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awesome_game/Source/TurnBasedTutorial/BattleMode/Singleplayer/EnemyAIController.cpp

227 lines
7.2 KiB

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// Fill out your copyright notice in the Description page of Project Settings.
#include "EnemyAIController.h"
#include "SinglePlayerGS.h"
#include "Kismet/GameplayStatics.h"
#include "GenericPlatform/GenericPlatformMath.h"
AEnemyAIController::AEnemyAIController()
: Super() {
PrimaryActorTick.bCanEverTick = true;
SetActorTickInterval(2.0f);
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}
void AEnemyAIController::Tick(float DeltaSeconds) {
Super::Tick(DeltaSeconds);
if (bIsAITurn && !bIsActing) {
if (TroopersCursor >= PossessedTroopers.Num()) {
EndTurn();
} else {
MakeMove();
}
}
}
void AEnemyAIController::StartTurn() {
UE_LOG(LogTemp, Warning, TEXT("Enemy AI StartTurn"));
bIsAITurn = true;
bIsActing = false;
// MakeMove();
}
void AEnemyAIController::EndTurn() {
bIsAITurn = false;
TroopersCursor = 0;
bIsEnded = true;
}
void AEnemyAIController::ActionDone() {
bIsActing = false;
}
bool AEnemyAIController::IsAITurn() const {
return bIsAITurn;
}
void AEnemyAIController::SpawnIfNeeded() {
RemoveDeadTroopers();
while (PossessedTroopers.Num() < MAX_TROOPERS_COUNT) {
const FVector Location = GetFreeLocation();
const FVector Rotation = {0.0f, 0.0f, 0.0f};
FTransform SpawnLocationAndRotation(Rotation);
SpawnLocationAndRotation.SetLocation(Location);
const TArray<TSubclassOf<ATrooper>> &LoadedTroopersAssets = GetWorld()->
GetGameState<ASinglePlayerGS>()->GetTroopersAssets();
AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
LoadedTroopersAssets[FMath::RandRange(
0, LoadedTroopersAssets.Num() - 1)],
SpawnLocationAndRotation);
Cast<ATrooper>(Spawned)->Initialize(
1, Location, TroopersCount++);
Spawned->FinishSpawning(SpawnLocationAndRotation);
Spawned->SetActorLocation(Location);
ATrooper *Trooper = Cast<ATrooper>(Spawned);
GetWorld()->GetGameState<ASinglePlayerGS>()->AddTrooper(Trooper);
PossessedTroopers.Add(Trooper);
Trooper->SetAIPossession(this);
Trooper->HighlightAsEnemy(PLAYER_INDEX);
}
}
// void AEnemyAIController::SetTrooperAssetsAndSpawn(
// TArray<UClass *> TrooperAssets,
// int TrooperCount) {
// LoadedTrooperAssets = MoveTemp(TrooperAssets);
// TroopersCount = TrooperCount;
// SpawnIfNeeded();
// }
void AEnemyAIController::RemoveDeadTroopers() {
for (int index = 0; index < PossessedTroopers.Num(); ++index) {
if (!PossessedTroopers[index] || !PossessedTroopers[index]->
IsValidLowLevel() ||
PossessedTroopers[index]->IsDead()) {
PossessedTroopers.RemoveAtSwap(index);
index--;
}
}
}
FVector AEnemyAIController::GetFreeLocation() const {
for (const auto Location : SpawnPoints) {
bool bIsClose = false;
for (const auto Trooper : PossessedTroopers) {
if ((Location - Trooper->GetLocation()).Size() < 100.0f) {
bIsClose = true;
break;
}
}
if (bIsClose) {
continue;
}
return Location;
}
return {-2000.0f, FMath::RandRange(-2000.0f, 2000.0f), 0.0f};
}
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void AEnemyAIController::MakeMove() {
while (TroopersCursor < PossessedTroopers.Num()) {
while (TroopersCursor < PossessedTroopers.Num() && (
!PossessedTroopers[TroopersCursor] ||
!PossessedTroopers[TroopersCursor]->IsValidLowLevel()
|| PossessedTroopers[TroopersCursor]->IsDead())) {
++TroopersCursor;
}
if (TroopersCursor >= PossessedTroopers.Num()) {
return;
}
const int Index = GetClosestTrooper();
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if (Index == -1) {
return;
}
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bool failed;
if (!IsCloseEnough(Index)) {
failed = MoveTo(Index);
} else {
failed = TryAttack(Index);
}
if (failed) {
TroopersCursor++;
} else {
return;
}
}
}
bool AEnemyAIController::IsCloseEnough(int TrooperIndex) const {
const ATrooper *CurrentTrooper = PossessedTroopers[TroopersCursor];
const ATrooper *OtherTrooper = PlayerTroopers[TrooperIndex];
return (CurrentTrooper->GetLocation() - OtherTrooper->GetLocation()).Size()
<= CurrentTrooper->GetRealActionRadius(1);
}
bool AEnemyAIController::TryAttack(int TrooperIndex) {
ATrooper *Attacker = PossessedTroopers[TroopersCursor];
const auto Location = PlayerTroopers[TrooperIndex]->GetLocation();
constexpr int ActionIndex = 1;
if (Attacker->CheckAttackCorrectness(Location, ActionIndex)) {
bIsActing = true;
Attacker->Attack(ActionIndex, Location);
return false;
}
return true;
}
bool AEnemyAIController::MoveTo(int TrooperIndex) {
ATrooper *Trooper = PossessedTroopers[TroopersCursor];
const FVector CurrentLocation = Trooper->GetLocation();
const FVector Destination = PlayerTroopers[TrooperIndex]->GetLocation();
constexpr int ActionIndex = 1;
constexpr int MoveActionIndex = 0;
const float AttackRadius = Trooper->GetRealActionRadius(ActionIndex);
const FVector Vector = Destination - CurrentLocation;
const float MaxLength = Trooper->GetRealActionRadius(MoveActionIndex);
float PathLength = Vector.Size() - AttackRadius + 10.f;
PathLength = FMath::Min(PathLength, MaxLength);
FVector Location = CurrentLocation + Vector.GetSafeNormal2D() *
PathLength;
Location.Z = 0.0f;
if (PathLength > 1.0f && Trooper->CheckMoveCorrectness(Location)) {
bIsActing = true;
Trooper->MoveTrooper(Location);
return false;
}
return true;
}
void AEnemyAIController::InitializeSpawnPoints() {
SpawnPoints.Add(FVector{
-2000.0f,
-(MAX_TROOPERS_COUNT - 1) * TROOPERS_DISTANCE.Y / 2,
0.0f
});
for (int index = 1; index < MAX_TROOPERS_COUNT; ++index) {
SpawnPoints.Add(SpawnPoints[SpawnPoints.Num() - 1] + TROOPERS_DISTANCE);
}
}
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int AEnemyAIController::GetClosestTrooper() const {
float minDistance = 1000000.0f;
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int minIndex = -1;
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const ATrooper *CurrentTrooper = PossessedTroopers[TroopersCursor];
for (int index = 0; index < PlayerTroopers.Num(); ++index) {
const ATrooper *OtherTrooper = PlayerTroopers[index];
if (OtherTrooper->IsValidLowLevel() && !OtherTrooper->IsDead()) {
const float distance = (
CurrentTrooper->GetLocation() - OtherTrooper->
GetLocation()).Size();
if (distance < minDistance) {
minDistance = distance;
minIndex = index;
}
}
}
return minIndex;
}
void AEnemyAIController::InitializeTroopers(
const TArray<ATrooper *> &Troopers) {
for (const auto Trooper : Troopers) {
if (Trooper != nullptr) {
if (Trooper->GetPlayerIndex() == AI_INDEX) {
Trooper->SetAIPossession(this);
PossessedTroopers.Add(Trooper);
} else {
PlayerTroopers.Add(Trooper);
}
}
}
InitializeSpawnPoints();
SpawnIfNeeded();
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}
void AEnemyAIController::BeginPlay() {
Super::BeginPlay();
}