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SCR_AIReactionBase.c
Go to the documentation of this file.
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//------------------------------------------------------------------------------------------------
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// BASIC REACTIONS
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//------------------------------------------------------------------------------------------------
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[
BaseContainerProps
()]
6
class
SCR_AIReactionBase
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{
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// TODO: Behavior overriding will break the behavior, it's forbidden for now
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//[Attribute(defvalue: "", uiwidget: UIWidgets.stringPicker, desc: "BT assigned to behavior", params: "bt")]
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[
Attribute
(defvalue:
""
, uiwidget:
UIWidgets
.EditBox,
desc
:
"(TEMP) Relavive path to a behavior tree with forward slashes \nExample: 'AI/BehaviorTrees/Chimera/Soldier/Wait.bt'"
,
params
:
"bt"
)]
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string
m_OverrideBehaviorTree;
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void
PerformReaction(notnull SCR_AIUtilityComponent utility) {}
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void
PerformReaction(notnull
SCR_AIGroupUtilityComponent
utility) {}
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#ifdef AI_DEBUG
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protected
void
AddDebugMessage(SCR_AIUtilityComponent utility,
string
str)
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{
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SCR_AIInfoBaseComponent infoComp = SCR_AIInfoBaseComponent.Cast(utility.GetOwner().FindComponent(SCR_AIInfoBaseComponent));
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infoComp.AddDebugMessage(
string
.Format(
"%1: %2"
,
this
, str), msgType:
EAIDebugMsgType
.REACTION);
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}
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#endif
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};
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//------------------------------------------------------------------------------------------------
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// GENERIC REACTIONS
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//------------------------------------------------------------------------------------------------
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[
BaseContainerProps
()]
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class
SCR_AIWaitReaction
:
SCR_AIReactionBase
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{
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override
void
PerformReaction(notnull SCR_AIUtilityComponent utility)
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{
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auto
behavior =
new
SCR_AIWaitBehavior
(utility, null);
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//if (behavior.m_sBehaviorTree != string.Empty)
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//behavior.m_sBehaviorTree = m_OverrideBehaviorTree;
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utility.AddAction(behavior);
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}
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};
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[
BaseContainerProps
()]
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class
SCR_AIIdleReaction
:
SCR_AIReactionBase
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{
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override
void
PerformReaction(notnull SCR_AIUtilityComponent utility)
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{
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auto
behavior =
new
SCR_AIIdleBehavior
(utility, null);
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//if (behavior.m_sBehaviorTree != string.Empty)
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//behavior.m_sBehaviorTree = m_OverrideBehaviorTree;
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utility.AddAction(behavior);
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}
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override
void
PerformReaction(notnull
SCR_AIGroupUtilityComponent
utility)
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{
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auto
activity =
new
SCR_AIIdleActivity
(utility, null);
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utility.AddAction(activity);
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}
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};
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[
BaseContainerProps
()]
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class
SCR_AIObserveThreatSystemReaction
:
SCR_AIReactionBase
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{
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override
void
PerformReaction(notnull SCR_AIUtilityComponent utility)
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{
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auto
behavior =
new
SCR_AIObserveThreatSystemBehavior
(utility, null);
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utility.AddAction(behavior);
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}
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}
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
EAIDebugMsgType
EAIDebugMsgType
Definition
SCR_AIDebugMessage.c:2
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
params
category params
Definition
SCR_SpherePointGeneratorPreviewComponent.c:21
SCR_AIGroupUtilityComponent
Definition
SCR_AIGroupUtilityComponent.c:18
SCR_AIIdleActivity
Definition
SCR_AIActivity.c:106
SCR_AIIdleBehavior
Definition
SCR_AIBehavior.c:102
SCR_AIIdleReaction
Definition
SCR_AIReactionBase.c:43
SCR_AIObserveThreatSystemBehavior
Behavior for looking at sectors from the threat system.
Definition
SCR_AIObserveThreatSystemBehavior.c:3
SCR_AIObserveThreatSystemReaction
Definition
SCR_AIReactionBase.c:61
SCR_AIReactionBase
Definition
SCR_AIReactionBase.c:7
SCR_AIWaitBehavior
Definition
SCR_AIBehavior.c:86
SCR_AIWaitReaction
Definition
SCR_AIReactionBase.c:31
UIWidgets
Definition
attributes.c:40
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
AI
Reaction
SCR_AIReactionBase.c
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