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Tyrion.AI_CharacterResource


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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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Class file time: ne 5.9.2004 15:54:16.000 - Creation time: st 23.5.2018 00:10:40.979 - Created with UnCodeX