float UAISense_Prediction::Update()
{
	AIPerception::FListenerMap& ListenersMap = *GetListeners();

	for (int32 EventIndex = 0; EventIndex < RegisteredEvents.Num(); ++EventIndex)
	{
		const FAIPredictionEvent& Event = RegisteredEvents[EventIndex];

		if (Event.Requestor != NULL && Event.PredictedActor != NULL)
		{
			IAIPerceptionListenerInterface* PerceptionListener = Cast<IAIPerceptionListenerInterface>(Event.Requestor);
			if (PerceptionListener != NULL)
			{
				UAIPerceptionComponent* PerceptionComponent = PerceptionListener->GetPerceptionComponent();
				if (PerceptionComponent != NULL && ListenersMap.Contains(PerceptionComponent->GetListenerId()))
				{
					// this has to succeed, will assert a failure
					FPerceptionListener& Listener = ListenersMap[PerceptionComponent->GetListenerId()];

					// calculate the prediction here:
					const FVector PredictedLocation = Event.PredictedActor->GetActorLocation() + Event.PredictedActor->GetVelocity() * Event.TimeToPredict;

					Listener.RegisterStimulus(Event.PredictedActor, FAIStimulus(*this, 1.f, PredictedLocation, Listener.CachedLocation));
				}
			}
		}
	}

	RegisteredEvents.Reset();

	// return decides when next tick is going to happen
	return SuspendNextUpdate;
}
Example #2
0
float UAISense_Touch::Update()
{
	AIPerception::FListenerMap& ListenersMap = *GetListeners();

	for (int32 EventIndex = 0; EventIndex < RegisteredEvents.Num(); ++EventIndex)
	{
		const FAITouchEvent& Event = RegisteredEvents[EventIndex];

		if (Event.TouchReceiver != NULL && Event.OtherActor != NULL)
		{
			IAIPerceptionListenerInterface* PerceptionListener = Cast<IAIPerceptionListenerInterface>(Event.TouchReceiver);
			if (PerceptionListener != NULL)
			{
				UAIPerceptionComponent* PerceptionComponent = PerceptionListener->GetPerceptionComponent();
				if (PerceptionComponent != NULL && ListenersMap.Contains(PerceptionComponent->GetListenerId()))
				{
					// this has to succeed, will assert a failure
					FPerceptionListener& Listener = ListenersMap[PerceptionComponent->GetListenerId()];

					Listener.RegisterStimulus(Event.OtherActor, FAIStimulus(GetSenseIndex(), 1.f, Event.Location, Event.Location));
				}
			}
		}
	}

	RegisteredEvents.Reset();

	// return decides when next tick is going to happen
	return SuspendNextUpdate;
}
float UAISense_Damage::Update()
{
    AIPerception::FListenerMap& ListenersMap = *GetListeners();

    for (int32 EventIndex = 0; EventIndex < RegisteredEvents.Num(); ++EventIndex)
    {
        const FAIDamageEvent& Event = RegisteredEvents[EventIndex];

        IAIPerceptionListenerInterface* PerceptionListener = Cast<IAIPerceptionListenerInterface>(Event.DamagedActor);
        if (PerceptionListener != NULL)
        {
            UAIPerceptionComponent* PerceptionComponent = PerceptionListener->GetPerceptionComponent();
            if (PerceptionComponent != NULL)
            {
                // this has to succeed, will assert a failure
                FPerceptionListener& Listener = ListenersMap[PerceptionComponent->GetListenerId()];

                Listener.RegisterStimulus(Event.Instigator, FAIStimulus(GetSenseIndex(), Event.Amount, Event.Location, Event.HitLocation));
            }
        }
    }

    RegisteredEvents.Reset();

    // return decides when next tick is going to happen
    return SuspendNextUpdate;
}