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Tyrion.AI_Guard

Extends
AI_CharacterAction
Modifiers
implements IFollowFunction editinlinenew

Core.Object
|   
+-- Core.RefCount
   |   
   +-- Engine.Tyrion_ActionBase
      |   
      +-- Tyrion.ActionBase
         |   
         +-- Tyrion.AI_RunnableAction
            |   
            +-- Tyrion.AI_Action
               |   
               +-- Tyrion.AI_CharacterAction
                  |   
                  +-- Tyrion.AI_Guard

Constants Summary
DEFAULT_GUARD_DISTANCE=1500.0f
GUARDMOVEMENT_PRIORITY=29

Variables Summary
Actora
floatguardDistance
PawnlastGuardTarget
RookmovementAreaTargetRook
InternalParameters
VectorengagementAreaCenter
ActorengagementAreaTarget
VectormovementAreaCenter
ActormovementAreaTarget
IWeaponSelectionFunctionweaponSelection
Parameters
NameengagementAreaCenterName
floatengagementAreaRadius
NamemovementAreaCenterName
floatmovementAreaRadius
class<Weapon>preferredWeaponClass
Inherited Variables from Tyrion.AI_CharacterAction
DummyHeadGoal, DummyMovementGoal, DummyWeaponGoal, headResourceStorage, movementResourceStorage, pawn, weaponResourceStorage
Inherited Variables from Tyrion.AI_Action
achievingGoal, childGoals, heuristicValue, nsChild, resourceUsage, satisfiesGoal, waitingForGoalsN

Functions Summary
functionstring actionDebuggingString ()))
function cleanup ()))
functionVector getEngagementAreaCenter ()))
functionstring getEngagementString ()))
functionVector getMovementAreaCenter ()))
functionstring getMovementString ()))
functionVector offset (Pawn leader, int positionIndex ))
functionfloat proximityFunction ()))
functionbool updateOffset (Pawn follower, Pawn leader, int positionIndex ))
functionbool validDestination (Vector point ))
Inherited Functions from Tyrion.AI_CharacterAction
baseAIcharacter, character, characterResource, classConstruct, cleanup, clearDummyGoals, clearDummyHeadGoal, clearDummyMovementGoal, clearDummyWeaponGoal, findResource, getResourceClass, headResource, initAction, movementResource, rook, useResources, weaponResource
Inherited Functions from Tyrion.AI_Action
fail, getChildReference, getResource, goalAchievedCB, goalNotAchievedCB, initAction, instantFail, instantSucceed, interruptAction, interruptGoalIf, myAddRef, OnSensorMessage, removeAction, removeChildReference, resourceStolenCB, runAction, selectionHeuristic, setChildReference, succeed, waitForAllGoals, waitForAllGoalsConsidered, waitForAllGoalsInList, waitForAnyGoal, waitForGoal, waitForResourcesAvailable

States Summary
Running Source code
state Running


Constants Detail

DEFAULT_GUARD_DISTANCE Source code

const DEFAULT_GUARD_DISTANCE = 1500.0f;

GUARDMOVEMENT_PRIORITY Source code

const GUARDMOVEMENT_PRIORITY = 29;


Variables Detail

a Source code

var Actor a;

guardDistance Source code

var float guardDistance;

lastGuardTarget Source code

var Pawn lastGuardTarget;

movementAreaTargetRook Source code

var Rook movementAreaTargetRook;

InternalParameters

engagementAreaCenter Source code

var(InternalParameters) editconst Vector engagementAreaCenter;

engagementAreaTarget Source code

var(InternalParameters) editconst Actor engagementAreaTarget;

movementAreaCenter Source code

var(InternalParameters) editconst Vector movementAreaCenter;

movementAreaTarget Source code

var(InternalParameters) editconst Actor movementAreaTarget;

weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;

Parameters

engagementAreaCenterName Source code

var(Parameters) Name engagementAreaCenterName;
Label of the Actor that defines the center of the area to be guarded - any enemy within this area will be attacked; On Protectors this denotes the thing to be protected; an empty label is taken to mean the AI itself

engagementAreaRadius Source code

var(Parameters) float engagementAreaRadius;
Radius of engagement area

movementAreaCenterName Source code

var(Parameters) Name movementAreaCenterName;
Label of the Actor that defines the center of the area the AI can move around in to defend; an empty label is taken to mean the AI's spawn location

movementAreaRadius Source code

var(Parameters) float movementAreaRadius;
Radius of movement area (0 is taken to mean infinite/no restrictions)

preferredWeaponClass Source code

var(Parameters) class<Weapon> preferredWeaponClass;
AI will use this weapon if at all possible


Functions Detail

actionDebuggingString Source code

function string actionDebuggingString ( ) )

cleanup Source code

function cleanup ( ) )

getEngagementAreaCenter Source code

function Vector getEngagementAreaCenter ( ) )

getEngagementString Source code

final function string getEngagementString ( ) )

getMovementAreaCenter Source code

function Vector getMovementAreaCenter ( ) )

getMovementString Source code

final function string getMovementString ( ) )

offset Source code

function Vector offset ( Pawn leader, int positionIndex ) )

proximityFunction Source code

function float proximityFunction ( ) )

updateOffset Source code

function bool updateOffset ( Pawn follower, Pawn leader, int positionIndex ) )

validDestination Source code

function bool validDestination ( Vector point ) )


Defaultproperties

defaultproperties
{
	satisfiesGoal = class'AI_GuardGoal'
}

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Creation time: st 23.5.2018 00:10:26.944 - Created with UnCodeX