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//===================================================================== // AI_SensorAction // The Tyrion SensorAction class: Special actions that collect and report // information //===================================================================== class AI_SensorAction extends AI_RunnableAction abstract native; // SensorActions don't achieve goals, they don't have a selection heuristic // SensorActions aren't stored with a char's "abilities", for instead are globally available // to any action (for now) // I see no pressing need to add sensorActions to parent's "child" list, since sensors pass // their messages through their own methods anyway and they don't succeed/fail, so consequently // never need to be interrupted // Really the only thing they have in common with actions is that they can start children, // and they can be idle/running // Note on state code usage in sensor actions: // - sensor actions update the sensors whose "queryUsage()" is > 0 // - when no sensors need updating, THE SENSOR ACTION WILL NOT RUN AT ALL // - consequently, a sensor action that maintains non periodic sensors must not assume any of // its state code will ever get executed (which is why we have the "begin()" function) // Ideas about finding sensorActions: // 1. Always create all sensorActions and sensors for the resource when the resource is created, // but make the sensor action idle until sensor data is requested // - how? in the resource's default params, keep a list of sensor actions // - each sensor action creates all its sensors in a init function, and sticks them on the // resource sensor list (with a link back to the action) // 2. Keep idle list around or make sensorAction list; // traverse it to see if sensorAction you want already exists //===================================================================== // Variables var int usageCount; // how many actions (in total) are using sensor values updated by this action? var bool bCallBegin; // need to call "begin()" function? //===================================================================== // Functions //--------------------------------------------------------------------- // Constructor overloaded function construct( AI_Resource r ) { resource = r; GotoState( 'Running' ); } //--------------------------------------------------------------------- // increments refCount and returns object function AI_SensorAction myAddRef() { AddRef(); return self; } //--------------------------------------------------------------------- // set up the sensors this action may update function setupSensors( AI_Resource r ); //--------------------------------------------------------------------- // do one time initializations before state code is run // (called from "activateSensor") function begin(); //--------------------------------------------------------------------- // Run an action function runAction() { #if IG_TRIBES3 if ( !resource.bUnInitialized && !resource.isActive() ) { log( "AI WARNING: runAction called on" @ name @ "(" @ resource.pawn().name @ ") but resource is inactive" ); } #endif Super.runAction(); } //--------------------------------------------------------------------- // Called by an action when it has failed at accomplishing its goal event instantFail( ACT_ErrorCodes errorCode, optional bool bRemoveGoal ) { //log( "instantFail called on" @ name @ "(" @ resource.pawn() @ ")" ); //removeAction(); } //--------------------------------------------------------------------- // add a sensor to a sensor action function AI_Sensor addSensorClass( class<AI_Sensor> sensorClass ) { local AI_Sensor sensor; sensor = new(resource) sensorClass( self ); resource.sensors[resource.sensors.length] = sensor; // push() //if ( resource.pawn() != None ) // log( "=> addSensorClass: adding" @ sensor.name @ "to" @ name @ "on" @ resource.name @ resource.pawn().name ); return sensor; } //===================================================================== defaultproperties { bSensorAction = true bCallBegin = true } |
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