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//===================================================================== // AI_MovementResource // Specialized AI_Resource for characters' movement systems //===================================================================== class AI_MovementResource extends AI_Resource; //===================================================================== // Variables var Pawn m_pawn; // reference to the pawn 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() { addSensorActionClass( class'AI_TestSensorActionB' ); 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) function bool requiredResourcesAvailable( int legsPriority, int armsPriority, optional int headPriority ) { return legsPriority == 0 || // legs not required usedByAction == None || // legs not in use usedByAction.achievingGoal.priorityFn() < legsPriority; // legs doing something less important } //--------------------------------------------------------------------- // Can this resource run "action" if it's already being used? function bool multipleActionsCheck( AI_Action action ) { return (action.resourceUsage & RU_LEGS) == 0; // legs 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_MovementAction' ) && (parentAction.resourceUsage & RU_LEGS ) != 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_MovementAction'; } //===================================================================== defaultproperties { } |
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