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#include "Trooper.h"
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#include <Kismet/GameplayStatics.h>
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#include "HealthBar.h"
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#include "Components/WidgetComponent.h"
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#include "Net/UnrealNetwork.h"
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// Sets default values
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ATrooper::ATrooper()
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: HitPoints(StartHitPoints), ActionPoints(StartActionPoints) {
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bReplicates = true;
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PrimaryActorTick.bCanEverTick = true;
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Tags.Add(FName("Trooper"));
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AttackAbility = CreateDefaultSubobject<UAbility>("AttackAbility");
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SpecialAbility = CreateDefaultSubobject<UAbility>("SpecialAbility");
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HealthWidgetComponent = CreateDefaultSubobject<UWidgetComponent>(
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"HealthBar");
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HealthWidgetComponent->AttachToComponent(RootComponent,
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FAttachmentTransformRules::KeepRelativeTransform);
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SelectionStaticMesh = CreateDefaultSubobject<UStaticMeshComponent>(
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"SelectionMesh");
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static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshToUse(TEXT(
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"StaticMesh'/Game/StarterContent/Shapes/Shape_Cylinder.Shape_Cylinder'"));
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SelectionStaticMesh->AttachToComponent(RootComponent,
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FAttachmentTransformRules::KeepRelativeTransform);
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SelectionStaticMesh->SetRelativeScale3D({1.8, 1.8, 0.01});
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SelectionStaticMesh->SetVisibility(false);
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if (MeshToUse.Object) {
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SelectionStaticMesh->SetStaticMesh(MeshToUse.Object);
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SelectionStaticMesh->SetStaticMesh(MeshToUse.Object);
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}
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// SelectionStaticMesh->SetRelativeTransform(FTransform({1000,1000,100}, {0, 0, 0}), false,
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// nullptr, ETeleportType::TeleportPhysics);
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// SelectionStaticMesh->
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// MyStaticMesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
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// RootComponent = MyStaticMesh;
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// MeshPath = TEXT("StaticMesh'/Game/StarterContent/Props/SM_Chair.SM_Chair'");
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// static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshToUse(MeshPath);
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// if (MeshToUse.Object) {
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// MyStaticMesh->SetStaticMesh(MeshToUse.Object);
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// }
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}
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// void ATrooper::SetStaticMesh() const {
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// static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshToUse(
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// TEXT(
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// "StaticMesh'/Game/CityofBrass_Enemies/Static/Wizard_StaticMesh.Wizard_StaticMesh'"
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// )
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// );
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// if (MeshToUse.Object) {
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// MyStaticMesh->SetStaticMesh(MeshToUse.Object);
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// }
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// }
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// Called when the game starts or when spawned
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void ATrooper::BeginPlay() {
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Super::BeginPlay();
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Cast<UHealthBar>(HealthWidgetComponent->GetUserWidgetObject())->
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SetOwnerTrooper(this);
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}
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void ATrooper::Initialize(uint8 const NewPlayerIndex,
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FVector const SpawnLocation,
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uint8 const NewId) {
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PlayerIndex = NewPlayerIndex;
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bIsMoving = false;
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AttackPlayedTime = 0.0f;
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CurrentLocation = SpawnLocation;
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Id = NewId;
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}
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void ATrooper::Tick(float const DeltaTime) {
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if (bIsAttacking) {
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AttackPlayedTime += DeltaTime;
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if (AttackPlayedTime >= AttackDuration) {
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AttackPlayedTime = 0.0f;
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bIsAttacking = false;
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}
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}
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if (bIsMoving) {
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FVector PositionVector = (TargetLocation - CurrentLocation);
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PositionVector.Normalize();
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PositionVector *= (Speed * DeltaTime);
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if (PositionVector.Size() >= (TargetLocation - CurrentLocation).
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Size()) {
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CurrentLocation = TargetLocation;
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bIsMoving = false;
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} else {
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CurrentLocation += PositionVector;
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}
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SetActorLocation(CurrentLocation);
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}
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}
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void ATrooper::MoveTrooper(FVector const NewPos) {
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TargetLocation = NewPos;
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bIsMoving = true;
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ActionPoints -= (NewPos - CurrentLocation).Size() * MoveCost;
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}
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uint8 ATrooper::GetId() const {
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return Id;
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}
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void ATrooper::GetLifetimeReplicatedProps(
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TArray<FLifetimeProperty> &OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(ATrooper, PlayerIndex);
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DOREPLIFETIME(ATrooper, CurrentLocation);
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DOREPLIFETIME(ATrooper, TargetLocation);
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DOREPLIFETIME(ATrooper, bIsMoving);
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DOREPLIFETIME(ATrooper, Id);
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DOREPLIFETIME(ATrooper, bIsAttacking);
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DOREPLIFETIME(ATrooper, HitPoints);
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DOREPLIFETIME(ATrooper, ActionPoints);
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DOREPLIFETIME(ATrooper, HealthWidgetComponent);
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DOREPLIFETIME(ATrooper, AttackPlayedTime);
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}
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uint8 ATrooper::GetPlayerIndex() const {
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return PlayerIndex;
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}
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//
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// ATrooperWizard::ATrooperWizard() {
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// MeshPath = TEXT(
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// // "StaticMesh'/Game/CityofBrass_Enemies/Static/Wizard_StaticMesh.Wizard_StaticMesh'");
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// "StaticMesh'/Game/CityofBrass_Enemies/Static/SkeletonMelee_StaticMesh.SkeletonMelee_StaticMesh'");
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// SetStaticMesh();
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// }
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//
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// ATrooperSkeletonMelee::ATrooperSkeletonMelee() {
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// MeshPath = TEXT(
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// "StaticMesh'/Game/CityofBrass_Enemies/Static/SkeletonMelee_StaticMesh.SkeletonMelee_StaticMesh'");
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// SetStaticMesh();
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// }
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FVector ATrooper::GetLocation() const {
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return CurrentLocation;
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}
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float ATrooper::GetActionRadius(int action) const {
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switch (action) {
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case 1:
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return AttackAbility->ActionRadius;
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case 2:
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return SpecialAbility->ActionRadius;
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default:
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return ActionPoints;
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}
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}
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float ATrooper::GetHitPoints() const {
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return HitPoints;
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}
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float ATrooper::GetMaxHitPoints() const {
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return StartHitPoints;
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}
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void ATrooper::SetSelection(bool Selection) const {
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if (SelectionStaticMesh) {
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if (SelectionStaticMesh->GetMaterial(0) != GreenMaterial) {
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SelectionStaticMesh->SetMaterial(0, GreenMaterial);
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}
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SelectionStaticMesh->SetVisibility(Selection);
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}
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}
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void ATrooper::HighlightAsEnemy() const {
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SelectionStaticMesh->SetVisibility(true);
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}
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void ATrooper::ResetActionPoints() {
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ActionPoints = StartActionPoints;
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}
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UAbility *ATrooper::GetAbility(int AbilityIndex) const {
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switch (AbilityIndex) {
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case 1:
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return AttackAbility;
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case 2:
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return SpecialAbility;
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default:
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return nullptr;
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}
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}
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float ATrooper::GetAnimationValue() {
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if (bIsAttacking) {
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return -100.0f;
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}
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if (bIsMoving) {
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return 100.0f;
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}
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return 0.0f;
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}
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void ATrooper::Attack(int abilityIndex) {
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bIsAttacking = true;
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ActionPoints -= GetAbility(abilityIndex)->ActionCost;
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}
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bool ATrooper::CheckMoveCorrectness(const FVector newPos) const {
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return (newPos - CurrentLocation).Size() * MoveCost <= ActionPoints;
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// return (newPos - CurrentLocation).Size() <= MoveRadius;
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}
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bool ATrooper::CheckAttackCorrectness(const FVector attackLocation,
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int abilityIndex) const {
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return GetAbility(abilityIndex) != nullptr && (
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attackLocation - CurrentLocation).Size() <=
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GetAbility(abilityIndex)->ActionRadius && ActionPoints >=
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GetAbility(abilityIndex)->ActionCost;
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// return (attackLocation - CurrentLocation).Size() <= AttackRadius;
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}
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