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//===================================================================== // AI_RunnableAction // An action that can run or be idle, and can create children // Superclass to AI_Actions and AI_SensorActions // // Notes on Usage: // - every subclassed action should have a 'Running' state in which // the state code resides //===================================================================== class AI_RunnableAction extends ActionBase abstract native threaded; //===================================================================== // Variables var AI_Resource resource; // the resource this action is running on //===================================================================== // Functions //--------------------------------------------------------------------- // Interrupt an action // Stop a running (or idle) action; reclaim its resources // Typically called by the resource function interruptAction() { removeAction(); } //--------------------------------------------------------------------- // Terminate an action // Typically called by the resource function removeAction() { local int i; // Remove action from idle list (if it's in there) for ( i = 0; i < resource.idleActions.length; i++ ) if ( resource.idleActions[i] == self ) { resource.idleActions.remove(i, 1); // removes element - shifts the rest break; } // Remove action from running list (if it's in there) for ( i = 0; i < resource.runningActions.length; i++ ) if ( resource.runningActions[i] == self ) { resource.runningActions.remove(i, 1); // removes element - shifts the rest break; } if ( bCompleted == false ) { resource.removedActions[resource.removedActions.length] = self; // removedActions.Push(self) bCompleted = true; } cleanup(); bDeleted = true; } //--------------------------------------------------------------------- // Run an action // Typically called by the resource function runAction() { local int i; // Remove action from idle list (if it's in there) for ( i = 0; i < resource.idleActions.length; i++ ) if ( resource.idleActions[i] == self ) { resource.idleActions.remove(i, 1); // removes element - shifts the rest break; } if ( isIdle() ) { // runningActions.Push(self) resource.runningActions[resource.runningActions.length] = self; bIdle = false; //GotoState( 'Running' ); } } //--------------------------------------------------------------------- // Pause an action (put it onto idle list) // Note that an action can still be achieving a goal when it's idle. // Typically called by the resource function pauseAction() { // Remove action from running list (if it's in there) local int i; for ( i = 0; i < resource.runningActions.length; i++ ) if ( resource.runningActions[i] == self ) { resource.runningActions.remove(i, 1); // removes element - shifts the rest // idleActions.Push(self); (don't add if it wasn't in running list - it can screw up action deletion!) resource.idleActions[resource.idleActions.length] = self; break; } bIdle = true; //GotoState( 'Idle' ); } //===================================================================== // States state Running { Begin: } |
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