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awesome_game/Source/TurnBasedTutorial/MyPlayerController.cpp

272 lines
10 KiB

// Fill out your copyright notice in the Description page of Project Settings.
#include "MyPlayerController.h"
#include "Kismet/GameplayStatics.h"
#include "MyGameMode.h"
#include "Net/UnrealNetwork.h"
AMyPlayerController::AMyPlayerController()
: Super(), bIsMyTurn(false), SelectedTrooper(nullptr) {
UE_LOG(LogTemp, Warning, TEXT("Player controller created"));
SetShowMouseCursor(true);
}
void AMyPlayerController::SetupInputComponent() {
Super::SetupInputComponent();
InputComponent->BindAction("MyAction", IE_Pressed, this,
&AMyPlayerController::OnLeftMouseClick);
}
void AMyPlayerController::SetMyTurn(bool bMyTurn) {
bIsMyTurn = bMyTurn;
if (bIsMyTurn) {
GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Green,
FString::Printf(
TEXT("CURRENT TURN: %d"),
PlayerIndex));
}
// OnMyTurnChanged.ExecuteIfBound(bIsMyTurn);
}
void AMyPlayerController::StartTurn_Implementation() {
SetMyTurn(true);
UE_LOG(LogTemp, Warning, TEXT("Your turn, %d"), PlayerIndex);
}
auto AMyPlayerController::GetMyGameMode() const {
return dynamic_cast<AMyGameMode *>(
UGameplayStatics::GetGameMode(GetWorld()));
}
void AMyPlayerController::EndTurn_Implementation() {
if (bIsMyTurn) {
UE_LOG(LogTemp, Warning, TEXT("End Turn from player %d"), PlayerIndex);
SetMyTurn(false);
if (SelectedTrooper) {
SelectedTrooper->SetSelection(false);
SelectedTrooper = nullptr;
}
UE_LOG(LogTemp, Warning, TEXT("Not your turn, %d"), PlayerIndex);
AMyGameMode *gameMode = GetMyGameMode();
gameMode->CycleTurns();
}
}
// AMyGameState *AMyPlayerController::GetMyGameState() const {
// return dynamic_cast<AMyGameState *>(
// GetWorld()->GetGameState());
// }
void AMyPlayerController::MoveTrooper_Implementation(
ATrooper *Trooper,
FVector Location) {
if (Trooper->CheckMoveCorrectness(Location)) {
Trooper->MoveTrooper(Location);
// GetMyGameMode()->CycleTurns();
} else {
GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Red,
FString::Printf(
TEXT("Out of move radius!")));
}
}
// void AMyPlayerController::AttackTrooper_Implementation(
// ATrooper *Attacker,
// ATrooper *Victim) {
// if (Attacker->CheckAttackCorrectness(Victim->GetLocation())) {
// Attacker->Attack();
// // GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red,
// // FString::Printf(
// // TEXT("ATTACK!! %d attacked %d"),
// // Attacker->GetId(),
// // Victim->GetId()));
// // GetMyGameMode()->CycleTurns();
// } else {
// GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red,
// FString::Printf(
// TEXT(
// "Attack failed! Out of attack radius!")));
// }
// }
void AMyPlayerController::Attack_Implementation(ATrooper *Attacker,
FVector Location,
int ActionIndex) {
if (Attacker && CurrentAction >= 1 && CurrentAction <= 2 &&
Attacker->CheckAttackCorrectness(Location, CurrentAction)) {
Attacker->Attack(CurrentAction);
} else {
UE_LOG(LogTemp, Warning,
TEXT("Out of radius or not enough Action Points"));
}
}
void AMyPlayerController::SetPlayerIndex(uint8 NewPlayerIndex) {
PlayerIndex = NewPlayerIndex;
}
float AMyPlayerController::SetCurrentActionAndReturnRadius(int action) {
CurrentAction = action;
UE_LOG(LogTemp, Warning, TEXT("SetCurrentAction: %d on Player Controller "
"with index %d"), CurrentAction, PlayerIndex);
if (SelectedTrooper) {
return SelectedTrooper->GetActionRadius(CurrentAction);
}
return 0.0f;
}
void AMyPlayerController::SetEnemySelection_Implementation(
const TArray<ATrooper *> &Troopers) const {
for (const auto Trooper : Troopers) {
if (Trooper != nullptr && Trooper->GetPlayerIndex() != PlayerIndex) {
Trooper->HighlightAsEnemy();
}
}
}
// void AMyPlayerController::SetEnemySelection_Implementation() {
// if (!GetMyGameMode()) {
// UE_LOG(LogTemp, Warning, TEXT("Failed to get Game mode, Index: %d"), PlayerIndex);
// return;
// }
// const auto &Troopers = GetMyGameMode()->GetTroopers();
// for (const auto Trooper : Troopers) {
// if (Trooper != nullptr && Trooper->GetPlayerIndex() != PlayerIndex) {
// Trooper->HighlightAsEnemy();
// }
// }
// }
// void AMyPlayerController::SetEnemySelection(TArray<ATrooper *> &Troopers) const {
// for (const auto Trooper : Troopers) {
// if (Trooper->GetPlayerIndex() != PlayerIndex) {
// Trooper->HighlightAsEnemy();
// }
// }
// }
void AMyPlayerController::GetLifetimeReplicatedProps(
TArray<FLifetimeProperty> &OutLifetimeProps) const {
DOREPLIFETIME(AMyPlayerController, PlayerIndex);
DOREPLIFETIME(AMyPlayerController, CurrentAction);
DOREPLIFETIME(AMyPlayerController, bIsMyTurn);
DOREPLIFETIME(AMyPlayerController, SelectedTrooper);
}
void AMyPlayerController::OnLeftMouseClick() {
if (!bIsMyTurn) {
return;
}
UE_LOG(LogTemp, Warning, TEXT("Mouse clicked"));
UE_LOG(LogTemp, Warning, TEXT("Current action: %d"), CurrentAction);
FHitResult HitResult;
bool const IsHitResult = GetHitResultUnderCursorForObjects(
TArray<TEnumAsByte<EObjectTypeQuery>>{ObjectTypeQuery1}, false,
HitResult);
// GetHitResultUnderCursorForObjects();
// bool const IsHitResult = GetHitResultUnderCursorByChannel(
// TraceTypeQuery1, false, HitResult);
if (!IsHitResult)
return;
UE_LOG(LogTemp, Warning, TEXT("Got hit result"));
auto const NewlySelectedLocation = HitResult.Location;
ATrooper *NewlySelectedTrooper = dynamic_cast<ATrooper *>(
HitResult.GetActor());
// skip re-selection
if (SelectedTrooper == NewlySelectedTrooper) {
UE_LOG(LogTemp, Warning, TEXT("Skip reselection"));
return;
}
if (NewlySelectedTrooper == nullptr || !NewlySelectedTrooper->
IsValidLowLevel() || NewlySelectedTrooper->GetPlayerIndex() !=
PlayerIndex) {
// we selected something that is not a trooper (or trooper in shitty state...)
// probably we should move to it if we can...
// UE_LOG(LogTemp, Warning, TEXT("Not a trooper"));
// if initial trooper is valid...
if (SelectedTrooper != nullptr && SelectedTrooper->IsValidLowLevel()) {
switch (CurrentAction) {
case 0:
UE_LOG(LogTemp, Warning, TEXT("Do move"));
// move this mf
MoveTrooper(SelectedTrooper, NewlySelectedLocation);
// and reset the selection....
SelectedTrooper->SetSelection(false);
SelectedTrooper = nullptr;
break;
default:
// ATTACK! ATTACK!
UE_LOG(LogTemp, Warning, TEXT("Do attack"));
Attack(SelectedTrooper, NewlySelectedLocation,
CurrentAction);
SelectedTrooper->SetSelection(false);
SelectedTrooper = nullptr;
break;
}
}
} else if (NewlySelectedTrooper != nullptr && NewlySelectedTrooper->
IsValidLowLevel() && NewlySelectedTrooper->GetPlayerIndex() ==
PlayerIndex) {
UE_LOG(LogTemp, Warning, TEXT("Do reselect"));
// our move, selection
if (SelectedTrooper) {
SelectedTrooper->SetSelection(false);
}
SelectedTrooper = NewlySelectedTrooper;
SelectedTrooper->SetSelection(true);
}
//
// if (NewlySelectedTrooper == nullptr || !NewlySelectedTrooper->
// IsValidLowLevel()) {
// // we selected something that is not a trooper (or trooper in shitty state...)
// // probably we should move to it if we can...
//
// UE_LOG(LogTemp, Warning, TEXT("Not a trooper"));
//
// // if initial trooper is valid...
// if (SelectedTrooper != nullptr && SelectedTrooper->IsValidLowLevel()) {
// UE_LOG(LogTemp, Warning, TEXT("Do move"));
// // move this mf
// MoveTrooper(SelectedTrooper, NewlySelectedLocation);
// // and reset the selection....
// SelectedTrooper->SetSelection(false);
// SelectedTrooper = nullptr;
// }
// return;
// }
// UE_LOG(LogTemp, Warning, TEXT("New Selected Player Index %d"),
// NewlySelectedTrooper->GetPlayerIndex());
// // skip re-selection
// if (SelectedTrooper == NewlySelectedTrooper) {
// UE_LOG(LogTemp, Warning, TEXT("Skip reselection"));
// return;
// }
// we selected valid trooper...
// if (NewlySelectedTrooper->GetPlayerIndex() == PlayerIndex) {
// UE_LOG(LogTemp, Warning, TEXT("Do reselect"));
// // our move, selection
// if (SelectedTrooper) {
// SelectedTrooper->SetSelection(false);
// }
// SelectedTrooper = NewlySelectedTrooper;
// SelectedTrooper->SetSelection(true);
// } else {
// UE_LOG(LogTemp, Warning, TEXT("Attack or skip..."));
// // maybe selected trooper had gone crazy...
// if (SelectedTrooper == nullptr || !SelectedTrooper->IsValidLowLevel())
// return;
// UE_LOG(LogTemp, Warning, TEXT("Do attack"));
// // ATTACK!!! ATTACK!!!!!!
// AttackTrooper(SelectedTrooper, NewlySelectedTrooper);
// SelectedTrooper->SetSelection(false);
// SelectedTrooper = nullptr;
// }
}