Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Tyrion.AI_Wander


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
//=====================================================================
// AI_Wander
// Moves randomly between specified path nodes
//=====================================================================

class AI_Wander extends AI_MovementAction
	editinlinenew;

//=====================================================================
// Variables

var(Parameters) editconst array<Name> wanderPointNames;
var(Parameters) Character.GroundMovementLevels groundMovement "Desired ground movement speed";
var(Parameters) float wanderRadius "when no path nodes are specified, wander inside this radius";
var(Parameters) Range pauseRange "min and max wait times between moves";

var Vector wanderCenter;			
var int randomIndex;
var Vector nextDest;
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;
}

//---------------------------------------------------------------------

function cleanup()
{
	super.cleanup();

	// when Wander deactivates, AI keeps on moving with his last direction
	if ( class'Pawn'.static.checkAlive( resource.pawn() ) )
		AI_Controller(resource.pawn().controller).stopMove();
}

//=====================================================================
// State code

state Running
{
Begin:
	if ( resource.pawn().logTyrion )
		log( name $ ":" @ resource.pawn().name @ "started wandering." );

	wanderCenter = resource.pawn().Location;

	while ( true )
	{
		if ( wanderPointNames.length > 0 )
		{
			randomIndex = Rand( wanderPointNames.length );
			node = resource.pawn().findStaticByLabel( class'Pathfinding.PlacedNode', wanderPointNames[randomIndex] );

			//log( "AI_Wander: Looking for " $ wanderPointNames[randomIndex] $ "; found: " $ node.name $ " (index: " $ randomIndex $ ")" );

			if ( node == None )
			{
				log( "AI WARNING:" @ name @ "(" @ resource.pawn().name @ ") can't find specified path node" @ wanderPointNames[randomIndex] );
				fail( ACT_INVALID_PARAMETERS, true );
			}

			nextDest = node.Location;
		}
		else
		{
			nextDest = AI_Controller(resource.pawn().controller).getRandomLocation( resource.pawn(), wanderCenter, wanderRadius, 0 );
		}
	

		//log( name @ "Heading from ("@ resource.pawn().Location.X @ resource.pawn().Location.Y @ resource.pawn().Location.Z @ ") to (" @ nextDest.X @ nextDest.Y @ nextDest.Z @ ")" );

		waitForAction( class'NS_MoveToLocation'.static.startAction( AI_Controller(resource.pawn().controller),
						self, nextDest, None,,, groundMovement) );

		Sleep( pauseRange.Min + FRand() * (pauseRange.Max - pauseRange.Min) );
	}
}

//=====================================================================

defaultproperties
{
	satisfiesGoal = class'AI_WanderGoal'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: ne 5.9.2004 15:54:12.000 - Creation time: st 23.5.2018 00:10:42.113 - Created with UnCodeX