vampires/Source/vampires/VampireAIController.cpp

100 lines
3.2 KiB
C++

// Louis Hobbs | 2024-2025
#include "VampireAIController.h"
#include "EnemyCharacter.h"
#include "HealthComponent.h"
#include "VampireCharacter.h"
#include "BehaviorTree/BehaviorTree.h"
#include "BehaviorTree/BehaviorTreeComponent.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "Kismet/GameplayStatics.h"
#include "Navigation/CrowdFollowingComponent.h"
AVampireAIController::AVampireAIController(const FObjectInitializer& object_initializer) : Super(
object_initializer.SetDefaultSubobjectClass<UCrowdFollowingComponent>(TEXT("Path Following Component")))
{
DefaultBlackboard = CreateDefaultSubobject<UBlackboardComponent>(TEXT("Blackboard"));
BehaviorTree = CreateDefaultSubobject<UBehaviorTreeComponent>(TEXT("Behavior Tree"));
}
void AVampireAIController::BeginPlay()
{
Super::BeginPlay();
GetWorldTimerManager().SetTimer(PawnMoveToTimerHandle, this, &AVampireAIController::PawnMoveTo, 0.25f, true);
if (UCrowdFollowingComponent* CrowdFollowingComponent = FindComponentByClass<UCrowdFollowingComponent>())
{
CrowdFollowingComponent->SetCrowdSeparation(true);
CrowdFollowingComponent->SetCrowdAvoidanceQuality(ECrowdAvoidanceQuality::Good);
CrowdFollowingComponent->SetCrowdSeparationWeight(10.0f);
}
}
void AVampireAIController::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (PlayerCharacter)
{
DefaultBlackboard->SetValueAsVector("PlayerLocation", PlayerCharacter->GetActorLocation());
}
}
void AVampireAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
EnemyCharacter = Cast<AEnemyCharacter>(InPawn);
check(EnemyCharacter);
EnemyCharacter->bUseControllerRotationYaw = false;
EnemyCharacter->GetHealthComponent()->OnDamaged.AddDynamic(this, &AVampireAIController::OnDamaged);
EnemyCharacter->GetHealthComponent()->OnDeath.AddDynamic(this, &AVampireAIController::OnDeath);
PlayerCharacter = UGameplayStatics::GetPlayerCharacter(GetWorld(), 0);
if (UBehaviorTree* bt = EnemyCharacter->GetBehaviorTree())
{
DefaultBlackboard->InitializeBlackboard(*bt->BlackboardAsset);
BehaviorTree->StartTree(*bt);
DefaultBlackboard->SetValueAsObject("SelfActor", EnemyCharacter);
if (PlayerCharacter)
{
DefaultBlackboard->SetValueAsObject("Player", PlayerCharacter);
}
}
}
void AVampireAIController::OnDamaged(FDamageInfo info)
{
if (EnemyCharacter->GetHealthComponent()->GetCurrentHealth() > 0.0f)
{
// TODO: Something
}
}
void AVampireAIController::OnDeath(FDamageInfo info)
{
// TODO: Do stuff here
EnemyCharacter->OnDeath(info);
/*EnemyCharacter->DetachFromControllerPendingDestroy();
EnemyCharacter->GetCapsuleComponent()->SetCollisionEnabled(ECollisionEnabled::NoCollision);
EnemyCharacter->GetCapsuleComponent()->SetCollisionResponseToAllChannels(ECR_Ignore);
if (UPawnMovementComponent* characterMovementComponent = EnemyCharacter->GetMovementComponent())
{
characterMovementComponent->StopMovementImmediately();
characterMovementComponent->StopActiveMovement();
characterMovementComponent->SetComponentTickEnabled(false);
}
GetWorldTimerManager().ClearTimer(PawnMoveToTimerHandle);
EnemyCharacter->SetLifeSpan(0.1f);*/
}
void AVampireAIController::PawnMoveTo()
{
MoveToActor(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0), 5);
}