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awesome_game/Source/TurnBasedTutorial/MyPlayerState.cpp

211 lines
7.5 KiB

// Fill out your copyright notice in the Description page of Project Settings.
#include "MyPlayerState.h"
#include "MyGameState.h"
#include "Kismet/GameplayStatics.h"
#include "Net/UnrealNetwork.h"
AMyPlayerState::AMyPlayerState()
: Super(), bIsMyTurn(false), SelectedTrooper(nullptr) {
// PrimaryActorTick.bCanEverTick = true;
}
void AMyPlayerState::BeginPlay() {
Super::BeginPlay();
}
auto AMyPlayerState::GetMyGameState() const {
return Cast<AMyGameState>(GetWorld()->GetGameState());
}
// void AMyPlayerState::Tick(float DeltaSeconds) {
// Super::Tick(DeltaSeconds);
// if (GetMyGameState() && GetMyGameState()->IsGameStarted()) {
// // for (const auto Actor : Troopers) {
// // const auto Trooper = Cast<ATrooper>(Actor);
// // if (Trooper != nullptr && Trooper->GetPlayerIndex() !=
// // PlayerIndex) {
// // Trooper->HighlightAsEnemy(PlayerIndex);
// // }
// // }
// bIsSelectionInitialized = true;
// SetActorTickEnabled(false);
// }
// }
void AMyPlayerState::SetPlayerIndex(uint8 NewPlayerIndex) {
PlayerIndex = NewPlayerIndex;
}
void AMyPlayerState::SetEnemySelection_Implementation(
/*const TArray<AActor *> &Troopers*/) const {
TArray<AActor *> Troopers;
UGameplayStatics::GetAllActorsOfClass(GetWorld(),
ATrooper::StaticClass(),
Troopers);
for (const auto Actor : Troopers) {
const auto Trooper = Cast<ATrooper>(Actor);
if (Trooper != nullptr) {
Trooper->HighlightAsEnemy(PlayerIndex);
}
}
}
void AMyPlayerState::MoveTrooper_Implementation(ATrooper *Trooper,
FVector Location) {
Location.Z = 0.0f;
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 AMyPlayerState::Attack_Implementation(ATrooper *Attacker,
// FVector Location,
// int ActionIndex) {
// if (Attacker->CheckAttackCorrectness(Location, ActionIndex)) {
// Attacker->Attack(ActionIndex);
// } else {
// GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Red,
// FString::Printf(
// TEXT(
// "Out of radius or not enough Action Points!")));
// }
// }
void AMyPlayerState::Attack_Implementation(ATrooper *Attacker,
FVector Location,
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int ActionIndex) {
if (Attacker->CheckAttackCorrectness(Location, ActionIndex)) {
Attacker->Attack(ActionIndex, Location);
// for (const auto Trooper : Troopers) {
// if (Attacker->GetPlayerIndex() != Trooper->GetPlayerIndex()) {
// Trooper->TakeDamage(Attacker->GetAbility(ActionIndex)->Damage);
// }
// }
} else {
GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Red,
FString::Printf(
TEXT(
"Out of radius or not enough Action Points!")));
}
}
// void AMyPlayerState::CycleTurns_Implementation() const {
// if (bIsMyTurn) {
// GetMyGameState()->CycleTurns();
// }
// }
bool AMyPlayerState::IsMyTurn() const {
return bIsMyTurn;
}
void AMyPlayerState::SetMyTurn(bool bMyTurn) {
bIsMyTurn = bMyTurn;
if (bIsMyTurn) {
GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Green,
FString::Printf(
TEXT("CURRENT TURN: %d"),
PlayerIndex));
}
}
void AMyPlayerState::StartTurn_Implementation() {
SetMyTurn(true);
UE_LOG(LogTemp, Warning, TEXT("Your turn, %d"), PlayerIndex);
}
void AMyPlayerState::EndTurn_Implementation() {
if (bIsMyTurn) {
UE_LOG(LogTemp, Warning, TEXT("End Turn from player %d"),
PlayerIndex);
SetMyTurn(false);
if (SelectedTrooper) {
SelectedTrooper->SetSelection(false, CurrentAction);
SelectedTrooper = nullptr;
}
UE_LOG(LogTemp, Warning, TEXT("Not your turn, %d"), PlayerIndex);
// AMyGameMode *gameMode = GetMyGameMode();
// gameMode->CycleTurns();
// Cast<AMyGameState>(GetWorld()->GetGameState())->CycleTurns();
}
}
void AMyPlayerState::OnPlayerAction(const FHitResult &HitResult) {
auto const NewlySelectedLocation = HitResult.Location;
ATrooper *NewlySelectedTrooper = 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) {
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, CurrentAction);
SelectedTrooper = nullptr;
break;
default:
// ATTACK! ATTACK!
UE_LOG(LogTemp, Warning, TEXT("Do attack"));
Attack(SelectedTrooper, NewlySelectedLocation,
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CurrentAction);
SelectedTrooper->SetSelection(false, CurrentAction);
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, CurrentAction);
}
SelectedTrooper = NewlySelectedTrooper;
SelectedTrooper->SetSelection(true, CurrentAction);
}
}
void AMyPlayerState::SetCurrentAction_Implementation(int Action) {
CurrentAction = Action;
if (SelectedTrooper) {
SelectedTrooper->UpdateSelectionRadius(Action);
}
UE_LOG(LogTemp, Warning,
TEXT("SetCurrentAction: %d on Player Controller "
"with index %d"), CurrentAction, PlayerIndex);
}
uint8 AMyPlayerState::GetPlayerIndex() const {
return PlayerIndex;
}
void AMyPlayerState::GetLifetimeReplicatedProps(
TArray<FLifetimeProperty> &OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyPlayerState, PlayerIndex);
DOREPLIFETIME(AMyPlayerState, CurrentAction);
DOREPLIFETIME(AMyPlayerState, bIsMyTurn);
DOREPLIFETIME(AMyPlayerState, SelectedTrooper);
DOREPLIFETIME(AMyPlayerState, bIsSelectionInitialized);
}