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awesome_game/Source/TurnBasedTutorial/MyGameMode.cpp

168 lines
6.1 KiB

// Fill out your copyright notice in the Description page of Project Settings.
#include "MyGameMode.h"
#include "Kismet/GameplayStatics.h"
#include "MyPawn.h"
#include "MyGameState.h"
AMyGameMode::AMyGameMode()
: Super() {
UE_LOG(LogTemp, Warning, TEXT("GameMode Constructor"));
GameStateClass = AMyGameState::StaticClass();
PlayerControllerClass = AMyPlayerController::StaticClass();
DefaultPawnClass = AMyPawn::StaticClass();
}
void AMyGameMode::BeginPlay() {
Super::BeginPlay();
}
void AMyGameMode::InitializeBattleField() const {
UE_LOG(LogTemp, Warning, TEXT("InitializeBattleField"));
FVector Location(2000.0f, -1000.0f, 0.0f);
FRotator Rotation(0.0f, 180.0f, 0.0f);
uint8 TrooperCount = 0;
TArray<const TCHAR *> bpPaths{
TEXT(
"Blueprint'/Game/Troopers/TrooperSkeletonMelee.TrooperSkeletonMelee_C'"
),
TEXT("Blueprint'/Game/Troopers/TrooperWizard.TrooperWizard_C'")
};
TArray<UClass *> LoadedBpAssets;
for (int i = 0; i < bpPaths.Num(); ++i) {
TSoftClassPtr<ATrooper> ActorBpClass = TSoftClassPtr<ATrooper>(
FSoftObjectPath(bpPaths[i])
);
LoadedBpAssets.Push(ActorBpClass.LoadSynchronous());
}
for (int i = 0; i < 5; ++i) {
FTransform SpawnLocationAndRotation(Rotation);
SpawnLocationAndRotation.SetLocation(Location);
AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
LoadedBpAssets[i % 2], SpawnLocationAndRotation);
// AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
// ATrooper::StaticClass(), SpawnLocationAndRotation);
dynamic_cast<ATrooper *>(Spawned)->Initialize(
0, Location, TrooperCount++);
Spawned->FinishSpawning(SpawnLocationAndRotation);
Spawned->SetActorLocation(Location);
Location += {0.f, 500.f, 0.0f};
}
Location = {-2000.0f, -1000.0f, 0.0f};
Rotation = {0.0f, 0.0f, 0.0f};
for (int i = 0; i < 5; ++i) {
FTransform SpawnLocationAndRotation(Rotation);
SpawnLocationAndRotation.SetLocation(Location);
AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
LoadedBpAssets[i % 2], SpawnLocationAndRotation);
// AActor *Spawned = GetWorld()->SpawnActorDeferred<ATrooper>(
// ATrooper::StaticClass(), SpawnLocationAndRotation);
dynamic_cast<ATrooper *>(Spawned)->Initialize(
1, Location, TrooperCount++);
Spawned->FinishSpawning(SpawnLocationAndRotation);
Spawned->SetActorLocation(Location);
Location += {0.f, 500.f, 0.0f};
}
}
AActor *AMyGameMode::ChoosePlayerStart_Implementation(AController *Player) {
UE_LOG(LogTemp, Warning, TEXT("GameMode ChoosePlayerStart %d"),
GetNumPlayers());
InitializeSpawnPointsIfNeeded(Player);
const auto CurrentPlayerStart = *SpawnPoints.Find(GetNumPlayers());
UE_LOG(LogTemp, Warning, TEXT("GameMode ChoosePlayerStart end %d"),
CurrentPlayerStart->GetPlayerIndex());
return CurrentPlayerStart;
}
void AMyGameMode::InitializeSpawnPointsIfNeeded(AController *Player) {
UE_LOG(LogTemp, Warning, TEXT("InitializeSpawnPointsIfNeeded"));
if (SpawnPoints.Num() != 0) {
UE_LOG(LogTemp, Warning, TEXT("InitializeSpawnPointsIfNeeded Exit %d"),
SpawnPoints.Num());
return;
}
UE_LOG(LogTemp, Warning, TEXT("Rebuilding spawnpoints"));
const auto World = GetWorld();
for (TActorIterator<AMyPlayerStart> PlayerStartIterator(GetWorld());
PlayerStartIterator; ++PlayerStartIterator) {
const auto PlayerStart = *PlayerStartIterator;
const UClass *PawnClass = GetDefaultPawnClassForController(Player);
const APawn *PawnToFit = PawnClass
? PawnClass->GetDefaultObject<APawn>()
: nullptr;
const FVector ActorLocation = PlayerStart->GetActorLocation();
const FRotator ActorRotation = PlayerStart->GetActorRotation();
UE_LOG(LogTemp, Warning, TEXT("PlayerStart iterator %d"),
PlayerStartIterator->GetPlayerIndex());
if (!World->EncroachingBlockingGeometry(PawnToFit, ActorLocation,
ActorRotation)) {
SpawnPoints.Add(PlayerStartIterator->GetPlayerIndex(),
*PlayerStartIterator);
UE_LOG(LogTemp, Warning, TEXT("PlayerStart unoccupied iterator %d"),
PlayerStartIterator->GetPlayerIndex());
}
}
}
void AMyGameMode::PostLogin(APlayerController *NewPlayer) {
Super::PostLogin(NewPlayer);
UE_LOG(LogTemp, Warning, TEXT("PostLogin"));
// const auto World = GetWorld();
const auto CurrentNumberOfPlayers = GetNumPlayers();
// 0-indexation
dynamic_cast<AMyPlayerController *>(NewPlayer)->SetPlayerIndex(
CurrentNumberOfPlayers - 1);
UE_LOG(LogTemp, Warning, TEXT("%d"), CurrentNumberOfPlayers);
if (CurrentNumberOfPlayers == 2) {
UE_LOG(LogTemp, Warning, TEXT("Game Start"));
// start the game
StartGame();
} else {
// delay the game
UE_LOG(LogTemp, Warning, TEXT("Game Delay"));
}
}
void AMyGameMode::StartGame() {
InitializeBattleField();
PlayerInTurn()->StartTurn();
}
AMyPlayerController *AMyGameMode::PlayerInTurn() const {
return GetMyPlayerController(CurrentPlayerTurn);
}
AMyPlayerController *AMyGameMode::PlayerNotInTurn() const {
uint8 PlayerControllerIndexNotInTurn;
if (CurrentPlayerTurn == 0) {
PlayerControllerIndexNotInTurn = 1;
} else {
PlayerControllerIndexNotInTurn = 0;
}
return GetMyPlayerController(PlayerControllerIndexNotInTurn);
}
void AMyGameMode::CycleTurns() {
PlayerInTurn()->EndTurn();
if (CurrentPlayerTurn == 0) {
CurrentPlayerTurn = 1;
} else {
CurrentPlayerTurn = 0;
}
PlayerInTurn()->StartTurn();
}
AMyPlayerController *AMyGameMode::GetMyPlayerController(
uint8 const PlayerIndex) const {
return dynamic_cast<AMyPlayerController *>(
UGameplayStatics::GetPlayerController(GetWorld(), PlayerIndex));
}