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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "EnemyAIController.generated.h"
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/**
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*
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*/
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UCLASS()
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class TURNBASEDTUTORIAL_API AEnemyAIController : public AActor {
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GENERATED_BODY()
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public:
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AEnemyAIController();
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UFUNCTION()
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void StartTurn();
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UFUNCTION()
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void EndTurn();
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UFUNCTION()
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void ActionDone();
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UFUNCTION()
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void InitializeTroopers(const TArray<ATrooper *> &Troopers);
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virtual void BeginPlay() override;
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virtual void Tick(float DeltaSeconds) override;
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UPROPERTY()
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bool bIsEnded = false;
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UFUNCTION()
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bool IsAITurn() const;
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UFUNCTION()
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void SpawnIfNeeded();
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// UFUNCTION()
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// void SetTrooperAssetsAndSpawn(TArray<UClass *> TrooperAssets, int TrooperCount);
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private:
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static constexpr int AI_INDEX = 1;
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static constexpr int PLAYER_INDEX = 0;
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static constexpr int MAX_TROOPERS_COUNT = 3;
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UPROPERTY()
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int TroopersCount = 5;
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// UPROPERTY()
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// TArray<UClass *> LoadedTrooperAssets;
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UFUNCTION()
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void RemoveDeadTroopers();
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FVector GetFreeLocation() const;
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UFUNCTION()
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void MakeMove();
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UPROPERTY()
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int TroopersCursor = 0;
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int GetClosestTrooper() const;
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bool IsCloseEnough(int TrooperIndex) const;
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bool TryAttack(int TrooperIndex);
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bool MoveTo(int TrooperIndex);
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void InitializeSpawnPoints();
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UPROPERTY()
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bool bIsAITurn = false;
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UPROPERTY()
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bool bIsActing = false;
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UPROPERTY()
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TArray<ATrooper *> PossessedTroopers;
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UPROPERTY()
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TArray<ATrooper *> PlayerTroopers;
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TArray<FVector> SpawnPoints;
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const FVector TROOPERS_DISTANCE = {0.0f, 1000.0f, 0.0f};
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};
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