Create Distance To Player Task
I should have given this a better name, maybe in the future
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "GetDistanceToPlayerTask.h"
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#include "EnemyAIController.h"
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#include "DemolitionCharacter.h"
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UGetDistanceToPlayerTask::UGetDistanceToPlayerTask()
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{
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}
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EBTNodeResult::Type UGetDistanceToPlayerTask::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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auto enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
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auto enemyPawn = Cast<ADemolitionCharacter>(enemyController->GetPawn());
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if (!enemyPawn || enemyPawn->GetHealthComponent()->GetIsDead())
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{
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return EBTNodeResult::Failed;
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}
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auto blackboardComponent = owner.GetBlackboardComponent();
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auto playerCharacter = Cast<ANakatomiCharacter>(blackboardComponent->GetValueAsObject(TargetActor.SelectedKeyName));
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auto distance = FVector::Distance(enemyPawn->GetActorLocation(), playerCharacter->GetActorLocation());
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if (distance < DistanceThreshold)
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{
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enemyPawn->Explode();
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enemyPawn->GetHealthComponent()->TakeDamage(enemyPawn, enemyPawn->GetHealthComponent()->GetMaxHealth(), nullptr, nullptr, nullptr);
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return EBTNodeResult::Succeeded;
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}
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return EBTNodeResult::Failed;
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}
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EBTNodeResult::Type UGetDistanceToPlayerTask::AbortTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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return EBTNodeResult::Aborted;
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "BehaviorTree/BTTaskNode.h"
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#include "GetDistanceToPlayerTask.generated.h"
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/**
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*
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*/
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UCLASS()
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class NAKATOMI_API UGetDistanceToPlayerTask : public UBTTaskNode
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{
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GENERATED_BODY()
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private:
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UPROPERTY()
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UBehaviorTreeComponent* behaviourTreeOwner = nullptr;
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UPROPERTY(EditAnywhere, Meta = (AllowPrivateAccess = "true"))
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FBlackboardKeySelector TargetActor;
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UPROPERTY(EditAnywhere, Meta = (AllowPrivateAccess = "true"))
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float DistanceThreshold = 5.0f;
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public:
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UGetDistanceToPlayerTask();
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virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory) override;
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virtual EBTNodeResult::Type AbortTask(UBehaviorTreeComponent& owner, uint8* memory) override;
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};
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