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# Tyrion.AI_Protect

Extends
  AI_CharacterAction
Modifiers
  implements IWeaponSelectionFunction editinlinenew

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

Constants Summary
ADJUST_DISTANCE | = | 80.0f
MAX_BURN_DIST | = | 5000.0f
MAX_BURN_YAW | = | 3640
MIN_BURN_DIST | = | 750.0f
PROTECT_DISTANCE | = | 1000.0f

Variables Summary
BaseAICharacter | ai
Vector | aimLocation
Rotator | burnRotation
AI_Goal | fireAtGoal
Pawn | guardee
Vector | hitLocation
Actor | obstacle
Vector | projectileSpawnLocation
float | protectDistance
Vector | protectPosition
Pawn | target
float | timeToHit
AI_Protect
float | maxChainGunRange
float | maxEnergyBladeRange
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
| Weapon | bestWeapon (Character ai, Pawn target, class preferredWeaponClass ))
| bool | bShouldFire (BaseAICharacter ai, Weapon weapon ))
| bool | burnGround ()))
|  | cleanup ()))
| float | firingRange (class weaponClass ))
| Rotator | getBurnRotation ()))
| AI_DodgeSensor | getDodgeSensor ()))
| Vector | getProtectPosition ()))
| bool | keepRunning ()))
| 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

#### ADJUST_DISTANCE Source code

const ADJUST_DISTANCE = 80.0f;

#### MAX_BURN_DIST Source code

const MAX_BURN_DIST = 5000.0f;

#### MAX_BURN_YAW Source code

const MAX_BURN_YAW = 3640;

#### MIN_BURN_DIST Source code

const MIN_BURN_DIST = 750.0f;

#### PROTECT_DISTANCE Source code

const PROTECT_DISTANCE = 1000.0f;

Variables Detail

#### ai Source code

var BaseAICharacter ai;

#### aimLocation Source code

var Vector aimLocation;

#### burnRotation Source code

var Rotator burnRotation;

#### fireAtGoal Source code

var AI_Goal fireAtGoal;

#### guardee Source code

var Pawn guardee;

#### hitLocation Source code

var Vector hitLocation;

#### obstacle Source code

var Actor obstacle;

#### projectileSpawnLocation Source code

var Vector projectileSpawnLocation;

#### protectDistance Source code

var float protectDistance;

#### protectPosition Source code

var Vector protectPosition;

#### target Source code

var Pawn target;

#### timeToHit Source code

var float timeToHit;

### AI_Protect

#### maxChainGunRange Source code

var(AI_Protect) float maxChainGunRange;

> Maximum distance at which to use the chaingun

#### maxEnergyBladeRange Source code

var(AI_Protect) float maxEnergyBladeRange;

> Maximum distance at which to use the energy blade

### 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

#### bestWeapon Source code

function Weapon bestWeapon ( Character ai, Pawn target, class<Weapon> preferredWeaponClass ) )

#### bShouldFire Source code

function bool bShouldFire ( BaseAICharacter ai, Weapon weapon ) )

#### burnGround Source code

private final function bool burnGround ( ) )

#### cleanup Source code

function cleanup ( ) )

#### firingRange Source code

function float firingRange ( class<Weapon> weaponClass ) )

#### getBurnRotation Source code

private final function Rotator getBurnRotation ( ) )

#### getDodgeSensor Source code

private final function AI_DodgeSensor getDodgeSensor ( ) )

#### getProtectPosition Source code

private final function Vector getProtectPosition ( ) )

#### keepRunning Source code

private final function bool keepRunning ( ) )

#### selectionHeuristic Source code

static function float selectionHeuristic ( AI_Goal goal ) )

Defaultproperties

    defaultproperties
    {
    	satisfiesGoal = class'AI_GuardAttackGoal'

    	maxEnergyBladeRange		= 400
    	maxChainGunRange		= 400
    }

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Creation time: st 23.5.2018 00:10:27.295 - Created with UnCodeX