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

56 lines
2.7 KiB
C++

#include "FortAIGoalManager.h"
#include "Templates/SubclassOf.h"
void AFortAIGoalManager::SetCurrentGoalDiscouragement(UObject* WorldContext, AFortAIController* AI) {
}
void AFortAIGoalManager::RemoveWorldAssignment(const UObject* WorldContextObject, FFortAIAssignmentIdentifier AssignmentIdentifier) {
}
void AFortAIGoalManager::RemoveGoalsFromWorldAssignment(UObject* WorldContextObject, const FFortAIAssignmentIdentifier& AssignmentIdentifier, const TArray<FFortAIGoalInfo>& GoalInfos) {
}
void AFortAIGoalManager::RemoveGoalFromWorldAssignment(UObject* WorldContextObject, const FFortAIAssignmentIdentifier& AssignmentIdentifier, const FFortAIGoalInfo& GoalInfo) {
}
void AFortAIGoalManager::MakeGoalsFromLocationsAndActor(TArray<FFortAIGoalInfo>& Goals, const UObject* WorldContextObject, const TArray<FVector>& GoalLocations, const AActor* GoalActor) {
}
void AFortAIGoalManager::MakeGoalsFromLocations(TArray<FFortAIGoalInfo>& Goals, const UObject* WorldContextObject, const TArray<FVector>& GoalLocations) {
}
void AFortAIGoalManager::MakeGoalsFromActors(TArray<FFortAIGoalInfo>& Goals, const UObject* WorldContextObject, const TArray<AActor*>& GoalActors, bool bActorsAlwaysPerceived, bool bGoalActorsAllowUndermining) {
}
void AFortAIGoalManager::MakeGoalFromLocation(FFortAIGoalInfo& Goal, const UObject* WorldContextObject, const FVector& GoalLocation) {
}
void AFortAIGoalManager::MakeGoalFromActor(FFortAIGoalInfo& Goal, const UObject* WorldContextObject, AActor* GoalActor, bool bActorAlwaysPerceived, bool bGoalActorAllowsUndermining) {
}
void AFortAIGoalManager::CreateWorldAssignment(UObject* WorldContextObject, FFortAIAssignmentIdentifier WorldAssignmentIdentifier, UFortAIAssignmentSettings* AssignmentSettings, TSubclassOf<UFortAIGoalProvider> GoalProvider, FFortAIAssignmentIdentifier& AssignmentIdentifier, EAssignmentCreationResult& CreationResult) {
}
UFortAIAssignment* AFortAIGoalManager::AddWorldAssignment(UFortAIAssignmentSettings* AssignmentSettings, AActor* GoalActor) {
return NULL;
}
void AFortAIGoalManager::AddGoalToWorldAssignment(UObject* WorldContextObject, const FFortAIAssignmentIdentifier& AssignmentIdentifier, const FFortAIGoalInfo& GoalInfo) {
}
void AFortAIGoalManager::AddGoalsToWorldAssignment(UObject* WorldContextObject, const FFortAIAssignmentIdentifier& AssignmentIdentifier, const TArray<FFortAIGoalInfo>& GoalInfos) {
}
void AFortAIGoalManager::AddGoalActorToAssignment(UFortAIAssignment* Assignment, AActor* GoalActor) {
}
void AFortAIGoalManager::AddGoal(AActor* GoalActor, UFortAIAssignmentSettings* GoalSettings) {
}
AFortAIGoalManager::AFortAIGoalManager() {
this->DefaultAttackPlayersAssignment = NULL;
this->DefaultEncounterAssignmentSettings = NULL;
this->DefaultEnemyAssignmentSettings = NULL;
}