#include "ProceduralSetup.h" #include "Net/UnrealNetwork.h" #include "NoisyPathfinderComponent.h" #include "PLSEncounterComponent.h" #include "ProceduralObjectColliders.h" #include "ProceduralResources.h" #include "ProceduralTunnelComponent.h" #include "ProceduralVeinsComponent.h" void AProceduralSetup::SpawnSpecialEvents() { } void AProceduralSetup::SpawnObjectiveEncounter() { } void AProceduralSetup::SpawnObjectiveCriticalItems(const ECriticalItemPass& pass) { } void AProceduralSetup::SpawnItems_Async(AProceduralSetup* Setup, FLatentActionInfo LatentInfo) { } void AProceduralSetup::SpawnItems() { } void AProceduralSetup::SpawnEncounters() { } void AProceduralSetup::SpawnDebrisItems_Async(AProceduralSetup* Setup, FLatentActionInfo LatentInfo, EDebrisItemPass pass, int32 Depth) { } void AProceduralSetup::SpawnDebrisItems(EDebrisItemPass pass) { } void AProceduralSetup::SetSeed(int32 NewSeed) { } void AProceduralSetup::RemoveBLockedEntrances() { } bool AProceduralSetup::IsGeneratedDataReady() const { return false; } bool AProceduralSetup::IsCarverDataReady(EDebrisItemPass pass) const { return false; } void AProceduralSetup::InitializeObjectives() { } UMissionDNA* AProceduralSetup::GetMissionDNA() const { return NULL; } TMap AProceduralSetup::GetGemsResourceAmounts() const { return TMap(); } ADeepCSGWorld* AProceduralSetup::GetCSGWorld() const { return NULL; } TMap AProceduralSetup::GetCollectablesResourceAmounts() const { return TMap(); } void AProceduralSetup::GenerateRoomsFromGraph_Async(AProceduralSetup* Setup, FLatentActionInfo LatentInfo, int32 CarvePass) { } void AProceduralSetup::GenerateRoomsFromGraph(int32 CarvePass) { } FVector AProceduralSetup::FindLocationInDirection(FVector Origin, FVector Direction, float horizontalDeviation, float verticalDeviation, FRandRange Distance, float additionalDistance) { return FVector{}; } void AProceduralSetup::FindEntrancesForAllConnections() { } void AProceduralSetup::FillTunnels_Async(AProceduralSetup* Setup, FLatentActionInfo LatentInfo) { } void AProceduralSetup::FillTunnels() { } void AProceduralSetup::DoneCarving() { } bool AProceduralSetup::DoAsyncThreadGeneration() const { return false; } void AProceduralSetup::CreateTunnelPaths() { } int32 AProceduralSetup::CreateItemDepths() { return 0; } void AProceduralSetup::CreateGeneratedInfluenceSet() { } int32 AProceduralSetup::ConnectRooms(FRoomNode& From, FRoomNode& To, bool hasDirt, UTunnelParameters* tunnelParameterOverride) { return 0; } int32 AProceduralSetup::ConnectRoomIds(int32 fromID, int32 toID, bool hasDirt, UTunnelParameters* tunnelParameterOverride) { return 0; } void AProceduralSetup::CommitCarving(bool finalCommit, bool generateMesh) { } void AProceduralSetup::CarveWithGeneratedInstantCarvers() { } void AProceduralSetup::BeginGenerating() { } int32 AProceduralSetup::AddRoom(FVector Location, bool CanHaveEnemies, URoomGeneratorBase* RoomGenerator, bool canBeRotated, FVector& outCenter, FRoomNode& outRoom, float ResourceMultiplier) { return 0; } void AProceduralSetup::AddInfluenceToTunnelEntrances(UCaveInfluencer* Influencer, float range) { } void AProceduralSetup::AddImportantLocation(const FVector& Location, float Radius) { } void AProceduralSetup::AddEnemyDebris() { } int32 AProceduralSetup::AddDebrisCollider(const FDebrisCapsule& Capsule) { return 0; } void AProceduralSetup::AddCaveInfluence(UCaveInfluencer* Influencer, const FVector& Location, float range) { } int32 AProceduralSetup::AddAirParticlesCollider(const FDebrisCapsule& Capsule) { return 0; } void AProceduralSetup::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AProceduralSetup, CaveDepth); } AProceduralSetup::AProceduralSetup() { this->ShowItemNoisePattern = false; this->Seed = -1; this->UseRandomSeed = true; this->ForcedMachineEvent = NULL; this->ForcedTreasure = NULL; this->ForcedOtherEvent = NULL; this->NoisyPathfinder = CreateDefaultSubobject(TEXT("NoisyPathfinder")); this->ProceduralTunnel = CreateDefaultSubobject(TEXT("ProceduralTunnel")); this->Encounters = CreateDefaultSubobject(TEXT("Encounters")); this->Veins = CreateDefaultSubobject(TEXT("ProceduralVeins")); this->Resources = CreateDefaultSubobject(TEXT("ProceduralResources")); this->ObjectColliders = CreateDefaultSubobject(TEXT("ObjectColliders")); this->CSGWorld = NULL; this->PathfinderNoise = NULL; this->MissionDNA = NULL; this->SpawnSettings = ESpawnSettings::Normal; this->CanSpawnSpecialEvents = true; this->ShouldCarveTunnels = true; this->Biome = NULL; this->missionLength = 0.00f; this->CaveDepth = 0.00f; this->PostProcessActor = NULL; this->SpecialEvent = NULL; this->IsInitialized = false; this->CurrentRoomPass = 0; this->Pass1Completed = false; this->UsePerLevelCritterSpawning = false; }