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awesome_game/Source/TurnBasedTutorial/BattleMode/Singleplayer/EnemyAIController.h

96 lines
1.7 KiB

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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "EnemyAIController.generated.h"
/**
*
*/
UCLASS()
class TURNBASEDTUTORIAL_API AEnemyAIController : public AActor {
GENERATED_BODY()
public:
AEnemyAIController();
UFUNCTION()
void StartTurn();
UFUNCTION()
void EndTurn();
UFUNCTION()
void ActionDone();
UFUNCTION()
void InitializeTroopers(const TArray<ATrooper *> &Troopers);
virtual void BeginPlay() override;
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virtual void Tick(float DeltaSeconds) override;
UPROPERTY()
bool bIsEnded = false;
UFUNCTION()
bool IsAITurn() const;
UFUNCTION()
void SpawnIfNeeded();
// UFUNCTION()
// void SetTrooperAssetsAndSpawn(TArray<UClass *> TrooperAssets, int TrooperCount);
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private:
static constexpr int AI_INDEX = 1;
static constexpr int PLAYER_INDEX = 0;
static constexpr int MAX_TROOPERS_COUNT = 3;
UPROPERTY()
int TroopersCount = 5;
// UPROPERTY()
// TArray<UClass *> LoadedTrooperAssets;
UFUNCTION()
void RemoveDeadTroopers();
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FVector GetFreeLocation() const;
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UFUNCTION()
void MakeMove();
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UPROPERTY()
int TroopersCursor = 0;
int GetClosestTrooper() const;
bool IsCloseEnough(int TrooperIndex) const;
bool TryAttack(int TrooperIndex);
bool MoveTo(int TrooperIndex);
void InitializeSpawnPoints();
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UPROPERTY()
bool bIsAITurn = false;
UPROPERTY()
bool bIsActing = false;
UPROPERTY()
TArray<ATrooper *> PossessedTroopers;
UPROPERTY()
TArray<ATrooper *> PlayerTroopers;
TArray<FVector> SpawnPoints;
const FVector TROOPERS_DISTANCE = {0.0f, 1000.0f, 0.0f};
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};