Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 00108 00109 00110 00111 00112 00113 00114 00115 00116 00117 00118 00119 00120 00121 00122 00123 00124 00125 00126 00127 00128 00129 00130 00131 00132 00133 00134 00135 00136 00137 00138 00139 00140 00141 00142 00143 00144 00145 00146 00147 00148 00149 00150 00151 |
//===================================================================== // AI_MountResource // Specialized AI_Resource for devices that can be occupied (vehicle positions, turrets)) //===================================================================== class AI_MountResource extends AI_Resource abstract; //===================================================================== // Variables var Pawn m_pawn; // contains pointer to vehicle or turret var int index; // contains index of this resource in vehicle's "positions" array (or "-1" for turrets) //===================================================================== // Functions //--------------------------------------------------------------------- // Store a back pointer to the actor (vehicle) that this resource is attached to function setResourceOwner( Engine.Actor aMount ) { m_pawn = Pawn(aMount); } //--------------------------------------------------------------------- // Store index of this vehicle position in vehicle function setIndex( int aIndex ) { index = aIndex; } //--------------------------------------------------------------------- // Accessor functions function Pawn pawn() { return m_pawn; } function Vehicle vehicle() { return Vehicle(m_pawn); } function Turret turret() { return Turret(m_pawn); } // returns the rook representing the vehicle mounted turret or the vehicle (for drivers) or the turret function Rook localRook() { if ( index < 0 ) return Turret(m_pawn); else return Vehicle(m_pawn).positions[index].toBePossessed; } //--------------------------------------------------------------------- // 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; } //--------------------------------------------------------------------- // 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) function bool requiredResourcesAvailable( int legsPriority, int armsPriority, optional int headPriority ) { return true; // todo: figure out what sub-resources are (if anything) in mounts // local Pawn occupant; // // occupant = vehicle().positions[index].occupant; // // if ( occupant == None ) // return false; // else // return AI_MovementResource(occupant.MovementAI).requiredResourcesAvailable( legsPriority, armsPriority, headPriority ) && // AI_WeaponResource(occupant.WeaponAI).requiredResourcesAvailable( legsPriority, armsPriority, headPriority ); } //--------------------------------------------------------------------- // Can this resource run "action" if it's already being used? // (assumes 'action' will be running on this resource) function bool multipleActionsCheck( AI_Action action ) { return (action.resourceUsage & RU_MOUNT) == 0; // mount not required } //---------------------------------------------------------------------- // Is the parent of this action already using a leaf resource? function bool doesParentHaveResource( AI_Action parentAction ) { return parentAction != None && ClassIsChildOf( parentAction.resource.class, class'AI_MountResource' ) && (parentAction.resourceUsage & RU_MOUNT ) != 0 && AI_MountResource(parentAction.resource).index == index; } //--------------------------------------------------------------------- // Should this resource be trying to satisfy goals? event bool isActive() { local Vehicle v; local Turret t; local Rook mount; v = vehicle(); t = turret(); mount = localRook(); return class'Pawn'.static.checkAlive( m_pawn ) && mount.AI_LOD_Level >= AILOD_NORMAL && // turret active when not occupied or occupied by an AI ( t == None || ( t.IsInState('Active') && (class'Pawn'.static.checkAlive( t.driver ) || t.IsA( 'DeployedTurret' )) && !t.isHumanControlled() )) && // vehicle active when occupied by an AI ( v == None || (class'Pawn'.static.checkAlive( v.positions[index].occupant ) && !mount.isHumanControlled() )); } //===================================================================== defaultproperties { index = -1 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |