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Tyrion.AI_Protect

Extends
AI_CharacterAction
Modifiers
implements IWeaponSelectionFunction editinlinenew

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

Constants Summary
ADJUST_DISTANCE=80.0f
MAX_BURN_DIST=5000.0f
MAX_BURN_YAW=3640
MIN_BURN_DIST=750.0f
PROTECT_DISTANCE=1000.0f

Variables Summary
BaseAICharacterai
VectoraimLocation
RotatorburnRotation
AI_GoalfireAtGoal
Pawnguardee
VectorhitLocation
Actorobstacle
VectorprojectileSpawnLocation
floatprotectDistance
VectorprotectPosition
Pawntarget
floattimeToHit
AI_Protect
floatmaxChainGunRange
floatmaxEnergyBladeRange
InternalParameters
VectorengagementAreaCenter
floatengagementAreaRadius
ActorengagementAreaTarget
IFollowFunctionfollowFunction
VectormovementAreaCenter
floatmovementAreaRadius
ActormovementAreaTarget
class<Weapon>preferredWeaponClass
IWeaponSelectionFunctionweaponSelection
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
functionWeapon bestWeapon (Character ai, Pawn target, class preferredWeaponClass ))
functionbool bShouldFire (BaseAICharacter ai, Weapon weapon ))
functionbool burnGround ()))
function cleanup ()))
functionfloat firingRange (class weaponClass ))
functionRotator getBurnRotation ()))
functionAI_DodgeSensor getDodgeSensor ()))
functionVector getProtectPosition ()))
functionbool keepRunning ()))
functionfloat selectionHeuristic (AI_Goal goal ))
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

ADJUST_DISTANCE Source code

const ADJUST_DISTANCE = 80.0f;

MAX_BURN_DIST Source code

const MAX_BURN_DIST = 5000.0f;

MAX_BURN_YAW Source code

const MAX_BURN_YAW = 3640;

MIN_BURN_DIST Source code

const MIN_BURN_DIST = 750.0f;

PROTECT_DISTANCE Source code

const PROTECT_DISTANCE = 1000.0f;


Variables Detail

ai Source code

var BaseAICharacter ai;

aimLocation Source code

var Vector aimLocation;

burnRotation Source code

var Rotator burnRotation;

fireAtGoal Source code

var AI_Goal fireAtGoal;

guardee Source code

var Pawn guardee;

hitLocation Source code

var Vector hitLocation;

obstacle Source code

var Actor obstacle;

projectileSpawnLocation Source code

var Vector projectileSpawnLocation;

protectDistance Source code

var float protectDistance;

protectPosition Source code

var Vector protectPosition;

target Source code

var Pawn target;

timeToHit Source code

var float timeToHit;

AI_Protect

maxChainGunRange Source code

var(AI_Protect) float maxChainGunRange;
Maximum distance at which to use the chaingun

maxEnergyBladeRange Source code

var(AI_Protect) float maxEnergyBladeRange;
Maximum distance at which to use the energy blade

InternalParameters

engagementAreaCenter Source code

var(InternalParameters) editconst Vector engagementAreaCenter;

engagementAreaRadius Source code

var(InternalParameters) float engagementAreaRadius;
Radius of engagement area

engagementAreaTarget Source code

var(InternalParameters) editconst Actor engagementAreaTarget;

followFunction Source code

var(InternalParameters) editconst IFollowFunction followFunction;

movementAreaCenter Source code

var(InternalParameters) editconst Vector movementAreaCenter;

movementAreaRadius Source code

var(InternalParameters) float movementAreaRadius;
Radius of movement area

movementAreaTarget Source code

var(InternalParameters) editconst Actor movementAreaTarget;

preferredWeaponClass Source code

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

weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;


Functions Detail

bestWeapon Source code

function Weapon bestWeapon ( Character ai, Pawn target, class<Weapon> preferredWeaponClass ) )

bShouldFire Source code

function bool bShouldFire ( BaseAICharacter ai, Weapon weapon ) )

burnGround Source code

private final function bool burnGround ( ) )

cleanup Source code

function cleanup ( ) )

firingRange Source code

function float firingRange ( class<Weapon> weaponClass ) )

getBurnRotation Source code

private final function Rotator getBurnRotation ( ) )

getDodgeSensor Source code

private final function AI_DodgeSensor getDodgeSensor ( ) )

getProtectPosition Source code

private final function Vector getProtectPosition ( ) )

keepRunning Source code

private final function bool keepRunning ( ) )

selectionHeuristic Source code

static function float selectionHeuristic ( AI_Goal goal ) )


Defaultproperties

defaultproperties
{
	satisfiesGoal = class'AI_GuardAttackGoal'


	maxEnergyBladeRange		= 400
	maxChainGunRange		= 400
}

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Creation time: st 23.5.2018 00:10:27.295 - Created with UnCodeX