64 lines
1.7 KiB
Ucode
64 lines
1.7 KiB
Ucode
//=============================================================================
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// Goal_Random
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//=============================================================================
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// Path goal evaluator to find a random navigationpoint in a range
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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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class Goal_Random extends PathGoalEvaluator
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native(Waypoint);
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cpptext
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{
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// Interface
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virtual UBOOL EvaluateGoal( ANavigationPoint*& PossibleGoal, APawn* Pawn );
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virtual void NotifyExceededMaxPathVisits( ANavigationPoint* BestGuess ){/*don't care about best guess.. just ignore this*/}
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virtual UBOOL DetermineFinalGoal( ANavigationPoint*& out_GoalNav );
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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 NavigationPoint Best;
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static function bool FindRandom(Pawn P, optional int InMinDist = -1, optional int InMaxPathVisits = -1)
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{
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local Goal_Random Eval;
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if (P != None)
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{
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Eval = Goal_Random(P.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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P.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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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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}
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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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CacheIdx=17
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}
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