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SCR_AIFindItemInInventory.c
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1
class
SCR_AIFindItemInInventory
:
AITaskScripted
2
{
3
// Inputs
4
protected
static
const
string
PORT_PREFAB_RESOURCE_NAME
=
"PrefabResourceName"
;
5
6
// Outputs
7
protected
static
const
string
PORT_ITEM_ENTITY
=
"ItemEntity"
;
8
9
//------------------------------------------------------------------------------------------------------
10
override
ENodeResult
EOnTaskSimulate
(AIAgent owner,
float
dt)
11
{
12
// Read inputs
13
ResourceName
prefabResourceName;
14
15
GetVariableIn
(
PORT_PREFAB_RESOURCE_NAME
, prefabResourceName);
16
17
if
(prefabResourceName.IsEmpty())
18
return
ENodeResult
.FAIL;
19
20
// Verify own inventory
21
IEntity
myEntity = owner.GetControlledEntity();
22
if
(!myEntity)
23
return
ENodeResult
.FAIL;
24
InventoryStorageManagerComponent
myInvComp =
InventoryStorageManagerComponent
.Cast(myEntity.
FindComponent
(
InventoryStorageManagerComponent
));
25
if
(!myInvComp)
26
return
ENodeResult
.FAIL;
27
28
SCR_PrefabNamePredicate searchPredicate =
new
SCR_PrefabNamePredicate();
29
searchPredicate.prefabName = prefabResourceName;
30
31
IEntity
item = myInvComp.FindItem(searchPredicate);
32
33
if
(!item)
34
return
ENodeResult
.FAIL;
35
36
SetVariableOut
(
PORT_ITEM_ENTITY
, item);
37
38
return
ENodeResult
.SUCCESS;
39
}
40
41
//------------------------------------------------------------------------------------------------------
42
protected
ref
TStringArray
s_aVarsIn
= {
PORT_PREFAB_RESOURCE_NAME
};
43
override
TStringArray
GetVariablesIn
() {
return
s_aVarsIn
; }
44
45
protected
ref
TStringArray
s_aVarsOut
= {
PORT_ITEM_ENTITY
};
46
override
TStringArray
GetVariablesOut
() {
return
s_aVarsOut
; }
47
48
override
static
bool
VisibleInPalette
() {
return
true
; }
49
}
AITaskScripted
Definition
AITaskScripted.c:13
IEntity
Definition
IEntity.c:13
IEntity::FindComponent
proto external Managed FindComponent(typename typeName)
InventoryStorageManagerComponent
Definition
InventoryStorageManagerComponent.c:13
Node::SetVariableOut
proto void SetVariableOut(string name, void val)
Node::GetVariableIn
proto bool GetVariableIn(string name, out void val)
ResourceName
Definition
ResourceName.c:13
SCR_AIFindItemInInventory
Definition
SCR_AIFindItemInInventory.c:2
SCR_AIFindItemInInventory::s_aVarsOut
ref TStringArray s_aVarsOut
Definition
SCR_AIFindItemInInventory.c:45
SCR_AIFindItemInInventory::VisibleInPalette
static override bool VisibleInPalette()
Definition
SCR_AIFindItemInInventory.c:48
SCR_AIFindItemInInventory::PORT_ITEM_ENTITY
static const string PORT_ITEM_ENTITY
Definition
SCR_AIFindItemInInventory.c:7
SCR_AIFindItemInInventory::PORT_PREFAB_RESOURCE_NAME
static const string PORT_PREFAB_RESOURCE_NAME
Definition
SCR_AIFindItemInInventory.c:4
SCR_AIFindItemInInventory::GetVariablesIn
override TStringArray GetVariablesIn()
Definition
SCR_AIFindItemInInventory.c:43
SCR_AIFindItemInInventory::s_aVarsIn
ref TStringArray s_aVarsIn
Definition
SCR_AIFindItemInInventory.c:42
SCR_AIFindItemInInventory::EOnTaskSimulate
override ENodeResult EOnTaskSimulate(AIAgent owner, float dt)
Definition
SCR_AIFindItemInInventory.c:10
SCR_AIFindItemInInventory::GetVariablesOut
override TStringArray GetVariablesOut()
Definition
SCR_AIFindItemInInventory.c:46
ENodeResult
ENodeResult
Definition
ENodeResult.c:13
TStringArray
array< string > TStringArray
Definition
Types.c:385
scripts
Game
AI
ScriptedNodes
Inventory
SCR_AIFindItemInInventory.c
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