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// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyPlayerController.h"
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#include "Kismet/GameplayStatics.h"
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#include "MyGameMode.h"
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#include "Net/UnrealNetwork.h"
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AMyPlayerController::AMyPlayerController() : Super(), bIsMyTurn(false), SelectedTrooper(nullptr)
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{
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UE_LOG(LogTemp, Warning, TEXT("Player controller created"));
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}
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void AMyPlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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InputComponent->BindAction("MyAction", IE_Pressed, this,
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&AMyPlayerController::OnLeftMouseClick);
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}
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void AMyPlayerController::SetMyTurn(bool bMyTurn)
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{
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bIsMyTurn = bMyTurn;
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if (bIsMyTurn)
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{
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GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Green,
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FString::Printf(
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TEXT("CURRENT TURN: %d"), PlayerIndex));
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}
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// OnMyTurnChanged.ExecuteIfBound(bIsMyTurn);
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}
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void AMyPlayerController::StartTurn_Implementation()
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{
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SetMyTurn(true);
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UE_LOG(LogTemp, Warning, TEXT("Your turn, %d"), PlayerIndex);
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}
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void AMyPlayerController::EndTurn_Implementation()
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{
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SetMyTurn(false);
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UE_LOG(LogTemp, Warning, TEXT("Not your turn, %d"), PlayerIndex);
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}
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auto AMyPlayerController::GetMyGameMode() const
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{
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return dynamic_cast<AMyGameMode*>(UGameplayStatics::GetGameMode(GetWorld()));
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}
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void AMyPlayerController::MoveTrooper_Implementation(ATrooper* Trooper, FVector Location)
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{
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Trooper->MoveTrooper(Location);
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GetMyGameMode()->CycleTurns();
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}
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void AMyPlayerController::AttackTrooper_Implementation(ATrooper* Attacker, ATrooper* Victim)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red,
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FString::Printf(
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TEXT("ATTACK!! %d attacked %d"), Attacker->GetId(), Victim->GetId()));
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GetMyGameMode()->CycleTurns();
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}
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void AMyPlayerController::SetPlayerIndex(uint8 NewPlayerIndex)
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{
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PlayerIndex = NewPlayerIndex;
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}
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void AMyPlayerController::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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DOREPLIFETIME(AMyPlayerController, PlayerIndex);
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}
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void AMyPlayerController::OnLeftMouseClick()
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{
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if (!bIsMyTurn)
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{
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return;
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}
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UE_LOG(LogTemp, Warning, TEXT("Mouse clicked"));
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FHitResult HitResult;
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bool const IsHitResult = GetHitResultUnderCursorByChannel(TraceTypeQuery1, false, HitResult);
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if (!IsHitResult)
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return;
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UE_LOG(LogTemp, Warning, TEXT("Got hit result"));
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auto const NewlySelectedLocation = HitResult.Location;
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ATrooper* NewlySelectedTrooper = dynamic_cast<ATrooper*>(HitResult.GetActor());
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if (NewlySelectedTrooper == nullptr || !NewlySelectedTrooper->IsValidLowLevel())
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{
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// we selected something that is not a trooper (or trooper in shitty state...)
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// probably we should move to it if we can...
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UE_LOG(LogTemp, Warning, TEXT("Not a trooper"));
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// if initial trooper is valid...
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if (SelectedTrooper != nullptr && SelectedTrooper->IsValidLowLevel())
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{
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UE_LOG(LogTemp, Warning, TEXT("Do move"));
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// move this mf
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MoveTrooper(SelectedTrooper, NewlySelectedLocation);
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// and reset the selection....
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SelectedTrooper = nullptr;
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}
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return;
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}
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UE_LOG(LogTemp, Warning, TEXT("New Selected Player Index %d"), NewlySelectedTrooper->GetPlayerIndex());
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// skip re-selection
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if (SelectedTrooper == NewlySelectedTrooper)
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{
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UE_LOG(LogTemp, Warning, TEXT("Skip reselection"));
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return;
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}
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// we selected valid trooper...
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if (NewlySelectedTrooper->GetPlayerIndex() == PlayerIndex)
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{
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UE_LOG(LogTemp, Warning, TEXT("Do reselect"));
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// our move, selection
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SelectedTrooper = NewlySelectedTrooper;
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}
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else
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{
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UE_LOG(LogTemp, Warning, TEXT("Attack or skip..."));
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// maybe selected trooper had gone crazy...
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if (SelectedTrooper == nullptr || !SelectedTrooper->IsValidLowLevel())
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return;
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UE_LOG(LogTemp, Warning, TEXT("Do attack"));
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// ATTACK!!! ATTACK!!!!!!
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AttackTrooper(SelectedTrooper, NewlySelectedTrooper);
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SelectedTrooper = nullptr;
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}
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}
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