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//===================================================================== // AI_VehicleResource // Resource for the vehicle (or turret) as a whole - // corresponds to CharacterResource for characters // // Class Hierarchy: // - Resource // +- VehicleResource (the whole vehicle/turret) // +- MountResource (occupyable positions in a vehicle/turret) // +- GunnerResource (vehicle gunner positions/turret position) // +- DriverResource (vehicle driver positions) //===================================================================== class AI_VehicleResource extends AI_Resource; //===================================================================== // Variables var Pawn m_pawn; // contains pointer to vehicle or turret var AI_VehicleSensorAction vehicleSensorAction; //===================================================================== // Functions //--------------------------------------------------------------------- // Store a back pointer to the actor (vehicle) that this resource is attached to function setResourceOwner( Engine.Actor aVehicle ) { m_pawn = Pawn(aVehicle); } //--------------------------------------------------------------------- // Called explicitly at start of gameplay event init() { vehicleSensorAction = AI_VehicleSensorAction(addSensorActionClass( class'AI_VehicleSensorAction' )); super.init(); } //--------------------------------------------------------------------- // perform resource-specific cleanup before resource is deleted function cleanup() { // Set sensorActions to None vehicleSensorAction = None; super.cleanup(); m_pawn = None; } //--------------------------------------------------------------------- // Accessor function function Pawn pawn() { return m_pawn; } //--------------------------------------------------------------------- // Does the resource have the sub-resources available to run an action? // legspriority: priority of the sub-goal that will be posted on the legs (0 if no goal) // armsPriority: priority of the sub-goal that will be posted on the arms (0 if no goal) // headPriority: priority of the sub-goal that will be posted on the arms (0 if no goal) function bool requiredResourcesAvailable( int legsPriority, int armsPriority, optional int headPriority ) { return true; // for now } //--------------------------------------------------------------------- // Should this resource be trying to satisfy goals? event bool isActive() { local Vehicle v; local Turret t; v = vehicle(); t = turret(); return class'Pawn'.static.checkAlive( m_pawn ) && m_pawn.AI_LOD_Level >= AILOD_NORMAL && // turret active when not occupied or occupied by an AI ( t == None || ( t.IsInState('Active') && ( class'Pawn'.static.checkAlive( t.driver ) || t.IsA( 'DeployedTurret' )) && !t.isHumanControlled() )) && // vehicle active when occupied by an AI ( v == None || ( class'Pawn'.static.checkAlive( v.getDriver() ) && !v.isHumanControlled() )); } //--------------------------------------------------------------------- // Accessor functions function Vehicle vehicle() { return Vehicle(m_pawn); } //--------------------------------------------------------------------- // Accessor functions function Turret turret() { return Turret(m_pawn); } //---------------------------------------------------------------------- // Return the corresponding action class for this type of resource function class<AI_RunnableAction> getActionClass() { return class'AI_VehicleAction'; } //===================================================================== defaultproperties { } |
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