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

Tyrion.AI_GunnerGuard


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
//=====================================================================
// AI_GunnerGuard
// Vehicle weapon's and turret's default behaviour
//
// Turret's target selection depends on the type of the turret.
// Turret's accuracy depends on whether turret is manned or not.
//=====================================================================

class AI_GunnerGuard extends AI_GunnerAction
	editinlinenew;

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

var(Parameters) float engagementAreaRadius "Radius of engagement area";

var Pawn target;

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

//---------------------------------------------------------------------

function cleanup()
{
	super.cleanup();

	// clear GuardSensor value so action can be activated again
	// (also important because GuardSensor doesn't terminate when LOS is lost - it relies on the action to do this)
	if ( achievingGoal.activationSentinel.sensor != None )
		achievingGoal.activationSentinel.sensor.setObjectValue( None );
}

//=====================================================================
// State code

state Running
{
Begin:
	target = Pawn(achievingGoal.activationSentinel.sensor.queryObjectValue());

	if ( target == None )
	{
		log( "AI WARNING:" @ name $ ":" @ localRook().name @ "( in" @ rook().name @ ") has no guard target" );
	}
	else
	{
		if ( rook().logTyrion)
			log( self.name @ "started." @ localRook().name @ "is attacking" @ target.name );

		// (it's important that FireAt fail when target is lost - otherwise the guard sensor won't select a new target)
		waitForGoal( (new class'AI_GunnerFireAtGoal'( resource, achievingGoal.priority, target, position, true )).postGoal( self ) );
	}

	if ( rook().logTyrion)
		log( self.name @ "(" @ localRook().name @ ") stopped" );

	succeed();
}

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

defaultproperties
{
	satisfiesGoal = class'AI_GunnerGuardGoal'

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: ne 5.9.2004 15:54:00.000 - Creation time: st 23.5.2018 00:10:41.331 - Created with UnCodeX