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# Tyrion.AI_VehicleResource

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    //=====================================================================
    // AI_VehicleResource
    // Resource for the vehicle (or turret) as a whole -
    // corresponds to CharacterResource for characters
    //
    // Class Hierarchy:
    // - Resource
    //	  +- VehicleResource				(the whole vehicle/turret)
    //	  +- MountResource					(occupyable positions in a vehicle/turret)
    //        +- GunnerResource				(vehicle gunner positions/turret position)
    //             +- DriverResource		(vehicle driver positions)
    //=====================================================================

    class AI_VehicleResource extends AI_Resource;

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

    var Pawn m_pawn;	// contains pointer to vehicle or turret
    var AI_VehicleSensorAction vehicleSensorAction;

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

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

    function setResourceOwner( Engine.Actor aVehicle )
    {
    	m_pawn = Pawn(aVehicle);
    }

    //---------------------------------------------------------------------
    // Called explicitly at start of gameplay

    event init()
    {
    	vehicleSensorAction = AI_VehicleSensorAction(addSensorActionClass( class'AI_VehicleSensorAction' ));

    	super.init();
    }

    //---------------------------------------------------------------------
    // perform resource-specific cleanup before resource is deleted

    function cleanup()
    {
    	// Set sensorActions to None
    	vehicleSensorAction = None;

    	super.cleanup();

    	m_pawn = None;
    }

    //---------------------------------------------------------------------
    // Accessor function

    function Pawn pawn()
    {
    	return m_pawn;
    }

    //---------------------------------------------------------------------
    // 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 )
    {
    	return true;	// for now
    }

    //---------------------------------------------------------------------
    // Should this resource be trying to satisfy goals?

    event bool isActive()
    {
    	local Vehicle v;
    	local Turret t;

    	v = vehicle();
    	t = turret();

    	return class'Pawn'.static.checkAlive( m_pawn ) && m_pawn.AI_LOD_Level >= AILOD_NORMAL &&
    		// turret active when not occupied or occupied by an AI
    		( t == None || ( t.IsInState('Active') && ( class'Pawn'.static.checkAlive( t.driver ) || t.IsA( 'DeployedTurret' )) && !t.isHumanControlled() )) &&
    		// vehicle active when occupied by an AI
    		( v == None || ( class'Pawn'.static.checkAlive( v.getDriver() ) && !v.isHumanControlled() ));
    }

    //---------------------------------------------------------------------
    // Accessor functions

    function Vehicle vehicle()
    {
    	return Vehicle(m_pawn);
    }

    //---------------------------------------------------------------------
    // Accessor functions

    function Turret turret()
    {
    	return Turret(m_pawn);
    }

    //----------------------------------------------------------------------
    // Return the corresponding action class for this type of resource

    function class<AI_RunnableAction> getActionClass()
    {
    	return class'AI_VehicleAction';
    }

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

    defaultproperties
    {
    }

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Class file time: ne 5.9.2004 15:54:24.000 - Creation time: st 23.5.2018 00:10:42.101 - Created with UnCodeX