Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# Tyrion.AI_Action

Extends
  AI_RunnableAction
Modifiers
  implements ISensorNotification abstract native

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

#### Direct Known Subclasses:

> AI_CharacterAction, AI_DriverAction, AI_GunnerAction, AI_HeadAction, AI_MovementAction, AI_SquadAction, AI_VehicleAction, AI_WeaponAction

Constants Summary

Inherited Contants from Tyrion.ActionBase
DONT_CARE

Variables Summary
AI_Goal | achievingGoal
array<AI_Goal> | childGoals
float | heuristicValue
NS_Action | nsChild
int | resourceUsage
int | waitingForGoalsN
AI_Action
class<AI_Goal> | satisfiesGoal

Inherited Variables from Tyrion.AI_RunnableAction
resource

Inherited Variables from Tyrion.ActionBase
bCompleted, bDeleted, bIdle, bSensorAction, bWasTicked

Enumerations Summary

Inherited Enumerations from Tyrion.ActionBase
ACT_ErrorCodes

Functions Summary
|  | fail (ACT_ErrorCodes errorCode, optional bool bRemoveGoal ))
| NS_Action | getChildReference ()))
| AI_Resource | getResource ()))
|  | goalAchievedCB (AI_Goal goal, AI_Action child ))
|  | goalNotAchievedCB (AI_Goal goal, AI_Action child, ACT_ErrorCodes errorCode ))
|  | initAction (AI_Resource r, AI_Goal goal))
|  | instantFail (ACT_ErrorCodes errorCode, optional bool bRemoveGoal ))
|  | instantSucceed ()))
|  | interruptAction ()))
|  | interruptGoalIf (AI_Goal goal, class condition ))
| AI_Action | myAddRef ()))
|  | OnSensorMessage (AI_Sensor sensor, AI_SensorData value, Object userData)
|  | removeAction ()))
|  | removeChildReference (NS_Action child ))
|  | resourceStolenCB (AI_goal goal, AI_Resource stolenResource ))
|  | runAction ()))
| float | selectionHeuristic (AI_Goal goal ))
|  | setChildReference (NS_Action child ))
|  | succeed ()))
|  | waitForAllGoals (optional AI_Goal goal1, optional AI_Goal goal2, optional AI_Goal goal3, optional AI_Goal goal4, optional AI_Goal goal5, optional AI_Goal goal6, optional AI_Goal goal7, optional AI_Goal goal8, optional AI_Goal goal9))
|  | waitForAllGoalsConsidered (AI_Goal goal1, optional AI_Goal goal2, optional AI_Goal goal3, optional AI_Goal goal4, optional AI_Goal goal5, optional AI_Goal goal6, optional AI_Goal goal7 ))
|  | waitForAllGoalsInList (array<AI_Goal> goals))
|  | waitForAnyGoal (AI_Goal goal1, optional AI_Goal goal2, optional AI_Goal goal3, optional AI_Goal goal4, optional AI_Goal goal5, optional AI_Goal goal6, optional AI_Goal goal7 ))
|  | waitForGoal (AI_Goal goal, optional bool bTryOnlyOnce ))
|  | waitForResourcesAvailable (int legsPriority, int armsPriority, optional int headPriority ))

Inherited Functions from Tyrion.AI_RunnableAction
interruptAction, pauseAction, removeAction, runAction

Inherited Functions from Tyrion.ActionBase
actionFailedCB, actionSucceededCB, cleanup, closestPointOnALine, getChildReference, hasCompleted, instantFail, interruptActionIf, isIdle, isRunning, minDistBetweenTrajectories, pause, pauseAction, pawnDied, removeAction, removeChildReference, removeGoal, rotateZ, runAction, setChildReference, sleepForever, waitForAction, wasTicked, yield

Variables Detail

#### achievingGoal Source code

var AI_Goal achievingGoal;

#### childGoals Source code

var array<AI_Goal> childGoals;

#### heuristicValue Source code

var float heuristicValue;

#### nsChild Source code

var NS_Action nsChild;

#### resourceUsage Source code

var int resourceUsage;

#### waitingForGoalsN Source code

var int waitingForGoalsN;

### AI_Action

#### satisfiesGoal Source code

var(AI_Action) const editconst class<AI_Goal> satisfiesGoal;

Functions Detail

#### fail Source code

latent function fail ( ACT_ErrorCodes errorCode, optional bool bRemoveGoal ) )

#### getChildReference Source code

function NS_Action getChildReference ( ) )

#### getResource Source code

function AI_Resource getResource ( ) )

#### goalAchievedCB Source code

function goalAchievedCB ( AI_Goal goal, AI_Action child ) )

#### goalNotAchievedCB Source code

function goalNotAchievedCB ( AI_Goal goal, AI_Action child, ACT_ErrorCodes errorCode ) )

#### initAction Source code

event initAction ( AI_Resource r, AI_Goal goal) )

#### instantFail Source code

event instantFail ( ACT_ErrorCodes errorCode, optional bool bRemoveGoal ) )

#### instantSucceed Source code

event instantSucceed ( ) )

#### interruptAction Source code

function interruptAction ( ) )

#### interruptGoalIf Source code

latent function interruptGoalIf ( AI_Goal goal, class<IBooleanGoalCondition> condition ) )

#### myAddRef Source code

function AI_Action myAddRef ( ) )

#### OnSensorMessage Source code

function OnSensorMessage ( AI_Sensor sensor, AI_SensorData value, Object userData )

#### removeAction Source code

function removeAction ( ) )

#### removeChildReference Source code

function removeChildReference ( NS_Action child ) )

#### resourceStolenCB Source code

function resourceStolenCB ( AI_goal goal, AI_Resource stolenResource ) )

#### runAction Source code

function runAction ( ) )

#### selectionHeuristic Source code

static function float selectionHeuristic ( AI_Goal goal ) )

#### setChildReference Source code

function setChildReference ( NS_Action child ) )

#### succeed Source code

latent function succeed ( ) )

#### waitForAllGoals Source code

latent function waitForAllGoals ( optional AI_Goal goal1, optional AI_Goal goal2, optional AI_Goal goal3, optional AI_Goal goal4, optional AI_Goal goal5, optional AI_Goal goal6, optional AI_Goal goal7, optional AI_Goal goal8, optional AI_Goal goal9) )

#### waitForAllGoalsConsidered Source code

latent function waitForAllGoalsConsidered ( AI_Goal goal1, optional AI_Goal goal2, optional AI_Goal goal3, optional AI_Goal goal4, optional AI_Goal goal5, optional AI_Goal goal6, optional AI_Goal goal7 ) )

#### waitForAllGoalsInList Source code

latent function waitForAllGoalsInList ( array<AI_Goal> goals) )

#### waitForAnyGoal Source code

latent function waitForAnyGoal ( AI_Goal goal1, optional AI_Goal goal2, optional AI_Goal goal3, optional AI_Goal goal4, optional AI_Goal goal5, optional AI_Goal goal6, optional AI_Goal goal7 ) )

#### waitForGoal Source code

latent function waitForGoal ( AI_Goal goal, optional bool bTryOnlyOnce ) )

#### waitForResourcesAvailable Source code

latent function waitForResourcesAvailable ( int legsPriority, int armsPriority, optional int headPriority ) )

Defaultproperties

    defaultproperties
    {
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Creation time: st 23.5.2018 00:10:26.491 - Created with UnCodeX