Esempio n. 1
0
FAIRequestID AAIController::RequestMove(const FAIMoveRequest& MoveRequest, FNavPathSharedPtr Path)
{
	uint32 RequestID = FAIRequestID::InvalidRequest;
	if (PathFollowingComponent)
	{
		RequestID = PathFollowingComponent->RequestMove(Path, MoveRequest.GetGoalActor(), MoveRequest.GetAcceptanceRadius(), MoveRequest.CanStopOnOverlap(), MoveRequest.GetUserData());
	}

	return RequestID;
}
Esempio n. 2
0
EPathFollowingRequestResult::Type AAIController::MoveTo(const FAIMoveRequest& MoveRequest)
{
	SCOPE_CYCLE_COUNTER(STAT_MoveTo);
	UE_VLOG(this, LogAINavigation, Log, TEXT("MoveTo: %s"), *MoveRequest.ToString());

	EPathFollowingRequestResult::Type Result = EPathFollowingRequestResult::Failed;
	bool bCanRequestMove = true;
	bool bAlreadyAtGoal = false;

	if (!MoveRequest.HasGoalActor())
	{
		if (MoveRequest.GetGoalLocation().ContainsNaN() || FAISystem::IsValidLocation(MoveRequest.GetGoalLocation()) == false)
		{
			UE_VLOG(this, LogAINavigation, Error, TEXT("AAIController::MoveTo: Destination is not valid! Goal(%s)"), TEXT_AI_LOCATION(MoveRequest.GetGoalLocation()));
			bCanRequestMove = false;
		}

		// fail if projection to navigation is required but it failed
		if (bCanRequestMove && MoveRequest.IsProjectingGoal())
		{
			UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
			const FNavAgentProperties& AgentProps = GetNavAgentPropertiesRef();
			FNavLocation ProjectedLocation;

			if (NavSys && !NavSys->ProjectPointToNavigation(MoveRequest.GetGoalLocation(), ProjectedLocation, AgentProps.GetExtent(), &AgentProps))
			{
				UE_VLOG_LOCATION(this, LogAINavigation, Error, MoveRequest.GetGoalLocation(), 30.f, FLinearColor::Red, TEXT("AAIController::MoveTo failed to project destination location to navmesh"));
				bCanRequestMove = false;
			}

			MoveRequest.UpdateGoalLocation(ProjectedLocation.Location);
		}

		bAlreadyAtGoal = bCanRequestMove && PathFollowingComponent &&
			PathFollowingComponent->HasReached(MoveRequest.GetGoalLocation(), MoveRequest.GetAcceptanceRadius(), !MoveRequest.CanStopOnOverlap());
	}
	else
	{
		bAlreadyAtGoal = bCanRequestMove && PathFollowingComponent &&
			PathFollowingComponent->HasReached(*MoveRequest.GetGoalActor(), MoveRequest.GetAcceptanceRadius(), !MoveRequest.CanStopOnOverlap());
	}

	if (bAlreadyAtGoal)
	{
		UE_VLOG(this, LogAINavigation, Log, TEXT("MoveToActor: already at goal!"));

		// make sure previous move request gets aborted
		PathFollowingComponent->AbortMove(TEXT("Aborting move due to new move request finishing with AlreadyAtGoal"), FAIRequestID::AnyRequest);

		PathFollowingComponent->SetLastMoveAtGoal(true);
		
		OnMoveCompleted(FAIRequestID::CurrentRequest, EPathFollowingResult::Success);
		Result = EPathFollowingRequestResult::AlreadyAtGoal;
	}
	else if (bCanRequestMove)
	{
		FPathFindingQuery Query;
		const bool bValidQuery = PreparePathfinding(MoveRequest, Query);
		const FAIRequestID RequestID = bValidQuery ? RequestPathAndMove(MoveRequest, Query) : FAIRequestID::InvalidRequest;

		if (RequestID.IsValid())
		{
			bAllowStrafe = MoveRequest.CanStrafe();
			Result = EPathFollowingRequestResult::RequestSuccessful;
		}
	}

	if (Result == EPathFollowingRequestResult::Failed)
	{
		if (PathFollowingComponent)
		{
			PathFollowingComponent->SetLastMoveAtGoal(false);
		}

		OnMoveCompleted(FAIRequestID::InvalidRequest, EPathFollowingResult::Invalid);
	}

	return Result;
}