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 "../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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// 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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