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KF2-Dev-Scripts/KFGame/Classes/Path_AroundDestructibles.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// Path_AroundDestructibles
//=============================================================================
// NPCs using this will
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class Path_AroundDestructibles extends PathConstraint
native(Waypoint);
/** NPC collision radius that I should consider to be "large" size */
var float LargeNPCCollisionRadius;
/** Path connections which I've blocked will be rendered as red lines */
var bool bDebug_DrawMyBlockedPathConnections;
/** When true, AddedCost will be applied and affected ReachSpecs won't be fully blocked */
var bool bAddCostInsteadOfBlocking;
/** If bAddCostInsteadOfBlocking is true, this cost will be added to affected ReachSpecs */
var int AddedCost;
/** If false, constraint won't throw out any nodes if the pawn is large sized */
var bool bAffectLargeNPCs;
/** If false, constraint won't throw out any nodes if the pawn is small sized */
var bool bAffectStandardNPCs;
struct native DestructiblesInfo
{
var KFDestructibleActor KFDA; // Destructible actor blocking a ReachSpec
var bool bBumpDamageFromStandardZeds; // Whether or not normal-sized Zeds will damage it on Bump()
var bool bBumpDamageFromLargeZeds; // Whether or not large-sized Zeds will damage it on Bump()
};
var transient array<DestructiblesInfo> Destructibles;
cpptext
{
virtual UBOOL EvaluatePath( UReachSpec* Spec, APawn* Pawn, INT& out_PathCost, INT& out_HeuristicCost );
}
static function bool AvoidDestructibles( Pawn P, optional bool inAffectLargeNPCs=true, optional bool inAffectStandardNPCs=true,
optional bool inAddCostInsteadOfBlocking=false, optional int inAddedCost=0 )
{
local Path_AroundDestructibles Con;
local KFDestructibleActor KFDA;
if( P != None )
{
Con = Path_AroundDestructibles( P.CreatePathConstraint(default.class) );
if( Con != None )
{
Con.bAffectLargeNPCs = inAffectLargeNPCs;
Con.bAffectStandardNPCs = inAffectStandardNPCs;
Con.bAddCostInsteadOfBlocking = inAddCostInsteadOfBlocking;
Con.AddedCost = inAddedCost;
foreach P.DynamicActors( class'KFDestructibleActor', KFDA )
{
Con.Destructibles.Insert( 0, 1 );
Con.Destructibles[0].KFDA = KFDA;
Con.Destructibles[0].bBumpDamageFromStandardZeds = KFDA.InstaKillFromStandardNPCBumpDamage();
Con.Destructibles[0].bBumpDamageFromLargeZeds = KFDA.InstaKillFromLargeNPCBumpDamage();
}
P.AddPathConstraint( Con );
return true;
}
}
return false;
}
function Recycle()
{
Super.Recycle();
Destructibles.Length = 0;
}
defaultproperties
{
CacheIdx=6
LargeNPCCollisionRadius=55
bAffectLargeNPCs=true
bAffectStandardNPCs=true
bDebug_DrawMyBlockedPathConnections=false
}