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//===================================================================== // AI_GoalSpecificSensorAction // Updates one-time use sensors needed to activate specific goals //===================================================================== class AI_GoalSpecificSensorAction extends AI_SensorCharacterAction; //===================================================================== // Constants const HEALTH_SCALE = 40.0f; // health weighting (vs. distance squared) for repair priority //===================================================================== // Variables var AI_RepairSensor repairSensor; // is updated by this sensor action var AI_EnterVehicleSensor enterVehicleSensor; // is updated by this sensor action var BaseAICharacter ai; var Rook target; // target of repair var int i; //===================================================================== // Functions //--------------------------------------------------------------------- // set up the sensors this action may update function setupSensors( AI_Resource resource ) { // construct all sensors, add them to resource's sensor list repairSensor = AI_RepairSensor(addSensorClass( class'AI_RepairSensor' )); enterVehicleSensor = AI_EnterVehicleSensor(addSensorClass( class'AI_EnterVehicleSensor' )); // repeat if there are more sensors this sensorAction updates } //--------------------------------------------------------------------- // find the squad mate most in need of repair private final function Rook findDamagedSquadMate() { local int i; local Rook squaddie; local Rook hurtSquaddie; // return value local float leastHealth; if ( ai.squad() == None ) return None; leastHealth = 9999999999.9f; for ( i = 0; i < ai.squad().pawns.length; ++i ) { squaddie = Rook(ai.squad().pawns[i]); if ( class'Pawn'.static.checkAlive( squaddie ) && squaddie.health < squaddie.healthMaximum ) { if ( squaddie.health < leastHealth ) { leastHealth = squaddie.health; hurtSquaddie = squaddie; } } } //if ( hurtSquaddie != None ) // log( "REPAIR:" @ ai.name @ "found" @ hurtSquaddie.name @ "in squad" ); return hurtSquaddie; } //--------------------------------------------------------------------- // find nearby pawns in need of repair private final function Rook findDamagedNearbyPawn() { local int i; local Rook rook; local Rook hurtRook; // return value local float bestScore; local float score; // health + distance local array<Rook> seenList; bestScore = 9999999999.9f; seenList = ai.vision.getSeenList(); for ( i = 0; i < seenList.length; ++i ) { rook = seenList[i]; if ( class'Pawn'.static.checkAlive( rook ) && rook.health < rook.healthMaximum && ai.isFriendly( rook ) ) { score = HEALTH_SCALE * rook.health + VDist( ai.Location, rook.Location ); if ( score < bestScore ) { bestScore = score; hurtRook = rook; } } } //if ( hurtRook != None ) // log( "REPAIR:" @ ai.name @ "found" @ hurtRook.name @ "in seenlist" ); return hurtRook; } //===================================================================== // State Code state Running { Begin: repairSensor.setObjectValue( None ); enterVehicleSensor.setObjectValue( None ); ai = baseAICharacter(); while ( true ) { if ( repairSensor.queryUsage() > 0 && ai.pack.IsInState( 'Charged' ) ) { // check squad mates damage target = findDamagedSquadmate(); // check seen pawns damage if ( target == None ) target = findDamagedNearbyPawn(); repairSensor.setObjectValue( target ); } if ( enterVehicleSensor.queryUsage() > 0 ) { if ( class'AI_EnterVehicleSensor'.static.isEnterable( enterVehicleSensor.vehicleOrTurret, enterVehicleSensor.vehiclePosition ) ) enterVehicleSensor.setObjectValue( enterVehicleSensor.vehicleOrTurret ); else enterVehicleSensor.setObjectValue( None ); } Sleep(1.0f); } } //===================================================================== |
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