, 1], indicating how suitable this action is for achieving this goal #if IG_TRIBES3 static #endif function float selectionHeuristic( AI_Goal goal ) { return 1.0; } #if IG_TRIBES3 //--------------------------------------------------------------------- // Add action to childAction list function setChildReference( NS_Action child ) { nsChild = child; } //--------------------------------------------------------------------- // Remove action from childAction list function removeChildReference( NS_Action child ) { if ( nsChild == child ) nsChild = None; } //--------------------------------------------------------------------- // Return the Cersei child? function NS_Action getChildReference() { return nsChild; } #endif //--------------------------------------------------------------------- // Callback: action 'child' achieved 'goal' // Note: When writing action-specific callbacks, call super.<callback> first function goalAchievedCB( AI_Goal goal, AI_Action child ) { if ( goal.bWakeUpPoster && ( --waitingForGoalsN == 0 ) && bIdle ) { runAction(); } } //--------------------------------------------------------------------- // Callback: action 'child' did not succeed in achieving 'goal' // ('errorCode' gives the reason) // Note: When writing action-specific callbacks, call super.<callback> first function goalNotAchievedCB( AI_Goal goal, AI_Action child, ACT_ErrorCodes errorCode ) { //log( name $ ".goalNotAchievedCB called with" @ goal.name ); if ( goal.bWakeUpPoster && bIdle ) { runAction(); } } //--------------------------------------------------------------------- // Callback: resource 'stolenResource' stolen from 'goal' // Note: When writing action-specific callbacks, call super.<callback> first function resourceStolenCB( AI_goal goal, AI_Resource stolenResource ) { if ( resource.pawn().logTyrion ) log( "---> resource" @ stolenResource.name @ "stolen from" @ goal.name ); if ( goal.bTerminateIfStolen ) { if ( resource.pawn().logTyrion ) log( "--->" @ name @ "terminating" ); instantFail( ACT_REQUIRED_RESOURCE_STOLEN ); } } //===================================================================== defaultproperties { } |
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