|
|
|
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
|
|
|
|
#include "CoreMinimal.h"
|
|
|
|
#include "MyPlayerState.h"
|
|
|
|
#include "GameFramework/GameState.h"
|
|
|
|
#include "MyGameState.generated.h"
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
*/
|
|
|
|
UCLASS()
|
|
|
|
class TURNBASEDTUTORIAL_API AMyGameState : public AGameState {
|
|
|
|
GENERATED_BODY()
|
|
|
|
|
|
|
|
public:
|
|
|
|
virtual void BeginPlay() override;
|
|
|
|
|
|
|
|
UFUNCTION(Server, Reliable)
|
|
|
|
void AddTrooper(ATrooper *Trooper);
|
|
|
|
|
|
|
|
UFUNCTION(Server, Reliable)
|
|
|
|
void StartGame();
|
|
|
|
|
|
|
|
UFUNCTION(BlueprintCallable, Server, Reliable)
|
|
|
|
void CycleTurns();
|
|
|
|
|
|
|
|
UFUNCTION(BlueprintPure)
|
|
|
|
AMyPlayerState *PlayerInTurn() const;
|
|
|
|
|
|
|
|
UFUNCTION(BlueprintPure)
|
|
|
|
AMyPlayerState *PlayerNotInTurn() const;
|
|
|
|
|
|
|
|
UFUNCTION()
|
|
|
|
TArray<ATrooper *> GetTroopers() const;
|
|
|
|
|
|
|
|
UFUNCTION()
|
|
|
|
bool IsInTurn(uint8 PlayerIndex) const;
|
|
|
|
|
|
|
|
UFUNCTION()
|
|
|
|
bool IsGameStarted() const;
|
|
|
|
|
|
|
|
UFUNCTION()
|
|
|
|
void DecreaseLivingTroopers(int PlayerIndex);
|
|
|
|
|
|
|
|
private:
|
|
|
|
UPROPERTY(Replicated)
|
|
|
|
bool bGameIsOver = false;
|
|
|
|
|
|
|
|
UPROPERTY(Replicated)
|
|
|
|
TArray<ATrooper *> Troopers;
|
|
|
|
|
|
|
|
UPROPERTY(Replicated)
|
|
|
|
TArray<int> LivingTroopers;
|
|
|
|
|
|
|
|
UPROPERTY(Replicated)
|
|
|
|
bool bGameStarted = false;
|
|
|
|
|
|
|
|
UPROPERTY(Replicated)
|
|
|
|
uint8 CurrentPlayerTurn{0};
|
|
|
|
|
|
|
|
auto GetMyPlayerState(uint8 PlayerIndex) const;
|
|
|
|
};
|