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CoverQueryProperties.c
Go to the documentation of this file.
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class
CoverQueryProperties
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{
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// Maximum amount of covers which will be checked. If we discover more than this amount of covers in sector,
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// then covers are decimated.
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// This is an optimization, because cover scoring pathfinding is performance heavy.
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// If this value is 0, decimation is not used and all covers are checked.
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int
m_iMaxCoversToCheck;
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vector
m_vNearestPolyHalfExtend;
// Half extend of nearest polygon search
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vector
m_vSectorPos;
// Center of cover query sector
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vector
m_vSectorDir;
// Direction of cover query sector
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vector
m_vThreatPos;
// Threat (target) position
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float
m_fQuerySectorAngleCosMin = -1.0;
// Min cos of cover query sector angle
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float
m_fSectorDistMin;
// Min distance to cover from cover query sector center
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float
m_fSectorDistMax;
// Max distance to cover from cover query sector center
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float
m_fCoverHeightMin;
// Min height of cover
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float
m_fCoverHeightMax = 10.0;
// Max height of cover
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float
m_fCoverToThreatAngleCosMin = -1.0;
// Min cos of angle between cover's own direction and direction towards enemy from this cover
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float
m_fScoreWeightDirection;
// Weight of directivity. Increases score of covers with bigger angle between m_vSectorDir and cover pos.
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float
m_fScoreWeightDistance = 1.0;
// Weight of distance between sector center and cover
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float
m_fNmAreaCostScale = 1.0;
// Scale of navmesh area costs taken from navmesh project
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bool
m_bCheckVisibility;
// When true, only covers which have direct visibility of m_vThreatPos will be returned
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float
m_fVisibilityTraceFraction = 0.5;
// When visibility check is enabled, vis. is considered good if the fraction of trace is above this value
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bool
m_bSelectHighestScore;
// When true, cover with highest score is selected, otherwise lowest score cover is selected.
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}
CoverQueryProperties
Definition
CoverQueryProperties.c:2
vector
Definition
vector.c:13
scripts
GameCode
AI
CoverQueryProperties.c
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