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//===================================================================== // AI_HeadResource // Specialized AI_Resource for character's head //===================================================================== class AI_HeadResource extends AI_Resource; //===================================================================== // Variables var Pawn m_pawn; // reference to the rook is this resource is operating on //===================================================================== // Functions //--------------------------------------------------------------------- // Store a back pointer to the actor (pawn or squad) that this resource is attached to function setResourceOwner( Engine.Actor p ) { m_pawn = Pawn(p); } //--------------------------------------------------------------------- // Called explicitly at start of gameplay event init() { // sensors are created here.... super.init(); } //--------------------------------------------------------------------- // perform resource-specific cleanup before resource is deleted function cleanup() { // Set sensorActions to None // ... super.cleanup(); m_pawn = None; } //--------------------------------------------------------------------- // Should this resource be trying to satisfy goals? event bool isActive() { return class'Pawn'.static.checkAlive( m_pawn ) && #if IG_TRIBES3 m_pawn.Controller != None && #endif m_pawn.AI_LOD_Level >= AILOD_NORMAL; } //--------------------------------------------------------------------- // Does the resource have the sub-resources available to run an action? // legsPriority: priority of the sub-goal that will be posted on the legs (0 if no goal) // armsPriority: priority of the sub-goal that will be posted on the arms (0 if no goal) // headPriority: priority of the sub-goal that will be posted on the arms (0 if no goal) // // Note: the head is considered exclusive - so even an action that doesn't declare it needs // this resource won't run unless it has higher priority than an already running action function bool requiredResourcesAvailable( int legsPriority, int armsPriority, optional int headPriority ) { return usedByAction == None || usedByAction.achievingGoal.priorityFn() < headPriority; //this would be the check if heads were non-exclusive: //return headPriority == 0 || // head not required // usedByAction == None || // head not in use // usedByAction.achievingGoal.priorityFn() < headPriority; // head doing something less important } //--------------------------------------------------------------------- // Can this resource run "action" if it's already being used? // // Note: head is considered exclusive - so even an action that doesn't declare it needs // this resource won't run unless it has higher priority than an already running action function bool multipleActionsCheck( AI_Action action ) { return false; //this would be the check if heads were non-exclusive: //return (resourceUsage & RU_HEAD) == 0; // arms not required } //---------------------------------------------------------------------- // Is the parent of this action already using a leaf resource? function bool doesParentHaveResource( AI_Action parentAction ) { return parentAction != None && ClassIsChildOf( parentAction.class, class'AI_HeadAction' ) && (parentAction.resourceUsage & RU_HEAD) != 0; } //--------------------------------------------------------------------- // Accessor function function Pawn pawn() { return m_pawn; } //---------------------------------------------------------------------- // Return the corresponding action class for this type of resource function class<AI_RunnableAction> getActionClass() { return class'AI_HeadAction'; } //===================================================================== defaultproperties { } |
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