189 lines
6.7 KiB
Ucode
189 lines
6.7 KiB
Ucode
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//=============================================================================
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// ReachSpec.
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//
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// A Reachspec describes the reachability requirements between two NavigationPoints
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//
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// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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//=============================================================================
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class ReachSpec extends Object
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native;
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const BLOCKEDPATHCOST = 10000000; // any path cost >= this value indicates the path is blocked to the pawn
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/** pointer to object in navigation octree */
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var native transient const editconst pointer NavOctreeObject{struct FNavigationOctreeObject};
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cpptext
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{
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/*
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supports() -
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returns true if it supports the requirements of aPawn. Distance is not considered.
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*/
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virtual UBOOL supports (INT iRadius, INT iHeight, INT moveFlags, INT iMaxFallVelocity)
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{
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#if 0
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UBOOL bSupports = CollisionRadius >= iRadius && CollisionHeight >= iHeight;
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if( !bSupports )
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{
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debugf( TEXT("%s SUPPORTS returning FALSE 1 [radii failure][ColRadius: %i ColHeight: %i] [iRadius: %i iHeight: %i moveFlags: %i iMaxFallVelocity: %i]"), *GetName(), CollisionRadius, CollisionHeight, iRadius, iHeight, moveFlags, iMaxFallVelocity );
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return FALSE;
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}
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INT Test = (reachFlags & moveFlags);
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bSupports = ((reachFlags & moveFlags) == reachFlags);
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if( !bSupports )
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{
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debugf( TEXT("%s SUPPORTS returning FALSE 2 [reachflags failure, test: %i] [iRadius: %i iHeight: %i moveFlags: %i iMaxFallVelocity: %i]"), *GetName(), Test, iRadius, iHeight, moveFlags, iMaxFallVelocity );
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return FALSE;
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}
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bSupports = (MaxLandingVelocity <= iMaxFallVelocity);
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if( !bSupports )
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{
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debugf( TEXT("%s SUPPORTS returning FALSE [MaxLandingVelocity failure (MaxLandingVelocity: %i)] [iRadius: %i iHeight: %i moveFlags: %i iMaxFallVelocity: %i]"), *GetName(), MaxLandingVelocity, iRadius, iHeight, moveFlags, iMaxFallVelocity );
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}
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else
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{
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debugf( TEXT("%s SUPPORTS returning TRUE"), *GetName() );
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}
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return bSupports;
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#else
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return ( (CollisionRadius >= iRadius)
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&& (CollisionHeight >= iHeight)
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&& ((reachFlags & moveFlags) == reachFlags)
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&& (MaxLandingVelocity <= iMaxFallVelocity) );
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#endif
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}
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FVector GetDirection();
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/** CostFor()
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Returns the "cost" in unreal units
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for Pawn P to travel from the start to the end of this reachspec
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*/
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virtual INT CostFor( APawn* P );
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/** AdjustedCostFor
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* Used by NewBestPathTo for heuristic weighting
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*/
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virtual INT AdjustedCostFor( APawn* P, const FVector& StartToGoalDir, ANavigationPoint* Goal, INT Cost );
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virtual UBOOL PrepareForMove( AController * C );
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virtual UBOOL IsForced() { return false; }
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virtual UBOOL IsProscribed() const { return false; }
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virtual INT defineFor (class ANavigationPoint *begin, class ANavigationPoint * dest, class APawn * Scout);
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int operator<= (const UReachSpec &Spec);
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virtual FPlane PathColor();
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virtual void AddToDebugRenderProxy(class FDebugRenderSceneProxy* DRSP);
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int findBestReachable(class AScout *Scout);
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UBOOL ShouldPruneAgainst( UReachSpec* Spec );
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/** If bAddToNavigationOctree is true, adds the ReachSpec to the navigation octree */
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void AddToNavigationOctree();
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void RemoveFromNavigationOctree();
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/** returns whether TestBox overlaps the path this ReachSpec represents
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* @note this function assumes that TestBox has already passed a bounding box overlap check
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* @param TestBox the box to check
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* @return true if the box doesn't overlap this path, false if it does
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*/
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UBOOL NavigationOverlapCheck(const FBox& TestBox);
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/** returns whether Point is within MaxDist units of the path this ReachSpec represents
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* @param Point the point to check
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* @param MaxDist the maximum distance the point can be from the path
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* @return true if the point is within MaxDist units, false otherwise
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*/
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UBOOL IsOnPath(const FVector& Point, FLOAT MaxDist);
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/** returns whether this path is currently blocked and unusable to the given pawn */
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UBOOL IsBlockedFor(APawn* P);
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virtual void FinishDestroy();
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/** Get path size for a forced path between Start/End */
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virtual FVector GetForcedPathSize( class ANavigationPoint* Start, class ANavigationPoint* End, class AScout* Scout );
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/** return TRUE if it's safe to skip ahead past this edge, FALSE otherwise */
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virtual UBOOL CanBeSkipped( APawn* P )
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{
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return TRUE;
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}
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//debug
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FString PrintDebugInfo();
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}
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var int Distance;
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var Vector Direction; // only valid when both start/end are static
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var() const editconst NavigationPoint Start; // navigationpoint at start of this path
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var() const editconst ActorReference End;
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var() const editconst int CollisionRadius;
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var() const editconst int CollisionHeight;
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`if(`__TW_)
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var bool bManuallyForced;
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var() const editconst int reachFlags; // see EReachSpecFlags definition in UnPath.h
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var() const editconst int MaxLandingVelocity;
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`else
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var int reachFlags; // see EReachSpecFlags definition in UnPath.h
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var int MaxLandingVelocity;
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`endif
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var byte bPruned;
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var byte PathColorIndex; // used to look up pathcolor, set when reachspec is created
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/** whether or not this ReachSpec should be added to the navigation octree */
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var const editconst bool bAddToNavigationOctree;
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/** If true, pawns moving along this path can cut corners transitioning between this reachspec and adjacent reachspecs */
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`if(`__TW_)
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var() bool bCanCutCorners;
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`else
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var bool bCanCutCorners;
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`endif
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/** whether AI should check for dynamic obstructions (Actors with bBlocksNavigation=true) when traversing this ReachSpec */
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`if(`__TW_)
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var() bool bCheckForObstructions;
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`else
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var bool bCheckForObstructions;
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`endif
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/** Prune paths should skip trying to prune along these */
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var const bool bSkipPrune;
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/** Can always prune against these types of specs (even though class doesn't match) */
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var const array< class<ReachSpec> > PruneSpecList;
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/** Actor that is blocking this ReachSpec, making it temporarily unusable */
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var Actor BlockedBy;
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/** Reachspec has been disabled/blocked by kismet */
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var() editconst bool bDisabled;
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/** CostFor()
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Returns the "cost" in unreal units
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for Pawn P to travel from the start to the end of this reachspec
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*/
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native final noexport function int CostFor(Pawn P);
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/**
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* Returns nav point reference at end of spec
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*/
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native final noexport function NavigationPoint GetEnd();
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/**
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* Returns direction of this reach spec (considers non-static nodes)
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*/
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native final noexport function Vector GetDirection();
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function bool IsBlockedFor(Pawn P)
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{
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return (CostFor(P) >= BLOCKEDPATHCOST);
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}
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`if(`__TW_PATHFINDING_)
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function int GetCostFor(Pawn P)
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{
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return CostFor(P);
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}
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`endif
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defaultproperties
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{
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bAddToNavigationOctree=true
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bCanCutCorners=true
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bCheckForObstructions=true
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}
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