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