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SCR_AIBehaviorTask.c
Go to the documentation of this file.
1
class
SCR_AIActionTask
:
AITaskScripted
2
{
3
// This is parent class not to be used / visible in palette of AI nodes
4
5
static
const
string
ENTITY_PORT =
"Entity"
;
6
static
const
string
POSITION_PORT =
"Position"
;
7
static
const
string
STANCE_PORT =
"Stance"
;
8
static
const
string
ROLEINVEHICLE_PORT =
"RoleInVehicle"
;
9
static
const
string
REPORTER_PORT =
"ReportingAgent"
;
10
static
const
string
USE_VEHICLES_PORT =
"UseVehicles"
;
11
static
const
string
DESIREDDISTANCE_PORT =
"DesiredDistance"
;
12
static
const
string
TARGET_PORT =
"Target"
;
13
static
const
string
TARGETINFO_PORT =
"TargetInfo"
;
14
static
const
string
TARGETPOSITION_PORT =
"TargetPosition"
;
15
static
const
string
NEXTCOVERPOSITION_PORT =
"NextCoverPosition"
;
16
static
const
string
COMPARTMENT_PORT =
"Compartment"
;
17
static
const
string
SMARTACTION_PORT =
"SmartActionComponent"
;
18
static
const
string
WEAPON_TYPE_PORT =
"WeaponType"
;
19
static
const
string
WEAPON_COMP_PORT =
"WeaponComponent"
;
20
static
const
string
MAGAZINE_COMP_PORT =
"MagazineComponent"
;
21
static
const
string
MAGAZINE_WELL_PORT =
"MagazineWell"
;
22
static
const
string
PRIORITY_LEVEL_PORT =
"PriorityLevel"
;
23
static
const
string
MUZZLE_ID =
"MuzzleID"
;
24
static
const
string
WAYPOINT_PORT =
"Waypoint"
;
25
static
const
string
BOARDING_PARAMS_PORT =
"BoardingParams"
;
26
static
const
string
DEFEND_DIRECTION_PORT =
"DefendDirection"
;
27
static
const
string
DEFEND_LOCATION_PORT =
"DefendLocation"
;
28
static
const
string
ANGULAR_RANGE_PORT =
"AngularRange"
;
29
static
const
string
WAYPOINT_RELATED_PORT =
"WaypointRelated"
;
30
static
const
string
IS_DANGEROUS_PORT =
"isDangerous"
;
31
static
const
string
RESET_TIMER_PORT =
"ResetTimer"
;
32
static
const
string
TIMEOUT_PORT =
"Timeout"
;
33
static
const
string
DELAY_PORT =
"Delay"
;
34
static
const
string
REINIT_PORT =
"Reinit"
;
35
static
const
string
RADIUS_PORT =
"Radius"
;
36
static
const
string
AGENT_SCRIPT_PORT =
"AgentScript"
;
37
static
const
string
RELATED_INVOKER_PORT =
"RelatedInvoker"
;
38
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protected
SCR_AIBaseUtilityComponent
m_UtilityComp
;
40
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//------------------------------------------------------------------------------------------------
42
override
void
OnEnter
(AIAgent owner)
43
{
44
m_UtilityComp
= SCR_AIBaseUtilityComponent.Cast(owner.FindComponent(SCR_AIBaseUtilityComponent));
45
if
(!
m_UtilityComp
)
46
{
47
NodeError
(
this
, owner,
"Can't find base utility component."
);
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}
49
}
50
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//------------------------------------------------------------------------------------------------
53
protected
SCR_AIActionBase
GetExecutedAction
()
54
{
55
if
(!
m_UtilityComp
)
56
return
null;
57
58
return
SCR_AIActionBase.Cast(
m_UtilityComp
.GetExecutedAction());
59
}
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};
NodeError
ENodeResult NodeError(Node node, AIAgent owner, string msg)
Error call to be used in scripted BT nodes.
Definition
NodeError.c:3
AITaskScripted
Definition
AITaskScripted.c:13
SCR_AIActionTask
Definition
SCR_AIBehaviorTask.c:2
SCR_AIActionTask::OnEnter
override void OnEnter(AIAgent owner)
Definition
SCR_AIBehaviorTask.c:42
SCR_AIActionTask::GetExecutedAction
SCR_AIActionBase GetExecutedAction()
Returns current action from the utility component.
Definition
SCR_AIBehaviorTask.c:53
SCR_AIActionTask::m_UtilityComp
SCR_AIBaseUtilityComponent m_UtilityComp
Definition
SCR_AIBehaviorTask.c:39
scripts
Game
AI
ScriptedNodes
Behavior
SCR_AIBehaviorTask.c
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1.17.0