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# Tyrion.AI_CivilianGuard

Extends
  AI_CharacterAction
Modifiers
  editinlinenew

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

Constants Summary
COWER_DURATION | = | 10
UNPANIC_DIST | = | 3000.0f

Variables Summary
BaseAICharacter | ai
Pawn | target
InternalParameters
Vector | engagementAreaCenter
float | engagementAreaRadius
Actor | engagementAreaTarget
IFollowFunction | followFunction
Vector | movementAreaCenter
float | movementAreaRadius
Actor | movementAreaTarget
class<Weapon> | preferredWeaponClass
IWeaponSelectionFunction | weaponSelection

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
|  | cleanup ()))
|  | cower (BaseAICharacter ai, float time ))
| 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

Constants Detail

#### COWER_DURATION Source code

const COWER_DURATION = 10;

#### UNPANIC_DIST Source code

const UNPANIC_DIST = 3000.0f;

Variables Detail

#### ai Source code

var BaseAICharacter ai;

#### target Source code

var Pawn target;

### 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

#### cleanup Source code

function cleanup ( ) )

#### cower Source code

latent function cower ( BaseAICharacter ai, float time ) )

#### selectionHeuristic Source code

static function float selectionHeuristic ( AI_Goal goal ) )

Defaultproperties

    defaultproperties
    {
    	satisfiesGoal = class'AI_GuardAttackGoal'
    }

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Creation time: st 23.5.2018 00:10:26.589 - Created with UnCodeX