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KF2-Dev-Scripts/GameFramework/Classes/NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations.uc

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2020-12-13 15:01:13 +00:00
/**
* This constraint is to make path searches be biased against choosing in the same set polys over and over.
* For Example: if we spawn in place a b c we do not want to spawn there again if there is a place d that matches
* our criteria for spawning of guys. We often use this for determining places that No One Has Spawned Near Here Before.
*
*
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
*/
class NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations extends NavMeshPathConstraint
native;
/** Location to compare from **/
var transient vector Location;
var transient vector Rotation;
/** How far we want to spawn away from a previous spawn. **/
var transient float DistanceToCheck;
/** Set of places we have spawned before **/
var transient array<vector> LocationsToCheck;
cpptext
{
// Interface
virtual UBOOL EvaluatePath( FNavMeshEdgeBase* Edge, FNavMeshEdgeBase* PredecessorEdge, FNavMeshPolyBase* SrcPoly, FNavMeshPolyBase* DestPoly, const FNavMeshPathParams& PathParams, INT& out_PathCost, INT& out_HeuristicCost, const FVector& EdgePoint );
}
static function bool BiasAgainstPolysWithinDistanceOfLocations ( NavigationHandle NavHandle, const vector InLocation, const rotator InRotation, const float InDistanceToCheck, const array<vector> InLocationsToCheck )
{
local NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations Con;
if( NavHandle != None )
{
Con = NavMeshPath_BiasAgainstPolysWithinDistanceOfLocations(NavHandle.CreatePathConstraint(default.class));
if( Con != None )
{
Con.Location = InLocation;
Con.Rotation = vector(InRotation);
Con.DistanceToCheck = InDistanceToCheck;
Con.LocationsToCheck = InLocationsToCheck;
NavHandle.AddPathConstraint( Con );
return TRUE;
}
}
return FALSE;
}
function Recycle()
{
Super.Recycle();
}
defaultproperties
{
}