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# Engine.Tyrion_ResourceBase

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    //=====================================================================
    // Tyrion_ResourceBase
    // The Tyrion Resource class: Resources are the entities that can
    // perform actions.
    // This class should be embedded in every data structure that
    // functions as a resource (such as Rook)
    //=====================================================================

    class Tyrion_ResourceBase extends Core.RefCount
    	abstract
    	threaded
    	native;

    //=====================================================================
    // Constants

    enum ResourceTypes
    {
    	RT_DEFAULT,
    	RT_VEHICLE,
    	RT_GUNNER,
    	RT_DRIVER,
    	RT_TURRET,
    	RT_CHARACTER,
    	RT_SQUAD,
    	RT_ARMS,
    	RT_LEGS,
    	RT_HEAD
    };

    enum AI_LOD_Levels
    {
    	AILOD_NONE,		// AI doesn't know this rook exists; AI control must be activated in script
    	AILOD_MINIMAL,	// AI does minimal processing on this rook to determine when it needs to activate full AI
    	AILOD_IDLE,		// AI has rook perform idle animations, but no complex behavior; monitors whether to activate full AI
    	AILOD_NORMAL,	// Normal AI control, can drop back to AILOD_Minimal
    	AILOD_ALWAYS_ON	// Normal AI control, never changes LOD state
    };

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

    var(AI) editinline DeepCopy array<Tyrion_GoalBase> goals;	// goals the resource is trying to achieve
    var(AI)	editinline array<Tyrion_ActionBase> abilities;	// the actions this resource is capable of performing
    /*
    var(AI) editinline array< class<Tyrion_GoalBase> > goals;	// goals the resource is trying to achieve
    var(AI)	editinline array< class<Tyrion_ActionBase> > abilities;	// the actions this resource is capable of performing
    */

    var bool bMatchGoals;						// is action-to-goal matching necessary?
    var bool bUnInitialized;					// resource still needs to be initialized?
    var bool bGoalsReset;						// is goal list in its initial state?

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

    //---------------------------------------------------------------------
    // Called before the resource is first ticked

    event init();

    //---------------------------------------------------------------------
    // Store a back pointer to the actor (pawn or squad) that this resource is attached to

    function setResourceOwner( Actor p );

    //---------------------------------------------------------------------
    // Stores index of this resource in "positions" array
    // (only used in vehicles)

    function setIndex( int index );

    //---------------------------------------------------------------------
    // Clean up resource-related stuff when pawn dies

    function cleanup();

    //---------------------------------------------------------------------
    // Delete all the sensors attached to this resource

    function deleteSensors();

    //---------------------------------------------------------------------
    // Delete actions that have been removed from idle and running lists

    event deleteRemovedActions();

    //---------------------------------------------------------------------
    // Mark all goals as achieved: this will reset the resource to have
    // only permanent goals (used when a mount loses its driver)

    event resetGoals();

    //---------------------------------------------------------------------
    // Should this resource be trying to satisfy goals?
    // (A dead resource should not, for example)
    // The default is true but individual resources can define their own logic

    event bool isActive()
    {
    	return true;
    }

    //---------------------------------------------------------------------
    // Does the resource have the sub-resources available to run an action?
    // legspriority:  priority of the sub-goal that will be posted on the legs (0 if no goal)
    // armsPriority:  priority of the sub-goal that will be posted on the arms (0 if no goal)
    // headPriority:  priority of the sub-goal that will be posted on the arms (0 if no goal)

    function bool requiredResourcesAvailable( int legsPriority, int armsPriority, optional int headPriority );

    //---------------------------------------------------------------------
    // Inform a resource that a particular pawn died

    function pawnDied( Pawn pawn );

    //---------------------------------------------------------------------
    // Move designer-assigned goals to the resource

    function assignGoal( class<Tyrion_GoalBase> goalClass )
    {
    	if ( goalClass != None )
    	{
    		if ( ClassIsChildOf( class, goalClass.static.getResourceClass() ) )
    		{
    			goals[goals.length] = new goalClass;	// goals.push( goalClass )
    			goals[goals.length-1].addRef();			// corresponds to the one given by "addGoal()" for non-designer goals
    			goals[goals.length-1].addRef();			// guarantees that designer-created goals never get deleted

    			//log( name @ "added" @ goals[goals.length-1] @ "Outer:" @ goals[goals.length-1].Outer );
    		}
    	}
    }

    //---------------------------------------------------------------------
    // Move designer-assigned abilities (actions) of type "resourceType" to the resource

    function assignAbility( class<Tyrion_ActionBase> abilityClass )
    {
    	if ( abilityClass != None )
    	{
    		if ( ClassIsChildOf( class, abilityClass.static.getResourceClass() ) )
    		{
    			abilities[abilities.length] = new abilityClass;		// abilities.push( abilityClass )
    			//log( name @ "added" @ abilities[abilities.length-1]);
    		}
    	}
    }

    //---------------------------------------------------------------------
    // Called whenever time passes

    native function Tick( float deltaTime );

    //---------------------------------------------------------------------
    // adds an ability to a resource

    function addAbility(Tyrion_ActionBase newAbility)
    {
        assert(NewAbility != None);
        abilities[abilities.Length] = newAbility;
    }

    //---------------------------------------------------------------------
    // action/goal debug display function

    function displayTyrionDebug();

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

    defaultproperties
    {
    	bUnInitialized = true
    	bGoalsReset = true
    }

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Class file time: ne 5.9.2004 16:01:32.000 - Creation time: st 23.5.2018 00:10:49.659 - Created with UnCodeX