You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
318 lines
12 KiB
318 lines
12 KiB
// Fill out your copyright notice in the Description page of Project Settings.
|
|
|
|
#include "MyPlayerController.h"
|
|
#include "Kismet/GameplayStatics.h"
|
|
#include "MyGameMode.h"
|
|
#include "MyGameState.h"
|
|
#include "MyPlayerState.h"
|
|
#include "Blueprint/UserWidget.h"
|
|
#include "Net/UnrealNetwork.h"
|
|
|
|
AMyPlayerController::AMyPlayerController()
|
|
: Super()/*, bIsMyTurn(false), SelectedTrooper(nullptr)*/ {
|
|
UE_LOG(LogTemp, Warning, TEXT("Player controller created"));
|
|
SetShowMouseCursor(true);
|
|
PlayerIndex = 0;
|
|
}
|
|
|
|
void AMyPlayerController::BeginPlay() {
|
|
Super::BeginPlay();
|
|
UUserWidget *CreatedWidget = CreateWidget<UUserWidget>(
|
|
GetWorld(), WidgetClass);
|
|
CreatedWidget->AddToViewport();
|
|
}
|
|
|
|
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("CURRENT TURN: %d"),
|
|
// PlayerIndex));
|
|
// }
|
|
// OnMyTurnChanged.ExecuteIfBound(bIsMyTurn);
|
|
// }
|
|
|
|
// void AMyPlayerController::StartTurn_Implementation() {
|
|
// SetMyTurn(true);
|
|
// UE_LOG(LogTemp, Warning, TEXT("Your turn, %d"), PlayerIndex);
|
|
// }
|
|
|
|
auto AMyPlayerController::GetMyGameState() const {
|
|
return Cast<AMyGameState>(UGameplayStatics::GetGameState(GetWorld()));
|
|
}
|
|
|
|
auto AMyPlayerController::GetMyPlayerState() const {
|
|
return GetPlayerState<AMyPlayerState>();
|
|
}
|
|
|
|
|
|
auto AMyPlayerController::GetMyGameMode() const {
|
|
return Cast<AMyGameMode>(
|
|
UGameplayStatics::GetGameMode(GetWorld()));
|
|
}
|
|
|
|
|
|
void AMyPlayerController::EndTurn_Implementation() {
|
|
// if (GetMyPlayerState()->IsMyTurn()) {
|
|
// GetMyGameState()->CycleTurns();
|
|
// }
|
|
// GetMyPlayerState()->CycleTurns();
|
|
if (GetMyGameState()->IsInTurn(PlayerIndex))
|
|
GetMyGameState()->CycleTurns();
|
|
}
|
|
|
|
// void AMyPlayerController::EndTurn_Implementation() {
|
|
// GetMyPlayerState()->EndTurn();
|
|
// }
|
|
|
|
|
|
// if (bIsMyTurn) {
|
|
// UE_LOG(LogTemp, Warning, TEXT("End Turn from player %d"), PlayerIndex);
|
|
// SetMyTurn(false);
|
|
// if (SelectedTrooper) {
|
|
// SelectedTrooper->SetSelection(false);
|
|
// SelectedTrooper = nullptr;
|
|
// }
|
|
// UE_LOG(LogTemp, Warning, TEXT("Not your turn, %d"), PlayerIndex);
|
|
// AMyGameMode *gameMode = GetMyGameMode();
|
|
// gameMode->CycleTurns();
|
|
// }
|
|
// }
|
|
|
|
// AMyGameState *AMyPlayerController::GetMyGameState() const {
|
|
// return dynamic_cast<AMyGameState *>(
|
|
// GetWorld()->GetGameState());
|
|
// }
|
|
|
|
// void AMyPlayerController::MoveTrooper_Implementation(
|
|
// ATrooper *Trooper,
|
|
// FVector Location) {
|
|
// if (Trooper->CheckMoveCorrectness(Location)) {
|
|
// Trooper->MoveTrooper(Location);
|
|
// // GetMyGameMode()->CycleTurns();
|
|
// } else {
|
|
// GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Red,
|
|
// FString::Printf(
|
|
// TEXT("Out of move radius!")));
|
|
// }
|
|
// }
|
|
|
|
// void AMyPlayerController::AttackTrooper_Implementation(
|
|
// ATrooper *Attacker,
|
|
// ATrooper *Victim) {
|
|
// if (Attacker->CheckAttackCorrectness(Victim->GetLocation())) {
|
|
// Attacker->Attack();
|
|
// // GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red,
|
|
// // FString::Printf(
|
|
// // TEXT("ATTACK!! %d attacked %d"),
|
|
// // Attacker->GetId(),
|
|
// // Victim->GetId()));
|
|
// // GetMyGameMode()->CycleTurns();
|
|
// } else {
|
|
// GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red,
|
|
// FString::Printf(
|
|
// TEXT(
|
|
// "Attack failed! Out of attack radius!")));
|
|
// }
|
|
// }
|
|
|
|
|
|
// void AMyPlayerController::Attack_Implementation(ATrooper *Attacker,
|
|
// FVector Location,
|
|
// int ActionIndex) {
|
|
// if (Attacker && CurrentAction >= 1 && CurrentAction <= 2 &&
|
|
// Attacker->CheckAttackCorrectness(Location, CurrentAction)) {
|
|
// Attacker->Attack(CurrentAction);
|
|
// } else {
|
|
// UE_LOG(LogTemp, Warning,
|
|
// TEXT("Out of radius or not enough Action Points"));
|
|
// }
|
|
// }
|
|
|
|
void AMyPlayerController::SetPlayerIndex(uint8 NewPlayerIndex) {
|
|
PlayerIndex = NewPlayerIndex;
|
|
|
|
GetMyPlayerState()->SetPlayerIndex(NewPlayerIndex);
|
|
// GetMyPlayerState()->PlayerIndex = NewPlayerIndex;
|
|
}
|
|
|
|
uint8 AMyPlayerController::GetPlayerIndex() const {
|
|
return PlayerIndex;
|
|
}
|
|
|
|
// float AMyPlayerController::SetCurrentActionAndReturnRadius(int action) {
|
|
// return GetMyPlayerState()->SetCurrentActionAndReturnRadius(action);
|
|
//
|
|
// // CurrentAction = action;
|
|
// // UE_LOG(LogTemp, Warning, TEXT("SetCurrentAction: %d on Player Controller "
|
|
// // "with index %d"), CurrentAction, PlayerIndex);
|
|
// // if (SelectedTrooper) {
|
|
// // return SelectedTrooper->GetActionRadius(CurrentAction);
|
|
// // }
|
|
// // return 0.0f;
|
|
// }
|
|
|
|
|
|
// void AMyPlayerController::SetEnemySelection_Implementation(
|
|
// const TArray<ATrooper *> &Troopers) const {
|
|
// for (const auto Trooper : Troopers) {
|
|
// if (Trooper != nullptr && Trooper->GetPlayerIndex() != PlayerIndex) {
|
|
// Trooper->HighlightAsEnemy();
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
|
|
// void AMyPlayerController::SetEnemySelection_Implementation() {
|
|
// if (!GetMyGameMode()) {
|
|
// UE_LOG(LogTemp, Warning, TEXT("Failed to get Game mode, Index: %d"), PlayerIndex);
|
|
// return;
|
|
// }
|
|
// const auto &Troopers = GetMyGameMode()->GetTroopers();
|
|
// for (const auto Trooper : Troopers) {
|
|
// if (Trooper != nullptr && Trooper->GetPlayerIndex() != PlayerIndex) {
|
|
// Trooper->HighlightAsEnemy();
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
// void AMyPlayerController::SetEnemySelection(TArray<ATrooper *> &Troopers) const {
|
|
// for (const auto Trooper : Troopers) {
|
|
// if (Trooper->GetPlayerIndex() != PlayerIndex) {
|
|
// Trooper->HighlightAsEnemy();
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
void AMyPlayerController::GetLifetimeReplicatedProps(
|
|
TArray<FLifetimeProperty> &OutLifetimeProps) const {
|
|
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
|
|
DOREPLIFETIME(AMyPlayerController, PlayerIndex);
|
|
// DOREPLIFETIME(AMyPlayerController, CurrentAction);
|
|
// DOREPLIFETIME(AMyPlayerController, bIsMyTurn);
|
|
// DOREPLIFETIME(AMyPlayerController, SelectedTrooper);
|
|
}
|
|
|
|
void AMyPlayerController::OnLeftMouseClick() {
|
|
if (!GetMyPlayerState()->IsMyTurn()) {
|
|
return;
|
|
}
|
|
UE_LOG(LogTemp, Warning, TEXT("Mouse clicked"));
|
|
// UE_LOG(LogTemp, Warning, TEXT("Current action: %d"), CurrentAction);
|
|
FHitResult HitResult;
|
|
bool const IsHitResult = GetHitResultUnderCursorForObjects(
|
|
TArray<TEnumAsByte<EObjectTypeQuery>>{ObjectTypeQuery1}, false,
|
|
HitResult);
|
|
// GetHitResultUnderCursorForObjects();
|
|
// bool const IsHitResult = GetHitResultUnderCursorByChannel(
|
|
// TraceTypeQuery1, false, HitResult);
|
|
if (!IsHitResult)
|
|
return;
|
|
UE_LOG(LogTemp, Warning, TEXT("Got hit result"));
|
|
GetMyPlayerState()->OnPlayerAction(HitResult);
|
|
// auto const NewlySelectedLocation = HitResult.Location;
|
|
// ATrooper *NewlySelectedTrooper = Cast<ATrooper>(
|
|
// HitResult.GetActor());
|
|
//
|
|
// // skip re-selection
|
|
// if (SelectedTrooper == NewlySelectedTrooper) {
|
|
// UE_LOG(LogTemp, Warning, TEXT("Skip reselection"));
|
|
// return;
|
|
// }
|
|
//
|
|
// if (NewlySelectedTrooper == nullptr || !NewlySelectedTrooper->
|
|
// IsValidLowLevel() || NewlySelectedTrooper->GetPlayerIndex() !=
|
|
// PlayerIndex) {
|
|
// // 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()) {
|
|
// switch (CurrentAction) {
|
|
// case 0:
|
|
// UE_LOG(LogTemp, Warning, TEXT("Do move"));
|
|
// // move this mf
|
|
// MoveTrooper(SelectedTrooper, NewlySelectedLocation);
|
|
// // and reset the selection....
|
|
// SelectedTrooper->SetSelection(false);
|
|
// SelectedTrooper = nullptr;
|
|
// break;
|
|
// default:
|
|
// // ATTACK! ATTACK!
|
|
// UE_LOG(LogTemp, Warning, TEXT("Do attack"));
|
|
// Attack(SelectedTrooper, NewlySelectedLocation,
|
|
// CurrentAction);
|
|
// SelectedTrooper->SetSelection(false);
|
|
// SelectedTrooper = nullptr;
|
|
// break;
|
|
// }
|
|
// }
|
|
// } else if (NewlySelectedTrooper != nullptr && NewlySelectedTrooper->
|
|
// IsValidLowLevel() && NewlySelectedTrooper->GetPlayerIndex() ==
|
|
// PlayerIndex) {
|
|
// UE_LOG(LogTemp, Warning, TEXT("Do reselect"));
|
|
// // our move, selection
|
|
// if (SelectedTrooper) {
|
|
// SelectedTrooper->SetSelection(false);
|
|
// }
|
|
// SelectedTrooper = NewlySelectedTrooper;
|
|
// SelectedTrooper->SetSelection(true);
|
|
// }
|
|
|
|
//
|
|
// 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->SetSelection(false);
|
|
// 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
|
|
// if (SelectedTrooper) {
|
|
// SelectedTrooper->SetSelection(false);
|
|
// }
|
|
// SelectedTrooper = NewlySelectedTrooper;
|
|
// SelectedTrooper->SetSelection(true);
|
|
// } 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->SetSelection(false);
|
|
// SelectedTrooper = nullptr;
|
|
// }
|
|
}
|