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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyGameMode.h"
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#include "Kismet/GameplayStatics.h"
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#include "MyPawn.h"
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#include "MyGameState.h"
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AMyGameMode::AMyGameMode() : Super()
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{
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UE_LOG(LogTemp, Warning, TEXT("GameMode Constructor"));
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GameStateClass = AMyGameState::StaticClass();
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PlayerControllerClass = AMyPlayerController::StaticClass();
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DefaultPawnClass = AMyPawn::StaticClass();
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}
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void AMyGameMode::BeginPlay()
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{
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Super::BeginPlay();
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// ATrooper::InitNumberOfTroopersForId();
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// UE_LOG(LogTemp, Warning, TEXT("GameMode BeginPlay"));
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// if (GetWorld()->GetMapName().Contains("BattleFieldMap"))
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// {
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// UE_LOG(LogTemp, Warning, TEXT("Player Logined"));
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// InitializeBattleField();
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// GetMyPlayerController()->StartTurn();
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// }
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}
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void AMyGameMode::InitializeBattleField() const
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{
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// FVector Location(2000.0f, -1000.0f, 0.0f);
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// FRotator Rotation(0.0f, 180.0f, 0.0f);
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// FActorSpawnParameters const SpawnInfo;
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// for (int i = 0; i < 5; ++i)
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// {
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// AActor* Spawned = GetWorld()->SpawnActor<ATrooper>(Location, Rotation, SpawnInfo);
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// dynamic_cast<ATrooper*>(Spawned)->InitTrooper(Location, true);
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// Location += {0.f, 500.f, 0.0f};
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// }
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// Location = {-2000.0f, -1000.0f, 0.0f};
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// Rotation = {0.0f, 0.0f, 0.0f};
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// for (int i = 0; i < 5; ++i)
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// {
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// AActor* Spawned = GetWorld()->SpawnActor<ATrooper>(Location, Rotation, SpawnInfo);
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// dynamic_cast<ATrooper*>(Spawned)->InitTrooper(Location, false);
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// Location += {0.f, 500.f, 0.0f};
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// }
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}
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AActor* AMyGameMode::ChoosePlayerStart_Implementation(AController* Player)
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{
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UE_LOG(LogTemp, Warning, TEXT("GameMode ChoosePlayerStart %d"), GetNumPlayers());
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InitializeSpawnPointsIfNeeded(Player);
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const auto CurrentPlayerStart = *SpawnPoints.Find(GetNumPlayers());
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UE_LOG(LogTemp, Warning, TEXT("GameMode ChoosePlayerStart end %d"), CurrentPlayerStart->GetPlayerIndex());
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return CurrentPlayerStart;
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}
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void AMyGameMode::InitializeSpawnPointsIfNeeded(AController* Player)
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{
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UE_LOG(LogTemp, Warning, TEXT("InitializeSpawnPointsIfNeeded"));
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if (SpawnPoints.Num() != 0)
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{
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UE_LOG(LogTemp, Warning, TEXT("InitializeSpawnPointsIfNeeded Exit %d"), SpawnPoints.Num());
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return;
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}
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UE_LOG(LogTemp, Warning, TEXT("Rebuilding spawnpoints"));
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const auto World = GetWorld();
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for (TActorIterator<AMyPlayerStart> PlayerStartIterator(GetWorld()); PlayerStartIterator; ++PlayerStartIterator)
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{
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const auto PlayerStart = *PlayerStartIterator;
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const UClass* PawnClass = GetDefaultPawnClassForController(Player);
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const APawn* PawnToFit = PawnClass ? PawnClass->GetDefaultObject<APawn>() : nullptr;
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const FVector ActorLocation = PlayerStart->GetActorLocation();
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const FRotator ActorRotation = PlayerStart->GetActorRotation();
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UE_LOG(LogTemp, Warning, TEXT("PlayerStart iterator %d"), PlayerStartIterator->GetPlayerIndex());
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if (!World->EncroachingBlockingGeometry(PawnToFit, ActorLocation, ActorRotation))
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{
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SpawnPoints.Add(PlayerStartIterator->GetPlayerIndex(), *PlayerStartIterator);
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UE_LOG(LogTemp, Warning, TEXT("PlayerStart unoccupied iterator %d"), PlayerStartIterator->GetPlayerIndex());
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}
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}
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}
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void AMyGameMode::PostLogin(APlayerController* NewPlayer)
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{
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Super::PostLogin(NewPlayer);
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UE_LOG(LogTemp, Warning, TEXT("PostLogin"));
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const auto World = GetWorld();
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const auto CurrentNumberOfPlayers = GetNumPlayers();
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UE_LOG(LogTemp, Warning, TEXT("%d"), CurrentNumberOfPlayers);
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if (CurrentNumberOfPlayers == 2)
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{
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UE_LOG(LogTemp, Warning, TEXT("Game Start"));
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// start the game
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StartGame();
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}
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else
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{
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// delay the game
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UE_LOG(LogTemp, Warning, TEXT("Game Delay"));
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}
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}
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void AMyGameMode::StartGame()
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{
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PlayerInTurn()->StartTurn();
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}
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AMyPlayerController* AMyGameMode::PlayerInTurn() const
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{
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return GetMyPlayerController(CurrentPlayerTurn);
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}
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AMyPlayerController* AMyGameMode::PlayerNotInTurn() const
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{
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uint8 PlayerControllerIndexNotInTurn = 0;
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if (CurrentPlayerTurn == 0)
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{
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PlayerControllerIndexNotInTurn = 1;
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}
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else
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{
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PlayerControllerIndexNotInTurn = 0;
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}
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return GetMyPlayerController(PlayerControllerIndexNotInTurn);
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}
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void AMyGameMode::CycleTurns()
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{
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PlayerInTurn()->EndTurn();
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if (CurrentPlayerTurn == 0)
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{
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CurrentPlayerTurn = 1;
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}
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else
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{
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CurrentPlayerTurn = 0;
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}
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PlayerInTurn()->StartTurn();
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}
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AMyPlayerController* AMyGameMode::GetMyPlayerController(uint8 const PlayerIndex) const
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{
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return dynamic_cast<AMyPlayerController*>(UGameplayStatics::GetPlayerController(GetWorld(), PlayerIndex));
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}
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