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//===================================================================== // AI_Patrol // Moves along a series of waypoints //===================================================================== class AI_Patrol extends AI_MovementAction editinlinenew; //===================================================================== // Variables var(Parameters) editconst array<Name> patrolPointNames; var(Parameters) Character.GroundMovementLevels groundMovement "Desired ground movement speed"; var(Parameters) bool bExecuteOnce "Go through the patrol nodes just once"; var array<Vector> patrolPoints; var int patrolIndex; var int closestIndex; var float distSquared, closestDistSquared; var ACT_ErrorCodes errorCode; // errorcode from child action var Actor node; //===================================================================== // Functions //--------------------------------------------------------------------- // Callbacks from Navigation System actions function actionSucceededCB( NS_Action child ) { super.actionSucceededCB( child ); //log("AI_Patrol: child succeeded"); errorcode = ACT_SUCCESS; } function actionFailedCB( NS_Action child, ACT_ErrorCodes anErrorCode ) { super.actionFailedCB( child, anErrorCode ); //log("AI_Patrol: child failed"); errorCode = anErrorCode; } //--------------------------------------------------------------------- function cleanup() { local AI_Controller c; super.cleanup(); c = AI_Controller(resource.pawn().controller); // when Patrol deactivates, AI keeps on moving with his last direction if ( class'Pawn'.static.checkAlive( resource.pawn() ) ) c.stopMove(); c.bPatrolling = false; } //===================================================================== // State code state Running { Begin: if ( patrolPointNames.length == 0 ) { log( "AI WARNING:" @ name @ "has no patrol points" ); succeed(); } AI_Controller(resource.pawn().controller).bPatrolling = true; // find closest patrolPoint; initialize patrolPoints array for ( patrolIndex = 0; patrolIndex < patrolPointNames.length; ++patrolIndex ) { node = resource.pawn().findStaticByLabel( class'Pathfinding.PlacedNode', patrolPointNames[patrolIndex] ); //log("AI_Patrol: Looking for " $ patrolPointNames[patrolIndex] $ "; found: " $ node ); if ( node == None ) { log( "AI WARNING:" @ name @ "(" @ resource.pawn().name @ ") can't find specified path node" @ patrolPointNames[patrolIndex] ); fail( ACT_INVALID_PARAMETERS, true ); } patrolPoints[patrolIndex] = node.Location; distSquared = VDistSquared( node.Location, resource.pawn().Location ); if ( distSquared < closestDistSquared ) { closestDistSquared = distSquared; closestIndex = patrolIndex; } } patrolIndex = closestIndex; if ( resource.pawn().logTyrion ) log( name @ "(" @ resource.pawn().name @ ") started patrolling at node" @ closestIndex ); while ( !bExecuteOnce || patrolIndex != patrolPoints.length ) { if ( patrolIndex == patrolPoints.length ) patrolIndex = 0; //log( "AI_Patrol: Heading from (" @ resource.pawn().Location @ ") to (" @ patrolIndex @ ")" ); waitForAction( class'NS_MoveToLocation'.static.startAction( AI_Controller(resource.pawn().controller), self, patrolPoints[patrolIndex], None,,, groundMovement ) ); if ( errorCode != ACT_SUCCESS ) { if ( resource.pawn().logTyrion ) log( name @ "(" @ resource.pawn().name @ ") aborted due to error" @ errorCode @ "from MoveToLocation." ); fail( ACT_CANT_REACH_DESTINATION ); } patrolIndex++; } if ( resource.pawn().logTyrion ) log( name @ "(" @ resource.pawn().name @ ") succeeded." ); succeed(); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_PatrolGoal' closestDistSquared = 99999999999999.9f } |
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