57 lines
1.7 KiB
Ucode
57 lines
1.7 KiB
Ucode
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//=============================================================================
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// Goal_AwayFromPosition
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//=============================================================================
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// Rates goals based on how far away they are from target
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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 GOW Goal_AwayFromPosition
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// Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
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//=============================================================================
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class Goal_AwayFromPosition extends PathGoalEvaluator
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native(Waypoint);
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cpptext
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{
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virtual UBOOL EvaluateGoal(ANavigationPoint*& PossibleGoal, APawn* Pawn);
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virtual UBOOL DetermineFinalGoal( ANavigationPoint*& out_GoalNav );
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}
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/** Location to flee from */
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var vector AvoidPos;
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/** Cached direction from AvoidPos to Pawn.Location */
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var vector AvoidDir;
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/** Exit with the best result so far if the travel distance to the nodes being evaluated exceeds this */
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var int MaxDist;
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/** Best node away from AvoidDir we've found so far */
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var NavigationPoint BestNode;
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var int BestRating;
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static function bool FleeFrom(Pawn P, vector InAvoidPos, int InMaxDist)
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{
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local Goal_AwayFromPosition Eval;
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Eval = Goal_AwayFromPosition(P.CreatePathGoalEvaluator(default.class));
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Eval.AvoidPos = InAvoidPos;
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Eval.AvoidDir = Normal2D(InAvoidPos - P.Location);
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Eval.MaxDist = InMaxDist;
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P.AddGoalEvaluator(Eval);
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return true;
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}
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event Recycle()
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{
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Super.Recycle();
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BestNode = None;
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BestRating = 0;
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}
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defaultproperties
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{
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CacheIdx=7
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}
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