Add reworked Worker Enemy AI #3
							
								
								
									
										
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								Content/Enemy/Worker/AIC_Worker.uasset
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								Content/Enemy/Worker/AIC_Worker.uasset
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							@ -27,8 +27,19 @@ AEnemyAIController::AEnemyAIController(const FObjectInitializer& object_initiali
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	SightConfig->DetectionByAffiliation.bDetectEnemies = true;
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	SightConfig->DetectionByAffiliation.bDetectNeutrals = true;
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	HearingConfig = CreateDefaultSubobject<UAISenseConfig_Hearing>(TEXT("Hearing Sense Config"));
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	HearingConfig->HearingRange = 800.0f;
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	HearingConfig->SetMaxAge(3.0f);
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	HearingConfig->DetectionByAffiliation.bDetectEnemies = true;
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	HearingConfig->DetectionByAffiliation.bDetectNeutrals = true;
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	DamageConfig = CreateDefaultSubobject<UAISenseConfig_Damage>(TEXT("Damage Sense Config"));
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	DamageConfig->SetMaxAge(5.0f);
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	AIPerception->SetDominantSense(SightConfig->GetSenseImplementation());
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	AIPerception->ConfigureSense(*SightConfig);
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	AIPerception->ConfigureSense(*HearingConfig);
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	AIPerception->ConfigureSense(*DamageConfig);
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}
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void AEnemyAIController::OnPossess(APawn* InPawn)
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@ -120,7 +131,7 @@ void AEnemyAIController::OnDeath(FDamageInfo info)
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void AEnemyAIController::OnPerceptionUpdated(const TArray<AActor*>& actors)
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{
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	for (auto actor : actors)
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	for (AActor* actor : actors)
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	{
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		if (!actor->GetClass()->IsChildOf(APlayerCharacter::StaticClass()))
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		{
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@ -130,13 +141,32 @@ void AEnemyAIController::OnPerceptionUpdated(const TArray<AActor*>& actors)
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		FActorPerceptionBlueprintInfo perceptionInfo;
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		PerceptionComponent->GetActorsPerception(actor, perceptionInfo);
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		for (auto& stimulus : perceptionInfo.LastSensedStimuli)
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		for (FAIStimulus& stimulus : perceptionInfo.LastSensedStimuli)
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		{
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			if (!stimulus.IsValid() || stimulus.IsExpired())
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			if (!stimulus.IsValid() || stimulus.IsExpired() ||
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				static_cast<EAIState>(Blackboard->GetValueAsEnum("State")) == EAIState::DEAD)
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			{
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				continue;
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			}
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			FAISenseID SightID = SightConfig->GetSenseID();
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			FAISenseID HearingID = HearingConfig->GetSenseID();
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			FAISenseID DamageID = DamageConfig->GetSenseID();
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			if (stimulus.Type == SightID)
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			{
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				SensedSight(actor, stimulus);
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			}
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			else if (stimulus.Type == HearingID)
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			{
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				SensedHearing(actor, stimulus);
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				stimulus.StimulusLocation;
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			}
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			else if (stimulus.Type == DamageID)
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			{
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				SensedDamaged(actor, stimulus);
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			}
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			Blackboard->SetValueAsObject("TargetActor", actor);
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			if (stimulus.IsActive())
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@ -199,3 +229,30 @@ void AEnemyAIController::SetStateAsAttacking(AActor* target)
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	Blackboard->SetValueAsObject("TargetActor", target);
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	SetState(EAIState::ATTACKING);
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}
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void AEnemyAIController::SensedSight(AActor* actor, FAIStimulus& stimulus)
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{
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	EAIState CurrentState = static_cast<EAIState>(Blackboard->GetValueAsEnum("State"));
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	if (CurrentState == EAIState::PASSIVE || CurrentState == EAIState::INVESTIGATING)
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	{
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		SetStateAsAttacking(actor);	
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	}
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}
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void AEnemyAIController::SensedHearing(AActor* actor, FAIStimulus& stimulus)
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{
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	EAIState CurrentState = static_cast<EAIState>(Blackboard->GetValueAsEnum("State"));
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	if (CurrentState == EAIState::PASSIVE || CurrentState == EAIState::INVESTIGATING)
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	{
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		SetState(EAIState::INVESTIGATING);
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		Blackboard->SetValueAsVector("InvestigationLocation",  stimulus.StimulusLocation);	
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	}
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}
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void AEnemyAIController::SensedDamaged(AActor* actor, FAIStimulus& stimulus)
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{
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	SetStateAsAttacking(actor);
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}
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@ -7,6 +7,8 @@
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#include "EAIState.h"
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#include "EnemyCharacter.h"
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#include "PlayerCharacter.h"
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#include "Perception/AISenseConfig_Damage.h"
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#include "Perception/AISenseConfig_Hearing.h"
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#include "Perception/AISenseConfig_Sight.h"
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#include "EnemyAIController.generated.h"
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@ -30,6 +32,10 @@ private:
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	UAISenseConfig_Sight* SightConfig;
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	UAISenseConfig_Hearing* HearingConfig;
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	UAISenseConfig_Damage* DamageConfig;
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	bool HasAttackToken = false;
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public:
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@ -69,4 +75,12 @@ public:
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	UFUNCTION()
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	void SetStateAsAttacking(AActor* target);
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private:
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	void SensedSight(AActor* actor, FAIStimulus& stimulus);
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	void SensedHearing(AActor* actor, FAIStimulus& stimulus);
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	void SensedDamaged(AActor* actor, FAIStimulus& stimulus);
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};
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										17
									
								
								Source/Nakatomi/Tasks/BTTSetState.cpp
									
									
									
									
									
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								Source/Nakatomi/Tasks/BTTSetState.cpp
									
									
									
									
									
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							@ -0,0 +1,17 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "../Tasks/BTTSetState.h"
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#include "Nakatomi/EnemyAIController.h"
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EBTNodeResult::Type UBTTSetState::ExecuteTask(UBehaviorTreeComponent& owner, uint8* memory)
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{
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	if (AEnemyAIController* EnemyController = Cast<AEnemyAIController>(owner.GetAIOwner()))
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	{
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		EnemyController->SetState(NewState);	
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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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								Source/Nakatomi/Tasks/BTTSetState.h
									
									
									
									
									
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								Source/Nakatomi/Tasks/BTTSetState.h
									
									
									
									
									
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							@ -0,0 +1,27 @@
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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 "Nakatomi/EAIState.h"
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#include "BTTSetState.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 UBTTSetState : 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 = "New State"))
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	EAIState NewState;
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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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