137 lines
5.3 KiB
Ucode
137 lines
5.3 KiB
Ucode
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//=============================================================================
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// KFWallPathNode
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//=============================================================================
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// Pathnode type that can be placed on walls (for PHYS_Spider)
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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// Based on GearWallPathNode
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// Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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//=============================================================================
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class KFWallPathNode extends KFPathnode
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placeable
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native(Waypoint);
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cpptext
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{
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#if WITH_EDITOR
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virtual UReachSpec* ManualForcePathTo( ANavigationPoint *Nav, AScout *Scout, UClass* ReachSpecClass, UBOOL bJump = FALSE );
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virtual void PostEditChangeProperty( FPropertyChangedEvent& PropertyChangedEvent );
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virtual void PostEditMove(UBOOL bFinished);
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virtual UBOOL PreserveForcedPath( ANavigationPoint* DestNav )
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{
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//bManuallyForced = true;
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return TRUE;
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}
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//virtual void AddSpecialReachSpecs();
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void addReachSpecs(AScout *Scout, UBOOL bOnlyChanged=0);
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virtual void AddForcedSpecs( AScout *Scout );
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virtual UBOOL CanConnectTo(ANavigationPoint* Dest, UBOOL bCheckDistance);
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virtual UBOOL ConnectWallToFloor( AKFPathnode* FloorNode );
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virtual UReachSpec* ForcePathTo(ANavigationPoint *Nav, AScout *Scout = NULL, UClass* ReachSpecClass = NULL );
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#endif //WITH_EDITOR
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virtual UClass* GetReachSpecClass( ANavigationPoint* Nav, UClass* DefaultReachSpecClass );
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virtual void FindBase();
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virtual void ClearPaths();
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virtual void SetBase(AActor *NewBase, FVector NewFloor = FVector(0,0,1), INT bNotifyActor=1, USkeletalMeshComponent* SkelComp=NULL, FName AttachName=NAME_None );
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virtual UBOOL GetUpDir( FVector &V )
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{
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V = -(Rotation.Vector());
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return 1;
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}
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}
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var duplicatetransient const float MaxJumpDist;
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/** If true, Crawlers will attempt to jump from the floor to this node when attempting to move from the floor to a wall */
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var() duplicatetransient bool bMustJumpTo;
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var duplicatetransient bool bAutoConnectDropDownNodes;
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/** KFPathnodes on the default floor will not add a floor-to-wall connection to this wall node if the distance between the nodes exceeds this value. */
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var() duplicatetransient float MaxFloorToWallDistance;
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/** Maximum allowed distance (Unreal units) to nodes on the ground - this is almost always going to be for KFWallPathNode to KFPathnode connections.
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Pawns can drop to floor if within distance. */
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var() duplicatetransient float Max2DDistToFloorNodes;
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/** Maximum allowed distance (Unreal units) to nodes on other walls or ceiling if I'm not on a ceiling (excluding the real floor, which is handled by MaxDistToFloorNodes */
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var() duplicatetransient float MaxDistToNodesOnOtherFloors;
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/** Maximum height distance (UU) to create a wall-to-floor dropdown reachspec from this node to nearby pathnodes on the floor */
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var() duplicatetransient float MaxDropFromWallDistance;
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/** Auto-generated during pathbuilding. This is a reference to the KFPathNode, if any, that a Crawler can drop down to from this wall node. */
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var() duplicatetransient editconst KFPathNode DropDownNode;
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native function bool IsUsableAnchorFor( Pawn P );
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simulated event string GetDebugAbbrev()
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{
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return "WPN";
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}
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/**
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* SpecialCost()
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* Event allowing cost of this path to be modified based on who's pathing and which
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* ReachSpec is in use.
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*
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* @param Seeker The pawn who is pathfinding
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* @param Path ReachSpec connecting this navigation point to the end navigation point
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* @return int Special cost to apply
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*/
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event int SpecialCost( Pawn Seeker, ReachSpec Path )
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{
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return super.SpecialCost(Seeker, Path);
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}
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/**
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* Accept()
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* Event that accepts or rejects an actor that has teleported to this node.
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*
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* @param Incoming
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* @param Source
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* @return function bool
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*/
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event bool Accept( actor Incoming, actor Source )
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{
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return Super.Accept( Incoming, Source );
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}
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/**
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* DetourWeight()
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* Value of this path to take a quick detour (usually 0, used when on route to distant objective)
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*
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* @param Other Detouring pawn
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* @param PathWeight
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* @return float
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*/
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event float DetourWeight( Pawn Other, float PathWeight )
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{
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return super.DetourWeight( Other, PathWeight );
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}
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/**
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* SuggestMovePreparation()
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* Optionally tell Pawn any special instructions to prepare for moving to this goal.
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* (Called by Pawn.PrepareForMove() if this node's bSpecialMove==true)
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*
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* @param Other Pathfinding NPC
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*/
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event bool SuggestMovePreparation( Pawn Other )
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{
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// If special move was taken to get to this link
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return Other.SpecialMoveTo(Other.Anchor, self, Other.Controller.MoveTarget);
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}
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defaultproperties
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{
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EditorIconColor=(R=50,G=50,B=255,A=255)
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bSpecialMove=true // TODO: Look into auto-setting this, only for Wall to Floor and Floor to Wall ReachSpecs
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bBuildLongPaths=false
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bConnectToSameFloorOnly=false
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WallReachSpecClass=class'KFGame.WallReachSpec'
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bAutoConnectDropDownNodes=false
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Max2DDistToFloorNodes=96.f
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MaxJumpDist=512.f
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MaxDistToNodesOnOtherFloors=300.f
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bWallNode=true
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MaxDropFromWallDistance=350.f
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MaxFloorToWallDistance=100.f
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bAutoAdjustZToCeiling=false
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}
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