Add basic ai functionality
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3bd49b0b90
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@ -5,6 +5,8 @@
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AEnemyCharacter::AEnemyCharacter(const FObjectInitializer& ObjectInitializer)
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{
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GetHealthComponent()->OnDamaged.BindUFunction(this, "OnDamaged");
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GetHealthComponent()->OnDeath.BindUFunction(this, "OnDeath");
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}
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void AEnemyCharacter::BeginPlay()
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@ -16,3 +18,16 @@ void AEnemyCharacter::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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}
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UBehaviorTree* AEnemyCharacter::GetBehaviorTree()
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{
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return BehaviorTree;
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}
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void AEnemyCharacter::OnDamaged()
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{
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}
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void AEnemyCharacter::OnDeath()
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{
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}
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@ -18,7 +18,7 @@ class VAMPIRES_API AEnemyCharacter : public AVampireCharacter
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private:
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UPROPERTY(EditDefaultsOnly, Meta = (AllowPrivateAccess = "true"))
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UBehaviorTree* BehaviourTree;
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UBehaviorTree* BehaviorTree;
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public:
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AEnemyCharacter(const FObjectInitializer& ObjectInitializer);
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@ -28,4 +28,12 @@ protected:
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public:
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virtual void Tick(float DeltaTime) override;
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UBehaviorTree* GetBehaviorTree();
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UFUNCTION()
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virtual void OnDamaged();
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UFUNCTION()
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virtual void OnDeath();
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};
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@ -3,8 +3,15 @@
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#include "VampireAIController.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "GameFramework/PawnMovementComponent.h"
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#include "Kismet/GameplayStatics.h"
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AVampireAIController::AVampireAIController(const FObjectInitializer& object_initializer)
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{
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Blackboard = CreateDefaultSubobject<UBlackboardComponent>(TEXT("Blackboard"));
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BehaviorTree = CreateDefaultSubobject<UBehaviorTreeComponent>(TEXT("Behavior Tree"));
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}
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void AVampireAIController::BeginPlay()
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@ -20,12 +27,42 @@ void AVampireAIController::Tick(float DeltaTime)
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void AVampireAIController::OnPossess(APawn* InPawn)
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{
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Super::OnPossess(InPawn);
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EnemyCharacter = Cast<AEnemyCharacter>(InPawn);
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check(EnemyCharacter);
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EnemyCharacter->GetHealthComponent()->OnDamaged.BindUFunction(this, "OnDamaged");
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EnemyCharacter->GetHealthComponent()->OnDeath.BindUFunction(this, "OnDeath");
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if (UBehaviorTree* bt = EnemyCharacter->GetBehaviorTree())
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{
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Blackboard->InitializeBlackboard(*bt->BlackboardAsset);
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BehaviorTree->StartTree(*bt);
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Blackboard->SetValueAsObject("SelfActor", EnemyCharacter);
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Blackboard->SetValueAsObject("Player", UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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}
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}
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void AVampireAIController::OnDamaged(FDamageInfo info)
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{
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if (EnemyCharacter->GetHealthComponent()->GetCurrentHealth() > 0.0f)
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{
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// TODO: Something
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}
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}
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void AVampireAIController::OnDeath(FDamageInfo info)
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{
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// TODO: Do stuff here
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EnemyCharacter->DetachFromControllerPendingDestroy();
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EnemyCharacter->GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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EnemyCharacter->GetCapsuleComponent()->SetCollisionResponseToAllChannels(ECR_Ignore);
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if (UPawnMovementComponent* characterMovementComponent = EnemyCharacter->GetMovementComponent())
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{
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characterMovementComponent->StopMovementImmediately();
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characterMovementComponent->StopActiveMovement();
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characterMovementComponent->SetComponentTickEnabled(false);
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}
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EnemyCharacter->SetLifeSpan(0.1f);
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}
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@ -4,6 +4,7 @@
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#include "CoreMinimal.h"
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#include "AIController.h"
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#include "EnemyCharacter.h"
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#include "HealthComponent.h"
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#include "PlayerCharacter.h"
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#include "BehaviorTree/BehaviorTreeComponent.h"
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@ -24,6 +25,8 @@ private:
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APlayerCharacter* PlayerCharacter;
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AEnemyCharacter* EnemyCharacter;
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public:
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AVampireAIController(const FObjectInitializer& object_initializer);
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@ -34,3 +34,8 @@ void AVampireCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputCo
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}
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UHealthComponent* AVampireCharacter::GetHealthComponent()
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{
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return HealthComponent;
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}
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@ -32,4 +32,6 @@ public:
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// Called to bind functionality to input
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virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
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UHealthComponent* GetHealthComponent();
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};
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