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#pragma once
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#include "CoreMinimal.h"
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#include "Ability.h"
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#include "GameFramework/Character.h"
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#include "Trooper.generated.h"
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UCLASS()
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class TURNBASEDTUTORIAL_API ATrooper : public ACharacter {
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GENERATED_BODY()
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public:
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// Sets default values for this actor's properties
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ATrooper();
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void Initialize(uint8 const NewPlayerIndex,
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FVector const SpawnLocation,
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uint8 const NewId);
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UFUNCTION()
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uint8 GetPlayerIndex() const;
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UFUNCTION()
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void MoveTrooper(FVector const NewPos);
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UFUNCTION()
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uint8 GetId() const;
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UFUNCTION()
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bool CheckMoveCorrectness(const FVector newPos) const;
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UFUNCTION()
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bool CheckAttackCorrectness(const FVector attackLocation, int abilityIndex) const;
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UFUNCTION()
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FVector GetLocation() const;
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UFUNCTION(BlueprintCallable)
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float GetAnimationValue();
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UFUNCTION()
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void Attack(int abilityIndex);
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UFUNCTION()
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float GetActionRadius(int action) const;
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UFUNCTION()
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float GetHitPoints() const;
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UFUNCTION()
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float GetMaxHitPoints() const;
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UFUNCTION()
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void SetSelection(bool Selected) const;
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UFUNCTION()
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void HighlightAsEnemy() const;
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UFUNCTION()
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void ResetActionPoints();
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UFUNCTION()
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UAbility *GetAbility(int AbilityIndex) const;
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protected:
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UPROPERTY(EditAnywhere)
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UMaterialInterface *GreenMaterial = nullptr;
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UPROPERTY(EditAnywhere)
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UMaterialInterface *RedMaterial = nullptr;
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UPROPERTY(EditAnywhere)
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UAbility *AttackAbility;
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UPROPERTY(EditAnywhere)
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UAbility *SpecialAbility;
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const float MoveRadius = 1500.f;
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float AttackRadius = 1000.f;
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UPROPERTY(EditAnywhere)
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float Speed = 300.0f;
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UPROPERTY(EditAnywhere)
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float StartHitPoints = 100.0f;
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UPROPERTY(EditAnywhere)
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float MoveCost = 0.0667f;
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UPROPERTY(EditAnywhere)
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float StartActionPoints = 100.0f;
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UPROPERTY(Replicated)
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float HitPoints;
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UPROPERTY(Replicated)
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float ActionPoints;
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UPROPERTY(Replicated)
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bool bIsAttacking = false;
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UPROPERTY(Replicated)
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float AttackPlayedTime;
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const float AttackDuration = 1.16667f;
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virtual void BeginPlay() override;
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virtual void Tick(float const DeltaTime) override;
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UPROPERTY(VisibleAnywhere, Replicated)
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class UWidgetComponent *HealthWidgetComponent;
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// void SetStaticMesh() const;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
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UStaticMeshComponent *SelectionStaticMesh;
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// UPROPERTY(EditAnywhere, BlueprintReadWrite)
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// USkeletalMeshComponent *MySkeletalMesh;
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// const TCHAR *MeshPath = nullptr;
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UPROPERTY(Replicated)
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uint8 PlayerIndex;
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UPROPERTY(Replicated)
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uint8 Id;
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UPROPERTY(Replicated)
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FVector CurrentLocation;
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UPROPERTY(Replicated)
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FVector TargetLocation;
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UPROPERTY(Replicated)
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bool bIsMoving = false;
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};
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// UCLASS()
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// class ATrooperWizard : public ATrooper {
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// GENERATED_BODY()
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//
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// public:
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// ATrooperWizard();
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//
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// };
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//
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// UCLASS()
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// class ATrooperSkeletonMelee : public ATrooper {
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// GENERATED_BODY()
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//
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// public:
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// ATrooperSkeletonMelee();
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//
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// };
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