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Tyrion.AI_MovementResource


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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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Class file time: ne 5.9.2004 15:54:20.000 - Creation time: st 23.5.2018 00:10:41.439 - Created with UnCodeX