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# Tyrion.AI_CommonSenseSensorAction

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    //=====================================================================
    // AI_CommonSenseSensorAction
    // Updates sensors related to common sense actions/goals
    //=====================================================================

    class AI_CommonSenseSensorAction extends AI_SensorCharacterAction;

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

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

    var AI_GetOutOfWaySensor	getOutOfWaySensor;	// gets updated by setValue calls, not in a sensor action
    var AI_PainSensor			painSensor;			// this one, too
    var AI_EnemySensor			enemySensor;		// this one gets updated by callbacks on the sensor
    var AI_DodgeSensor			dodgeSensor;		// ditto
    var AI_TargetSensor			targetSensor;		// and ditto
    var AI_TargetMemorySensor	targetMemorySensor;	// (a targetSensor that remembers a lost target for a while...)
    var AI_ReactToFireSensor	reactToFireSensor;	// and double ditto
    var AI_NearMissSensor		nearMissSensor;		// this one gets updated by setValue calls again (Touch function in NearMissCollisionVolume); however, it requires periodic update of the nearMissCollisionVolume
    var AI_GuardSensor			guardSensor;		// this one gets updated by callbacks on the sensor

    var NearMissCollisionVolume fatVolume;

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

    //---------------------------------------------------------------------
    // set up the sensors this action may update

    function setupSensors( AI_Resource resource )
    {
    	// construct all sensors, add them to resource's sensor list
    	getOutOfWaySensor = AI_GetOutOfWaySensor(addSensorClass( class'AI_GetOutOfWaySensor' ));
    	painSensor        = AI_PainSensor(addSensorClass( class'AI_PainSensor' ));
    	enemySensor		  = AI_EnemySensor(addSensorClass( class'AI_EnemySensor' ));
    	dodgeSensor		  = AI_DodgeSensor(addSensorClass( class'AI_DodgeSensor' ));
    	targetSensor      = AI_TargetSensor(addSensorClass( class'AI_TargetSensor' ));
    	targetMemorySensor= AI_TargetMemorySensor(addSensorClass( class'AI_TargetMemorySensor' ));
    	reactToFireSensor = AI_ReactToFireSensor(addSensorClass( class'AI_ReactToFireSensor' ));
    	nearMissSensor	  = AI_NearMissSensor(addSensorClass( class'AI_NearMissSensor' ));
    	guardSensor		  = AI_GuardSensor(addSensorClass( class'AI_GuardSensor' ));

    	// repeat if there are more sensors this sensorAction updates
    }

    //---------------------------------------------------------------------

    function begin()
    {
    	// Create a larger collision volume around the character to detect near misses
    	if ( fatVolume == None )
    		fatVolume = rook().Spawn( class'NearMissCollisionVolume' );
    	fatVolume.pawn = rook();
    	fatVolume.nearMissSensor = nearMissSensor;
    	fatVolume.Move( rook().Location - fatVolume.Location );
    }

    function cleanup()
    {
    	super.cleanup();

    	if ( fatVolume != None )
    	{
    		fatVolume.Destroy();
    		fatVolume = None;
    	}
    }

    //=====================================================================
    // State Code

    state Running
    {
    Begin:
    	while ( true )
    	{
    		// update fatVolume location
    		if ( nearMissSensor.queryUsage() > 0 && rook().Location != fatVolume.Location )
    			fatVolume.Move( rook().Location - fatVolume.Location );
    		yield();
    	}
    }

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

    defaultproperties
    {
    }

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Class file time: ne 5.9.2004 15:54:28.000 - Creation time: st 23.5.2018 00:10:41.011 - Created with UnCodeX