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//===================================================================== // AI_CharacterResource // Specialized AI_Resource for characters //===================================================================== class AI_CharacterResource extends AI_Resource; //===================================================================== // Variables var Pawn m_pawn; // reference to the pawn this resource is operating on #if IG_TRIBES3 var AI_CommonSenseSensorAction commonSenseSensorAction; // reference to the common sense sensor action var AI_GoalSpecificSensorAction goalSpecificSensorAction; #endif //===================================================================== // Functions //--------------------------------------------------------------------- // Store a back pointer to the actor (pawn or squad) that this resource is attached to function setResourceOwner( Engine.Actor p ) { m_pawn = Pawn(p); } //--------------------------------------------------------------------- // Called explicitly at start of gameplay event init() { #if IG_TRIBES3 commonSenseSensorAction = AI_CommonSenseSensorAction(addSensorActionClass( class'AI_CommonSenseSensorAction' )); goalSpecificSensorAction = AI_GoalSpecificSensorAction(addSensorActionClass( class'AI_GoalSpecificSensorAction' )); addSensorActionClass( class'AI_PlayerSensorAction' ); #endif addSensorActionClass( class'AI_TestSensorActionA' ); super.init(); } //--------------------------------------------------------------------- // perform resource-specific cleanup before resource is deleted function cleanup() { // Set sensorActions to None #if IG_TRIBES3 commonSenseSensorAction = None; goalSpecificSensorAction = None; #endif super.cleanup(); m_pawn = None; } //--------------------------------------------------------------------- // Should this resource be trying to satisfy goals? event bool isActive() { return class'Pawn'.static.checkAlive( m_pawn ) && #if IG_TRIBES3 m_pawn.Controller != None && #endif m_pawn.AI_LOD_Level >= AILOD_NORMAL; } //--------------------------------------------------------------------- // 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 ) { return m_pawn.movementAI.requiredResourcesAvailable( legsPriority, armsPriority, headPriority ) && m_pawn.weaponAI.requiredResourcesAvailable( legsPriority, armsPriority, headPriority ) && m_pawn.headAI.requiredResourcesAvailable( legsPriority, armsPriority, headPriority ); } //--------------------------------------------------------------------- // Accessor function function Pawn pawn() { return m_pawn; } //---------------------------------------------------------------------- // Return the corresponding action class for this type of resource function class<AI_RunnableAction> getActionClass() { return class'AI_CharacterAction'; } //===================================================================== defaultproperties { } |
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