Documentation: PathFindingComponent
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Name | Type | Initial Value | Example Range | Description |
---|---|---|---|---|
Members | ||||
search_depth_max_no_goal | int | 20 | [0, 1e+006] | TODO: Comment |
iterations_max_no_goal | int | 1500 | [0, 1e+006] | TODO: Comment |
search_depth_max_with_goal | int | 2500 | [0, 1e+006] | TODO: Comment |
iterations_max_with_goal | int | 1500 | [0, 1e+006] | TODO: Comment |
cost_of_flying | float | 20 | [0, 100000] | TODO: Comment |
distance_to_reach_node_x | int | 2 | [0, 200] | TODO: Comment |
distance_to_reach_node_y | int | 6 | [0, 200] | TODO: Comment |
frames_to_get_stuck | int | 60 | [0, 600] | TODO: Comment |
frames_between_searches | int | 30 | [0, 300] | TODO: Comment |
y_walking_compensation | float | 0 | [-100, 100] | TODO: Comment |
can_fly | bool | true | TODO: Comment | |
can_walk | bool | true | TODO: Comment | |
can_jump | bool | false | TODO: Comment | |
can_dive | bool | false | TODO: Comment | |
can_swim_on_surface | bool | false | TODO: Comment | |
never_consider_line_of_sight | bool | false | if 1, we require a path to have an entity at the goal, having line of sight to the entity is not enough | |
space_required | float | 0 | [0, 20] | how far (in cells) must a point on our route be from the nearest wall to consider it passable? |
max_jump_distance_from_camera | float | 400 | [0, 400] | TODO: Comment |
jump_speed | float | 200 | [0, 1000] | TODO: Comment |
initial_jump_lob | float | 1 | [0, 5] | TODO: Comment |
initial_jump_max_distance_x | float | 100 | [0, 1000] | TODO: Comment |
initial_jump_max_distance_y | float | 80 | [0, 1000] | TODO: Comment |
read_state | int | 0 | Read only value to get mState as an integer. Used to detect when the worst cheesers are trying to cheese our beloved squidward. | |
Custom data types | ||||
jump_trajectories | VECTOR_JUMPPARAMS | TODO: Comment | ||
Privates | ||||
input | PathFindingInput | TODO: Comment | ||
job_result_receiver | MSG_QUEUE_PATH_FINDING_RESULT | TODO: Comment | ||
waiting_for | bool | false | TODO: Comment | |
next_search_frame | int | 0 | TODO: Comment | |
path | VECTOR_PATHNODE | TODO: Comment | ||
path_next_node | PathFindingResultNode | TODO: Comment | ||
path_next_node_vector_to | vec2 | (0, 0) | TODO: Comment | |
path_next_node_distance_to | float | 0 | TODO: Comment | |
path_previous_node | PathFindingNodeHandle | TODO: Comment | ||
path_frames_stuck | int | 0 | TODO: Comment | |
path_is_stuck | bool | false | TODO: Comment | |
path_last_frame_with_job | int | 0 | TODO: Comment | |
mLogic | PathFindingLogic* | this defines what is an acceptable path | ||
mFallbackLogic | PathFindingLogic* | we use this to define an acceptable path if mLogic doesn't return one | ||
mSelectedLogic | PathFindingLogic* | TODO: Comment | ||
mEnabled | bool | false | TODO: Comment | |
mState | PathFindingComponentState::Enum | TODO: Comment | ||
mTimesStuck | int | 0 | TODO: Comment | |
mNextClearDontApproachListFrame | int | 0 | TODO: Comment | |
mNodeProximityCheckCorrectionY | float | 0 | TODO: Comment | |
debug_path | VECTOR_PATHNODE | TODO: Comment | ||
jump_velocity_multiplier | LensValue<float> | 1 | TODO: Comment |