48 lines
2.0 KiB
Ucode
48 lines
2.0 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class AICommandBase extends Object within AIController
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native(AI)
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abstract;
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/**
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* When determining the utility value one can think of it in these terms:
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*
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* -how important is doing this action compared to other actions
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* -how exciting is doing this action compared to other actions
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*
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* e.g. I have 2 idle actions; reading a newspaper and picking on a pedestrian. Picking on the pedestrian is more existing
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* so it should be higher rated than reading the newspaper
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*
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* e.g. I have an action am drinking ambrosia and responding to a threat. In this case drinking ambrosia is really
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* important. At the same importance as "EngageThreat" classification. So we will add EngageThreat.UtilityStartVal
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* to our utilty score to represent that.
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*
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*
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* Utility functions should be checking for the data that says whether or not something occured. They should NOT be
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* checking for things like: If you were in an Idle Action and/or if your current Action has some property set.
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* That is bad as that is causing undue coupling between Actions.
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*
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* Additionally, the Utilty Function rules all. Period.
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*
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* If things are not correctly occurring then the utility function is broken in some way.
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* One should not try to set special bools on blackboard/controller/active state and then look for them
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*
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* If the current set of stimuli is not "valid" / "able to have data for the utility" then we need to
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* more than likely add some generalized functionality to it.
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*
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* If that can not be done then we need to start along the "bool cloud" path in the stimulus struct But that should be the last option.
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*
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*
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*
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**/
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static event int GetUtility( AIController InAI )
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{
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`warn( "AICommandBase Base Class GetUtility was called. Please have your Parent Type or your indiv AICmd implement this function" );
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ScriptTrace();
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return -1;
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}
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defaultproperties
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{
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}
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