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# Tyrion.AI_RunnableAction

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    //=====================================================================
    // AI_RunnableAction
    // An action that can run or be idle, and can create children
    // Superclass to AI_Actions and AI_SensorActions
    //
    // Notes on Usage:
    // - every subclassed action should have a 'Running' state in which
    //   the state code resides
    //=====================================================================

    class AI_RunnableAction extends ActionBase
    	abstract
    	native
    	threaded;

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

    var AI_Resource resource;			// the resource this action is running on

    //=====================================================================
    // Functions

    //---------------------------------------------------------------------
    // Interrupt an action
    // Stop a running (or idle) action; reclaim its resources
    // Typically called by the resource

    function interruptAction()
    {
    	removeAction();
    }

    //---------------------------------------------------------------------
    // Terminate an action
    // Typically called by the resource

    function removeAction()
    {
    	local int i;

    	// Remove action from idle list (if it's in there)
    	for ( i = 0; i < resource.idleActions.length; i++ )
    		if ( resource.idleActions[i] == self )
    		{
    			resource.idleActions.remove(i, 1);		// removes element - shifts the rest
    			break;
    		}

    	// Remove action from running list (if it's in there)
    	for ( i = 0; i < resource.runningActions.length; i++ )
    		if ( resource.runningActions[i] == self )
    		{
    			resource.runningActions.remove(i, 1);	// removes element - shifts the rest
    			break;
    		}

    	if ( bCompleted == false )
    	{
    		resource.removedActions[resource.removedActions.length] = self;	// removedActions.Push(self)
    		bCompleted = true;
    	}

    	cleanup();

    	bDeleted = true;
    }

    //---------------------------------------------------------------------
    // Run an action
    // Typically called by the resource

    function runAction()
    {
    	local int i;

    	// Remove action from idle list (if it's in there)
    	for ( i = 0; i < resource.idleActions.length; i++ )
    		if ( resource.idleActions[i] == self )
    		{
    			resource.idleActions.remove(i, 1);		// removes element - shifts the rest
    			break;
    		}

    	if ( isIdle() )
    	{
    		// runningActions.Push(self)
    		resource.runningActions[resource.runningActions.length] = self;

    		bIdle = false;
    		//GotoState( 'Running' );
    	}
    }

    //---------------------------------------------------------------------
    // Pause an action (put it onto idle list)
    // Note that an action can still be achieving a goal when it's idle.
    // Typically called by the resource

    function pauseAction()
    {
    	// Remove action from running list (if it's in there)
    	local int i;
    	for ( i = 0; i < resource.runningActions.length; i++ )
    		if ( resource.runningActions[i] == self )
    		{
    			resource.runningActions.remove(i, 1);	// removes element - shifts the rest

    			// idleActions.Push(self); (don't add if it wasn't in running list - it can screw up action deletion!)
    			resource.idleActions[resource.idleActions.length] = self;
    			break;
    		}

    	bIdle = true;
    	//GotoState( 'Idle' );
    }

    //=====================================================================
    // States

    state Running
    {
    Begin:
    }

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Class file time: ne 5.9.2004 15:54:22.000 - Creation time: st 23.5.2018 00:10:41.621 - Created with UnCodeX