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# Tyrion.AI_Goal

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    //=====================================================================
    // AI_Goal
    // The Tyrion Goal class: *What* an AI wants to do
    //
    // To create and post a new goal:
    // 1. call newgoal = new class'goal-you-want-to-create'( resource, priority, constraint1, constraint2, ...)
    // 2. call newgoal.postGoal( parentAction )
    //
    //=====================================================================

    class AI_Goal extends Engine.Tyrion_GoalBase implements ISensorNotification
    	native
    	abstract
    	dependsOn(AI_Resource);

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

    var() bool bRemoveGoalOfSameType "remove an existing goal of the same type before adding this one";
    var() bool bTryOnlyOnce "when true, don't try to achieve goal more than once (i.e. remove if it fails)";
    var() int Priority "in the range [0, 100]; higher number means higher priority";
    var() String goalName "reference to this goal for script actions";

    var AI_SensorWithBounds activationSentinel;		// when triggered, switches goal to 'active'
    var AI_SensorWithBounds deactivationSentinel;	// when triggered, switches goal to 'inactive'
    var AI_Action achievingAction;			// the action achieving this goal
    var AI_Action parentAction;				// the action that posted this goal
    var bool bInactive;						// active / inactive (requires sensors for activation)
    var bool bPermanent;					// achievable / permanent (goal remains after being achieved)
    var bool bDeleted;						// set when this goal has been removed from "goals" list
    var bool bGoalConsidered;				// was this goal considered by the matching process?
    var bool bWakeUpPoster;					// when true, goal poster gets moved to 'Running' state upon goal's removal
    var bool bTerminateIfStolen;			// when true, terminate goal poster if goal's resource gets stolen
    var bool bGoalFailed;					// did the last action that ran on this goal fail to achieve it?
    var bool bGoalAchieved;					// did the last action that ran on this goal achieve it?
    var int ignoreCounter;					// ignore this goal for the specified number of ticks
    var int matchedN;						// the number of times an action was matched to this goal

    var AI_Resource resource;				// the resource this goal is attached to

    var Array<IGoalNotification> notificationRecipients;	// the list of objects interested in goal events

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

    //---------------------------------------------------------------------
    // ISensorNotification implementation

    // Message notification function (callback) for activating/deactivating goals
    function onSensorMessage( AI_Sensor sensor, AI_SensorData value, Object userData )
    {
    	if ( userData == None )
    	{
    		deactivate();
    	}
    	else
    	{
    		activate();
    	}
    }

    function AI_Resource getResource()
    {
    	return resource;
    }

    //---------------------------------------------------------------------
    // Constructors

    #if IG_SWAT
    overloaded function construct()
    {
        // not allowed, do not use this constructor!
        assert(false);
    }
    #endif

    overloaded function construct( AI_Resource r )
    {
    	// log( "GOAL CONSTRUCTOR called on" @ name @ "(in" @ r.pawn().name $ ")" );
    	init( r );
    }

    //---------------------------------------------------------------------
    // Called when a goal is removed

    function cleanup() {}

    //---------------------------------------------------------------------
    // Called explicitly at start of gameplay
    // (equivalent to postBeginPlay for objects, used to initialize designer-placed goals)
    // (called from goal constructor or in AI_Resource.init())

    function init( AI_Resource r )
    {
    	if ( r == None )
    		log( "AI WARNING:" @ name @ "(in" @ r.pawn().name $ ") given 'None' resource!" );
    	if ( r != None && resource == r )
    		log( "AI WARNING:" @ name @ "(in" @ r.pawn().name $ ") already initialized!" );

    	resource = r;

    	if ( activationSentinel == None )
    		activationSentinel = new(r) class'AI_SensorWithBounds';
    	if ( deactivationSentinel == None )
    		deactivationSentinel = new(r) class'AI_SensorWithBounds';
    }

    //---------------------------------------------------------------------
    // increments refCount and returns object

    function AI_Goal myAddRef()
    {
    	AddRef();
    	return self;
    }

    //----------------------------------------------------------------------
    // returns the priority of this goal

    event int priorityFn()
    {
    	return priority;
    }

    //----------------------------------------------------------------------
    // Adds a goal to the AI_Resource
    // Typically called by actions
    // 'parent' can be None for top-level goals

    function AI_Goal postGoal( AI_Action parent )
    {
    	local int i;
    	local AI_Goal goal;

    	if ( bRemoveGoalOfSameType )
    	{
    		for ( i = 0; i < resource.goals.length; ++i )
    		{
    			if ( resource.goals[i].class.name == class.name )
    			{
    				goal = AI_Goal(resource.goals[i]);

    				if ( goal.priority > 0 ) // (it's possible that the goal's resource pointer hasn't been initialized yet, in which case its priority should be -1)
    				{
    					if ( resource.pawn().logTyrion )
    						log( resource.pawn().name $ ": bRemoveGoalOfSameType = true; Replacing" @ goal.name @ "with" @ name );

    					goal.unPostGoal( parentAction );
    				}
    				break;
    			}
    		}
    	}

    	resource.addGoal( parent, self );
    	//resource.resourceCheck( self );
    	return self;
    }

    //----------------------------------------------------------------------
    // Unpost a goal
    // Typically called by actions
    // You can only remove goals you yourself posted to your children
    // 'parent' can be None for top-level goals
    // It's ok to call unpostGoal on a goal that's already been unposted

    function unPostGoal( AI_Action parent )
    {
    	if ( bDeleted )
    		return;

    	if ( parent == parentAction )
    	{
    		// remove the goal
    		resource.removeGoal( self );
    	}
    	else
    		log( "AI WARNING: invalid unPostGoal call." @ parent.name @ "does not own" @ name );
    }

    //---------------------------------------------------------------------
    // Change the priority of a goal

    function changePriority( int newPriority )
    {
    	if ( resource.pawn().logTyrion )
    		log( name @ "priority changed from" @ priority @ "to" @ newPriority );

    	priority = newPriority;
    	if ( newpriority <= 0 )
    		unPostGoal( parentAction );
    	resource.bMatchGoals = true;	// re-evaluate goals
    }

    //---------------------------------------------------------------------
    // Returns true if the goal has matched an action and that action has
    // completed (failed or succeeded)
    // Note: If by the time this function is called, a second action is
    //       matched, the function still returns true

    function bool hasCompleted()
    {
    	return ( bGoalFailed || bGoalAchieved );
    }

    //---------------------------------------------------------------------
    // Returns true if the goal has matched an action and that action has
    // achieved this goal

    function bool wasAchieved()
    {
    	return ( bGoalAchieved );
    }

    //---------------------------------------------------------------------
    // Returns true if the goal has matched an action and that action has
    // *not* achieved this goal

    function bool wasNotAchieved()
    {
    	return ( bGoalFailed );
    }

    //---------------------------------------------------------------------
    // Returns true if the goal was considered by the goal-to-action matching
    // process (even if no action was created for this goal)

    function bool wasConsidered()
    {
    	return ( bGoalConsidered );
    }

    //---------------------------------------------------------------------
    // Returns true if the goal is currently being achieved by an action

    function bool beingAchieved()
    {
    	return ( achievingAction != None );
    }

    //---------------------------------------------------------------------
    // Given the name of a goal, retrieve the object (or None)

    #if IG_TRIBES3
    static function AI_Goal findGoalByName( Actor a, String gName )
    {
    	local Character c;
    	local SquadInfo si;
    	local Turret turret;
    	local Vehicle vehicle;

    	c = Character(a);
    	si = SquadInfo(a);
    	turret = Turret(a);
    	vehicle = Vehicle(a);

    	if ( c != None )
    		return findGoalInCharacterByName( c, gName );
    	else if ( si != None )
    		return findGoalInSquadByName( si, gName );
    	else if ( vehicle != None )
    		return findGoalInVehicleByName( vehicle, gName );
    	else if (turret != None )
    		return findGoalinTurretByName( turret, gName );
    	else
    		return None;
    }
    #endif

    //---------------------------------------------------------------------
    // Given the name of a goal in a Character, retrieve the object (or None)

    #if IG_TRIBES3
    static function AI_Goal findGoalInCharacterByName( Character c, String gName )
    {
    	local AI_Goal goal;

    	goal = AI_Resource(c.characterAI).findGoalByName( gName );

    	if ( goal == None )
    		goal = AI_Resource(c.movementAI).findGoalByName( gName );
    	if ( goal == None )
    		goal = AI_Resource(c.weaponAI).findGoalByName( gName );
    	if ( goal == None )
    		goal = AI_Resource(c.headAI).findGoalByName( gName );

    	return goal;
    }
    #endif

    //---------------------------------------------------------------------
    // Given the name of a goal in a SquadInfo, retrieve the object (or None)

    #if IG_TRIBES3
    static function AI_Goal findGoalInSquadByName( SquadInfo si, String gName )
    {
    	return AI_Resource(si.squadAI).findGoalByName( gName );
    }
    #endif

    //---------------------------------------------------------------------
    // Given the name of a goal in a Vehicle, retrieve the object (or None)

    #if IG_TRIBES3
    static function AI_Goal findGoalInVehicleByName( Vehicle vehicle, String gName )
    {
    	local int i;
    	local AI_Goal goal;

    	for ( i = 0; i < vehicle.positions.length; ++i )
    	{
    		goal = AI_Resource(vehicle.positions[i].toBePossessed.mountAI).findGoalByName( gName );
    		if ( goal != None )
    			return goal;
    	}
    	return None;
    }
    #endif

    //---------------------------------------------------------------------
    // Given the name of a goal in a Turret, retrieve the object (or None)

    #if IG_TRIBES3
    static function AI_Goal findGoalInTurretByName( Turret turret, String gName )
    {
    	return None;	// todo: implement
    }
    #endif

    //---------------------------------------------------------------------
    // Sets flags when a goal is achieved
    // Low-level function - do not call directly

    function markGoalAsAchieved()
    {
    	bGoalAchieved = true;
    	bGoalFailed = false;
    }

    //---------------------------------------------------------------------
    // remove goal etc.
    // Low-level function - do not call directly

    function handleGoalSuccess()
    {
    	//if ( resource == None )
    	//	log( "AI Error: resource undefined in goalAchieved" );

    	// activated goals are deactivated upon success
    	if ( activationSentinel.sensor != None && !bInactive )
    	{
    		if ( resource.pawn().logTyrion )
    			log( name @ "was just deactivated because the action achieving it succeeded!" );
    		if ( deactivationSentinel.sensor != None )
    		{
    			deactivationSentinel.deactivateSentinel( self );	// if a permanent goal is achieved
    			deactivationSentinel.sensor = None;
    		}

    		bInactive = true;
    	}

    	if ( bPermanent )
    	{
    		// Actions running on permanent goals call "succeed()" when they complete
    		if ( resource.usedByAction != None && achievingAction == resource.usedByAction )
    			resource.bMatchGoals = true;	// when a goal is deactivated, resources potentially free up
    	}
    	else
    	{
    		resource.removeGoal( self );	// deactivates sentinels and handles setting bMatchGoal
    	}
    }

    //---------------------------------------------------------------------
    // Sets flags when a goal is achieved
    // Low-level function - do not call directly

    function markGoalAsFailed()
    {
    	bGoalAchieved = false;
    	bGoalFailed = true;
    }

    //---------------------------------------------------------------------
    // remove goal etc.
    // Low-level function - do not call directly

    function handleGoalFailure()
    {
    	if ( bTryOnlyOnce )
    	{
    		// permanent activated goals are not removed, but are simply deactivated when they are bTryOnlyOnce
    		if ( bPermanent && activationSentinel.sensor != None && !bInactive )
    		{
    			if ( resource.pawn().logTyrion )
    				log( name @ "was just deactivated because the action achieving it failed and goal was 'bTryOnce'!" );
    			if ( deactivationSentinel.sensor != None )
    			{
    				deactivationSentinel.deactivateSentinel( self );	// if a permanent goal is achieved
    				deactivationSentinel.sensor = None;
    			}

    			if ( resource.usedByAction != None && achievingAction == resource.usedByAction )
    				resource.bMatchGoals = true;	// when a goal is deactivated, resources potentially free up
    			bInactive = true;
    		}
    		else
    		{
    			// note: a non-activated bTryOnlyOnce bPermanent goal is possible if a permanent goal is being removed by "fail(..., true)"
    			if ( resource.pawn().logTyrion )
    				log( name @ "(" @ resource.pawn().name @ ") bTryOnce = true: Removing" @ name );
    			resource.removeGoal( self );		// deactivates sentinels and handles setting bMatchGoal
    		}
    	}
    	else
    	{
    		if ( resource.usedByAction != None && achievingAction == resource.usedByAction )
    			resource.bMatchGoals = true;		// goal is still around, so give a different action a chance

    		// todo: think about putting in check to prevent the same action from repeatedly matching and failing?
    		ignoreCounter = 1;
    	}
    }

    //---------------------------------------------------------------------
    // Deactivate a goal (switch from active to inactive, i.e. dormant)

    function deactivate()
    {
    	if ( bInactive == false )
    	{
    		if ( resource.pawn().logTyrion )
    			log( name @ "was just deactivated by its deactivationSentinel!" );
    		bInactive = true;

    		if ( bPermanent )
    		{
    			// when a goal is deactivated, resources potentially free up
    			if ( resource.usedByAction != None && achievingAction == resource.usedByAction )
    				resource.bMatchGoals = true;

    			if ( achievingAction != None )
    				achievingAction.interruptAction();	// clears achievingAction and resource.usedByAction

    			if ( deactivationSentinel.sensor != None )
    			{
    				deactivationSentinel.deactivateSentinel( self );
    				deactivationSentinel.sensor = None;
    			}
    		}
    		else
    			resource.removeGoal( self );	// deactivates sentinels and handles setting bMatchGoal; interrupts action
    	}
    }

    //---------------------------------------------------------------------
    // Activate a goal (switch from inactive to active)

    function activate()
    {
    	if ( bInactive == true )
    	{
    		if ( resource.pawn().logTyrion )
    			log( name @ "was just activated!" );
    		bInactive = false;
    		resource.bMatchGoals = true;	// optimization: may not have to be set to true all cases...
    		//resource.resourceCheck( self );

    		if ( deactivationSentinel.sensor != None )
    		{
    			log( "AI WARNING:" @ self @ "attempted to reset non-None deactivation sentinel");
    			deactivationSentinel.deactivateSentinel( self );
    			deactivationSentinel.sensor = None;
    		}
    		setupDeactivationSentinel();
    	}
    }

    //---------------------------------------------------------------------
    // Setup deactivation sentinel

    function setUpDeactivationSentinel();

    #if IG_TRIBES3
    //---------------------------------------------------------------------
    // Add a goal notification recipient to the list

    function addNotificationRecipient( IGoalNotification notificationRecipient )
    {
    	notificationRecipients[notificationRecipients.length] = notificationRecipient;
    }

    //---------------------------------------------------------------------
    // Notify the notification recipients of goal completion. If a notify
    // recipient calls addNotificationRecipient in OnGoalCompleted they will
    // not be added to the list if this goal is ever re-posted.

    function notifyCompletion( bool bAchieved )
    {
    	local int i;

    	for (i = 0; i < notificationRecipients.length; ++i)
    	{
    		notificationRecipients[i].OnGoalCompleted(bAchieved);
    	}

    	notificationRecipients.length = 0;
    }
    #endif

    //=====================================================================

    defaultproperties
    {
    	priority = 50
    	goalName = "<unnamed goal>"
    	bWakeUpPoster = false
    	bRemoveGoalOfSameType = false
    	bTryOnlyOnce = false
    }

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Class file time: čt 7.10.2004 10:30:38.000 - Creation time: st 23.5.2018 00:10:41.229 - Created with UnCodeX