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//===================================================================== // AI_DirectAttackGoal // The DirectAttackGoal is only matched by DirectAttack, whereas the // AttackGoal is matched by any character-specific attack behavior //===================================================================== class AI_DirectAttackGoal extends AI_CharacterGoal editinlinenew; //===================================================================== // Variables var(Parameters) editconst int rank "Rank of the AI; set by the ability in the class DB"; var(Parameters) editinline Name targetName "Label of target (any Pawn)"; var(Parameters) class<Weapon> preferredWeaponClass "AI will use this weapon if at all possible"; var(InternalParameters) editconst Pawn target; var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection; var(InternalParameters) editconst IFollowFunction followFunction; //===================================================================== // Functions overloaded function construct( AI_Resource r, int pri, Pawn _target, optional IWeaponSelectionFunction _weaponSelection, optional class<Weapon> _preferredWeaponClass, optional IFollowFunction _followFunction ) { priority = pri; target = _target; weaponSelection = _weaponSelection; preferredWeaponClass = _preferredWeaponClass; followFunction = _followFunction; super.construct( r ); } //--------------------------------------------------------------------- // Called when a goal is removed function cleanup() { super.cleanup(); followFunction = None; weaponSelection = None; } //--------------------------------------------------------------------- // Called explicitly at start of gameplay function init( AI_Resource r ) { super.init( r ); if ( target == None && targetName != '' ) target = Pawn(resource.pawn().findByLabel( class'Pawn', targetName, true )); if ( target == None ) { log( "AI WARNING:" @ name @ "can't find specified rook" @ targetName ); // goal needs to be matched so it can be cleaned up by the action: bInActive = false; } else { // userData is always 'None' for deactivation sensors, and != None for activation sensors activationSentinel.activateSentinel( self, class'AI_TargetMemorySensor', r,, class'AI_Sensor'.const.ONLY_NON_NONE_VALUE, self ); AI_TargetMemorySensor(activationSentinel.sensor).setParameters( target, Rook(resource.pawn()).visionMemory ); } } //===================================================================== defaultproperties { bInactive = true bPermanent = false } |
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