Files
2026-04-22 15:51:07 +02:00

135 lines
4.6 KiB
C++

#include "FortAIDirector.h"
void AFortAIDirector::UnregisterPatrolWard(TScriptInterface<IFortPatrolWardInterface> PatrolWard) {
}
void AFortAIDirector::RegisterPatrolWard(TScriptInterface<IFortPatrolWardInterface> PatrolWard) {
}
void AFortAIDirector::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) {
}
bool AFortAIDirector::IsPointTooCloseToPatrolWards(const FVector& Point, const EWardAffectType WardEffectTypeFilter) const {
return false;
}
bool AFortAIDirector::IsLineTooCloseToPatrolWards(const FVector& LineStart, const FVector& LineEnd) const {
return false;
}
bool AFortAIDirector::IsAnyEncounterGoalWithinDistanceOfPoint(const FVector& Point, float Distance, bool bOnlyActiveEncounters) const {
return false;
}
bool AFortAIDirector::IsAnyAIRelevantToPlayer(AFortPlayerPawn* Player) const {
return false;
}
bool AFortAIDirector::IsAnyActiveEncounterRelevantToPlayer(AFortPlayerPawn* Player) const {
return false;
}
bool AFortAIDirector::IsAnyActiveEncounterRelevantToDefender(AFortAIPawn* Defender) const {
return false;
}
FVector AFortAIDirector::GetVectorFromEncounterDirection(TEnumAsByte<EFortEncounterDirection::Type> Direction) {
return FVector{};
}
TArray<ABuildingRift*> AFortAIDirector::GetRiftsFromClosestActiveEncounterTo(AActor* Target) const {
return TArray<ABuildingRift*>();
}
int32 AFortAIDirector::GetNumPlayers() const {
return 0;
}
TEnumAsByte<EFortEncounterDirection::Type> AFortAIDirector::GetEncounterDirectionFromVector(FVector DirectionVector) {
return EFortEncounterDirection::North;
}
void AFortAIDirector::GetAmbientThreatEncounterSpawnLocations(TArray<FVector>& AmbientThreatEncounterSpawnLocations) const {
}
void AFortAIDirector::Deactivate() {
}
TArray<TEnumAsByte<EFortEncounterDirection::Type>> AFortAIDirector::ConvertInvalidDirectionsToValidDirections(TArray<TEnumAsByte<EFortEncounterDirection::Type>> InvalidDirections) {
return TArray<TEnumAsByte<EFortEncounterDirection::Type>>();
}
void AFortAIDirector::Activate() {
}
AFortAIDirector::AFortAIDirector() {
this->UnreachableLocationPathCost = 500000.00f;
this->bUsePrototypeEnemies = false;
this->bForceByPassNavMeshForAISpawning = false;
this->DespawnAIType = EDespawnAIType::Relevancy;
this->DespawnDistance = 0.00f;
this->DespawnInterval = 0.00f;
this->BurstSpawnThreatVisualsEndDelay = 0.00f;
this->GuaranteedUpgradeGroupUtilityBonus = 0.10f;
this->DiscreteEncounterUtilityDesireMappings[0] = 0.00f;
this->DiscreteEncounterUtilityDesireMappings[1] = 0.00f;
this->DiscreteEncounterUtilityDesireMappings[2] = 0.00f;
this->DiscreteEncounterUtilityDesireMappings[3] = 0.00f;
this->InitialDynamicUtilities[0] = EFortAIUtility::KillPlayersMelee;
this->InitialDynamicUtilities[1] = EFortAIUtility::KillPlayersMelee;
this->InitialDynamicUtilities[2] = EFortAIUtility::KillPlayersMelee;
this->InitialDynamicUtilities[3] = EFortAIUtility::KillPlayersMelee;
this->DataTrackingSettings = NULL;
this->bDebugEncounterQueries = false;
this->bAsyncProcessUpdateAliveAIs = false;
this->bAllowProcessPlayerTargeting = true;
this->MaxNumAIProcessPerFrame = 2147483647;
this->IntensityGraph = NULL;
this->UtilitiesGraph = NULL;
this->PIDValuesGraph = NULL;
this->PIDContributionsGraph = NULL;
this->bNightActive = false;
this->bAIDisabled = false;
this->bRegisteredForDayPhaseChange = false;
this->bUseSpawnCap = true;
this->NightCount = 0;
this->NightEncounterFailureBreatherTime = 15.00f;
this->EncounterPawnSpawnInterval = 0.20f;
this->DefaultNightEncounter = NULL;
this->DummyDebugEncounter = NULL;
this->BaseEncounterClass = NULL;
this->MaxActiveAlive = 25;
this->NumActiveAlive = 0;
this->NumPendingCapRelevantAI = 0;
this->MaxAISpawnedPerFrame = 1;
this->MaxAIDespawnedPerFrame = 1;
this->DespawnAllAIMaxAIDespawnedPerFrame = 1;
this->NumWorldSubdivides = 6;
this->MinAISpawnDistanceFromPlayers = 1000.00f;
this->ActiveDefaultEncounter = NULL;
this->ActiveDummyDebugEncounter = NULL;
this->EQSRenderingComp = NULL;
this->DebugGraphUpdateFrequency = 1;
this->MaxNormalLODDistanceToPlayer = 4000.00f;
this->AIRelevantDistanceToPlayer = 1024.00f;
this->EncounterRelevantDistanceToPlayer = 2048.00f;
this->EncounterRelevantDistanceToDefender = 4096.00f;
this->MaxTotalActiveAliveAI = 0;
this->MaxEncounterActiveAliveAI = 0;
this->MaxSPUsed = 0;
this->bDebugAllowEncounterModifierTags = true;
this->SimulatedNumberOfPlayersForAIEncounters = -1;
this->MaxNumberOfEncounterGroups = 20;
}