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//===================================================================== // 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 } |
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