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/** * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. * this goal eval will not stop until its out of paths, and will simply return the node with the least cost */ class NavMeshGoal_GenericFilterContainer extends NavMeshPathGoalEvaluator native(AI); cpptext { // NavMeshPathGoalEvaluator Interface virtual UBOOL EvaluateGoal( PathCardinalType PossibleGoal, const FNavMeshPathParams& PathParams, PathCardinalType& out_GenGoal ); /** * this will ask each filter in this guy's list if the passed poly is a viable seed to get added at start time * @param PossibleSeed - the seed to check viability for * @param PathParams - params for entity searching */ virtual UBOOL IsValidSeed( FNavMeshPolyBase* PossibleSeed, const FNavMeshPathParams& PathParams ); /** * sets up internal vars for path searching, and will early out if something fails * @param Handle - handle we're initializing for * @param PathParams - pathfinding parameter packet * @return - whether or not we should early out form this search */ virtual UBOOL InitializeSearch( UNavigationHandle* Handle, const FNavMeshPathParams& PathParams ); } var transient instanced array<NavMeshGoal_Filter> GoalFilters; /** storage of the goal we found an determined was OK (for use when goal does not have a path, but we still want to know what the goal was) */ var transient private native pointer SuccessfulGoal{FNavMeshEdgeBase}; /** Ref to our NavHandle so we can interrogate it for Debug flags. **/ var transient protected NavigationHandle MyNavigationHandle; static function NavMeshGoal_GenericFilterContainer CreateAndAddFilterToNavHandle( NavigationHandle NavHandle, optional int InMaxPathVisits=-1) { local NavMeshGoal_GenericFilterContainer Eval; if( NavHandle != None ) { Eval = NavMeshGoal_GenericFilterContainer(NavHandle.CreatePathGoalEvaluator(default.class)); if( Eval != None ) { if(InMaxPathVisits > 0) { Eval.MaxPathVisits = InMaxPathVisits; } Eval.MyNavigationHandle = NavHandle; NavHandle.AddGoalEvaluator( Eval ); return Eval; } } return none; } // indireciton to hook into a pool or something if we want function NavMeshGoal_Filter GetFilterOfType(class<NavMeshGoal_Filter> Filter_Class) { return new(self) Filter_Class; } /** * returns the center of the poly we found as a valid goal, or 0,0,0 if none found (uses SuccessfulGoal member var0 */ native function vector GetGoalPoint(); function Recycle() { Super.Recycle(); GoalFilters.length = 0; MaxPathVisits = default.maxPathVisits; MyNavigationHandle = None; } defaultproperties { MaxPathVisits=2048 } |
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