G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UTerritorySubsystem Class Reference

Public Member Functions

Functions
bool IsCharacterStateWithinTerritory (const AGothicCharacterState State, const UTerritoryConfig Territory) const
 Returns true if the given Character states Location is within the givne Territory.
bool GetDebugAlwaysReturnBeingInTerritory () const
bool GetDebugNeverHaveCharacterInCombatRadius () const
FInteractionSpotHandle GetDisengageSpotInTerritory (const UTerritoryConfig Territory, AGothicCharacterState State, AGothicCharacterState AttackerState, FGameplayTagContainer ValidSpotActionTags, int CheckSpotAmount) const
 Returns a Spot Handle inside Territory, selected for Disengage.
UTerritoryConfig GetTerritoryByAdditionalAreaTags (FGameplayTag AreaTag, const UAbilitySystemComponent ASC) const
UTerritoryConfig GetTerritoryByAreaTagContainer (FGameplayTagContainer AreaTags, const UAbilitySystemComponent ASC) const
 Override taken Tag Container Returns the first Territory found for a tag in the container.
UTerritoryConfig GetTerritoryByAssociatedAreaTag (FGameplayTag AreaTag, const UAbilitySystemComponent ASC) const
 Returns a Territory Config Class with Associated tag exactly matching given Area Tag May be nulltpr when no class was found.
bool GetDebugAlwaysHaveCharacterInCombatRadius () const
void SetDebugAlwaysHaveCharacterInCombatRadius (bool bValue)
void SetDebugAlwaysReturnBeingInTerritory (bool bValue)
void SetDebugNeverHaveCharacterInCombatRadius (bool bValue)
bool TryGetRandomNavigablePointWithinTerritory (const AGothicCharacterState State, const UTerritoryConfig Territory, FVector &OutPoint) const
Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const

Static Public Member Functions

Static Functions
static UTerritorySubsystem Get ()
static UClass StaticClass ()
Static Public Member Functions inherited from UWorldSubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from USubsystem
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Public Attributes

TerritorySubsystem
float32 CharacterBoundingBoxExtent
float32 MaxHeightDifferenceToSpot
float32 FarEnoughSpotDistance
 While looking for Spots in an Area, if a Spot is further away than this we can stop searching, this is far enough.
Variables
bool DebugAlwaysReturnBeingInTerritory
bool DebugNeverHaveCharacterInCombatRadius
bool DebugAlwaysHaveCharacterInCombatRadius
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Member Function Documentation

◆ Get()

UTerritorySubsystem Get ( )
static

◆ GetDebugAlwaysHaveCharacterInCombatRadius()

bool GetDebugAlwaysHaveCharacterInCombatRadius ( ) const

◆ GetDebugAlwaysReturnBeingInTerritory()

bool GetDebugAlwaysReturnBeingInTerritory ( ) const

◆ GetDebugNeverHaveCharacterInCombatRadius()

bool GetDebugNeverHaveCharacterInCombatRadius ( ) const

◆ GetDisengageSpotInTerritory()

FInteractionSpotHandle GetDisengageSpotInTerritory ( const UTerritoryConfig Territory,
AGothicCharacterState State,
AGothicCharacterState AttackerState,
FGameplayTagContainer ValidSpotActionTags,
int CheckSpotAmount ) const

Returns a Spot Handle inside Territory, selected for Disengage.

◆ GetTerritoryByAdditionalAreaTags()

UTerritoryConfig GetTerritoryByAdditionalAreaTags ( FGameplayTag AreaTag,
const UAbilitySystemComponent ASC ) const

◆ GetTerritoryByAreaTagContainer()

UTerritoryConfig GetTerritoryByAreaTagContainer ( FGameplayTagContainer AreaTags,
const UAbilitySystemComponent ASC ) const

Override taken Tag Container Returns the first Territory found for a tag in the container.

◆ GetTerritoryByAssociatedAreaTag()

UTerritoryConfig GetTerritoryByAssociatedAreaTag ( FGameplayTag AreaTag,
const UAbilitySystemComponent ASC ) const

Returns a Territory Config Class with Associated tag exactly matching given Area Tag May be nulltpr when no class was found.

◆ IsCharacterStateWithinTerritory()

bool IsCharacterStateWithinTerritory ( const AGothicCharacterState State,
const UTerritoryConfig Territory ) const

Returns true if the given Character states Location is within the givne Territory.

◆ SetDebugAlwaysHaveCharacterInCombatRadius()

void SetDebugAlwaysHaveCharacterInCombatRadius ( bool bValue)

◆ SetDebugAlwaysReturnBeingInTerritory()

void SetDebugAlwaysReturnBeingInTerritory ( bool bValue)

◆ SetDebugNeverHaveCharacterInCombatRadius()

void SetDebugNeverHaveCharacterInCombatRadius ( bool bValue)

◆ StaticClass()

UClass StaticClass ( )
static

◆ TryGetRandomNavigablePointWithinTerritory()

bool TryGetRandomNavigablePointWithinTerritory ( const AGothicCharacterState State,
const UTerritoryConfig Territory,
FVector & OutPoint ) const

Member Data Documentation

◆ CharacterBoundingBoxExtent

float32 CharacterBoundingBoxExtent

◆ DebugAlwaysHaveCharacterInCombatRadius

bool DebugAlwaysHaveCharacterInCombatRadius

◆ DebugAlwaysReturnBeingInTerritory

bool DebugAlwaysReturnBeingInTerritory

◆ DebugNeverHaveCharacterInCombatRadius

bool DebugNeverHaveCharacterInCombatRadius

◆ FarEnoughSpotDistance

float32 FarEnoughSpotDistance

While looking for Spots in an Area, if a Spot is further away than this we can stop searching, this is far enough.

◆ MaxHeightDifferenceToSpot

float32 MaxHeightDifferenceToSpot