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Engine.NavigationPoint


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//=============================================================================
// NavigationPoint.
//
// NavigationPoints are organized into a network to provide AIControllers 
// the capability of determining paths to arbitrary destinations in a level
//
//=============================================================================
class NavigationPoint extends Actor
    hidecategories(Lighting,LightColor,Karma,Force)
    native;

#exec Texture Import File=Textures\S_Pickup.pcx Name=S_Pickup Mips=Off MASKED=1
#exec Texture Import File=Textures\SpwnAI.pcx Name=S_NavP Mips=Off MASKED=1

// not used currently
#exec Texture Import File=Textures\SiteLite.pcx Name=S_Alarm Mips=Off MASKED=1

//------------------------------------------------------------------------------
// NavigationPoint variables

var transient bool bEndPoint;       // used by C++ navigation code
var transient bool bTransientEndPoint; // set right before a path finding attempt, cleared afterward.
var transient bool bHideEditorPaths;    // don't show paths to this node in the editor
var transient bool bCanReach;       // used during paths review in editor

var bool taken;                 // set when a creature is occupying this spot
var() bool bBlocked;            // this path is currently unuseable 
var() bool bPropagatesSound;    // this navigation point can be used for sound propagation (around corners)
var() bool bOneWayPath;         // reachspecs from this path only in the direction the path is facing (180 degrees)
var() bool bNeverUseStrafing;   // shouldn't use bAdvancedTactics going to this point
var() bool bAlwaysUseStrafing;  // shouldn't use bAdvancedTactics going to this point
var const bool bForceNoStrafing;// override any LD changes to bNeverUseStrafing
var const bool bAutoBuilt;      // placed during execution of "PATHS BUILD"
var bool bSpecialMove;          // if true, pawn will call SuggestMovePreparation() when moving toward this node
var bool bNoAutoConnect;        // don't connect this path to others except with special conditions (used by LiftCenter, for example)
var const bool  bNotBased;      // used by path builder - if true, no error reported if node doesn't have a valid base
var const bool  bPathsChanged;  // used for incremental path rebuilding in the editor
var bool        bDestinationOnly; // used by path building - means no automatically generated paths are sourced from this node
var bool        bSourceOnly;    // used by path building - means this node is not the destination of any automatically generated path
var bool        bSpecialForced; // paths that are forced should call the SpecialCost() and SuggestMovePreparation() functions
var bool        bMustBeReachable;   // used for PathReview code
var bool        bBlockable;     // true if path can become blocked (used by pruning during path building)
var bool        bFlyingPreferred;   // preferred by flying creatures
var bool        bMayCausePain;      // set in C++ if in PhysicsVolume that may cause pain
var bool    bReceivePlayerToucherDiedNotify;
var bool bAlreadyVisited;   // internal use
var() bool  bVehicleDestination;    // if true, forced paths to this node will have max width to accomodate vehicles
var() bool bMakeSourceOnly;
var() bool  bNoSuperSize;           // hack for Leviathans, which pretend to be smaller than they really are to use the path network - this forces them not to use a path
var bool    bForcedOnly;            // only connect forced paths to this NavigationPoint

var const array<ReachSpec> PathList; //index of reachspecs (used by C++ Navigation code)
var() name ProscribedPaths[4];  // list of names of NavigationPoints which should never be connected from this path
var() name ForcedPaths[4];      // list of names of NavigationPoints which should always be connected from this path
var int visitedWeight;
var const int bestPathWeight;
var const NavigationPoint nextNavigationPoint;
var const NavigationPoint nextOrdered;  // for internal use during route searches
var const NavigationPoint prevOrdered;  // for internal use during route searches
var const NavigationPoint previousPath;
var int cost;                   // added cost to visit this pathnode
var() int ExtraCost;            // Extra weight added by level designer
var transient int TransientCost;    // added right before a path finding attempt, cleared afterward.
var transient int FearCost;     // extra weight diminishing over time (used for example, to mark path where bot died)

var Pickup  InventoryCache;     // used to point to dropped weapons
var float   InventoryDist;
var const float LastDetourWeight;

var byte BaseVisible[2];        // used by some team game types- whether this point is visible from red base or defense points
var float BaseDist[2];          // used by some team game types - distance to red base

var vector MaxPathSize;

function PostBeginPlay()
{
    local int i;
    
    ExtraCost = Max(ExtraCost,0);
    
    for ( i=0; i<PathList.Length; i++ )
    {
        MaxPathSize.X = FMax(MaxPathSize.X, PathList[i].CollisionRadius);
        MaxPathSize.Z = FMax(MaxPathSize.Z, PathList[i].CollisionHeight);
    }
    MaxPathSize.Y = MaxPathSize.X;
    Super.PostBeginPlay();
}

native final function SetBaseDistance(int BaseNum);

function SetBaseVisibility(int BaseNum)
{
    local NavigationPoint N;
    
    BaseVisible[BaseNum] = 1;
    for ( N=Level.NavigationPointList; N!=None; N=N.NextNavigationPoint )
        if ( (N.BaseVisible[BaseNum] == 0) && FastTrace(N.Location + (88 - 2*N.CollisionHeight)*Vect(0,0,1), Location + (88 - 2*N.CollisionHeight)*Vect(0,0,1)) )
            N.BaseVisible[BaseNum] = 1;
}

event int SpecialCost(Pawn Seeker, ReachSpec Path);

// Accept an actor that has teleported in.
// used for random spawning and initial placement of creatures
event bool Accept( actor Incoming, actor Source )
{
    // Move the actor here.
    taken = Incoming.SetLocation( Location );
    if (taken)
    {
        Incoming.Velocity = vect(0,0,0);
        Incoming.SetRotation(Rotation);
    }
    Incoming.PlayTeleportEffect(true, false);
    TriggerEvent(Event, self, Pawn(Incoming));
    return taken;
}

/* DetourWeight()
value of this path to take a quick detour (usually 0, used when on route to distant objective, but want to grab inventory for example)
*/
event float DetourWeight(Pawn Other,float PathWeight);
 
/* SuggestMovePreparation()
Optionally tell Pawn any special instructions to prepare for moving to this goal
(called by Pawn.PrepareForMove() if this node's bSpecialMove==true
*/
event bool SuggestMovePreparation(Pawn Other)
{
    return false;
}

/* ProceedWithMove()
Called by Controller to see if move is now possible when a mover reports to the waiting
pawn that it has completed its move
*/
function bool ProceedWithMove(Pawn Other)
{
    return true;
}

/* MoverOpened() & MoverClosed() used by NavigationPoints associated with movers */
function MoverOpened();
function MoverClosed();

/* needed for HoldObjectives */
function PlayerToucherDied( Pawn P );

defaultproperties
{
     bPropagatesSound=Wahr
     bMayCausePain=Wahr
     BaseDist(0)=1000000.000000
     BaseDist(1)=1000000.000000
     bStatic=Wahr
     bHidden=Wahr
     bNoDelete=Wahr
     Texture=Texture'Engine.S_NavP'
     bCollideWhenPlacing=Wahr
     SoundVolume=0
     CollisionRadius=40.000000
     CollisionHeight=43.000000
}

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Class file time: Fr 30.3.2007 08:43:36.000 - Creation time: Mo 16.4.2007 11:20:50.468 - Created with UnCodeX