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//===================================================================== // AI_VehicleMoveTo // Moves a vehicle to a location on the map //===================================================================== class AI_VehicleMoveTo extends AI_DriverAction editinlinenew; //===================================================================== // Variables var(Parameters) editinline Name destinationName "A path node label"; var(Parameters) editinline float desiredSpeed; var(Parameters) bool skipIntermediateNodes; var(Parameters) editinline Name attackTargetName "keep oriented towards this rook to be able to shoot at it (currently only used by the Pod)"; var(InternalParameters) editconst Vector destination; var(InternalParameters) editconst Rook attackTarget; 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 ); errorCode = ACT_SUCCESS; } function actionFailedCB( NS_Action child, ACT_ErrorCodes anErrorCode ) { super.actionFailedCB( child, anErrorCode ); errorCode = anErrorCode; } //===================================================================== // State code state Running { Begin: if ( destinationName != '' ) { node = vehicle().findStaticByLabel( class'Pathfinding.PlacedNode', destinationName ); if ( node == None ) { log( "AI WARNING:" @ name @ "(" @ vehicle().name @ ") can't find specified path node" @ destinationName ); fail( ACT_INVALID_PARAMETERS, true ); } destination = node.Location; } if ( attackTargetName != '' ) attackTarget = Rook(vehicle().findStaticByLabel( class'Gameplay.Rook', attackTargetName )); if ( vehicle().logTyrion ) log( name @ "started." @ vehicle().name @ "is moving to" @ destination @ "(dist:" @ VDist( destination, vehicle().Location ) @ ")"); if ( vehicle().isA( 'Car' ) ) waitForAction( class'CarMoveToLocation'.static.startAction( AI_Controller(vehicle().controller), self, destination, desiredSpeed )); else waitForAction( class'AircraftMoveToLocation'.static.startAction( AI_Controller(vehicle().controller), self, destination, skipIntermediateNodes, desiredSpeed, attackTarget )); if ( vehicle().logTyrion ) log( name @ "(" @ vehicle().name @ ") stopped with errorCode" @ errorCode ); if ( errorCode != ACT_SUCCESS ) fail( errorCode ); else succeed(); } //===================================================================== defaultproperties { satisfiesGoal = class'AI_VehicleMoveToGoal' |
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