Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Tyrion.AI_Goal


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
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
//=====================================================================
// AI_Goal
// The Tyrion Goal class: *What* an AI wants to do
//
// To create and post a new goal:
// 1. call newgoal = new class'goal-you-want-to-create'( resource, priority, constraint1, constraint2, ...)
// 2. call newgoal.postGoal( parentAction )
//
//=====================================================================

class AI_Goal extends Engine.Tyrion_GoalBase implements ISensorNotification
	native
	abstract
	dependsOn(AI_Resource);

//=====================================================================
// Variables

var() bool bRemoveGoalOfSameType "remove an existing goal of the same type before adding this one";
var() bool bTryOnlyOnce "when true, don't try to achieve goal more than once (i.e. remove if it fails)";
var() int Priority "in the range [0, 100]; higher number means higher priority";
var() String goalName "reference to this goal for script actions";

var AI_SensorWithBounds activationSentinel;		// when triggered, switches goal to 'active'
var AI_SensorWithBounds deactivationSentinel;	// when triggered, switches goal to 'inactive'
var AI_Action achievingAction;			// the action achieving this goal
var AI_Action parentAction;				// the action that posted this goal
var bool bInactive;						// active / inactive (requires sensors for activation)
var bool bPermanent;					// achievable / permanent (goal remains after being achieved)
var bool bDeleted;						// set when this goal has been removed from "goals" list
var bool bGoalConsidered;				// was this goal considered by the matching process?
var bool bWakeUpPoster;					// when true, goal poster gets moved to 'Running' state upon goal's removal
var bool bTerminateIfStolen;			// when true, terminate goal poster if goal's resource gets stolen
var bool bGoalFailed;					// did the last action that ran on this goal fail to achieve it?
var bool bGoalAchieved;					// did the last action that ran on this goal achieve it?
var int ignoreCounter;					// ignore this goal for the specified number of ticks
var int matchedN;						// the number of times an action was matched to this goal

var AI_Resource resource;				// the resource this goal is attached to

var Array<IGoalNotification> notificationRecipients;	// the list of objects interested in goal events

//=====================================================================
// Functions

//---------------------------------------------------------------------
// ISensorNotification implementation

// Message notification function (callback) for activating/deactivating goals
function onSensorMessage( AI_Sensor sensor, AI_SensorData value, Object userData )
{
	if ( userData == None )
	{
		deactivate();
	}
	else
	{
		activate();
	}
}

function AI_Resource getResource()
{
	return resource;
}

//---------------------------------------------------------------------
// Constructors

#if IG_SWAT
overloaded function construct()
{
    // not allowed, do not use this constructor!
    assert(false);
}
#endif

overloaded function construct( AI_Resource r )
{
	// log( "GOAL CONSTRUCTOR called on" @ name @ "(in" @ r.pawn().name $ ")" );
	init( r );
}

//---------------------------------------------------------------------
// Called when a goal is removed

function cleanup() {}

//---------------------------------------------------------------------
// Called explicitly at start of gameplay
// (equivalent to postBeginPlay for objects, used to initialize designer-placed goals)
// (called from goal constructor or in AI_Resource.init())

function init( AI_Resource r )
{
	if ( r == None )
		log( "AI WARNING:" @ name @ "(in" @ r.pawn().name $ ") given 'None' resource!" );
	if ( r != None && resource == r )
		log( "AI WARNING:" @ name @ "(in" @ r.pawn().name $ ") already initialized!" );

	resource = r;

	if ( activationSentinel == None )
		activationSentinel = new(r) class'AI_SensorWithBounds';
	if ( deactivationSentinel == None )
		deactivationSentinel = new(r) class'AI_SensorWithBounds';
}

//---------------------------------------------------------------------
// increments refCount and returns object

function AI_Goal myAddRef()
{
	AddRef();
	return self;
}

//----------------------------------------------------------------------
// returns the priority of this goal

event int priorityFn()
{
	return priority;
}

//----------------------------------------------------------------------
// Adds a goal to the AI_Resource
// Typically called by actions
// 'parent' can be None for top-level goals

function AI_Goal postGoal( AI_Action parent )
{
	local int i;
	local AI_Goal goal;

	if ( bRemoveGoalOfSameType )
	{
		for ( i = 0; i < resource.goals.length; ++i )
		{
			if ( resource.goals[i].class.name == class.name )
			{
				goal = AI_Goal(resource.goals[i]);

				if ( goal.priority > 0 ) // (it's possible that the goal's resource pointer hasn't been initialized yet, in which case its priority should be -1)
				{
					if ( resource.pawn().logTyrion )
						log( resource.pawn().name $ ": bRemoveGoalOfSameType = true; Replacing" @ goal.name @ "with" @ name );

					goal.unPostGoal( parentAction );
				}
				break;
			}
		}
	}

	resource.addGoal( parent, self );
	//resource.resourceCheck( self );
	return self;
}

//----------------------------------------------------------------------
// Unpost a goal
// Typically called by actions
// You can only remove goals you yourself posted to your children
// 'parent' can be None for top-level goals
// It's ok to call unpostGoal on a goal that's already been unposted

function unPostGoal( AI_Action parent )
{
	if ( bDeleted )
		return;

	if ( parent == parentAction )
	{
		// remove the goal
		resource.removeGoal( self );
	}
	else
		log( "AI WARNING: invalid unPostGoal call." @ parent.name @ "does not own" @ name );
}

//---------------------------------------------------------------------
// Change the priority of a goal

function changePriority( int newPriority )
{
	if ( resource.pawn().logTyrion )
		log( name @ "priority changed from" @ priority @ "to" @ newPriority );

	priority = newPriority;
	if ( newpriority <= 0 )
		unPostGoal( parentAction );
	resource.bMatchGoals = true;	// re-evaluate goals
}

//---------------------------------------------------------------------
// Returns true if the goal has matched an action and that action has
// completed (failed or succeeded)
// Note: If by the time this function is called, a second action is
//       matched, the function still returns true

function bool hasCompleted()
{
	return ( bGoalFailed || bGoalAchieved );
}

//---------------------------------------------------------------------
// Returns true if the goal has matched an action and that action has
// achieved this goal

function bool wasAchieved()
{
	return ( bGoalAchieved );
}

//---------------------------------------------------------------------
// Returns true if the goal has matched an action and that action has
// *not* achieved this goal

function bool wasNotAchieved()
{
	return ( bGoalFailed );
}

//---------------------------------------------------------------------
// Returns true if the goal was considered by the goal-to-action matching
// process (even if no action was created for this goal)

function bool wasConsidered()
{
	return ( bGoalConsidered );
}

//---------------------------------------------------------------------
// Returns true if the goal is currently being achieved by an action

function bool beingAchieved()
{
	return ( achievingAction != None );
}

//---------------------------------------------------------------------
// Given the name of a goal, retrieve the object (or None)

#if IG_TRIBES3
static function AI_Goal findGoalByName( Actor a, String gName )
{
	local Character c;
	local SquadInfo si;
	local Turret turret;
	local Vehicle vehicle;

	c = Character(a);
	si = SquadInfo(a);
	turret = Turret(a);
	vehicle = Vehicle(a);

	if ( c != None )
		return findGoalInCharacterByName( c, gName );
	else if ( si != None )
		return findGoalInSquadByName( si, gName );
	else if ( vehicle != None )
		return findGoalInVehicleByName( vehicle, gName );
	else if (turret != None )
		return findGoalinTurretByName( turret, gName );
	else
		return None;
}
#endif

//---------------------------------------------------------------------
// Given the name of a goal in a Character, retrieve the object (or None)

#if IG_TRIBES3
static function AI_Goal findGoalInCharacterByName( Character c, String gName )
{
	local AI_Goal goal;

	goal = AI_Resource(c.characterAI).findGoalByName( gName );

	if ( goal == None )
		goal = AI_Resource(c.movementAI).findGoalByName( gName );
	if ( goal == None )
		goal = AI_Resource(c.weaponAI).findGoalByName( gName );
	if ( goal == None )
		goal = AI_Resource(c.headAI).findGoalByName( gName );

	return goal;
}
#endif

//---------------------------------------------------------------------
// Given the name of a goal in a SquadInfo, retrieve the object (or None)

#if IG_TRIBES3
static function AI_Goal findGoalInSquadByName( SquadInfo si, String gName )
{
	return AI_Resource(si.squadAI).findGoalByName( gName );
}
#endif

//---------------------------------------------------------------------
// Given the name of a goal in a Vehicle, retrieve the object (or None)

#if IG_TRIBES3
static function AI_Goal findGoalInVehicleByName( Vehicle vehicle, String gName )
{
	local int i;
	local AI_Goal goal;

	for ( i = 0; i < vehicle.positions.length; ++i )
	{
		goal = AI_Resource(vehicle.positions[i].toBePossessed.mountAI).findGoalByName( gName );
		if ( goal != None )
			return goal;
	}
	return None;
}
#endif

//---------------------------------------------------------------------
// Given the name of a goal in a Turret, retrieve the object (or None)

#if IG_TRIBES3
static function AI_Goal findGoalInTurretByName( Turret turret, String gName )
{
	return None;	// todo: implement
}
#endif

//---------------------------------------------------------------------
// Sets flags when a goal is achieved
// Low-level function - do not call directly

function markGoalAsAchieved()
{
	bGoalAchieved = true;
	bGoalFailed = false;
}

//---------------------------------------------------------------------
// remove goal etc.
// Low-level function - do not call directly

function handleGoalSuccess()
{
	//if ( resource == None )
	//	log( "AI Error: resource undefined in goalAchieved" );

	// activated goals are deactivated upon success
	if ( activationSentinel.sensor != None && !bInactive )
	{
		if ( resource.pawn().logTyrion )
			log( name @ "was just deactivated because the action achieving it succeeded!" );
		if ( deactivationSentinel.sensor != None )
		{
			deactivationSentinel.deactivateSentinel( self );	// if a permanent goal is achieved
			deactivationSentinel.sensor = None;
		}

		bInactive = true;
	}

	if ( bPermanent )
	{
		// Actions running on permanent goals call "succeed()" when they complete
		if ( resource.usedByAction != None && achievingAction == resource.usedByAction )
			resource.bMatchGoals = true;	// when a goal is deactivated, resources potentially free up
	}
	else
	{
		resource.removeGoal( self );	// deactivates sentinels and handles setting bMatchGoal
	}
}

//---------------------------------------------------------------------
// Sets flags when a goal is achieved
// Low-level function - do not call directly

function markGoalAsFailed()
{
	bGoalAchieved = false;
	bGoalFailed = true;
}

//---------------------------------------------------------------------
// remove goal etc.
// Low-level function - do not call directly

function handleGoalFailure()
{
	if ( bTryOnlyOnce )
	{
		// permanent activated goals are not removed, but are simply deactivated when they are bTryOnlyOnce
		if ( bPermanent && activationSentinel.sensor != None && !bInactive )
		{
			if ( resource.pawn().logTyrion )
				log( name @ "was just deactivated because the action achieving it failed and goal was 'bTryOnce'!" );
			if ( deactivationSentinel.sensor != None )
			{
				deactivationSentinel.deactivateSentinel( self );	// if a permanent goal is achieved
				deactivationSentinel.sensor = None;
			}

			if ( resource.usedByAction != None && achievingAction == resource.usedByAction )
				resource.bMatchGoals = true;	// when a goal is deactivated, resources potentially free up
			bInactive = true;
		}
		else
		{
			// note: a non-activated bTryOnlyOnce bPermanent goal is possible if a permanent goal is being removed by "fail(..., true)" 
			if ( resource.pawn().logTyrion )
				log( name @ "(" @ resource.pawn().name @ ") bTryOnce = true: Removing" @ name );
			resource.removeGoal( self );		// deactivates sentinels and handles setting bMatchGoal
		}
	}
	else
	{
		if ( resource.usedByAction != None && achievingAction == resource.usedByAction )
			resource.bMatchGoals = true;		// goal is still around, so give a different action a chance

		// todo: think about putting in check to prevent the same action from repeatedly matching and failing?
		ignoreCounter = 1;
	}
}

//---------------------------------------------------------------------
// Deactivate a goal (switch from active to inactive, i.e. dormant)

function deactivate()
{
	if ( bInactive == false )
	{
		if ( resource.pawn().logTyrion )
			log( name @ "was just deactivated by its deactivationSentinel!" );
		bInactive = true;

		if ( bPermanent )
		{
			// when a goal is deactivated, resources potentially free up
			if ( resource.usedByAction != None && achievingAction == resource.usedByAction )
				resource.bMatchGoals = true;

			if ( achievingAction != None )
				achievingAction.interruptAction();	// clears achievingAction and resource.usedByAction

			if ( deactivationSentinel.sensor != None )
			{
				deactivationSentinel.deactivateSentinel( self );
				deactivationSentinel.sensor = None;
			}
		}
		else
			resource.removeGoal( self );	// deactivates sentinels and handles setting bMatchGoal; interrupts action
	}
}

//---------------------------------------------------------------------
// Activate a goal (switch from inactive to active)

function activate()
{
	if ( bInactive == true )
	{
		if ( resource.pawn().logTyrion )
			log( name @ "was just activated!" );
		bInactive = false;
		resource.bMatchGoals = true;	// optimization: may not have to be set to true all cases...
		//resource.resourceCheck( self );

		if ( deactivationSentinel.sensor != None )
		{
			log( "AI WARNING:" @ self @ "attempted to reset non-None deactivation sentinel");
			deactivationSentinel.deactivateSentinel( self );
			deactivationSentinel.sensor = None;
		}
		setupDeactivationSentinel();
	}
}

//---------------------------------------------------------------------
// Setup deactivation sentinel

function setUpDeactivationSentinel();

#if IG_TRIBES3
//---------------------------------------------------------------------
// Add a goal notification recipient to the list

function addNotificationRecipient( IGoalNotification notificationRecipient )
{
	notificationRecipients[notificationRecipients.length] = notificationRecipient;
}

//---------------------------------------------------------------------
// Notify the notification recipients of goal completion. If a notify
// recipient calls addNotificationRecipient in OnGoalCompleted they will
// not be added to the list if this goal is ever re-posted.

function notifyCompletion( bool bAchieved )
{
	local int i;

	for (i = 0; i < notificationRecipients.length; ++i)
	{
		notificationRecipients[i].OnGoalCompleted(bAchieved);
	}

	notificationRecipients.length = 0;
}
#endif

//=====================================================================

defaultproperties
{
	priority = 50
	goalName = "<unnamed goal>"
	bWakeUpPoster = false
	bRemoveGoalOfSameType = false
	bTryOnlyOnce = false
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: čt 7.10.2004 10:30:38.000 - Creation time: st 23.5.2018 00:10:41.229 - Created with UnCodeX