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220 lines
7.9 KiB
220 lines
7.9 KiB
// Fill out your copyright notice in the Description page of Project Settings.
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#include "MyPlayerState.h"
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#include "GameOverWidget.h"
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#include "MyGameState.h"
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#include "Kismet/GameplayStatics.h"
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#include "Net/UnrealNetwork.h"
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AMyPlayerState::AMyPlayerState()
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: Super(), bIsMyTurn(false), SelectedTrooper(nullptr) {
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// PrimaryActorTick.bCanEverTick = true;
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}
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void AMyPlayerState::BeginPlay() {
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Super::BeginPlay();
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}
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auto AMyPlayerState::GetMyGameState() const {
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return Cast<AMyGameState>(GetWorld()->GetGameState());
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}
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// void AMyPlayerState::Tick(float DeltaSeconds) {
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// Super::Tick(DeltaSeconds);
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// if (GetMyGameState() && GetMyGameState()->IsGameStarted()) {
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// // for (const auto Actor : Troopers) {
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// // const auto Trooper = Cast<ATrooper>(Actor);
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// // if (Trooper != nullptr && Trooper->GetPlayerIndex() !=
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// // PlayerIndex) {
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// // Trooper->HighlightAsEnemy(PlayerIndex);
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// // }
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// // }
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// bIsSelectionInitialized = true;
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// SetActorTickEnabled(false);
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// }
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// }
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void AMyPlayerState::SetPlayerIndex(uint8 NewPlayerIndex) {
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PlayerIndex = NewPlayerIndex;
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}
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void AMyPlayerState::GameOver_Implementation(int PlayerLoseIndex) {
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UGameOverWidget *CreatedWidget = CreateWidget<UGameOverWidget>(
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GetWorld(), GameOverWidgetClass);
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CreatedWidget->AddToViewport();
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CreatedWidget->SetWidgetText(PlayerLoseIndex != PlayerIndex);
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}
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void AMyPlayerState::SetEnemySelection_Implementation(
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/*const TArray<AActor *> &Troopers*/) const {
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TArray<AActor *> Troopers;
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UGameplayStatics::GetAllActorsOfClass(GetWorld(),
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ATrooper::StaticClass(),
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Troopers);
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for (const auto Actor : Troopers) {
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const auto Trooper = Cast<ATrooper>(Actor);
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if (Trooper != nullptr) {
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Trooper->HighlightAsEnemy(PlayerIndex);
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}
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}
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}
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void AMyPlayerState::MoveTrooper_Implementation(ATrooper *Trooper,
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FVector Location) {
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Location.Z = 0.0f;
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if (Trooper->CheckMoveCorrectness(Location)) {
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Trooper->MoveTrooper(Location);
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// GetMyGameMode()->CycleTurns();
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} else {
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GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Red,
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FString::Printf(
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TEXT("Out of move radius!")));
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}
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}
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// void AMyPlayerState::Attack_Implementation(ATrooper *Attacker,
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// FVector Location,
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// int ActionIndex) {
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// if (Attacker->CheckAttackCorrectness(Location, ActionIndex)) {
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// Attacker->Attack(ActionIndex);
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// } else {
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// GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Red,
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// FString::Printf(
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// TEXT(
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// "Out of radius or not enough Action Points!")));
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// }
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// }
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void AMyPlayerState::Attack_Implementation(ATrooper *Attacker,
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FVector Location,
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int ActionIndex) {
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if (Attacker->CheckAttackCorrectness(Location, ActionIndex)) {
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Attacker->Attack(ActionIndex, Location);
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// for (const auto Trooper : Troopers) {
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// if (Attacker->GetPlayerIndex() != Trooper->GetPlayerIndex()) {
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// Trooper->TakeDamage(Attacker->GetAbility(ActionIndex)->Damage);
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// }
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// }
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} else {
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GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Red,
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FString::Printf(
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TEXT(
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"Out of radius or not enough Action Points!")));
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}
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}
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// void AMyPlayerState::CycleTurns_Implementation() const {
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// if (bIsMyTurn) {
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// GetMyGameState()->CycleTurns();
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// }
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// }
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bool AMyPlayerState::IsMyTurn() const {
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return bIsMyTurn;
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}
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void AMyPlayerState::SetMyTurn(bool bMyTurn) {
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bIsMyTurn = bMyTurn;
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if (bIsMyTurn) {
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GEngine->AddOnScreenDebugMessage(-1, 3.0f, FColor::Green,
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FString::Printf(
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TEXT("CURRENT TURN: %d"),
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PlayerIndex));
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}
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}
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void AMyPlayerState::StartTurn_Implementation() {
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SetMyTurn(true);
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UE_LOG(LogTemp, Warning, TEXT("Your turn, %d"), PlayerIndex);
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}
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void AMyPlayerState::EndTurn_Implementation() {
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if (bIsMyTurn) {
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UE_LOG(LogTemp, Warning, TEXT("End Turn from player %d"),
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PlayerIndex);
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SetMyTurn(false);
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if (SelectedTrooper) {
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SelectedTrooper->SetSelection(false, CurrentAction);
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SelectedTrooper = nullptr;
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}
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UE_LOG(LogTemp, Warning, TEXT("Not your turn, %d"), PlayerIndex);
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// AMyGameMode *gameMode = GetMyGameMode();
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// gameMode->CycleTurns();
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// Cast<AMyGameState>(GetWorld()->GetGameState())->CycleTurns();
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}
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}
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void AMyPlayerState::OnPlayerAction(const FHitResult &HitResult) {
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auto const NewlySelectedLocation = HitResult.Location;
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ATrooper *NewlySelectedTrooper = Cast<ATrooper>(
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HitResult.GetActor());
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// skip re-selection
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if (SelectedTrooper == NewlySelectedTrooper) {
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UE_LOG(LogTemp, Warning, TEXT("Skip reselection"));
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return;
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}
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if (NewlySelectedTrooper == nullptr || !NewlySelectedTrooper->
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IsValidLowLevel() || NewlySelectedTrooper->GetPlayerIndex() !=
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PlayerIndex) {
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if (SelectedTrooper != nullptr && SelectedTrooper->
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IsValidLowLevel()) {
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switch (CurrentAction) {
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case 0:
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UE_LOG(LogTemp, Warning, TEXT("Do move"));
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// move this mf
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MoveTrooper(SelectedTrooper, NewlySelectedLocation);
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// and reset the selection....
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SelectedTrooper->SetSelection(false, CurrentAction);
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SelectedTrooper = nullptr;
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break;
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default:
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// ATTACK! ATTACK!
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UE_LOG(LogTemp, Warning, TEXT("Do attack"));
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Attack(SelectedTrooper, NewlySelectedLocation,
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CurrentAction);
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SelectedTrooper->SetSelection(false, CurrentAction);
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SelectedTrooper = nullptr;
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break;
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}
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}
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} else if (NewlySelectedTrooper != nullptr && NewlySelectedTrooper->
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IsValidLowLevel() && NewlySelectedTrooper->GetPlayerIndex()
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==
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PlayerIndex) {
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UE_LOG(LogTemp, Warning, TEXT("Do reselect"));
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// our move, selection
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if (SelectedTrooper) {
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SelectedTrooper->SetSelection(false, CurrentAction);
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}
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SelectedTrooper = NewlySelectedTrooper;
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SelectedTrooper->SetSelection(true, CurrentAction);
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}
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}
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void AMyPlayerState::SetCurrentAction_Implementation(int Action) {
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CurrentAction = Action;
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if (SelectedTrooper) {
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SelectedTrooper->UpdateSelectionRadius(Action);
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}
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UE_LOG(LogTemp, Warning,
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TEXT("SetCurrentAction: %d on Player Controller "
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"with index %d"), CurrentAction, PlayerIndex);
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}
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uint8 AMyPlayerState::GetPlayerIndex() const {
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return PlayerIndex;
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}
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void AMyPlayerState::GetLifetimeReplicatedProps(
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TArray<FLifetimeProperty> &OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AMyPlayerState, PlayerIndex);
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DOREPLIFETIME(AMyPlayerState, CurrentAction);
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DOREPLIFETIME(AMyPlayerState, bIsMyTurn);
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DOREPLIFETIME(AMyPlayerState, SelectedTrooper);
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DOREPLIFETIME(AMyPlayerState, bIsSelectionInitialized);
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}
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