Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 |
//===================================================================== // AI_CivilianReactToFire //===================================================================== class AI_CivilianReactToFire extends AI_CharacterAction editinlinenew dependsOn(AI_ReactToFireSensor); import enum TriggerCategories from AI_ReactToFireSensor; //===================================================================== // Variables var(Parameters) float panicChance "chance of panicking when being shot at"; var(Parameters) float nearHitDistance "Max distance to react to near hit"; var(Parameters) float allyShotDistance "Max distance to react to an ally getting shot"; var Pawn enemy; var TriggerCategories trigger; // what triggered ReactToFire? //===================================================================== // Functions //--------------------------------------------------------------------- // Selection Heuristic // Returns a value in the range [0, 1], indicating how suitable this action is for achieving this goal static function float selectionHeuristic( AI_Goal goal ) { return 1.0; } //===================================================================== // State code state Running { Begin: // This bit of code assumes that the reactToFire action is started by the reactToFire sensor // (and consequently, that the sensor has meaningful values when this action runs). // todo: Think of a way to formalize this dependency? The action could declare its interest in a value even though it doesn't require callbacks?) enemy = characterResource().commonSenseSensorAction.reactToFireSensor.attacker; // knowing who fired the shot is a bit a cheat, but the AI does have to spot the enemy before reacting trigger = characterResource().commonSenseSensorAction.reactToFireSensor.triggerCategory; if ( pawn.logTyrion ) log( name @ "(" @ pawn.name @ ") started." @ enemy @ trigger ); if ( trigger != RTF_MOVEMENT_SOUND && class'Pawn'.static.checkAlive( enemy ) ) { waitForGoal( (new class'AI_TurnGoal'( movementResource(), 99, Rotator(enemy.Location - pawn.Location) )).postGoal( self ), true ); } if ( pawn.logTyrion ) log( name @ "(" @ pawn.name @ ") stopped." ); succeed(); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_ReactToFireGoal' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |