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//===================================================================== // AI_GuardMovement // Handles non-attack related movement for Guard //===================================================================== class AI_GuardMovement extends AI_MovementAction editinlinenew; //===================================================================== // Variables var(InternalParameters) editconst Vector movementAreaCenter; var Rotator terminalRotation; //===================================================================== // 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 ) { if ( AI_GuardMovementGoal(goal).movementAreaCenter == goal.resource.pawn().Location ) return 0.0f; // haven't moved from center - don't match else return 1.0f; } //===================================================================== // State code state Running { Begin: // return to movement area center if ( resource.pawn().logTyrion ) log( name @ "(" @ resource.pawn().name @ ") moving back to movementAreaCenter:" @ movementAreaCenter ); // turn to enemy after moving if engaged with an enemy if ( AI_Guard(achievingGoal.parentAction).lastGuardTarget != None ) terminalRotation = Rotator(AI_Guard(achievingGoal.parentAction).lastGuardTarget.Location - resource.pawn().Location); WaitForGoal( (new class'AI_MoveToGoal'( movementResource(), achievingGoal.priorityFn()-1, movementAreaCenter, ,, GM_RUN,,,,,, terminalRotation )).postGoal( self ) ); succeed(); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_GuardMovementGoal' } |
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