Add reworked Worker Enemy AI #3
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "../Tasks/BTTMoveAlongPatrolRoute.h"
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#include "navigationSystem.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "Nakatomi/EnemyAIController.h"
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#include "Nakatomi/NakatomiCMC.h"
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EBTNodeResult::Type UBTTMoveAlongPatrolRoute::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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AEnemyAIController* enemyController = Cast<AEnemyAIController>(owner.GetAIOwner());
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AEnemyCharacter* enemyPawn = Cast<AEnemyCharacter>(enemyController->GetPawn());
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if (enemyPawn->CurrentPatrolRoute)
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{
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FVector location = enemyPawn->CurrentPatrolRoute->GetSplinePointAtWorld();
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UBlackboardComponent* blackboardComponent = owner.GetBlackboardComponent();
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blackboardComponent->SetValueAsVector(PatrolLocationKey.SelectedKeyName, location);
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enemyPawn->CurrentPatrolRoute->IncrementPatrolRoute();
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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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// 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 "BTTMoveAlongPatrolRoute.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 UBTTMoveAlongPatrolRoute : public UBTTaskNode
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = "Options",
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Meta = (AllowPrivateAccess = "true", DisplayName = "Patrol Location Key"))
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FBlackboardKeySelector PatrolLocationKey;
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public:
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virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory) override;
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};
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