DRG-Femboy-Voice/Source/FSD/Private/ProceduralSetup.cpp
2025-04-15 12:39:31 -07:00

190 lines
5.1 KiB
C++
Executable file

#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<FString, float> AProceduralSetup::GetGemsResourceAmounts() const {
return TMap<FString, float>();
}
ADeepCSGWorld* AProceduralSetup::GetCSGWorld() const {
return NULL;
}
TMap<FString, float> AProceduralSetup::GetCollectablesResourceAmounts() const {
return TMap<FString, float>();
}
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<FLifetimeProperty>& 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<UNoisyPathfinderComponent>(TEXT("NoisyPathfinder"));
this->ProceduralTunnel = CreateDefaultSubobject<UProceduralTunnelComponent>(TEXT("ProceduralTunnel"));
this->Encounters = CreateDefaultSubobject<UPLSEncounterComponent>(TEXT("Encounters"));
this->Veins = CreateDefaultSubobject<UProceduralVeinsComponent>(TEXT("ProceduralVeins"));
this->Resources = CreateDefaultSubobject<UProceduralResources>(TEXT("ProceduralResources"));
this->ObjectColliders = CreateDefaultSubobject<UProceduralObjectColliders>(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;
}