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# Tyrion.AI_GrenadierAttack

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_GrenadierAttack

Variables Summary
AI_GrenadierAttack
float | idealGrenadeLauncherRange
float | minGrenadeLauncherRange
InternalParameters
IFollowFunction | followFunction
Pawn | target
IWeaponSelectionFunction | weaponSelection
Parameters
class<Weapon> | preferredWeaponClass
int | rank
Name | targetName

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
| Weapon | bestWeapon (Character ai, Pawn target, class preferredWeaponClass ))
| bool | bShouldFire (BaseAICharacter ai, Weapon weapon ))
|  | cleanup ()))
| float | firingRange (class weaponClass ))
| float | 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

Variables Detail

### AI_GrenadierAttack

#### idealGrenadeLauncherRange Source code

var(AI_GrenadierAttack) float idealGrenadeLauncherRange;

> Preferred distance at which to use the grenade launcher

#### minGrenadeLauncherRange Source code

var(AI_GrenadierAttack) float minGrenadeLauncherRange;

> Minimum distance at which to equip the grenade launcher

### InternalParameters

#### followFunction Source code

var(InternalParameters) editconst IFollowFunction followFunction;

#### target Source code

var(InternalParameters) editconst Pawn target;

#### weaponSelection Source code

var(InternalParameters) editconst IWeaponSelectionFunction weaponSelection;

### Parameters

#### preferredWeaponClass Source code

var(Parameters) class<Weapon> preferredWeaponClass;

> AI will use this weapon if at all possible

#### rank Source code

var(Parameters) int rank;

> Rank of the grenadier (1 or 2)

#### targetName Source code

var(Parameters) editinline Name targetName;

> Label of target (any Pawn)

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 ) )

#### cleanup Source code

function cleanup ( ) )

#### firingRange Source code

function float firingRange ( class<Weapon> weaponClass ) )

#### selectionHeuristic Source code

static function float selectionHeuristic ( AI_Goal goal ) )

Defaultproperties

    defaultproperties
    {
    	satisfiesGoal = class'AI_AttackGoal'

    	minGrenadeLauncherRange = 750
    	idealGrenadeLauncherRange = 3000
    }

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Creation time: st 23.5.2018 00:10:26.925 - Created with UnCodeX