mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
135 lines
4.6 KiB
C++
135 lines
4.6 KiB
C++
#include "FortAIDirector.h"
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void AFortAIDirector::UnregisterPatrolWard(TScriptInterface<IFortPatrolWardInterface> PatrolWard) {
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}
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void AFortAIDirector::RegisterPatrolWard(TScriptInterface<IFortPatrolWardInterface> PatrolWard) {
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}
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void AFortAIDirector::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation) {
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}
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bool AFortAIDirector::IsPointTooCloseToPatrolWards(const FVector& Point, const EWardAffectType WardEffectTypeFilter) const {
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return false;
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}
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bool AFortAIDirector::IsLineTooCloseToPatrolWards(const FVector& LineStart, const FVector& LineEnd) const {
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return false;
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}
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bool AFortAIDirector::IsAnyEncounterGoalWithinDistanceOfPoint(const FVector& Point, float Distance, bool bOnlyActiveEncounters) const {
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return false;
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}
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bool AFortAIDirector::IsAnyAIRelevantToPlayer(AFortPlayerPawn* Player) const {
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return false;
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}
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bool AFortAIDirector::IsAnyActiveEncounterRelevantToPlayer(AFortPlayerPawn* Player) const {
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return false;
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}
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bool AFortAIDirector::IsAnyActiveEncounterRelevantToDefender(AFortAIPawn* Defender) const {
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return false;
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}
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FVector AFortAIDirector::GetVectorFromEncounterDirection(TEnumAsByte<EFortEncounterDirection::Type> Direction) {
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return FVector{};
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}
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TArray<ABuildingRift*> AFortAIDirector::GetRiftsFromClosestActiveEncounterTo(AActor* Target) const {
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return TArray<ABuildingRift*>();
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}
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int32 AFortAIDirector::GetNumPlayers() const {
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return 0;
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}
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TEnumAsByte<EFortEncounterDirection::Type> AFortAIDirector::GetEncounterDirectionFromVector(FVector DirectionVector) {
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return EFortEncounterDirection::North;
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}
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void AFortAIDirector::GetAmbientThreatEncounterSpawnLocations(TArray<FVector>& AmbientThreatEncounterSpawnLocations) const {
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}
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void AFortAIDirector::Deactivate() {
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}
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TArray<TEnumAsByte<EFortEncounterDirection::Type>> AFortAIDirector::ConvertInvalidDirectionsToValidDirections(TArray<TEnumAsByte<EFortEncounterDirection::Type>> InvalidDirections) {
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return TArray<TEnumAsByte<EFortEncounterDirection::Type>>();
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}
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void AFortAIDirector::Activate() {
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}
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AFortAIDirector::AFortAIDirector() {
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this->UnreachableLocationPathCost = 500000.00f;
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this->bUsePrototypeEnemies = false;
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this->bForceByPassNavMeshForAISpawning = false;
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this->DespawnAIType = EDespawnAIType::Relevancy;
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this->DespawnDistance = 0.00f;
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this->DespawnInterval = 0.00f;
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this->BurstSpawnThreatVisualsEndDelay = 0.00f;
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this->GuaranteedUpgradeGroupUtilityBonus = 0.10f;
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this->DiscreteEncounterUtilityDesireMappings[0] = 0.00f;
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this->DiscreteEncounterUtilityDesireMappings[1] = 0.00f;
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this->DiscreteEncounterUtilityDesireMappings[2] = 0.00f;
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this->DiscreteEncounterUtilityDesireMappings[3] = 0.00f;
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this->InitialDynamicUtilities[0] = EFortAIUtility::KillPlayersMelee;
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this->InitialDynamicUtilities[1] = EFortAIUtility::KillPlayersMelee;
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this->InitialDynamicUtilities[2] = EFortAIUtility::KillPlayersMelee;
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this->InitialDynamicUtilities[3] = EFortAIUtility::KillPlayersMelee;
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this->DataTrackingSettings = NULL;
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this->bDebugEncounterQueries = false;
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this->bAsyncProcessUpdateAliveAIs = false;
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this->bAllowProcessPlayerTargeting = true;
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this->MaxNumAIProcessPerFrame = 2147483647;
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this->IntensityGraph = NULL;
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this->UtilitiesGraph = NULL;
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this->PIDValuesGraph = NULL;
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this->PIDContributionsGraph = NULL;
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this->bNightActive = false;
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this->bAIDisabled = false;
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this->bRegisteredForDayPhaseChange = false;
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this->bUseSpawnCap = true;
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this->NightCount = 0;
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this->NightEncounterFailureBreatherTime = 15.00f;
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this->EncounterPawnSpawnInterval = 0.20f;
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this->DefaultNightEncounter = NULL;
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this->DummyDebugEncounter = NULL;
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this->BaseEncounterClass = NULL;
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this->MaxActiveAlive = 25;
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this->NumActiveAlive = 0;
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this->NumPendingCapRelevantAI = 0;
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this->MaxAISpawnedPerFrame = 1;
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this->MaxAIDespawnedPerFrame = 1;
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this->DespawnAllAIMaxAIDespawnedPerFrame = 1;
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this->NumWorldSubdivides = 6;
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this->MinAISpawnDistanceFromPlayers = 1000.00f;
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this->ActiveDefaultEncounter = NULL;
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this->ActiveDummyDebugEncounter = NULL;
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this->EQSRenderingComp = NULL;
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this->DebugGraphUpdateFrequency = 1;
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this->MaxNormalLODDistanceToPlayer = 4000.00f;
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this->AIRelevantDistanceToPlayer = 1024.00f;
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this->EncounterRelevantDistanceToPlayer = 2048.00f;
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this->EncounterRelevantDistanceToDefender = 4096.00f;
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this->MaxTotalActiveAliveAI = 0;
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this->MaxEncounterActiveAliveAI = 0;
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this->MaxSPUsed = 0;
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this->bDebugAllowEncounterModifierTags = true;
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this->SimulatedNumberOfPlayersForAIEncounters = -1;
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this->MaxNumberOfEncounterGroups = 20;
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}
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