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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyGameState.h"
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#include "MyPlayerState.h"
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#include "Trooper.h"
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#include "Net/UnrealNetwork.h"
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auto AMyGameState::GetMyPlayerState(uint8 PlayerIndex) const {
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return Cast<AMyPlayerState>(PlayerArray[PlayerIndex]);
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}
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AMyGameState::AMyGameState() : Super() {
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}
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void AMyGameState::BeginPlay() {
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Super::BeginPlay();
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LivingTroopersCount.SetNum(2);
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}
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void AMyGameState::AddTrooper_Implementation(ATrooper *Trooper) {
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if (Trooper->GetPlayerIndex() >= 0 && Trooper->GetPlayerIndex() <=
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LivingTroopersCount.Num()) {
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if (LivingTroopersCount.Num() < 2) {
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LivingTroopersCount.SetNum(2);
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}
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LivingTroopersCount[Trooper->GetPlayerIndex()]++;
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}
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Troopers.Add(Trooper);
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}
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void AMyGameState::StartGame_Implementation() {
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// PlayerNotInTurn()->SetEnemySelection();
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PlayerInTurn()->SetEnemySelection();
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bGameStarted = true;
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PlayerInTurn()->StartTurn();
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}
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void AMyGameState::CycleTurns_Implementation() {
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PlayerInTurn()->EndTurn();
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for (const auto Trooper : Troopers) {
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if (Trooper != nullptr) {
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Trooper->ResetActionPoints();
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}
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}
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CurrentPlayerTurn = !CurrentPlayerTurn;
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PlayerInTurn()->StartTurn();
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}
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// void AMyGameState::CycleTurns(uint8 CurrentPlayerIndex) {
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// if (CurrentPlayerTurn == CurrentPlayerIndex) {
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// PlayerInTurn()->EndTurn();
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// for (const auto Trooper : Troopers) {
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// if (Trooper != nullptr) {
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// Trooper->ResetActionPoints();
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// }
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// }
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// CurrentPlayerTurn = !CurrentPlayerTurn;
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// PlayerInTurn()->StartTurn();
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// }
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// }
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AMyPlayerState *AMyGameState::PlayerInTurn() const {
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return GetMyPlayerState(CurrentPlayerTurn);
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}
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AMyPlayerState *AMyGameState::PlayerNotInTurn() const {
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return GetMyPlayerState(!CurrentPlayerTurn);
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}
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TArray<ATrooper *> AMyGameState::GetTroopers() const {
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return Troopers;
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}
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bool AMyGameState::IsInTurn(uint8 PlayerIndex) const {
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return PlayerIndex == CurrentPlayerTurn;
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}
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bool AMyGameState::IsGameStarted() const {
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return bGameStarted;
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}
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void AMyGameState::DecreaseLivingTroopers(int PlayerIndex) {
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if (bGameIsOver)
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return;
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LivingTroopersCount[PlayerIndex]--;
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if (LivingTroopersCount[PlayerIndex] <= 0) {
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UE_LOG(LogTemp, Warning, TEXT("Player %d lose!"), PlayerIndex);
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bGameIsOver = true;
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}
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}
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void AMyGameState::GetLifetimeReplicatedProps(
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TArray<FLifetimeProperty> &OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AMyGameState, Troopers);
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DOREPLIFETIME(AMyGameState, CurrentPlayerTurn);
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DOREPLIFETIME(AMyGameState, bGameStarted);
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}
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