191 lines
6.6 KiB
Ucode
191 lines
6.6 KiB
Ucode
//=============================================================================
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// KFPathnode
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//=============================================================================
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// Base KF NavigationPoint that provides some additional options
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2012-2013 Tripwire Interactive LLC
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//=============================================================================
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class KFPathnode extends PathNode
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native(Waypoint);
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/** Used internally, set to true if this node is a jump destination for a KFJumpSpot node */
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var() duplicatetransient editconst bool bIsJumpDest;
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var() duplicatetransient editconst bool bIsDropDownDest;
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var() duplicatetransient editconst vector JumpVelocity;
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/** How long the jump should take. Altering this value changes the JumpVelocity. */
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var() duplicatetransient float JumpTime;
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var() duplicatetransient bool bDebugLogAnchorUsability;
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var() duplicatetransient bool bAutoConnectToOtherFloors;
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var() duplicatetransient bool bPauseWhenReached;
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var() duplicatetransient float PauseDuration;
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var() const editconst bool bHasDoorLOS;
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/** If this node is on a wall and connected to a ceiling node, then auto adjust those node's height if too low */
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var() bool bAutoAdjustZToCeiling;
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var class<ReachSpec> WallReachSpecClass;
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var bool bAutoFlushPersistentDebugLines;
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/** If checked, this pathnode will not be considered by the trader trail emitter */
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var() bool bIgnoredByTraderTrail;
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cpptext
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{
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent );
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virtual void AddForcedSpecs( AScout *Scout ) {}
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virtual UReachSpec* ForcePathTo(ANavigationPoint *Nav, AScout *Scout = NULL, UClass* ReachSpecClass = NULL );
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virtual UBOOL ProscribePathTo(ANavigationPoint *Nav, AScout *Scout = NULL);
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virtual UBOOL ConnectWallToFloor( AKFPathnode* FloorNode ) { return FALSE; }
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virtual UBOOL ConnectFloorToWall( AKFPathnode* WallNode );
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virtual void AddFloorToWallSpec();
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virtual void AddSpecialReachSpecs();
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virtual UBOOL CanConnectTo(ANavigationPoint* Nav, UBOOL bCheckDistance);
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virtual void CheckForErrors();
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virtual void PostEditMove( UBOOL bFinished );
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virtual void AutoAdjustHeightToCeiling();
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#endif //WITH_EDITOR
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/** Overridden to support wall node Max2DDistToFloorNodes and MaxDropFromWallDistance overrides */
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virtual UClass* GetReachSpecClass( ANavigationPoint* Nav, UClass* DefaultReachSpecClass );
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/** Clean up when destroyed */
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virtual void PostScriptDestroyed();
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/** Reset DropDownDest flag */
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virtual void ClearPaths();
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virtual UBOOL CalculateJumpVelocity( AScout *Scout );
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}
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native function vector ComputeTrajectoryByTime( vector StartPosition, vector EndPosition, float EndTime );
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/** Returns this node's "up" direction, or 0 if using default floor. GetUpDir() isn't native and
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this allows script to call it. As an example, "Up" for KFWallPathnodes is: -(Rotation.Vector()) */
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native function vector GetUpVector();
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native function bool IsUsableAnchorFor( Pawn P );
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/** Returns the nearest valid navigation on the floor to the given actor */
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static final function NavigationPoint GetNearestFloorNavToActor(Actor ChkActor, optional class<NavigationPoint> RequiredClass,optional array<NavigationPoint> ExcludeList,optional float MinDist)
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{
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local NavigationPoint Nav, BestNav;
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local float Dist, BestDist;
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if( ChkActor != None )
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{
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// iterate through all points in the level
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foreach ChkActor.WorldInfo.AllNavigationPoints( class'NavigationPoint', Nav )
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{
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if( Nav.bWallNode )
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{
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continue;
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}
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// if no filter class specified, and
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// if nav is available to the check actor, and
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// if the nav isn't part of the excluded list,
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if ( (RequiredClass == None || Nav.class == RequiredClass) && ExcludeList.Find(Nav) == INDEX_NONE )
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{
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// pick the closest
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Dist = VSize( Nav.Location-ChkActor.Location );
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if( Dist > MinDist )
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{
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if( BestNav == None || Dist < BestDist )
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{
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BestNav = Nav;
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BestDist = Dist;
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}
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}
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}
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}
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}
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return BestNav;
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}
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/** Returns the nearest valid navigation on the floor to the given actor within a certain radius */
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static final function NavigationPoint GetNearestValidFloorNavWithinRadiusToPawn(Pawn ChkPawn, float MinDist, optional class<NavigationPoint> RequiredClass,optional array<NavigationPoint> ExcludeList)
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{
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local NavigationPoint BestNav;
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local float Dist, BestDist;
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local array<NavigationPoint> ValidNavs;
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local Cylinder PawnCylinder;
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local int i;
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if( ChkPawn != None )
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{
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PawnCylinder.Radius = ChkPawn.GetCollisionRadius();
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PawnCylinder.Height = ChkPawn.GetCollisionHeight();
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GetAllNavInRadius( ChkPawn, ChkPawn.Location, MinDist, ValidNavs, true,, PawnCylinder );
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for( i = 0; i < ValidNavs.Length; i++ )
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{
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if( ValidNavs[i].bWallNode )
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{
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continue;
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}
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if( !ValidNavs[i].IsUsableAnchorFor( ChkPawn ) )
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{
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continue;
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}
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// if no filter class specified, and
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// if nav is available to the check actor, and
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// if the nav isn't part of the excluded list,
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if ( (RequiredClass == None || ValidNavs[i].class == RequiredClass) && ExcludeList.Find(ValidNavs[i]) == INDEX_NONE )
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{
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// pick the closest
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Dist = VSize( ValidNavs[i].Location-ChkPawn.Location );
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if( Dist > MinDist )
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{
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if( BestNav == None || Dist < BestDist )
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{
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BestNav = ValidNavs[i];
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BestDist = Dist;
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}
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}
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}
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}
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}
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return BestNav;
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}
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event NotifyReachedBy( Pawn P )
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{
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if( P.Controller != none && KFAIController(P.Controller) != none )
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{
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`AILog_Ext( GetFuncName()$" by "$P, 'PathWarning', KFAIController(P.Controller) );
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}
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}
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simulated event string GetDebugAbbrev()
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{
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return "KFPN";
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}
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simulated function DrawDebugInfo( HUD HUD )
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{
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local KFDebugLines KFDL;
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local int i;
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KFDL = class'KFDebugLines'.static.GetDebugLines();
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if( KFDL != none )
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{
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for( i = 0; i < PathList.Length; i++ )
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{
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KFDL.AddDebugLine( Location, PathList[i].GetEnd().Location, 0, 100, 150, true,, name, i );
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KFDL.AddDebugText3D( (Location + PathList[i].GetEnd().Location) * 0.5f, string(PathList[i]), true, 50, 100, 150, true,,,, name, i );
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}
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}
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}
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DefaultProperties
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{
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bBuildLongPaths=false
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bDebugLogAnchorUsability=false
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WallReachSpecClass=class'KFGame.FloorToWallReachSpec'
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bAutoConnectToOtherFloors=true
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bIgnoredByTraderTrail=false
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JumpTime=0.45f
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}
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