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//===================================================================== // AI_Pursue // Move towards a target, look for it if you lose sight //===================================================================== class AI_Pursue extends AI_MovementAction editinlinenew; //===================================================================== // Constants const SEARCH_TIME = 6.0f; // max time spent looking for lost target //===================================================================== // Variables var(Parameters) editinline Name targetName "A pawn to follow"; var(Parameters) editinline float proximity "How close to get while following"; var(Parameters) float energyUsage; var(Parameters) float terminalVelocity; var(Parameters) float terminalHeight; // todo: add parameter for walk in a slinky fashion (for combat movement category) var(InternalParameters) editconst Pawn target; var(InternalParameters) editconst IFollowFunction followFunction; var(InternalParameters) editconst int positionIndex; // index of this pawn in a formation (starts at 0) var BaseAICharacter ai; var ACT_ErrorCodes errorCode; // errorcode from child action var AI_TargetMemorySensor targetMemorySensor; var NS_Action follow; var AI_Goal investigateGoal; //===================================================================== // Functions //--------------------------------------------------------------------- // sensor callback function OnSensorMessage( AI_Sensor sensor, AI_SensorData value, Object userData ) { if ( ai.logTyrion ) log( name @ "receiving message from" @ sensor.name @ value.objectData ); runAction(); } //--------------------------------------------------------------------- // callbacks from investigateGoal function goalAchievedCB( AI_Goal goal, AI_Action child ) { if ( ai.logTyrion ) log( name @ "receiving goal achieved message from" @ goal.name ); super.goalAchievedCB( goal, child ); runAction(); } function goalNotAchievedCB( AI_Goal goal, AI_Action child, ACT_ErrorCodes errorCode ) { if ( ai.logTyrion ) log( name @ "receiving goal failed message from" @ goal.name ); super.goalNotAchievedCB( goal, child, errorCode ); runAction(); } //--------------------------------------------------------------------- // Callbacks from Navigation System actions function actionSucceededCB( NS_Action child ) { if ( ai.logTyrion ) log( name @ "receiving action succeeded message from" @ child.name ); super.actionSucceededCB( child ); errorCode = ACT_SUCCESS; runAction(); } function actionFailedCB( NS_Action child, ACT_ErrorCodes anErrorCode ) { if ( ai.logTyrion ) log( name @ "receiving action failed message from" @ child.name ); super.actionFailedCB( child, anErrorCode ); errorCode = anErrorCode; runAction(); } //--------------------------------------------------------------------- // how close do you want to get? private final function float proximityFunction() { if ( followFunction != None ) return followFunction.proximityFunction(); else return proximity; } //--------------------------------------------------------------------- // return pertinent information about an action for debugging function string actionDebuggingString() { if ( target == None ) return String(name) @ "None," $ proximityFunction(); else return String(name) @ target.label $ "," $ proximityFunction(); } //--------------------------------------------------------------------- function cleanup() { super.cleanup(); followFunction = None; if ( class'Pawn'.static.checkAlive( resource.pawn() ) ) AI_Controller(resource.pawn().controller).stopMove(); if ( targetMemorySensor != None ) { targetMemorySensor.deactivateSensor( self ); targetMemorySensor = None; } if ( investigateGoal != None ) { investigateGoal.Release(); investigateGoal = None; } if ( follow != None ) { follow.Release(); follow = None; } } //===================================================================== // State code state Running { Begin: ai = BaseAICharacter(resource.pawn()); if ( target == None && targetName == '' ) { log( "AI WARNING:" @ name @ "has no target" ); fail( ACT_INVALID_PARAMETERS, true ); } if ( target == None ) target = Pawn(ai.findByLabel( class'Engine.Pawn', targetName, true )); if ( ai.logTyrion ) log( name @ "started." @ ai.name @ "is pursuing" @ target.name @ achievingGoal.bTryOnlyOnce ); if ( target == None ) { log( "AI WARNING:" @ name @ "can't find specified pawn" ); fail( ACT_INVALID_PARAMETERS, true ); } targetMemorySensor = AI_TargetMemorySensor( class'AI_Sensor'.static.activateSensor( self, class'AI_TargetMemorySensor', characterResource() ) ); targetMemorySensor.setParameters( target, ai.visionMemory ); while ( targetMemorySensor.queryObjectValue() != None ) { if ( ai.logTyrion ) log( name @ "starting to follow" ); if ( follow != None ) { follow.Release(); follow = None; } follow = class'NS_Follow'.static.startAction( AI_Controller(ai.controller), self, target, proximity, followFunction, positionIndex, energyUsage, terminalVelocity, terminalHeight ).myAddRef(); pause(); if ( class'Pawn'.static.checkDead( ai ) || class'Pawn'.static.checkDead( target ) ) goto 'exit'; // if action is woken up it's because target was lost or follow failed if ( follow.hasCompleted() ) { if ( errorCode != ACT_SUCCESS ) { if ( ai.logTyrion ) log( name @ "stopped because follow failed" ); fail( errorCode ); } } else { follow.interruptAction(); } if ( followFunction == None || followFunction.validDestination( targetMemorySensor.lastPlaceSeen )) { if ( ai.logTyrion ) log( name @ "going to investigate at target's last known location" ); //ai.level.speechManager.PlayDynamicSpeech( ai, 'CombatLose', None, None, "You" ); // target must have been lost investigateGoal = (new class'AI_InvestigateGoal'( movementResource(), achievingGoal.priority, targetMemorySensor.lastPlaceSeen, SEARCH_TIME, target )).postGoal( self ).myAddRef(); pause(); if ( class'Pawn'.static.checkDead( ai ) || class'Pawn'.static.checkDead( target ) ) goto 'exit'; if ( !investigateGoal.wasAchieved() ) { investigateGoal.unPostGoal( self ); investigateGoal.Release(); // must be done here as well as cleanup because investigateGoal could be overwritten investigateGoal = None; } //if ( targetMemorySensor.queryObjectValue() != None ) // ai.level.speechManager.PlayDynamicSpeech( ai, 'CombatLose', None, None, "Find" ); } } //ai.level.speechManager.PlayDynamicSpeech( ai, 'CombatLose', None, None, "GiveUp" ); exit: if ( ai.logTyrion ) log( name @ "stopped because target can't be found" ); fail( ACT_LOST_TARGET ); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_PursueGoal' } |
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