#include "FortAIEncounterInfo.h" void UFortAIEncounterInfo::UnRegisterAISpawner(AActor* InAISpawner) { } void UFortAIEncounterInfo::SpawnTestAIGroup(const UFortAISpawnGroup* SpawnGroupToSpawn, FVector SpawnLocation, FRotator SpawnRotation, AActor* SpawnSource, const TArray AbilitySetsToGrantOnSpawn, FFortAISpawnGroupUpgradeData UpgradeData, bool bAllowAssigningToExternalSpawners, float SecondsBetweenSpawns) { } AFortAIPawn* UFortAIEncounterInfo::SpawnAIPawnReservedForEnemySpawner(AActor* EnemySpawner, FVector SpawnLocation, FRotator SpawnRotation) { return NULL; } void UFortAIEncounterInfo::SetPawnNumberLimit(int32 InPawnNumberLimit) { } void UFortAIEncounterInfo::SetEncounterActivationState(bool bEncounterActivityState) { } void UFortAIEncounterInfo::RequestActivation(int32 ActivationDelay) { } void UFortAIEncounterInfo::RegisterAISpawner(AActor* InAISpawner) { } void UFortAIEncounterInfo::OnGoalTakeDamage(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) { } void UFortAIEncounterInfo::OnGameDifficultyChanged() { } void UFortAIEncounterInfo::OnEncounterPawnDamaged(AActor* DamagedActor, float Damage, AController* InstigatedBy, AActor* DamageCauser, FVector HitLocation, UPrimitiveComponent* FHitComponent, FName BoneName, FVector Momentum) { } bool UFortAIEncounterInfo::GroupHasAIRemainingToSpawn(const FFortAISpawnerData& FortAISpawnerData) { return false; } int32 UFortAIEncounterInfo::GetPawnNumberLimit() const { return 0; } float UFortAIEncounterInfo::GetEncounterTimeSeconds() { return 0.0f; } void UFortAIEncounterInfo::GetEncounterRifts(TArray& OutRifts) const { } void UFortAIEncounterInfo::GetEncounterGameplayTags(FGameplayTagContainer& OutEncounterTags) const { } AFortAIDirectorDataManager* UFortAIEncounterInfo::GetEncounterDataManager() { return NULL; } void UFortAIEncounterInfo::GetEncounterAssignmentGoalActors(TArray& OutGoalActors) const { } bool UFortAIEncounterInfo::GetCurrentSpawnAreaDirections(TArray>& OutDirections) const { return false; } bool UFortAIEncounterInfo::EncounterHasReservedSpawnRequestForEnemySpawner(AActor* EnemySpawner) const { return false; } UFortAIAssignment* UFortAIEncounterInfo::CreateEncounterAssignment(UFortAIAssignmentSettings* AssignmentSettings, AActor* GoalActor) { return NULL; } UFortAIEncounterInfo::UFortAIEncounterInfo() { this->SpawnGroupProgressionInfo = NULL; this->BurstSpawnPointsPercentage = 0.00f; this->SpawnPointsMultiplier = 1.00f; this->bUseBreathers = true; this->EncounterTimeSeconds = -1.00f; this->NumFreeUtilities = 0; this->UtilityAdjustmentPeriodSeconds = -1.00f; this->MinSpawnDistance = 3000.00f; this->MaxSpawnDistance = 7000.00f; this->NumDirections = 0; this->bChangeDirectionsOnRest = false; this->SpawnPointsPercentageLimit = -1.00f; this->PawnNumberLimit = -1; this->SpawningIntervalSeconds = 10.00f; this->PreSpawnRequeryTime = 0.00f; this->NextRiftReplacementTime = 340282346638528859811704183484516925440.00f; this->NextSpawningTime = -1.00f; this->bRequiresReinitializationFromProfile = false; this->IntensitySequenceProgression = NULL; this->AliveMultiplier = 1.00f; this->SpawnLimitType = EFortEncounterSpawnLimitType::NoLimit; this->SpawnLimit = 0; this->PawnNumberLimitProgress = 0; this->SpawnPointsLimitProgress = 0; this->bSpawnLimitReached = false; this->bHasSpawnedAllBurstSpawnAI = false; this->bOverrideAliveCounts = false; this->MinAliveOverride = 0; this->MaxAliveOverride = 0; this->HostilityThreshold = 0.00f; this->PeakTimeSeconds = 0.00f; this->BreatherTimeSeconds = 30.00f; this->MaxRampTimeSeconds = 100.00f; this->MinTimeBetweenBreathesSeconds = 15.00f; this->MaxFadeTimeSeconds = 60.00f; this->FadeEndIntensity = 0.10f; this->FadeEndRemainingSpawnPointsPercentage = 0.15f; this->CompletionPercentageToDisableBreathers = 1.00f; this->bDisplayThreatVisuals = true; this->BaseDesiredUtilities[0] = 0.00f; this->BaseDesiredUtilities[1] = 0.00f; this->BaseDesiredUtilities[2] = 0.00f; this->BaseDesiredUtilities[3] = 0.00f; this->BaseDesiredUtilities[4] = 0.00f; this->BaseDesiredUtilities[5] = 0.00f; this->BaseDesiredUtilities[6] = 0.00f; this->BaseDesiredUtilities[7] = 0.00f; this->BaseDesiredUtilities[8] = 0.00f; this->BaseDesiredUtilities[9] = 0.00f; this->BaseDesiredUtilities[10] = 0.00f; this->BaseDesiredUtilities[11] = 0.00f; this->BaseDesiredUtilities[12] = 0.00f; this->BaseDesiredUtilities[13] = 0.00f; this->BaseDesiredUtilities[14] = 0.00f; this->BaseDesiredUtilities[15] = 0.00f; this->MaxLargeSpawnGroupDiscountInterval = 30.00f; this->MaxSelectionToSpawningDelay = 5.00f; this->UtilityRecentSelectionPenalties[0] = 0.00f; this->UtilityRecentSelectionPenalties[1] = 0.00f; this->UtilityRecentSelectionPenalties[2] = 0.00f; this->UtilityRecentSelectionPenalties[3] = 0.00f; this->UtilityRecentSelectionPenalties[4] = 0.00f; this->UtilityRecentSelectionPenalties[5] = 0.00f; this->UtilityRecentSelectionPenalties[6] = 0.00f; this->UtilityRecentSelectionPenalties[7] = 0.00f; this->UtilityRecentSelectionPenalties[8] = 0.00f; this->UtilityRecentSelectionPenalties[9] = 0.00f; this->UtilityRecentSelectionPenalties[10] = 0.00f; this->UtilityRecentSelectionPenalties[11] = 0.00f; this->UtilityRecentSelectionPenalties[12] = 0.00f; this->UtilityRecentSelectionPenalties[13] = 0.00f; this->UtilityRecentSelectionPenalties[14] = 0.00f; this->UtilityRecentSelectionPenalties[15] = 0.00f; this->UtilityEffectivenessMeasurements[0] = 0.00f; this->UtilityEffectivenessMeasurements[1] = 0.00f; this->UtilityEffectivenessMeasurements[2] = 0.00f; this->UtilityEffectivenessMeasurements[3] = 0.00f; this->UtilityEffectivenessMeasurements[4] = 0.00f; this->UtilityEffectivenessMeasurements[5] = 0.00f; this->UtilityEffectivenessMeasurements[6] = 0.00f; this->UtilityEffectivenessMeasurements[7] = 0.00f; this->UtilityEffectivenessMeasurements[8] = 0.00f; this->UtilityEffectivenessMeasurements[9] = 0.00f; this->UtilityEffectivenessMeasurements[10] = 0.00f; this->UtilityEffectivenessMeasurements[11] = 0.00f; this->UtilityEffectivenessMeasurements[12] = 0.00f; this->UtilityEffectivenessMeasurements[13] = 0.00f; this->UtilityEffectivenessMeasurements[14] = 0.00f; this->UtilityEffectivenessMeasurements[15] = 0.00f; this->UtilityEffectivenessInfluenceCap = 0.00f; this->NumUtilitiesConsidered = 1; this->ReactivityPercentage = 0.00f; this->bAdjustUtilitiesDuringRest = false; this->bDespawnAIsDuringRest = true; this->LastPlayerCombatFactorUpdateTime = 0.00f; this->LastUtilityAdjustTime = -1000.00f; this->LastSpawnPointAdjustmentTime = 0.00f; this->LastLargeGroupSpawnTime = -1000.00f; this->CurrentSpawnPointsCap = 0; this->CurrentSpawnPointsUsed = 0; this->FailSafeMinSpawnPoints = 0; this->EncounterEngagementDistance = 2500.00f; this->MinRelevantBuildingDamagedDistance = 750.00f; this->MaxRelevantBuildingDamagedDistance = 3000.00f; this->CurrentGroupSpawnPoint = NULL; this->EncounterState = EFortEncounterState::Uninitialized; this->PacingState = EFortEncounterPacingState::Ramp; this->LastPacingStateTransitionTime = -1000.00f; this->DesiredDifficultyLevel = 0.00f; this->DifficultyLevelOverride = -1.00f; this->MyAIDirector = NULL; this->TargetObjective = NULL; this->bOnlyActiveAtNight = true; this->NumRiftsToUse = 5; this->MinRiftsToUse = 3; this->NumRiftsUsed = 0; this->EncounterStartTime = 0.00f; this->HostilityCurveStartTime = 0.00f; this->bNukeWavesAtDaybreak = true; this->bNukeWavesAtEncounterEnd = true; this->bNukeWavesAtEncounterDeactivation = true; this->ActiveEnemyCap = 0; this->CurrentHostilityLevel = 0.00f; this->RiftClassTemplate = NULL; this->RiftManager = NULL; this->AssociatedMissionType = EFortMissionType::Max_None; this->bCanBeActive = false; this->DefaultEncounterAssignmentSettings = NULL; this->MaxActiveAlive = 0; this->MaxSpawnPointsUsed = 0; this->OverrideSpawnPointsCurve = NULL; this->bSendFullAnalyticsReport = true; this->bUseAILifespans = false; this->bTrackCombatParticipation = false; this->AILevelMutator = NULL; }