Documentation: PathFindingComponent

From Noita Wiki
Jump to navigation Jump to search
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