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awesome_game/Source/TurnBasedTutorial/MyGameState.cpp

101 lines
2.8 KiB

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