Add reworked Worker Enemy AI #3
							
								
								
									
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								Source/Nakatomi/Decorators/BTDIsWithinRange.cpp
									
									
									
									
									
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								Source/Nakatomi/Decorators/BTDIsWithinRange.cpp
									
									
									
									
									
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					// Fill out your copyright notice in the Description page of Project Settings.
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					#include "../Decorators/BTDIsWithinRange.h"
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					#include "AIController.h"
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					#include "navigationSystem.h"
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					#include "BehaviorTree/BlackboardComponent.h"
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					#include "Nakatomi/NakatomiCharacter.h"
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					bool UBTDIsWithinRange::CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const
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					{
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						UBlackboardComponent* BlackboardComponent = OwnerComp.GetBlackboardComponent();
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						float Dist = BlackboardComponent->GetValueAsFloat(DistanceKey.SelectedKeyName);
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						UObject* Target = BlackboardComponent->GetValueAsObject(TargetActorKey.SelectedKeyName);
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						auto TargetLocation = Cast<AActor>(Target)->GetActorLocation();
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						UNavigationSystemV1* NavigationSystem = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
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						APawn* pawn = OwnerComp.GetAIOwner()->GetPawn();
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						if (pawn && NavigationSystem && TargetLocation != FVector::ZeroVector)
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						{
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							double Distance = -1.0;
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							NavigationSystem->GetPathLength(TargetLocation, pawn->GetTransform().GetLocation(), Distance);
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							return Distance <= Dist ? true : false;
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						}
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						return false;
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					}
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								Source/Nakatomi/Decorators/BTDIsWithinRange.h
									
									
									
									
									
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										31
									
								
								Source/Nakatomi/Decorators/BTDIsWithinRange.h
									
									
									
									
									
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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/BTDecorator.h"
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					#include "BTDIsWithinRange.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 UBTDIsWithinRange : public UBTDecorator
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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 = "Target Actor Key"))
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						FBlackboardKeySelector TargetActorKey;
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						UPROPERTY(EditAnywhere, Category = "Options",
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						Meta = (AllowPrivateAccess = "true", DisplayName = "Distance Key"))
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						FBlackboardKeySelector DistanceKey;
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					public:
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						virtual bool CalculateRawConditionValue(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) const override;
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					};
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