Add Minimum Distance Check to GetLocationNearLocation Task
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@ -3,23 +3,32 @@
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#include "TaskGetLocationNearLocation.h"
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#include "EnemyAIController.h"
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#include "EnemyCharacter.h"
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#include <NavigationSystem.h>
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EBTNodeResult::Type UTaskGetLocationNearLocation::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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auto enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
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auto enemyPawn = Cast<AEnemyCharacter>(enemyController->GetPawn());
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auto blackboardComponent = owner.GetBlackboardComponent();
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auto navigationSystem = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
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FVector sourceLocation = blackboardComponent->GetValueAsVector(SourceLocationKey.SelectedKeyName);
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auto BlackboardComponent = owner.GetBlackboardComponent();
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if (blackboardComponent && navigationSystem && sourceLocation != FVector::ZeroVector)
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if (!BlackboardComponent)
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{
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FNavLocation navLocation;
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navigationSystem->GetRandomReachablePointInRadius(sourceLocation, MaximumDistance, navLocation);
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return EBTNodeResult::Failed;
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}
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auto NavigationSystem = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
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FVector SourceLocation = BlackboardComponent->GetValueAsVector(SourceLocationKey.SelectedKeyName);
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blackboardComponent->SetValueAsVector(TargetLocationKey.SelectedKeyName, navLocation.Location);
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if (BlackboardComponent && NavigationSystem && SourceLocation != FVector::ZeroVector)
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{
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double Distance = -1.0;
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FNavLocation NavLocation;
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while (Distance < MinimumDistance)
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{
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NavigationSystem->GetRandomReachablePointInRadius(SourceLocation, MaximumDistance, NavLocation);
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NavigationSystem->GetPathLength(SourceLocation, NavLocation.Location, Distance);
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}
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BlackboardComponent->SetValueAsVector(TargetLocationKey.SelectedKeyName, NavLocation.Location);
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return EBTNodeResult::Succeeded;
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}
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@ -28,6 +28,10 @@ public:
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Meta = (AllowPrivateAccess = "true", DisplayName = "Maximum Distance"))
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float MaximumDistance = 500.0f;
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UPROPERTY(EditAnywhere, Category = "Options",
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Meta = (AllowPrivateAccess = "true", DisplayName = "Minimum Distance"))
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double MinimumDistance = 0.0f;
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public:
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virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory) override;
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};
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