Add basic logic to `EnemyCharacter` `OnFire` functions
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@ -4,6 +4,8 @@
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#include "GameFramework/CharacterMovementComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "EnemyAIController.h"
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#include "EnemyAIController.h"
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#define COLLISION_WEAPON ECC_GameTraceChannel1
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AEnemyCharacter::AEnemyCharacter()
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AEnemyCharacter::AEnemyCharacter()
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{
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{
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PerceptionComponent = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("Perception Component"));
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PerceptionComponent = CreateDefaultSubobject<UAIPerceptionComponent>(TEXT("Perception Component"));
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@ -38,11 +40,17 @@ UAIPerceptionComponent* AEnemyCharacter::GetPerceptionComponent()
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void AEnemyCharacter::OnFire()
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void AEnemyCharacter::OnFire()
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{
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{
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CurrentWeapon->SetCurrentWeaponStatus(WeaponState::Firing);
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TArray<FHitResult> Hits = TArray<FHitResult>();
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TArray<FHitResult> Hits = TArray<FHitResult>();
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CalculateHits(&Hits);
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CalculateHits(&Hits);
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ProcessHits(Hits);
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ProcessHits(Hits);
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("BANG"));
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CurrentWeapon->PlayFireSoundAtLocation(GetActorLocation());
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// TODO: Play some animation here
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CurrentWeapon->SetCurrentWeaponStatus(WeaponState::Cooldown);
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}
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}
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void AEnemyCharacter::BeginPlay()
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void AEnemyCharacter::BeginPlay()
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@ -52,8 +60,58 @@ void AEnemyCharacter::BeginPlay()
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void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits)
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void AEnemyCharacter::CalculateHits(TArray<FHitResult>* hits)
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{
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{
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// Set up randomness
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const int32 RandomSeed = FMath::Rand();
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FRandomStream WeaponRandomStream(RandomSeed);
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const float Spread = CurrentWeapon->GetWeaponProperties()->WeaponSpread;
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const float Range = CurrentWeapon->GetWeaponProperties()->ProjectileRange;
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// Calculate starting position and direction
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FVector TraceStart = this->GetTransform().GetLocation();
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FRotator PlayerRot = this->GetTransform().GetRotation().Rotator();
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TraceStart = GetRootComponent()->GetComponentLocation();
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FVector AimDir = PlayerRot.Vector();
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AimDir.Z = 0.0;
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TraceStart = TraceStart + AimDir * ((GetInstigator()->GetActorLocation() - TraceStart) | AimDir);
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// Calculate the hit results from the trace
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TArray<FHitResult> HitResults;
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// Set up the collision query params, use the Weapon trace settings, Ignore the actor firing this trace
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FCollisionQueryParams TraceParams(SCENE_QUERY_STAT(WeaponTrace), true, GetInstigator());
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TraceParams.bReturnPhysicalMaterial = true;
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for (size_t i = 0; i < CurrentWeapon->GetWeaponProperties()->ProjectilesPerShot; i++)
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{
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// Calculate the maximum distance the weapon can fire
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FVector ShootDir = WeaponRandomStream.VRandCone(AimDir, FMath::DegreesToRadians(Spread), FMath::DegreesToRadians(Spread));
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FVector MaxHitLoc = TraceStart + (ShootDir * Range);
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GetWorld()->LineTraceMultiByChannel(HitResults, TraceStart, MaxHitLoc, COLLISION_WEAPON, TraceParams);
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for (FHitResult Result : HitResults)
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{
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hits->Add(Result);
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DrawDebugLine(GetWorld(), TraceStart, Result.ImpactPoint, FColor::Red, true, 500, 0U, 0);
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}
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}
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}
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}
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void AEnemyCharacter::ProcessHits(TArray<FHitResult> hits)
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void AEnemyCharacter::ProcessHits(TArray<FHitResult> hits)
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{
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for (FHitResult Hit : hits)
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{
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// TODO: Handle hits in a meaningful way
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FActorSpawnParameters SpawnParameters;
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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// Spawn field actor
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FTransform transform;
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transform.SetLocation(Hit.ImpactPoint);
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auto field = GetWorld()->SpawnActor<AFieldSystemActor>(CurrentWeapon->GetFieldSystemActor(), transform, SpawnParameters);
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if (Hit.GetActor())
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{
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{
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}
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}
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}
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}
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