62 lines
1.7 KiB
Ucode
62 lines
1.7 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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* this goal eval will not stop until its out of paths, and will return one of the nodes traversed at random
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*/
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class NavMeshGoal_Random extends NavMeshPathGoalEvaluator
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native(AI);
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cpptext
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{
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// Interface
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virtual UBOOL EvaluateGoal( PathCardinalType PossibleGoal, const FNavMeshPathParams& PathParams, PathCardinalType& out_GenGoal );
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virtual void NotifyExceededMaxPathVisits(PathCardinalType BestGuess, PathCardinalType& out_GenGoal) {/*don't care about best guess.. just ignore this*/}
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virtual UBOOL DetermineFinalGoal(PathCardinalType& out_GenGoal, class AActor** out_DestActor, INT* out_DestItem);
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}
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/** minimum path distance before we start rating nodes; useful when you want to make sure the random decision covers a reasonable distance
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* and isn't just moving back and forth in a small area
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*/
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var int MinDist;
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var float BestRating;
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var private native pointer PartialGoal{FNavMeshEdgeBase};
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static function bool FindRandom(NavigationHandle NavHandle, optional int InMinDist = -1, optional int InMaxPathVisits = -1)
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{
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local NavMeshGoal_Random Eval;
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if (NavHandle != None)
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{
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Eval = NavMeshGoal_Random(NavHandle.CreatePathGoalEvaluator(default.class));
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if (InMaxPathVisits > 0)
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{
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Eval.MaxPathVisits = InMaxPathVisits;
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}
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Eval.MinDist = InMinDist;
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NavHandle.AddGoalEvaluator(Eval);
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return true;
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}
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else
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{
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return false;
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}
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}
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native function RecycleNative();
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function Recycle()
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{
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Super.Recycle();
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MaxPathVisits = default.maxPathVisits;
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BestRating = default.BestRating;
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MinDist = default.MinDist;
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RecycleNative();
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}
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defaultproperties
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{
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BestRating=-1.0
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MinDist=-1
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}
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