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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "EngineUtils.h"
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// #include "MyPlayerController.h"
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#include "MyPlayerStart.h"
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#include "GameFramework/GameMode.h"
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#include "MyGameMode.generated.h"
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UCLASS()
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class TURNBASEDTUTORIAL_API AMyGameMode : public AGameMode {
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GENERATED_BODY()
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public:
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AMyGameMode();
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virtual AActor *
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ChoosePlayerStart_Implementation(AController *Player) override;
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virtual void PostLogin(APlayerController *NewPlayer) override;
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virtual void BeginPlay() override;
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//
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// UFUNCTION(BlueprintCallable)
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// void CycleTurns();
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private:
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void InitializeSpawnPointsIfNeeded(AController *Player);
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void InitializeBattleField() const;
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UPROPERTY()
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TMap<uint8, AMyPlayerStart *> SpawnPoints{};
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// UPROPERTY()
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// mutable TArray<ATrooper *> Troopers;
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UFUNCTION(Server, Reliable)
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void StartGame();
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// UFUNCTION(BlueprintPure)
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// AMyPlayerController *PlayerInTurn() const;
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//
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// UFUNCTION(BlueprintPure)
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// AMyPlayerController *PlayerNotInTurn() const;
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// UPROPERTY()
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// uint8 CurrentPlayerTurn{0};
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// UFUNCTION()
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// AMyPlayerController *GetMyPlayerController(uint8 const PlayerIndex) const;
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auto GetMyGameState() const;
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};
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