HAxis sos

This commit is contained in:
guus
2018-08-11 16:46:35 +02:00
commit 510654f8a1
480 changed files with 54126 additions and 0 deletions

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "AbilityEventGroup.h"
#include "NetworkCharacter.h"
#include "NPCBase.h"
AAbilityEventGroup::AAbilityEventGroup()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
channelEvent = false;
stunWhileChannel = true;
progressionType = EAbilityEventGroupProgressionType::Continue;
duration = 1.0f;
m_endEventSend = false;
m_hasBeenDestroyed = false;
allowRotateWhileChannel = false;
}
void AAbilityEventGroup::BeginPlay()
{
check(Role == ROLE_Authority);
Super::BeginPlay();
m_life = 0.0f;
if(!character || character->IsActorBeingDestroyed())
{
m_MoveToNextGroup();
}
else
{
// Handle the destruction of the caster
character->OnDestroyed.AddDynamic(this, &AAbilityEventGroup::m_OnCharacterDestroyed);
}
}
void AAbilityEventGroup::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
check(Role == ROLE_Authority);
if(EndPlayReason == EEndPlayReason::Destroyed)
{
Super::EndPlay(EndPlayReason);
AAbilityEventGroup* nextGroup = nullptr;
if(m_nextGroups.Num() > 0)
{
//GWPRINT(L"Move next");
nextGroup = SpawnSequence(character, abilityInfo, abilityState, m_nextGroups);
}
m_SendEndEvent(nextGroup);
}
}
void AAbilityEventGroup::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if(IsPendingKill())
return;
m_life += DeltaTime;
if(progressionType == EAbilityEventGroupProgressionType::Continue)
{
if(m_life >= duration || m_continue)
m_MoveToNextGroup();
}
else
{
if(m_continue)
m_MoveToNextGroup();
}
}
void AAbilityEventGroup::m_OnCharacterDestroyed()
{
m_MoveToNextGroup();
}
void AAbilityEventGroup::m_MoveToNextGroup()
{
if(m_hasBeenDestroyed)
return;
m_hasBeenDestroyed = true;
if(IsValid(this) && !IsPendingKillPending())
Destroy();
}
void AAbilityEventGroup::m_SendEndEvent(AAbilityEventGroup* next)
{
if(!m_endEventSend)
{
onAbilityEventGroupEnded.Broadcast(abilityInfo, this, next);
m_endEventSend = true;
}
}
void AAbilityEventGroup::Interrupt()
{
//GPRINT("Interrupting ability");
if(IsPendingKill())
return;
m_nextGroups.Empty(); // Don't execute any follow up events
m_hasBeenDestroyed = true;
}
void AAbilityEventGroup::TransitionTo(class AAbilityEventGroup* newGroup)
{
check(newGroup);
check(abilityInfo);
check(abilityState);
newGroup->character = character;
newGroup->abilityInfo = abilityInfo;
newGroup->abilityState = abilityState;
newGroup->m_nextGroups = m_nextGroups;
m_nextGroups.Empty();
m_SendEndEvent(newGroup);
//GWPRINT(L"TransitionTo next");
m_MoveToNextGroup();
}
void AAbilityEventGroup::NextGroup()
{
m_continue = true;
}
ANetworkCharacter* AAbilityEventGroup::GetTarget()
{
ANPCBase* creature = Cast<ANPCBase>(character);
if(creature)
{
return creature->target;
}
return nullptr;
}
float AAbilityEventGroup::GetLifetimeRate() const
{
float rate = m_life / duration;
return FMath::Fmod(rate, 1.0f + FLT_EPSILON);
}
float AAbilityEventGroup::GetLifetime() const
{
return m_life;
}
AAbilityEventGroup* AAbilityEventGroup::SpawnSequence(ANetworkCharacter* character, class UAbilityInfo* abilityInfo, class AAbilityState* abilityState, TArray<TSubclassOf<class AAbilityEventGroup>> groups)
{
UWorld* world = character->GetWorld();
check(world);
check(groups.Num() > 0);
AAbilityEventGroup* group = world->SpawnActorDeferred<AAbilityEventGroup>(groups[0], FTransform::Identity);
check(group);
check(abilityInfo);
check(abilityState);
group->character = character;
group->abilityState = abilityState;
group->abilityInfo = abilityInfo;
groups.RemoveAt(0);
group->m_nextGroups = groups;
UGameplayStatics::FinishSpawningActor(group, FTransform::Identity);
return group;
}

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// Project Lab - NHTV Igad
#pragma once
#include "DealDamageProxy.h"
#include "AbilityEventGroup.generated.h"
UENUM(BlueprintType)
enum class EAbilityEventGroupProgressionType : uint8
{
// Continues when the duration of the group has expired
Continue,
// Loops until the ability itself decides to continue, or is activated again
Loop
};
UCLASS()
class UNREALPROJECT_API AAbilityEventGroup : public ADealDamageProxy
{
GENERATED_BODY()
public:
AAbilityEventGroup();
virtual void BeginPlay() override final;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason);
virtual void Tick(float DeltaSeconds) override final;
// Used to construct an ability group sequence from an array of ability groups
static AAbilityEventGroup* SpawnSequence(class ANetworkCharacter* character, class UAbilityInfo* abilityInfo, class AAbilityState* abilityState, TArray<TSubclassOf<class AAbilityEventGroup>> groups);
// Try to interrupt this group chain if it's a channelEvent
void Interrupt();
// Changes the current group to execute this group now
void TransitionTo(class AAbilityEventGroup* newGroup);
// Try to continue this group if it's progression type is not duration bound
UFUNCTION(BlueprintCallable, Category = "Ability")
void NextGroup();
// Value from 0 to 1 representing the life cycle of this event, loops back to 0 if the event is looping after the life exceeded the duration set in the group
UFUNCTION(BlueprintCallable, Category = "Ability Group")
float GetLifetimeRate() const;
UFUNCTION(BlueprintCallable, Category = "Ability Group")
float GetLifetime() const;
UFUNCTION(BlueprintCallable, Category = "Ability")
class ANetworkCharacter* GetTarget();
UPROPERTY(BlueprintReadOnly, Category = "Ability Group")
class AAbilityState* abilityState;
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Ability Group")
float duration;
UPROPERTY(EditDefaultsOnly, Category = "Ability Group")
bool channelEvent;
UPROPERTY(EditDefaultsOnly, Category = "Ability Group")
bool stunWhileChannel;
UPROPERTY(EditDefaultsOnly, Category = "Ability Group")
bool allowRotateWhileChannel;
// Setting this to true makes the ability
UPROPERTY(EditDefaultsOnly, Category = "Ability Group")
EAbilityEventGroupProgressionType progressionType;
// Called when the group's duration has expired or NextGroup is called
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnAbilityEventGroupEnded, class UAbilityInfo*, ability, class AAbilityEventGroup*, current, class AAbilityEventGroup*, next);
FOnAbilityEventGroupEnded onAbilityEventGroupEnded;
private:
UFUNCTION()
void m_OnCharacterDestroyed();
void m_MoveToNextGroup();
void m_SendEndEvent(AAbilityEventGroup* next = nullptr);
float m_life;
UPROPERTY()
TArray<TSubclassOf<AAbilityEventGroup>> m_nextGroups;
bool m_hasBeenDestroyed;
bool m_endEventSend;
bool m_continue;
};

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// Project Lab - NHTV Igad
#pragma once
#include "AbilityFilter.generated.h"
#define ABILITY_FILTER_ENEMY 0x1
#define ABILITY_FILTER_ALLY 0x2
#define ABILITY_FILTER_SELF 0x10
UENUM(BlueprintType)
enum class EAbilityFilter : uint8
{
EnemyAll = 0x1,
AllyAll = 0x2,
All = 0x3,
Self = 0x10,
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "AbilityInfo.h"
#include "AbilityState.h"
namespace
{
inline uint32 Hash32(const void* data, uint32 length)
{
const uint32 offset = 2166136261U;
const uint32 prime = 16777619U;
const unsigned char* data_bytes = (const unsigned char*)data;
uint32 value = offset;
for (uint32 next = 0; next < length; ++next)
{
value ^= (uint32)data_bytes[next];
value *= prime;
}
return value;
}
}
UAbilityInfo::UAbilityInfo()
{
name = L"<Designers!: Add Name>";
description = L"<Designers!: Add Description>";
cooldown = 1.0f;
AICastRange = 0.0f;
rotateTowardsPlayer = false;
abilityState = AAbilityState::StaticClass();
FString strName = GetPathName();
m_hash = Hash32(strName.GetCharArray().GetData(), strName.Len() * sizeof(wchar_t));
}
uint32 UAbilityInfo::GetStaticHash() const
{
return m_hash;
}
void AAbilityState::NativeSetCooldown()
{
SetCooldown();
cooldownRate = (currentCooldownDuration > 0.0f) ? (onCooldownTimer / currentCooldownDuration) : 0.0f;
}
void AAbilityState::SetCooldown_Implementation()
{
currentCooldownDuration = info->cooldown;
onCooldownTimer = currentCooldownDuration;
}
bool AAbilityState::IsMaxed() const
{
return power >= 1.0f;
}

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// Project Lab - NHTV Igad
#pragma once
#include "Engine/DataAsset.h"
#include "Items/ItemBase.h"
#include "AbilityInfo.generated.h"
UENUM(BlueprintType)
enum class EAbilityCategory : uint8
{
Unassigned = 0,
Ranged,
Melee
};
UENUM(BlueprintType)
enum class EAbilityType : uint8
{
Basic,
Ability
};
UENUM(BlueprintType)
enum class EAbilityActionType : uint8
{
Normal,
Toggle,
Hold
};
USTRUCT()
struct FAbilityItem
{
GENERATED_BODY()
UPROPERTY(EditAnywhere)
USkeletalMesh* mesh;
UPROPERTY(EditAnywhere)
EItemTypeEnum type;
};
UCLASS(BlueprintType)
class UNREALPROJECT_API UAbilityInfo : public UDataAsset
{
GENERATED_BODY()
public:
UAbilityInfo();
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
FString name;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
FString description;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
float cooldown;
UPROPERTY(EditDefaultsOnly)
TArray<TSubclassOf<class AAbilityEventGroup>> events;
UPROPERTY(EditDefaultsOnly)
TSubclassOf<class APreCastAbilityEventGroup> precastEvent;
UPROPERTY(EditDefaultsOnly)
TSubclassOf<class AAbilityState> abilityState;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
UTexture2D* icon;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
float AICastRange;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
bool passive;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
bool rotateTowardsPlayer;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
int32 mana;
// The action type of the ability, Toggle, Hold or Normal
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
EAbilityActionType actionType;
// The type of the ability Ability(On AbilityBar) or Basic(Left Mouse Click).
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
EAbilityType abilityType;
// If the ability is Ranged or Melee
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
EAbilityCategory abilityCategory;
UPROPERTY(EditAnywhere)
bool isVisible;
UPROPERTY(EditAnywhere, meta = (EditCondition = "isVisible"))
TArray<FAbilityItem> itemsToEquip;
bool IsHoldOrToggle() const
{
return actionType == EAbilityActionType::Hold || actionType == EAbilityActionType::Toggle;
}
uint32 GetStaticHash() const;
private:
uint32 m_hash;
};

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// Project Lab - NHTV Igad
#pragma once
#include "AbilityState.generated.h"
UCLASS()
class AAbilityState : public AActor
{
GENERATED_BODY()
public:
// Sets the ability to be on cooldown
virtual void NativeSetCooldown();
UFUNCTION(BlueprintNativeEvent, Category = "Ability State")
void SetCooldown();
UFUNCTION(BlueprintCallable, Category = "Ability State")
bool IsMaxed() const;
// Total duration of cooldown
UPROPERTY(BlueprintReadWrite)
float currentCooldownDuration;
// Current state of cooldown going from max->0
UPROPERTY(BlueprintReadWrite)
float onCooldownTimer;
// Current state of cooldown going from 1->0
UPROPERTY(BlueprintReadOnly)
float cooldownRate;
UPROPERTY(BlueprintReadOnly)
float power;
UPROPERTY(BlueprintReadOnly)
bool toggleState;
UPROPERTY(BlueprintReadOnly)
class UAbilityInfo* info;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "NetworkCharacter.h"
#include "AbilityTriggerBase.h"
#include "BlueprintAbilityLibrary.h"
AAbilityTriggerBase::AAbilityTriggerBase()
{
PrimaryActorTick.bCanEverTick = true;
filter = EAbilityFilter::EnemyAll;
autoDestroy = true;
bReplicateMovement = true;
bReplicates = true;
duration = 1.0f;
ticksPerSecond = 0.0f;
m_lifeTime = 0.0f;
}
void AAbilityTriggerBase::BeginPlay()
{
if (Role == ROLE_Authority)
{
if (!character)
{
GWERROR(L"No owner assigned to trigger " + GetName());
this->SetActorEnableCollision(false);
Destroy();
}
if (ticksPerSecond > 0)
{
m_tickTime = 1.0f / ticksPerSecond;
}
else
{
m_tickTime = 0.0f;
}
}
//make sure the collision delegates are working
UShapeComponent* root = Cast<UShapeComponent>(RootComponent);
if (root != nullptr && !delegatesSet)
{
root->OnComponentBeginOverlap.AddDynamic(this, &AAbilityTriggerBase::OnOverlapBegin);
root->OnComponentEndOverlap.AddDynamic(this, &AAbilityTriggerBase::OnOverlapEnd);
delegatesSet = true;
}
else
FWARNING("rootComponent is not a UShapeComponent");
Super::BeginPlay();
if (Role == ROLE_Authority)
UpdateOverlaps();
}
void AAbilityTriggerBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (Role == ROLE_Authority)
{
while (m_actorsInside.Num()>0)
{
if (IsValid(m_actorsInside.GetData()[0]))
{
LeaveEvent(Cast<ANetworkCharacter>(m_actorsInside.GetData()[0]));
}
}
}
Super::EndPlay(EndPlayReason);
}
void AAbilityTriggerBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION(AAbilityTriggerBase, duration, COND_InitialOnly);
}
void AAbilityTriggerBase::Tick(float DeltaTime)
{
m_lifeTime += DeltaTime;
Super::Tick(DeltaTime);
if(Role != ROLE_Authority || !IsValid(this))
return;
UpdateOverlaps();
if(autoDestroy && m_lifeTime >= duration)
{
Destroy();
return;
}
if(m_tickTime > 0)
{
m_tickTimer += DeltaTime;
while(m_tickTimer > m_tickTime)
{
m_tickTimer -= m_tickTime;
for(AActor* actorInside : m_actorsInside)
{
if (CollisionCheck(Cast<ANetworkCharacter>(actorInside)))
{
OnTriggerTick(Cast<ANetworkCharacter>(actorInside));
NativeOnLocalTriggerTick(Cast<ANetworkCharacter>(actorInside));
}
}
}
}
}
void AAbilityTriggerBase::OnOverlapBegin(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if(Role != ROLE_Authority)
return;
if(OtherActor == NULL)
{
FWPRINT(L"Error - wrong otherunit on OnOverlapBegin ");
return;
}
if(character == NULL)
{
FWPRINT(L"Error - m_character NULL on OnOverlapBegin ");
return;
}
ANetworkCharacter* otherUnit = Cast<ANetworkCharacter>(OtherActor);
if(!otherUnit->GetHitable())
return;
if(!ULib::CheckAbilityFilter(filter, character, otherUnit))
return;
if(hitOnce && m_CheckActorsHit(otherUnit))
return;
m_actorsInside.Add(OtherActor);
if (CollisionCheck(Cast<ANetworkCharacter>(OtherActor)))
{
HitEvent(otherUnit);
}
}
void AAbilityTriggerBase::OnOverlapEnd(class AActor * OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
if(Role == ROLE_Authority)
LeaveEvent(Cast<ANetworkCharacter>(OtherActor));
}
void AAbilityTriggerBase::HitEvent(class ANetworkCharacter* otherUnit)
{
if (hitOnce)
m_actorsHit.Add(otherUnit);
OnTriggerHit(otherUnit);
}
void AAbilityTriggerBase::LeaveEvent(class ANetworkCharacter* otherActor)
{
if (Role == ROLE_Authority)
{
for (auto it = (m_actorsInside.CreateIterator()); it; it++)
{
if (*it == otherActor)
{
m_actorsInside.Remove(otherActor);
break;
}
}
if (!ULib::CheckAbilityFilter(filter, character, otherActor))
return;
OnTriggerLeave(otherActor);
}
}
float AAbilityTriggerBase::GetLifeTime() const
{
return m_lifeTime;
}
float AAbilityTriggerBase::GetLifeTimeRate() const
{
return FMath::Clamp(m_lifeTime / duration, 0.0f, 1.0f);
}
bool AAbilityTriggerBase::m_CheckActorsHit(class ANetworkCharacter* otherUnit)
{
for (ANetworkCharacter* character : m_actorsHit)
{
if (character == otherUnit)
return true;
}
return false;
}
bool AAbilityTriggerBase::CollisionCheck(ANetworkCharacter* otheractor)
{
return IsValid(otheractor);
}
void AAbilityTriggerBase::OnTriggerHit_Implementation(ANetworkCharacter* actor)
{
}
void AAbilityTriggerBase::OnTriggerTick_Implementation(ANetworkCharacter* actor)
{
}
void AAbilityTriggerBase::OnTriggerLeave_Implementation(ANetworkCharacter* actor)
{
}
void AAbilityTriggerBase::OnLocalTriggerTick_Implementation(ANetworkCharacter* actor)
{
}
void AAbilityTriggerBase::NativeOnLocalTriggerTick_Implementation(ANetworkCharacter* actor)
{
OnLocalTriggerTick(actor);
}

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// Project Lab - NHTV Igad
#pragma once
#include "DealDamageProxy.h"
#include "AbilityFilter.h"
#include "AbilityTriggerBase.generated.h"
UCLASS()
class UNREALPROJECT_API AAbilityTriggerBase : public ADealDamageProxy
{
GENERATED_BODY()
public:
AAbilityTriggerBase();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick( float DeltaSeconds ) override;
virtual bool CollisionCheck(ANetworkCharacter* otheractor);
UFUNCTION()
void OnOverlapBegin(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
UFUNCTION()
void OnOverlapEnd(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
virtual void HitEvent(class ANetworkCharacter* otherActor);
virtual void LeaveEvent(class ANetworkCharacter* otherActor);
UFUNCTION(BlueprintCallable, Category="Ability")
float GetLifeTime() const;
UFUNCTION(BlueprintCallable, Category="Ability")
float GetLifeTimeRate() const;
UPROPERTY(BlueprintReadWrite, Replicated, Category = "Ability", meta = (ExposeOnSpawn))
float duration;
UPROPERTY(BlueprintReadWrite, Category = "Ability", meta = (ExposeOnSpawn))
bool hitOnce;
UPROPERTY(BlueprintReadWrite, meta = (ExposeOnSpawn))
EAbilityFilter filter;
UFUNCTION(BlueprintNativeEvent)
void OnTriggerHit(ANetworkCharacter* actor);
UFUNCTION(BlueprintNativeEvent)
void OnTriggerTick(ANetworkCharacter* actor);
UFUNCTION(BlueprintCallable, NetMulticast, Reliable, Category = "trigger")
void NativeOnLocalTriggerTick(ANetworkCharacter* actor);
UFUNCTION(BlueprintNativeEvent)
void OnLocalTriggerTick(ANetworkCharacter* actor);
UFUNCTION(BlueprintNativeEvent)
void OnTriggerLeave(ANetworkCharacter* actor);
UPROPERTY(BlueprintReadWrite, VisibleAnywhere, Category = "Ability", meta = (ExposeOnSpawn))
bool autoDestroy;
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Ability", meta = (ExposeOnSpawn))
float ticksPerSecond;
bool m_CheckActorsHit(class ANetworkCharacter* otherUnit);
protected:
TArray<AActor*> m_actorsInside;
TArray<ANetworkCharacter*> m_actorsHit;
float m_tickTime;
float m_lifeTime;
float m_tickTimer;
bool delegatesSet = false;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "Modifier.h"
#include "NetworkCharacter.h"
#include "AuraTrigger.h"
AModifier* AAuraTrigger::GetModifier(class ANetworkCharacter* targetCharacter)
{
auto it = data.Find(targetCharacter);
if (it==nullptr)
return nullptr;
return *it;
}
void AAuraTrigger::SetModifier(class ANetworkCharacter* targetCharacter, AModifier* modifier)
{
data.Add(targetCharacter, modifier);
}
void AAuraTrigger::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (Role == ROLE_Authority && IsValid(followObject))
{
SetActorLocation(followObject->GetActorLocation());
}
}

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// Project Lab - NHTV Igad
#pragma once
#include "Abilities/ConeTrigger.h"
#include "AuraTrigger.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API AAuraTrigger : public AConeTrigger
{
GENERATED_BODY()
public:
virtual void Tick(float DeltaSeconds) override;
UFUNCTION(BlueprintCallable, category = "Trigger")
class AModifier* GetModifier(class ANetworkCharacter* targetCharacter);
UFUNCTION(BlueprintCallable, category = "Trigger")
void SetModifier(class ANetworkCharacter* targetCharacter, AModifier* modifier);
UPROPERTY()
TMap<class ANetworkCharacter*, class AModifier*> data;
UPROPERTY(BlueprintReadWrite, Category = "Ability", meta = (ExposeOnSpawn))
AActor* followObject;
};

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#include "UnrealProject.h"
#include "BlueprintAbilityLibrary.h"
#include "DealDamageProxy.h"
#include "AbilityEventGroup.h"
#include "AbilityTriggerBase.h"
#include "Modifier.h"
#include "NetworkCharacter.h"
#include "ProjectileBase.h"
#include "Class.h"
ULib::ULib(const FObjectInitializer& init)
: Super(init)
{
}
AActor* ULib::BeginSpawning2(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass)
{
return UGameplayStatics::BeginDeferredActorSpawnFromClass(WorldContextObject, ActorClass, FTransform());
}
AActor* ULib::FinishSpawning2(class AActor* Actor)
{
if(!Actor)
return nullptr;
return UGameplayStatics::FinishSpawningActor(Actor, FTransform());
}
AActor* ULib::BeginSpawningGroup(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass)
{
if(!WorldContextObject->GetWorld()->GetAuthGameMode())
return nullptr;
AActor* actor = UGameplayStatics::BeginDeferredActorSpawnFromClass(WorldContextObject, ActorClass, FTransform());
if(!actor)
return nullptr;
AAbilityEventGroup* newGroup = Cast<AAbilityEventGroup>(actor);
check(newGroup);
AAbilityEventGroup* parent = Cast<AAbilityEventGroup>(WorldContextObject);
//GWPRINT(L"Parent = " + parent);
if(!parent)
{
GWERROR(L"Cannot call FinishSpawningGroup from any other source than AAbilityEventGroup");
newGroup->Destroy();
return nullptr;
}
parent->TransitionTo(newGroup);
return newGroup;
}
AActor* ULib::FinishSpawningGroup(class AActor* Actor)
{
if(!Actor)
return nullptr;
return FinishSpawning2(Actor);
}
AActor* ULib::BeginSpawningModifier(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass)
{
if(!WorldContextObject->GetWorld()->GetAuthGameMode())
return nullptr;
AActor* actor = UGameplayStatics::BeginDeferredActorSpawnFromClass(WorldContextObject, ActorClass, FTransform());
if(!actor)
return nullptr;
AModifier* newModifier = Cast<AModifier>(actor);
check(newModifier);
ADealDamageProxy* damageProxy = Cast<ADealDamageProxy>(WorldContextObject);
if(damageProxy)
{
newModifier->character = damageProxy->character;
newModifier->abilityInfo = damageProxy->abilityInfo;
}
else
{
GWERROR(L"Cannot spawn modifier from a source that is not a ADealDamageProxy");
newModifier->Destroy();
return nullptr;
}
return newModifier;
}
AActor* ULib::FinishSpawningModifier(class AActor* Actor, class ANetworkCharacter* target)
{
if(!IsValid(Actor))
return nullptr;
AModifier* mod = Cast<AModifier>(Actor);
if(!IsValid(target))
{
FString name = "<none>";
if(mod->abilityInfo)
name = mod->abilityInfo->GetName();
GWERROR(L"Modifier needs a target (spawned by " + name + L")");
Actor->Destroy();
return nullptr;
}
//GWPRINT(L"Modifier Target = " + target);
ModifierManager* mm = target->GetModifierManager();
if(!mm)
{
GWWARNING(L"Can't spawn modifier on a target that doesn't have a modifier manager. Might be in the process of destroying");
Actor->Destroy();
return nullptr;
}
mod->target = target;
check(mod);
mm->AddModifier(mod);
return FinishSpawning2(Actor);
}
AActor* ULib::BeginSpawningTrigger(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const FTransform& SpawnTransform)
{
if(!WorldContextObject->GetWorld()->GetAuthGameMode())
return nullptr;
AActor* actor = UGameplayStatics::BeginDeferredActorSpawnFromClass(WorldContextObject, ActorClass, SpawnTransform);
if(!actor)
return nullptr;
AAbilityTriggerBase* newTrigger = Cast<AAbilityTriggerBase>(actor);
check(newTrigger);
ADealDamageProxy* damageProxy = Cast<ADealDamageProxy>(WorldContextObject);
if(damageProxy)
{
newTrigger->character = damageProxy->character;
newTrigger->abilityInfo = damageProxy->abilityInfo;
}
else
{
GWERROR(L"Cannot spawn trigger from a source that is not a ADealDamageProxy");
actor->Destroy();
return nullptr;
}
return newTrigger;
}
AActor* ULib::FinishSpawningTrigger(class AActor* Actor, const FTransform & SpawnTransform)
{
if(!Actor)
return nullptr;
return UGameplayStatics::FinishSpawningActor(Actor, SpawnTransform);
}
AActor* ULib::BeginSpawningProjectile(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const FTransform& SpawnTransform)
{
if(!WorldContextObject->GetWorld()->GetAuthGameMode())
return nullptr;
AActor* actor = UGameplayStatics::BeginDeferredActorSpawnFromClass(WorldContextObject, ActorClass, SpawnTransform);
if(!actor)
return nullptr;
AProjectileBase* newProjectile = Cast<AProjectileBase>(actor);
check(newProjectile);
ADealDamageProxy* damageProxy = Cast<ADealDamageProxy>(WorldContextObject);
if(damageProxy)
{
newProjectile->character = damageProxy->character;
newProjectile->abilityInfo = damageProxy->abilityInfo;
}
else
{
GWERROR(L"Cannot spawn projectile from a source that is not a ADealDamageProxy");
actor->Destroy();
return nullptr;
}
return newProjectile;
}
AActor* ULib::FinishSpawningProjectile(class AActor* Actor, const FTransform& SpawnTransform)
{
return UGameplayStatics::FinishSpawningActor(Actor, SpawnTransform);
}
bool ULib::IsContainedInCone(FVector origin, FVector forward, float coneAngle, AActor* other)
{
if(other->IsPendingKillPending())
return false;
//always hits at 360 degrees
if(coneAngle >= 360.0f)
return true;
FVector dist = other->GetActorLocation() - origin;
dist.Normalize();
forward.Normalize();
float dot = FVector::DotProduct(dist, forward);
float angle = acosf(dot);
float tempMaxAngle = coneAngle / 360;
tempMaxAngle *= PI;
bool ret = tempMaxAngle > angle;
return ret;
}
int32 ULib::CharacterConeOverlap(UObject* WorldContextObject, FVector origin, float coneRadius,
FCharacterConeOverlapCallback callback, FVector forward, float coneAngle, EAbilityFilter filter)
{
UWorld* world = GEngine->GetWorldFromContextObject(WorldContextObject);
check(world);
if(world->GetAuthGameMode() == nullptr)
return 0;
m_overlapResultArray.Empty();
// Get the character
ANetworkCharacter* character = Cast<ANetworkCharacter>(WorldContextObject);
if(!character)
{
ADealDamageProxy* proxy = Cast<ADealDamageProxy>(WorldContextObject);
if(!proxy)
{
GWERROR(L"CharacterConeOverlap failed, no caller character or proxy");
return 0;
}
character = proxy->character;
}
FCollisionShape shape;
shape.SetCapsule(coneRadius, 400.0f);
TArray<FOverlapResult> overlaps;
if(!world->OverlapMultiByObjectType(
overlaps, origin, FQuat::Identity,
FCollisionObjectQueryParams::AllDynamicObjects, shape,
FCollisionQueryParams::DefaultQueryParam))
{
return 0;
}
TArray<class ANetworkCharacter*> test;
if(callback.IsBound())
{
for(int32 i = 0; i < overlaps.Num(); i++)
{
FOverlapResult& overlap = overlaps[i];
ANetworkCharacter* target = Cast<ANetworkCharacter>(overlap.GetActor());
if (target && (overlap.Component->GetCollisionProfileName() == FName("Units") || overlap.Component->GetCollisionProfileName() == FName("Players")) &&
IsContainedInCone(origin, forward, coneAngle, target) &&
ULib::CheckAbilityFilter(filter, character, target))
{
callback.Execute(target);
m_overlapResultArray.Add(target);
}
}
}
// = test;
return overlaps.Num();
}
int32 ULib::ClosestCharacterConeOverlap(UObject* WorldContextObject, FVector origin, float coneRadius,
FClosestCharacterConeOverlapCallback callback, FVector forward, float coneAngle, EAbilityFilter filter)
{
UWorld* world = GEngine->GetWorldFromContextObject(WorldContextObject);
check(world);
if (world->GetAuthGameMode() == nullptr)
return 0;
// Get the character
ANetworkCharacter* character = Cast<ANetworkCharacter>(WorldContextObject);
if (!character)
{
ADealDamageProxy* proxy = Cast<ADealDamageProxy>(WorldContextObject);
if (!proxy)
{
GWERROR(L"CharacterConeOverlap failed, no caller character or proxy");
return 0;
}
character = proxy->character;
}
FCollisionShape shape;
shape.SetCapsule(coneRadius, 400.0f);
TArray<FOverlapResult> overlaps;
if (!world->OverlapMultiByObjectType(
overlaps, origin, FQuat::Identity,
FCollisionObjectQueryParams::AllDynamicObjects, shape,
FCollisionQueryParams::DefaultQueryParam))
{
return 0;
}
ANetworkCharacter* closest = nullptr;
float dist = 9999999999999.0f;
if (callback.IsBound())
{
for (int32 i = 0; i < overlaps.Num(); i++)
{
FOverlapResult& overlap = overlaps[i];
ANetworkCharacter* target = Cast<ANetworkCharacter>(overlap.GetActor());
if (target && IsContainedInCone(origin, forward, coneAngle, target) && ULib::CheckAbilityFilter(filter, character, target))
{
if ((target->GetActorLocation() - origin).Size() < dist)
{
closest = target;
dist = (target->GetActorLocation() - origin).Size();
}
}
}
}
if(closest)
callback.Execute(closest);
return overlaps.Num();
}
TArray<ANetworkCharacter*> ULib::m_overlapResultArray;
bool ULib::CheckAbilityFilter(EAbilityFilter filter, class ANetworkCharacter* self, class ANetworkCharacter* other)
{
if(!self)
return false;
if(!other)
return false;
if(((uint8)filter & ABILITY_FILTER_ENEMY) != 0)
{
if(self->GetTeam() != other->GetTeam())
return true;
}
if(((uint8)filter & ABILITY_FILTER_ALLY) != 0)
{
if(self->GetTeam() == other->GetTeam())
return true;
}
return false;
}
TArray<ANetworkCharacter*>ULib::GetCharacterOverlaps()
{
TArray<ANetworkCharacter*> returnArray;
for (ANetworkCharacter* character : m_overlapResultArray)
{
if(IsValid(character))
returnArray.Add(character);
}
return returnArray;
}

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#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "AbilityFilter.h"
#include "BlueprintAbilityLibrary.Generated.h"
UCLASS()
class ULib : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Spawning", meta = (WorldContext = "WorldContextObject", UnsafeDuringActorConstruction = "true", BlueprintInternalUseOnly = "true"))
static AActor* BeginSpawning2(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass);
UFUNCTION(BlueprintCallable, Category = "Spawning", meta = (UnsafeDuringActorConstruction = "true", BlueprintInternalUseOnly = "true"))
static AActor* FinishSpawning2(class AActor* Actor);
UFUNCTION(BlueprintCallable, Category = "Spawning", meta = (WorldContext = "WorldContextObject", UnsafeDuringActorConstruction = "true", BlueprintInternalUseOnly = "true"))
static AActor* BeginSpawningGroup(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass);
UFUNCTION(BlueprintCallable, Category = "Spawning", meta = (UnsafeDuringActorConstruction = "true", BlueprintInternalUseOnly = "true"))
static AActor* FinishSpawningGroup(class AActor* Actor);
UFUNCTION(BlueprintCallable, Category = "Spawning", meta = (WorldContext = "WorldContextObject", UnsafeDuringActorConstruction = "true", BlueprintInternalUseOnly = "true"))
static AActor* BeginSpawningModifier(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass);
UFUNCTION(BlueprintCallable, Category = "Spawning", meta = (UnsafeDuringActorConstruction = "true", BlueprintInternalUseOnly = "true"))
static AActor* FinishSpawningModifier(class AActor* Actor, class ANetworkCharacter* Target);
UFUNCTION(BlueprintCallable, Category = "Spawning", meta = (WorldContext = "WorldContextObject", UnsafeDuringActorConstruction = "true", BlueprintInternalUseOnly = "true"))
static AActor* BeginSpawningTrigger(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const FTransform& SpawnTransform);
UFUNCTION(BlueprintCallable, Category = "Spawning", meta = (UnsafeDuringActorConstruction = "true", BlueprintInternalUseOnly = "true"))
static AActor* FinishSpawningTrigger(class AActor* Actor, const FTransform& SpawnTransform);
UFUNCTION(BlueprintCallable, Category = "Spawning", meta = (WorldContext = "WorldContextObject", UnsafeDuringActorConstruction = "true", BlueprintInternalUseOnly = "true"))
static AActor* BeginSpawningProjectile(UObject* WorldContextObject, TSubclassOf<AActor> ActorClass, const FTransform& SpawnTransform);
UFUNCTION(BlueprintCallable, Category = "Spawning", meta = (UnsafeDuringActorConstruction = "true", BlueprintInternalUseOnly = "true"))
static AActor* FinishSpawningProjectile(class AActor* Actor, const FTransform& SpawnTransform);
UFUNCTION(BlueprintCallable, Category = "Trigger")
static bool IsContainedInCone(FVector origin, FVector forward, float coneAngle, AActor* other);
DECLARE_DYNAMIC_DELEGATE_OneParam(FCharacterConeOverlapCallback, class ANetworkCharacter*, character);
UFUNCTION(BlueprintCallable, Category = "Trigger", meta = (WorldContext = "WorldContextObject"))
static int32 CharacterConeOverlap(UObject* WorldContextObject, FVector origin, float coneRadius,
FCharacterConeOverlapCallback callback, FVector forward = FVector(1, 0, 0), float coneAngle = 360.0f, EAbilityFilter filter = EAbilityFilter::EnemyAll);
UFUNCTION(BlueprintCallable, Category = "Trigger", meta = (WorldContext = "WorldContextObject"))
static TArray<class ANetworkCharacter*> GetCharacterOverlaps();
DECLARE_DYNAMIC_DELEGATE_OneParam(FClosestCharacterConeOverlapCallback, class ANetworkCharacter*, character);
UFUNCTION(BlueprintCallable, Category = "Trigger", meta = (WorldContext = "WorldContextObject"))
static int32 ClosestCharacterConeOverlap(UObject* WorldContextObject, FVector origin, float coneRadius,
FClosestCharacterConeOverlapCallback callback, FVector forward = FVector(1, 0, 0), float coneAngle = 360.0f, EAbilityFilter filter = EAbilityFilter::EnemyAll);
UFUNCTION(BlueprintCallable, Category = "Damage Proxy")
static bool CheckAbilityFilter(EAbilityFilter filter, class ANetworkCharacter* self, class ANetworkCharacter* other);
static TArray<class ANetworkCharacter*> m_overlapResultArray;
private:
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "BombProjectile.h"
#include "NetworkCharacter.h"
#include "Effect.h"
#include "EffectFunctionLibrary.h"
#include "BlueprintAbilityLibrary.h"
ABombProjectile::ABombProjectile()
{
PrimaryActorTick.bCanEverTick = true;
m_progress = 0.0f;
maxDistance = 100000.0f;
}
void ABombProjectile::BeginPlay()
{
Super::BeginPlay();
travelTime = travelTime < 0.01f ? 0.01f : travelTime;
float distance = FVector::Dist(source, target);
}
void ABombProjectile::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION(ABombProjectile, source, COND_InitialOnly);
DOREPLIFETIME_CONDITION(ABombProjectile, target, COND_InitialOnly);
DOREPLIFETIME_CONDITION(ABombProjectile, travelTime, COND_InitialOnly);
}
void ABombProjectile::NativeFixedProjectileTick(float DeltaTime)
{
if(travelTime <= 0 || m_finished)
return;
m_progress += DeltaTime;
if(m_progress >= travelTime)
m_progress = travelTime;
const float lerp = m_progress / travelTime;
const float sin = FMath::Sin(lerp * PI);
FVector newLocation = FMath::Lerp(source, target, lerp) + FVector(0, 0, sin * travelHeight);
SetActorLocation(newLocation, true);
float distToEnd = (target - newLocation).Size();
if(lerp >= 1.0f)
{
// Server only
Finish();
}
}

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// Project Lab - NHTV Igad
#pragma once
#include "ProjectileBase.h"
#include "BombProjectile.generated.h"
UCLASS()
class UNREALPROJECT_API ABombProjectile : public AProjectileBase
{
GENERATED_BODY()
public:
ABombProjectile();
virtual void BeginPlay() override;
UPROPERTY(BlueprintReadWrite, Replicated, Category = "BombProjectile", meta = (ExposeOnSpawn))
FVector source;
UPROPERTY(BlueprintReadWrite, Replicated, Category = "BombProjectile", meta = (ExposeOnSpawn))
FVector target;
UPROPERTY(BlueprintReadWrite, Replicated, Category = "BombProjectile", meta = (ExposeOnSpawn))
float travelTime;
UPROPERTY(BlueprintReadWrite, Replicated, Category = "BombProjectile", meta = (ExposeOnSpawn))
float travelHeight;
virtual void NativeFixedProjectileTick(float DeltaTime) override;
private:
float m_progress;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "NPCBase.h"
#include "NetworkPlayer.h"
#include "BossBarageBunny.h"
ABossBarageBunny::ABossBarageBunny()
{
PrimaryActorTick.bCanEverTick = true;
bReplicates = true;
bReplicateMovement = true;
boss = nullptr;
BeamEmitter = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("Visual"));
BeamEmitter->AttachTo(RootComponent);
m_lifeTime = 1;
}
void ABossBarageBunny::BeginPlay()
{
Super::BeginPlay();
SpawnDefaultController();
}
void ABossBarageBunny::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
// Update the line material
if (IsValid(boss))
{
BeamEmitter->SetBeamSourcePoint(0, GetActorLocation(), 0);
BeamEmitter->SetBeamTargetPoint(0, boss->GetActorLocation(), 0);
}
else
{
BeamEmitter->SetActive(false);
GetCharacterMovement()->MaxWalkSpeed = 0;
}
// Server only
if (Role != ROLE_Authority)
return;
m_lifeTime -= DeltaTime;
if (m_lifeTime <= 0)
{
Destroy();
return;
}
// Boss destroyed?
if (!IsValid(boss))
return;
UNavigationSystem* const nav = UNavigationSystem::GetCurrent(GetWorld());
if (!IsValid(nav)) return;
AController* const controller = GetController();
if (!IsValid(controller))
{
JERROR("BossBarageBase has no controller");
return;
}
ANPCBase* const asNPC = Cast<ANPCBase>(boss);
if (!IsValid(asNPC) || !IsValid(asNPC->target))
return;
nav->SimpleMoveToLocation(controller, asNPC->target->GetActorLocation());
}
void ABossBarageBunny::Setup(AActor* boss, float lifeTime)
{
this->boss = boss;
m_lifeTime = lifeTime;
}
void ABossBarageBunny::ClearBoss()
{
this->boss = nullptr;
}
void ABossBarageBunny::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ABossBarageBunny, boss);
}

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// Project Lab - NHTV Igad
#pragma once
#include "GameFramework/Actor.h"
#include "BossBarageBunny.generated.h"
UCLASS()
class UNREALPROJECT_API ABossBarageBunny : public ACharacter
{
GENERATED_BODY()
public:
ABossBarageBunny();
virtual void BeginPlay() override;
virtual void Tick( float DeltaSeconds ) override;
UPROPERTY(EditAnywhere, Category = "Bunny")
class UParticleSystemComponent* BeamEmitter;
UFUNCTION(BlueprintCallable, Category = "Bunny")
void Setup(class AActor* boss, float lifeTime);
UFUNCTION(BlueprintCallable, Category = "Bunny")
void ClearBoss();
UPROPERTY(Replicated)
class AActor* boss;
private:
float m_lifeTime;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "BossTargetBunny.h"
ABossTargetBunny::ABossTargetBunny()
{
PrimaryActorTick.bCanEverTick = true;
bReplicates = true;
bReplicateMovement = true;
m_lifeTime = 0;
}
void ABossTargetBunny::BeginPlay()
{
Super::BeginPlay();
}
void ABossTargetBunny::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
// Server only
if (Role != ROLE_Authority)
return;
m_lifeTime -= DeltaTime;
if (m_lifeTime <= 0)
{
Destroy();
return;
}
}
void ABossTargetBunny::Setup(float lifeTime)
{
m_lifeTime = lifeTime;
}

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// Project Lab - NHTV Igad
#pragma once
#include "GameFramework/Actor.h"
#include "BossTargetBunny.generated.h"
UCLASS()
class UNREALPROJECT_API ABossTargetBunny : public AActor
{
GENERATED_BODY()
public:
ABossTargetBunny();
virtual void BeginPlay() override;
virtual void Tick( float DeltaSeconds ) override;
UFUNCTION(BlueprintCallable, Category = "Bunny")
void Setup(float lifeTime);
private:
float m_lifeTime;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "ConeComponent.h"
#define CONEARCVERTEXCOUNT 50
// Sets default values for this component's properties
UConeComponent::UConeComponent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
ShapeColor = FColor(223, 149, 157, 255);
bUseEditorCompositing = true;
}
void UConeComponent::BeginPlay()
{
UpdateCapsule();
Super::BeginPlay();
}
void UConeComponent::UpdateCapsule()
{
SetCapsuleSize(coneRadius, 400);
}
// Create sceneproxy to show the cone in the editor
FPrimitiveSceneProxy* UConeComponent::CreateSceneProxy()
{
class FDrawConeSceneProxy : public FPrimitiveSceneProxy
{
public:
const UConeComponent* component;
FDrawConeSceneProxy(const UConeComponent* InComponent)
: FPrimitiveSceneProxy(InComponent)
, bDrawOnlyIfSelected(InComponent->bDrawOnlyIfSelected)
, component(InComponent)
{
bWillEverBeLit = false;
}
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const
{
QUICK_SCOPE_CYCLE_COUNTER(STAT_GetDynamicMeshElements_DrawDynamicElements);
for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++)
{
if (VisibilityMap & (1 << ViewIndex))
{
const FSceneView* View = Views[ViewIndex];
const FLinearColor DrawCapsuleColor = GetViewSelectionColor(ShapeColor, *View, IsSelected(), IsHovered(), false, IsIndividuallySelected());
FPrimitiveDrawInterface* PDI = Collector.GetPDI(ViewIndex);
FTransform transform = component->GetComponentTransform();
FVector base = transform.GetLocation();
const float scale = 1.0f / 180.0f * PI;
float baseRot = (360.0f - transform.GetRotation().Euler().Z) * scale;
FVector scaleVec = transform.GetScale3D();
FVector forward = FVector(scaleVec.X, 0, 0);
FVector right = FVector(0, scaleVec.Y, 0);
float angle = (component->coneAngle) / 180.0f * PI;
FVector linePoints[CONEARCVERTEXCOUNT];
float anglestep = (angle) / (CONEARCVERTEXCOUNT-1);
float rot = baseRot - angle * 0.5f;
for (int i = 0; i < CONEARCVERTEXCOUNT;i++)
{
float f = cosf(rot);
float r = sinf(rot);
linePoints[i] = base + (forward * f - right * r) * component->coneRadius;
rot += anglestep;
}
for (int i = 0; i < CONEARCVERTEXCOUNT-1; i++)
{
PDI->DrawLine(linePoints[i], linePoints[i + 1], ShapeColor, SDPG_World);
}
PDI->DrawLine(base, linePoints[0], ShapeColor, SDPG_World);
PDI->DrawLine(base, linePoints[CONEARCVERTEXCOUNT - 1], ShapeColor, SDPG_World);
}
}
}
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
{
const bool bVisible = !bDrawOnlyIfSelected || IsSelected();
FPrimitiveViewRelevance Result;
Result.bDrawRelevance = IsShown(View) && bVisible;
Result.bDynamicRelevance = true;
Result.bShadowRelevance = IsShadowCast(View);
Result.bEditorPrimitiveRelevance = UseEditorCompositing(View);
return Result;
}
virtual uint32 GetMemoryFootprint(void) const override { return(sizeof(*this) + GetAllocatedSize()); }
uint32 GetAllocatedSize(void) const { return(FPrimitiveSceneProxy::GetAllocatedSize()); }
private:
const uint32 bDrawOnlyIfSelected : 1;
const FColor ShapeColor = FColor(255,0,0,255);
const FTransform transform;
};
return new FDrawConeSceneProxy(this);
}

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// Project Lab - NHTV Igad
#pragma once
#include "Components/CapsuleComponent.h"
#include "ConeComponent.generated.h"
UCLASS(ClassGroup = "Collision", editinlinenew, hidecategories = (Object, LOD, Lighting, TextureStreaming), meta = (DisplayName = "Cone Collision", BlueprintSpawnableComponent))
class UNREALPROJECT_API UConeComponent : public UCapsuleComponent
{
GENERATED_UCLASS_BODY()
public:
void BeginPlay() override;
void UpdateCapsule();
UPROPERTY(EditAnywhere, export, Category = Shape, meta = (ClampMin = "0", UIMin = "0"))
float coneRadius = 500.0f;
UPROPERTY(EditAnywhere, export, Category = Shape, meta = (ClampMin = "0", UIMin = "0"))
float coneAngle = 50;
virtual FPrimitiveSceneProxy* CreateSceneProxy() override;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "ConeTrigger.h"
#include "ConeComponent.h"
#include "NetworkCharacter.h"
#include "BlueprintAbilityLibrary.h" // For Cone overlap code
AConeTrigger::AConeTrigger()
{
PrimaryActorTick.bCanEverTick = true;
m_coneTrigger = CreateDefaultSubobject <UConeComponent>(TEXT("trigger"));
RootComponent = m_coneTrigger;
m_coneTrigger->SetCollisionProfileName(TEXT("Triggers"));
}
void AConeTrigger::BeginPlay()
{
m_coneTrigger->SetWorldTransform(GetTransform());
if (!delegatesSet)
{
m_coneTrigger->OnComponentBeginOverlap.AddDynamic(this, &AConeTrigger::OnOverlapBegin);
m_coneTrigger->OnComponentEndOverlap.AddDynamic(this, &AConeTrigger::OnOverlapEnd);
delegatesSet = true;
}
SetCone(radius, angle);
Super::BeginPlay();
}
void AConeTrigger::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
}
void AConeTrigger::SetCone(float inputRadius, float inputAngle)
{
m_coneTrigger->coneAngle = (inputAngle);
m_coneTrigger->coneRadius = (inputRadius);
m_coneTrigger->UpdateCapsule();
}
bool AConeTrigger::CollisionCheck(ANetworkCharacter* otheractor)
{
return ULib::IsContainedInCone(GetActorLocation(), GetActorForwardVector(), m_coneTrigger->coneAngle, otheractor);
}

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// Project Lab - NHTV Igad
#pragma once
#include "AbilityTriggerBase.h"
#include "GameFramework/Actor.h"
#include "ConeTrigger.generated.h"
UCLASS()
class UNREALPROJECT_API AConeTrigger : public AAbilityTriggerBase
{
GENERATED_BODY()
public:
AConeTrigger();
virtual void BeginPlay() override;
virtual void Tick( float DeltaSeconds ) override;
virtual bool CollisionCheck(ANetworkCharacter* otheractor) override;
void SetCone(float radius, float angle);
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Trigger")
float radius;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Trigger")
float angle;
private:
UPROPERTY(VisibleAnywhere, Category = "Trigger")
class UConeComponent* m_coneTrigger;
};

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#include "UnrealProject.h"
#include "NetworkCharacter.h"
#include "DealDamageProxy.h"
#include "DefaultPlayerState.h"
#include "ScalingGraph.h"
#include "AbilityInfo.h"
float ADealDamageProxy::GetAbilityPowerScale() const
{
if(!character)
return 0.0f;
AAbilityState* state = character->GetAbilityState(abilityInfo);
if(!state)
return 0.0f;
return state->power;
}
float ADealDamageProxy::ScaleGraphCurve(const UCurveFloat* val)
{
if (!IsValid(val))
{
GEngine->AddOnScreenDebugMessage((int32)abilityInfo->GetUniqueID(), 2.0f, FColor(255, 20, 20, 255), FString("Invalid curve argument in ") + GetName() + " [" + abilityInfo->GetName() + "]");
JERROR("Invalid curve argument in " + GetName() + " [" + abilityInfo->GetName() + "]");
return 0;
}
if(abilityInfo->abilityType == EAbilityType::Basic)
{
return ScaleGraphCurveByLevel(val);
}
float f = GetAbilityPowerScale();
f = FMath::Clamp(f, 0.0f, 1.0f);
return val->GetFloatValue(f);
}
float ADealDamageProxy::ScaleGraphCurveByLevel(const UCurveFloat* val)
{
if(!IsValid(val))
{
GEngine->AddOnScreenDebugMessage((int32)abilityInfo->GetUniqueID(), 2.0f, FColor(255, 20, 20, 255), FString("Invalid curve argument in ") + GetName() + " [" + abilityInfo->GetName() + "]");
JERROR("Invalid curve argument in " + GetName() + " [" + abilityInfo->GetName() + "]");
return 0;
}
float f = 0.0f;
if(character)
{
ADefaultPlayerState* ps = Cast<ADefaultPlayerState>(character->PlayerState);
if(ps)
{
f = FMath::Clamp((float)ps->GetLevel() / (float)ps->GetMaxLevel(), 0.0f, 1.0f);
}
}
return val->GetFloatValue(f);
}
float ULevelScaleLibrary::ScaleGraphCurveFloat(float in, const UCurveFloat* val)
{
if (!IsValid(val))
{
JERROR("Invalid curve argument");
return 0;
}
in = FMath::Clamp(in, 0.0f, 1.0f);
return val->GetFloatValue(in);
}

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#pragma once
#include "AbilityFilter.h"
#include "ScalingGraph.h"
#include "DealDamageProxy.Generated.h"
UCLASS()
class ADealDamageProxy : public AActor
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Damage Scaling")
float GetAbilityPowerScale() const;
// Scales samples the input curve anywhere from 0-1 based on the currently cast ability's power(or level for basic attacks)
UFUNCTION(BlueprintCallable, Category = "Scaling Graph")
float ScaleGraphCurve(const UCurveFloat* val);
// Same as ScaleGraphCurve but this one scales with the player level
UFUNCTION(BlueprintCallable, Category = "Scaling Graph")
float ScaleGraphCurveByLevel(const UCurveFloat* val);
// The character that started this sequence of proxies and the dealer of the damage
UPROPERTY(BlueprintReadOnly, Category="Damage Proxy")
class ANetworkCharacter* character;
// The ability that was cast to spawn this object
UPROPERTY(BlueprintReadOnly, Category="Damage Proxy")
class UAbilityInfo* abilityInfo;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "HomingProjectile.h"
#include "DefaultGameMode.h"
#include "NetworkPlayer.h"
void AHomingProjectile::BeginPlay()
{
Super::BeginPlay();
float maxdist = BIG_NUMBER;
if (Role == ROLE_Authority)
{
if (targetCreature == nullptr)
{
UWorld* const world = GetWorld();
if (!world) return;
ADefaultGameMode* mode = Cast<ADefaultGameMode>(world->GetAuthGameMode());
if (!mode) return;
TArray<class ANetworkPlayer*> players = mode->GetPlayers();
for (ANetworkPlayer* player : players)
{
float dist = (player->GetActorLocation() - GetActorLocation()).SizeSquared();
if (dist < maxdist)
{
maxdist = dist;
targetCreature = player;
}
}
}
}
}
void AHomingProjectile::NativeMove(float DeltaTime)
{
if (targetCreature == nullptr)
return;
FVector dir = targetCreature->GetActorLocation() - GetActorLocation();
FRotator newrot = FRotationMatrix::MakeFromX(dir).Rotator();
SetActorRotation(newrot);
Super::NativeMove(DeltaTime);
}

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// Project Lab - NHTV Igad
#pragma once
#include "ProjectileBase.h"
#include "HomingProjectile.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API AHomingProjectile : public AProjectileBase
{
GENERATED_BODY()
public:
virtual void BeginPlay() override;
virtual void NativeMove(float DeltaTime) override;
UPROPERTY(BlueprintReadWrite, category = "projectile", meta = (ExposeOnSpawn))
class ANetworkCharacter* targetCreature;
};

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// ProjeLab - NHTV Igad
#include "UnrealProject.h"
#include "HoverProjectile.h"
void AHoverProjectile::NativeMove(float DeltaTime)
{
//moves with sweep to get collision
float distance = speed * DeltaTime;
FVector newpos = GetActorForwardVector() * distance + GetActorLocation();
FHitResult outHit;
FVector offset;
if (GetWorld()->LineTraceSingleByChannel(outHit, newpos, newpos - FVector(0, 0, hoverHeight + 10), ECollisionChannel::ECC_GameTraceChannel7))
offset = outHit.ImpactPoint + FVector(0, 0, hoverHeight) - GetActorLocation();
else
offset = newpos - FVector(0, 0, 10) - GetActorLocation();
AddActorWorldOffset(offset,true);
}

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// Project Lab - NHTV Igad
#pragma once
#include "Abilities/ProjectileBase.h"
#include "HoverProjectile.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API AHoverProjectile : public AProjectileBase
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Projectile", meta = (ExposeOnSpawn))
float hoverHeight;
virtual void NativeMove(float DeltaTime)override;
};

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#include "UnrealProject.h"
#include "IngameSkillTree.h"
#include "HexMap.h"
#include "BaseSkillObject.h"
#include "DefaultPlayerState.h"
void AIngameSkillTree::BuildFromState(const FSkillTreeState& state)
{
for(int32 i = 0; i < state.objects.Num(); i++)
{
const FSkillTreeStateObject& obj = state.objects[i];
if(!obj.skillObject)
{
GWARNING("Invalid skill object found in skill tree state, please reset your build.");
continue;
}
FIngameSkillTreeSkill igs;
igs.placedPoints = obj.placedPoints;
igs.skillObject = obj.skillObject->GetDefaultObject<UBaseSkillObject>();
igs.selectedEffectIndex = obj.selectedEffect;
// Check valid effect index
if(igs.selectedEffectIndex < 0 || igs.selectedEffectIndex >= igs.skillObject->abilityEffects.Num())
{
GWARNING("Ability effect out of range for ability " + obj.skillObject->GetName());
continue;
}
igs.selectedEffect = igs.skillObject->abilityEffects[igs.selectedEffectIndex];
igs.abilityType = -1;
switch (igs.skillObject->skillShapeType)
{
case ESkillShapeType::Active:
igs.abilityType = 0;
break;
case ESkillShapeType::Coop:
case ESkillShapeType::Sustain:
igs.abilityType = 1;
break;
case ESkillShapeType::Passive:
igs.abilityType = 2;
break;
}
if(igs.abilityType == -1)
{
GWARNING("Ability type invalid for ability " + obj.skillObject->GetName());
continue;
}
m_skills.Add(igs);
}
}
AIngameSkillTree::AIngameSkillTree(const FObjectInitializer& init)
{
}
AIngameSkillTree::~AIngameSkillTree()
{
}
void AIngameSkillTree::BeginPlay()
{
}
TArray<FIngameSkillTreeSkill> AIngameSkillTree::GetSkillsForLevel(ADefaultPlayerState* player)
{
float powerLevel = player->GetLevel() / (float)player->GetMaxLevel();
return GetSkillsForLevel(powerLevel);
}
TArray<FIngameSkillTreeSkill> AIngameSkillTree::GetSkillsForLevel(float powerLevel)
{
TArray<FIngameSkillTreeSkill> res;
for (int32 i = 0; i < m_skills.Num(); i++)
{
UpdatePowerForSkill(m_skills[i], powerLevel);
if (m_skills[i].power > 0.0f)
res.Add(m_skills[i]);
}
return res;
}
void AIngameSkillTree::UpdatePowerForSkill(FIngameSkillTreeSkill& skill, float level)
{
float offset = (1.0f - level) * 16.0f;
int32 hexcount = 0;
for(int32 i = 0; i < skill.placedPoints.Num(); i++)
{
float YPos = (skill.placedPoints[i].X & 1) ?
(float(skill.placedPoints[i].Y) + 0.5f) :
(float(skill.placedPoints[i].Y));
if(YPos >= offset) hexcount++;
}
skill.level = hexcount;
skill.power = float(hexcount) / float(skill.placedPoints.Num());
}

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#pragma once
#include "SkillTreeState.h"
#include "IngameSkillTree.Generated.h"
USTRUCT()
struct FIngameSkillTreeSkill
{
GENERATED_BODY()
public:
UPROPERTY()
TArray<FIntPoint> placedPoints;
UPROPERTY(BlueprintReadOnly)
class UBaseSkillObject* skillObject;
UPROPERTY(BlueprintReadOnly)
class UAbilityInfo* selectedEffect;
UPROPERTY(BlueprintReadOnly)
int32 selectedEffectIndex;
UPROPERTY(BlueprintReadOnly)
float power;
UPROPERTY(BlueprintReadOnly)
int32 level;
// Kind of ability on the button bar
UPROPERTY(BlueprintReadOnly)
int32 abilityType;
};
UCLASS()
class AIngameSkillTree : public AActor
{
GENERATED_BODY()
public:
AIngameSkillTree(const FObjectInitializer& init);
~AIngameSkillTree();
virtual void BeginPlay() override;
void BuildFromState(const FSkillTreeState& state);
TArray<FIngameSkillTreeSkill> GetSkillsForLevel(class ADefaultPlayerState* player);
TArray<FIngameSkillTreeSkill> GetSkillsForLevel(float level);
void UpdatePowerForSkill(FIngameSkillTreeSkill& skill, float level);
private:
UPROPERTY()
TArray<FIngameSkillTreeSkill> m_skills;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "IntimidatingAuraTrigger.h"
#include "NetworkCharacter.h"
#include "NativeModifiers.h"
#include "Modifier.h"
AIntimidatingAuraTrigger::AIntimidatingAuraTrigger()
{
}
void AIntimidatingAuraTrigger::BeginPlay()
{
Super::BeginPlay();
}
void AIntimidatingAuraTrigger::Tick(float deltaTime)
{
Super::Tick(deltaTime);
}
void AIntimidatingAuraTrigger::HitEvent(ANetworkCharacter* otherActor)
{
ModifierManager* manager = otherActor->GetModifierManager();
if (playerMap.Find(otherActor)== nullptr)
{
RERROR("2 modifiers in the intimidatin aura");
}
if (manager)
{
AAttackSpeedModifierConstant* ASModifier = GetWorld()->SpawnActor<AAttackSpeedModifierConstant>();
ASModifier->lifeTime = 0;
ASModifier->attackSpeedMultiplier = attackSpeedMultiplier;
ASModifier->target = otherActor;
manager->AddModifier(ASModifier);
ASpeedModifier* SModifier = GetWorld()->SpawnActor<ASpeedModifier>();
SModifier->lifeTime = 0;
SModifier->speedMultiplier = MovementSpeedMultiplier;
SModifier->target = otherActor;
manager->AddModifier(ASModifier);
// std::pair <AModifier*, AModifier*> pair = std::pair <AModifier*, AModifier*>((AModifier*)ASModifier, (AModifier*)SModifier);
playerMap.Add(otherActor, FIntimidatingAuraPair(ASModifier,SModifier));
}
return Super::HitEvent(otherActor);
}
void AIntimidatingAuraTrigger::LeaveEvent(ANetworkCharacter* otherActor)
{
auto it =playerMap.Find(otherActor);
if (it == nullptr)
return Super::LeaveEvent(otherActor);
it->modifier0->ForceDestroy();
it->modifier1->ForceDestroy();
playerMap.Remove(otherActor);
return Super::LeaveEvent(otherActor);
}

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// Project Lab - NHTV Igad
#pragma once
#include "Abilities/ConeTrigger.h"
#include "IntimidatingAuraTrigger.generated.h"
/**
*
*/
USTRUCT()
struct FIntimidatingAuraPair
{
GENERATED_BODY()
public:
FIntimidatingAuraPair(){}
FIntimidatingAuraPair(class AModifier* m0, class AModifier*m1) { modifier0 = m0; modifier1 = m1; }
UPROPERTY()
class AModifier* modifier0;
UPROPERTY()
class AModifier* modifier1;
};
UCLASS()
class UNREALPROJECT_API AIntimidatingAuraTrigger : public AConeTrigger
{
GENERATED_BODY()
public:
AIntimidatingAuraTrigger();
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
virtual void HitEvent(class ANetworkCharacter* otherActor)override;
virtual void LeaveEvent(class ANetworkCharacter* otherActor)override;
UPROPERTY()
TMap<class ANetworkCharacter*, FIntimidatingAuraPair > playerMap;
UPROPERTY(meta = (ExposeOnSpawn), BlueprintReadWrite)
float attackSpeedMultiplier;
UPROPERTY(meta = (ExposeOnSpawn), BlueprintReadWrite)
float MovementSpeedMultiplier;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "Modifier.h"
#include "NetworkCharacter.h"
#include "NativeModifiers.h"
ModifierManager::ModifierManager(class ANetworkCharacter* character)
: m_character(character)
{
check(m_character);
}
ModifierManager::~ModifierManager()
{
ClearModifiers(false);
}
void ModifierManager::ClearModifiers(bool shouldCallEnd)
{
for (AModifier* modifier : m_modifiers)
{
if (shouldCallEnd)
modifier->m_started = false;
modifier->Destroy();
}
m_modifiers.SetNum(0);
RecalculateCharacter();
}
void ModifierManager::Tick(float DeltaSeconds)
{
for (int32 i = 0; i < m_modifiers.Num();)
{
AModifier* modifier = m_modifiers[i];
if (modifier != nullptr && IsValid(modifier))
{
if (modifier->ShouldBeRemoved() || modifier->m_forceDestroy)
{
modifier->Destroy();
m_modifiers.RemoveAt(i);
RecalculateCharacter();
continue;
}
else
{
modifier->Tick(DeltaSeconds);
}
}
else
{
m_modifiers.RemoveAt(i);
if (modifier != 0)
{
GERROR("Modifier \"" + modifier->GetName() + "\" was destroyed, but not in the usual way");
}
RecalculateCharacter();
continue;
}
i++;
}
}
AModifier* ModifierManager::AddModifier(TSubclassOf<class AModifier> buffClass, float duration)
{
if (!buffClass)
{
FWERROR(L"Invalid modifier class");
return nullptr;
}
UWorld* world = m_character->GetWorld();
check(world);
AModifier* modifier = world->SpawnActor<AModifier>(buffClass);
modifier->m_Init(m_character, duration);
return AddModifier(modifier);
}
AModifier* ModifierManager::AddModifier(AModifier* modifierInstance)
{
if (!modifierInstance)
{
FWERROR(L"Invalid buff added");
return nullptr;
}
m_modifiers.Add(modifierInstance);
m_modifiers.Sort([](const AModifier& i, const AModifier& j)->bool { return i > j; });
modifierInstance->m_Start();
RecalculateCharacter();
return modifierInstance;
}
TArray<AModifier*> ModifierManager::GetModifiersOfClass(TSubclassOf<class AModifier> modifierClass)
{
TArray<AModifier*> ret;
for (AModifier* mod : m_modifiers)
{
if (mod->IsA(modifierClass))
{
ret.Add(mod);
}
}
return ret;
}
void ModifierManager::BroadcastManaDrainFailed()
{
for(AModifier* modifier : m_modifiers)
{
if (modifier != nullptr && IsValid(modifier))
{
modifier->onManaDrainFailed.Broadcast();
}
}
}
//reset all modifiable stats so that modifiers can recalculate them
void ModifierManager::m_Reset()
{
m_character->ResetModifiers();
}
void ModifierManager::RecalculateCharacter()
{
m_Reset();
for (AModifier* it : m_modifiers)
{
it->ModifyCharacter();
}
m_character->CheckStatsOverflow();
}
AModifier::AModifier()
{
PrimaryActorTick.bCanEverTick = true;
bReplicates = true;
lifeTime = 0;
ticksPerSecond = 0;
m_dontDestroy = false;
RootComponent = CreateDefaultSubobject<USceneComponent>("Root");
}
bool AModifier::operator < (const AModifier& other) const
{
return priority < other.priority;
}
bool AModifier::operator > (const AModifier& other) const
{
return priority > other.priority;
}
void AModifier::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
if (m_started)
ModifierEnd();
}
void AModifier::ModifyCharacter()
{
}
bool AModifier::ShouldBeRemoved() const
{
return (lifeTime <= 0.0f) && !m_dontDestroy;
}
void AModifier::ForceDestroy()
{
m_forceDestroy = true;
}
void AModifier::ModifierTick()
{
}
void AModifier::ModifierStart()
{
}
void AModifier::ModifierEnd()
{
}
bool AModifier::OnDamage(int32& damage, ANetworkCharacter* damageDealer)
{
return true;
}
bool AModifier::OnDealDamage(int32& damage, ANetworkCharacter* damageTaker)
{
return true;
}
void AModifier::OnStandardAttack(ANetworkCharacter* character)
{
return;
}
void AModifier::AfterDamage(int32)
{
return;
}
float AModifier::m_MultiplyEffect(float value, EffectType effectType, bool positive)
{
switch (effectType)
{
case EffectType::additive:
{
if (!positive)
return value * target->m_negativeEffectMultiplier;
else
return value * target->m_positiveEffectMultiplier;
}
case EffectType::multiplicative:
{
if (!positive)
return value * (1.0f/target->m_negativeEffectMultiplier);
else
return value * target->m_positiveEffectMultiplier;
}
default:
return 0.0f;
}
}
//character modification functions
void AModifier::m_AddMaxMana(int32 maxMana)
{
if (IsValid(target))
{
maxMana = m_MultiplyEffect(maxMana, additive, maxMana>0);
target->m_maxMana += maxMana;
target->AddMana(maxMana);
}
}
void AModifier::m_MultiplyManaRegenMultiplier(float manaRegenMultiplier)
{
if (IsValid(target))
{
manaRegenMultiplier = m_MultiplyEffect(manaRegenMultiplier, multiplicative, manaRegenMultiplier>1);
target->m_manaRegenMultiplier *= manaRegenMultiplier;
}
}
void AModifier::m_MultiplyManaUsageMultiplier(float manaUsageMultiplier)
{
if (IsValid(target))
{
manaUsageMultiplier = m_MultiplyEffect(manaUsageMultiplier, multiplicative, manaUsageMultiplier>1);
target->m_manaUsageMultiplier *= manaUsageMultiplier;
}
}
void AModifier::m_AddBlockedMana(int32 blockedMana)
{
if (IsValid(target))
{
if (target->m_blockedMana + blockedMana > target->m_maxMana)
{
ModifierManager* mod = character->GetModifierManager();
if (mod != nullptr)
mod->BroadcastManaDrainFailed();
}
else
target->m_blockedMana += blockedMana;
}
}
void AModifier::m_AddDamageMultiplier(float multiplier)
{
if (IsValid(target))
{
multiplier = m_MultiplyEffect(multiplier, additive, multiplier > 0);
target->m_damageMultiplier += multiplier;
}
}
void AModifier::m_AddMaxHealth(int32 health)
{
if (IsValid(target))
{
health = m_MultiplyEffect(health, additive, health >0);
target->m_maxHealth += health;
}
}
void AModifier::m_AddMovementSpeedMultiplier(float multiplier)
{
if (IsValid(target))
{
multiplier = m_MultiplyEffect(multiplier, multiplicative, multiplier > 0);
target->GetCharacterMovement()->MaxWalkSpeed *= multiplier;
}
}
void AModifier::m_AddIgnoreArmor(float normalizedPercentage)
{
if (IsValid(target))
{
normalizedPercentage = m_MultiplyEffect(normalizedPercentage, additive, normalizedPercentage > 0);
target->m_ignoreArmor += normalizedPercentage;
}
}
void AModifier::m_AddArmor(float armor)
{
if (IsValid(target))
{
armor = m_MultiplyEffect(armor, additive, armor > 0);
target->m_armor += armor;
}
}
void AModifier::m_MultiplyArmor(float armor)
{
if (IsValid(target))
{
armor = m_MultiplyEffect(armor, multiplicative, armor > 1);
target->m_armor *= armor;
}
}
void AModifier::m_MultiplyAttackDamage(float damageMultiplier)
{
if (IsValid(target))
{
damageMultiplier = m_MultiplyEffect(damageMultiplier, multiplicative, damageMultiplier>1);
FPRINT(damageMultiplier);
target->m_attackDamageMultiplier *= damageMultiplier;
}
}
void AModifier::m_AddMagicDamage(float damageMultiplier)
{
if (IsValid(target))
{
damageMultiplier = m_MultiplyEffect(damageMultiplier, multiplicative, damageMultiplier > 1);
target->m_magicDamageMultiplier *= damageMultiplier;
}
}
void AModifier::m_AddAttackSpeed(float amount)
{
if (IsValid(target))
{
amount = m_MultiplyEffect(amount, additive, amount> 0);
target->m_attackSpeed += amount;
}
}
void AModifier::m_AddAttackSpeedMultiplier(float multiplier)
{
if (IsValid(target))
{
multiplier = m_MultiplyEffect(multiplier, multiplicative, multiplier > 1);
target->m_attackSpeed *= multiplier;
}
}
void AModifier::m_AddCooldownReduction(float amount)
{
if (IsValid(target))
{
amount = m_MultiplyEffect(amount, additive, amount > 0);
target->m_cooldownReduction += amount;
}
}
void AModifier::m_AddCooldownReductionMultiplier(float multiplier)
{
if (IsValid(target))
{
multiplier = m_MultiplyEffect(multiplier, multiplicative, multiplier > 1);
target->m_cooldownReduction *= multiplier;
}
}
void AModifier::m_MultiplyDamageTakenMultiplier(float multiplier)
{
if (IsValid(target))
{
multiplier = m_MultiplyEffect(multiplier, multiplicative, multiplier < 0);
target->m_damageTakenMultiplier *= multiplier;
}
}
void AModifier::m_MultiplyPositiveEffectMultiplier(float multiplier)
{
if (IsValid(target))
target->m_positiveEffectMultiplier *= multiplier;
}
void AModifier::m_MultiplyNegativeEffectMultiplier(float multiplier)
{
if (IsValid(target))
target->m_negativeEffectMultiplier *= multiplier;
}
void AModifier::m_addChannelMovementSpeedMultiplier(float channelMovementSpeedMultiplier)
{
if (IsValid(target))
{
channelMovementSpeedMultiplier = m_MultiplyEffect(channelMovementSpeedMultiplier, additive, channelMovementSpeedMultiplier > 0);
target->m_castingMovementspeedMultiplier += channelMovementSpeedMultiplier;
}
}
void AModifier::m_MultiplyMagicDamageMultiplier(float multiplier)
{
if (IsValid(target))
{
multiplier = m_MultiplyEffect(multiplier, additive, multiplier> 0);
target->m_magicDamageMultiplier *= multiplier;
}
}
void AModifier::m_AddStunnedState()
{
if (IsValid(target))
if (target->canBeStunned)
{
target->m_stunned = true;
target->m_InteruptSpellcasting();
}
}
void AModifier::m_AddSilencedState()
{
if (IsValid(target))
if (target->canBeSilenced)
{
target->m_silenceCount++;
target->m_silenced = true;
target->m_InteruptSpellcasting();
}
}
void AModifier::m_RemoveSilencedState()
{
if (IsValid(target))
{
target->m_silenceCount--;
if (target->m_silenceCount == 0)
{
target->m_silenced = false;
}
else if (target->m_silenceCount < 0)
{
FERROR("m_silenceCount <0 in removeSilenceState");
}
}
}
void AModifier::m_Start()
{
if (!m_started)
{
if (IsValid(target))
{
if (ticksPerSecond <= 0)
m_tickRate = 0.0f;
else
m_tickRate = 1.0f / ticksPerSecond;
m_started = true;
if (lifeTime == 0)
{
m_dontDestroy = true;
}
ModifierStart();
}
else
{
GWERROR(L"Can't start modifier " + GetName() + " target not set");
}
}
else
{
GWERROR(L"modifier started twice");
}
}
void AModifier::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (!IsValid(target) || !m_started)
return;
if (ShouldBeRemoved() || m_forceDestroy)
return;
if (m_tickRate > 0.0f)
{
m_tickTimer += DeltaTime;
while (m_tickTimer >= m_tickRate)
{
ModifierTick();
m_tickTimer -= m_tickRate;
}
}
lifeTime -= DeltaTime;
}
void AModifier::m_Init(class ANetworkCharacter* a_character, float duration)
{
target = a_character;
lifeTime = duration;
}

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// Project Lab - NHTV Igad
#pragma once
#include "DealDamageProxy.h"
#include <list>
#include "AbilityInfo.h"
#include "Modifier.generated.h"
class ModifierManager
{
public:
ModifierManager(class ANetworkCharacter* character);
~ModifierManager();
void ClearModifiers(bool shouldCallEnd = true);
void Tick(float DeltaSeconds);
class AModifier* AddModifier(TSubclassOf<class AModifier> modifierClass, float duration);
class AModifier* AddModifier(AModifier* modifierInstance);
TArray<class AModifier*> GetModifiersOfClass(TSubclassOf<class AModifier> modifierClass);
void RecalculateCharacter();
void BroadcastManaDrainFailed();
private:
void m_Reset();
friend class ANetworkCharacter;
TArray<class AModifier*> m_modifiers;
class ANetworkCharacter* m_character;
};
UCLASS()
class UNREALPROJECT_API AModifier : public ADealDamageProxy
{
GENERATED_BODY()
friend class ADefaultPlayerController;
friend class ModifierManager;
friend class ANetworkCharacter;
friend class AOnDamageModifier;
public:
AModifier();
virtual void Tick(float DeltaSeconds) override final;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void ModifierTick();
virtual void ModifierStart();
virtual void ModifierEnd();
virtual bool OnDamage(int32& damage, ANetworkCharacter* damageDealer);
virtual bool OnDealDamage(int32& damage, ANetworkCharacter* damageTaker);
virtual void OnStandardAttack(ANetworkCharacter* character);
virtual void AfterDamage(int32 damage);
UFUNCTION(BlueprintCallable, Category = "modifiers")
virtual bool ShouldBeRemoved() const;
virtual void ModifyCharacter();
UFUNCTION(BlueprintCallable, Category = "modifiers")
void ForceDestroy();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "modifiers", meta=(ExposeOnSpawn))
float lifeTime;
UPROPERTY()
ANetworkCharacter* target;
UPROPERTY(EditDefaultsOnly, Category = "modifiers")
int32 ticksPerSecond;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "modifiers", meta = (ExposeOnSpawn))
int32 priority;
DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnManaDrainFailed);
UPROPERTY(BlueprintAssignable, Category = "Mana Drain")
FOnManaDrainFailed onManaDrainFailed;
bool operator < (const AModifier&) const;
bool operator > (const AModifier&) const;
protected:
enum EffectType
{
additive = 0,
multiplicative
};
float m_MultiplyEffect(float value, EffectType effectType, bool positive);
// Modification Functions
void m_AddMaxMana(int32 maxMana);
void m_MultiplyManaRegenMultiplier(float manaRegenMultiplier);
void m_AddBlockedMana(int32 blockedMana);
void m_AddDamageMultiplier(float multiplier);
void m_AddIgnoreArmor(float normalizedPercentage);
void m_AddArmor(float armor);
void m_MultiplyArmor(float armor);
void m_MultiplyDamageTakenMultiplier(float multiplier);
void m_AddMaxHealth(int32 health);
void m_AddMovementSpeedMultiplier(float multiplier);
void m_AddAttackSpeed(float amount);
void m_AddAttackSpeedMultiplier(float multiplier);
void m_AddCooldownReduction(float amount);
void m_AddCooldownReductionMultiplier(float multiplier);
void m_AddStunnedState();
void m_AddSilencedState();
void m_RemoveSilencedState();
void m_MultiplyAttackDamage(float damageMultiplier);
void m_AddMagicDamage(float damageMultiplier);
void m_MultiplyManaUsageMultiplier(float manaUsageMultiplier);
void m_MultiplyNegativeEffectMultiplier(float effectMultiplier);
void m_MultiplyPositiveEffectMultiplier(float effectMultiplier);
void m_MultiplyMagicDamageMultiplier(float effectMultiplier);
void m_addChannelMovementSpeedMultiplier(float channelMovementSpeedMultiplier);
float m_tickRate;
private:
void m_Start();
void m_Init(class ANetworkCharacter* character, float duration);
bool m_forceDestroy;
int m_debugWarning;
bool m_started;
float m_tickTimer;
bool m_dontDestroy;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "NetworkCharacter.h"
#include "NetworkPlayer.h"
#include "NativeModifiers.h"
#include "EffectFunctionLibrary.h"
#include "Effect.h"
#define standardTicksPerSecond 20
//SpeedModifier
ASpeedModifier::ASpeedModifier()
{
}
void ASpeedModifier::ModifyCharacter()
{
UCharacterMovementComponent* characterMovement = target->GetCharacterMovement();
characterMovement->MaxWalkSpeed *= speedMultiplier;
}
//RegenModifier
ARegenModifier::ARegenModifier()
{
ticksPerSecond = 5;
}
bool ARegenModifier::ShouldBeRemoved() const
{
return false;
}
void ARegenModifier::ModifierTick()
{
if ( m_noDamageTime < target->GetTimeSinceDamage())
target->AddHealth(regenPerTick);
}
//RegenModier
AManaRegenModifier::AManaRegenModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
bool AManaRegenModifier::ShouldBeRemoved() const
{
return false;
}
void AManaRegenModifier::ModifierTick()
{
target->AddMana(regenPerTick);
}
//DOTModifier
ADOTModifier::ADOTModifier()
{
ticksPerSecond = 3;
}
void ADOTModifier::ModifierTick()
{
if (IsValid(target))
target->DealDamage(this, damagePerTick, 0.0f);
}
//ADModifier
AADModifier::AADModifier()
{
}
void AADModifier::ModifyCharacter()
{
float add = ScaleGraphCurve(scalingGraph);
m_MultiplyAttackDamage(add);
}
//ADModifier
AAPModifier::AAPModifier()
{
}
void AAPModifier::ModifyCharacter()
{
float add = ScaleGraphCurve(scalingGraph);
m_AddMagicDamage(add);
}
//MaxHealthModifier
AMaxHealthModifier::AMaxHealthModifier()
{
}
void AMaxHealthModifier::ModifyCharacter()
{
//m_AddMaxHealth(bonusMaxHealth);
float add = ScaleGraphCurve(scalingGraph);
m_AddMaxHealth(add);
}
//AConstMaxHealthModifier
AConstMaxHealthModifier::AConstMaxHealthModifier()
{
}
void AConstMaxHealthModifier::ModifyCharacter()
{
m_AddMaxHealth(add);
}
//BlockManaModifier
ABlockManaModifier::ABlockManaModifier()
{
}
void ABlockManaModifier::ModifyCharacter()
{
m_AddBlockedMana(Mana);
}
//ManaPerSecModifier
AManaDrainModifier::AManaDrainModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void AManaDrainModifier::ModifierTick()
{
if (ManaPerTick > target->GetMana())
{
ModifierManager* mod = character->GetModifierManager();
if (mod != nullptr)
mod->BroadcastManaDrainFailed();
}
else
{
target->RemoveMana(ManaPerTick);
}
}
//ManaPerSecModifier
AManaDrainCurveModifier::AManaDrainCurveModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void AManaDrainCurveModifier::ModifierTick()
{
float mana = ScaleGraphCurve(ManaPerTick);
if (mana > target->GetMana())
{
ModifierManager* mod = character->GetModifierManager();
if (mod != nullptr)
mod->BroadcastManaDrainFailed();
}
else
{
target->RemoveMana(mana);
}
}
//HealthModifier
AHealModifier::AHealModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void AHealModifier::ModifierTick()
{
target->AddHealth(health);
m_shouldBeRemoved = true;
}
bool AHealModifier::ShouldBeRemoved() const
{
return m_shouldBeRemoved;
}
//stunModifier
static TSubclassOf<AEffect> stunEffectType;
AStunModifier::AStunModifier()
{
stunEffectType = ConstructorHelpers::FClassFinder<AEffect>(TEXT("/Game/Assets/Art/Effects/FX_Stunned")).Class;
}
void AStunModifier::ModifierStart()
{
if (target->CanBeStunned() && lifeTime > 0.0f)
UEffectFunctionLibrary::CreateEffect(target, stunEffectType, target,0.0f, lifeTime);
}
void AStunModifier::ModifierEnd()
{
}
void AStunModifier::ModifierTick()
{
}
void AStunModifier::ModifyCharacter()
{
m_AddStunnedState();
}
//stunModifier
ASilenceModifier::ASilenceModifier()
{
}
void ASilenceModifier::ModifierStart()
{
m_AddSilencedState();
}
void ASilenceModifier::ModifierEnd()
{
m_RemoveSilencedState();
}
//ADamageTakenModifier
ADamageTakenModifier::ADamageTakenModifier()
{
}
void ADamageTakenModifier::ModifyCharacter()
{
m_MultiplyDamageTakenMultiplier(damageTakenMultiplier);
}
bool ADamageTakenModifier::ShouldBeRemoved() const
{
return false;
}
//AVisibilityModifier
AVisibilityModifier::AVisibilityModifier()
{
}
bool AVisibilityModifier::ShouldBeRemoved() const
{
return false;
}
void AVisibilityModifier::ModifierTick()
{
m_timer -= m_tickRate;
if (m_timer < 0 && visibleTime > 0 && visibleBreak> 0)
{
if (m_visible)
{
m_timer = visibleBreak;
target->m_visible = false;
}
else
{
m_timer = visibleTime;
target->m_visible = true;
}
m_visible = !m_visible;
}
}
//ADodgeDeathModifier
ADodgeDeathModifier::ADodgeDeathModifier()
{
}
bool ADodgeDeathModifier::ShouldBeRemoved() const
{
return false;
}
void ADodgeDeathModifier::ModifierTick()
{
m_timer += m_tickRate;
}
bool ADodgeDeathModifier::OnDamage(int32& damage, ANetworkCharacter* damageDealer)
{
if (damage >= target->GetHealth() && m_timer > ScaleGraphCurve(cooldown))
{
float chance = (float)(rand() % 100) / 100.0f;
if (ScaleGraphCurve(dodgeChance) > chance)
{
target->AddHealth(ScaleGraphCurve(heal));
m_timer = 0;
return false;
}
}
return true;
}
//ACooldownReductionModifier
ACooldownReductionModifier::ACooldownReductionModifier()
{
}
void ACooldownReductionModifier::ModifyCharacter()
{
float add = ScaleGraphCurve(scalingGraph);
m_AddCooldownReduction(add);
}
//AAttackSpeedModifier
AAttackSpeedModifier::AAttackSpeedModifier()
{
}
void AAttackSpeedModifier::ModifyCharacter()
{
float add = ScaleGraphCurve(scalingGraph);
m_AddAttackSpeedMultiplier(add);
}
//AAttackSpeedModifierConstant
AAttackSpeedModifierConstant::AAttackSpeedModifierConstant()
{
}
void AAttackSpeedModifierConstant::ModifyCharacter()
{
m_AddAttackSpeedMultiplier(attackSpeedMultiplier);
}
bool AAttackSpeedModifierConstant::ShouldBeRemoved() const
{
return false;
}
//AArmorIgnoreModifier
AArmorIgnoreModifier::AArmorIgnoreModifier()
{
}
void AArmorIgnoreModifier::ModifyCharacter()
{
float add = ScaleGraphCurve(scalingGraph);
m_AddIgnoreArmor(add);
}
//ADodgeDeathModifier
ABeserkModifier::ABeserkModifier()
{
ticksPerSecond = standardTicksPerSecond;
m_active = false;
}
bool ABeserkModifier::ShouldBeRemoved() const
{
return false;
}
void ABeserkModifier::AfterDamage(int32 damage)
{
float deltahealth = (float)target->GetHealth() / (float)target->GetMaxHealth();
if (deltahealth < ScaleGraphCurve(healthThreshold))
{
if (!m_active)
{
m_hasToActivate = true;
}
}
}
void ABeserkModifier::ModifierTick()
{
float deltahealth = (float)target->GetHealth() / (float)target->GetMaxHealth();
if (m_hasToActivate)
{
m_hasToActivate = false;
m_active = true;
m_ASModifier = GetWorld()->SpawnActor<AAttackSpeedModifierConstant>();
m_ASModifier->lifeTime = 0.0f;
m_ASModifier->target = target;
m_ASModifier->attackSpeedMultiplier = ScaleGraphCurve(attackSpeedMultiplier);
target->GetModifierManager()->AddModifier(m_ASModifier);
}
if (deltahealth > ScaleGraphCurve(healthThreshold))
{
if (m_active)
{
m_active = false;
m_ASModifier->ForceDestroy();
}
}
}
//AArmorReductionModifier
AArmorReductionModifier::AArmorReductionModifier()
{
}
void AArmorReductionModifier::ModifyCharacter()
{
m_AddArmor(armorReduction);
}
//AHealthRegenModifier
AHealthRegenModifier::AHealthRegenModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void AHealthRegenModifier::ModifierTick()
{
float add = ScaleGraphCurve(scalingGraph);
target->AddHealth(add);
}
//AOnStandardAttackDOTModifier
AOnStandardAttackDOTModifier::AOnStandardAttackDOTModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void AOnStandardAttackDOTModifier::ModifierTick()
{
m_cooldownTimer += m_tickRate;
}
void AOnStandardAttackDOTModifier::OnStandardAttack(ANetworkCharacter* targetcharacter)
{
if (!IsValid(targetcharacter))
return;
ADOTModifier* DOTModifier = GetWorld()->SpawnActor<ADOTModifier>();
DOTModifier->lifeTime = ScaleGraphCurve(damageDuration);
DOTModifier->damagePerTick = ScaleGraphCurve(damagePerTick);
// DOTModifier->target = targetcharacter;
DOTModifier->character = character;
DOTModifier->abilityInfo = abilityInfo;
DOTModifier->target = targetcharacter;
targetcharacter->GetModifierManager()->AddModifier(DOTModifier);
m_cooldownTimer = ScaleGraphCurve(cooldown);
}
//AReturnDamageModifier
AReturnDamageModifier::AReturnDamageModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
bool AReturnDamageModifier::OnDamage(int32& damage, ANetworkCharacter* damageDealer)
{
if (damage >= 10 && IsValid(damageDealer))
{
float returnDamage = ScaleGraphCurve(scalingGraph);
damageDealer->DealDamage(this, damage * returnDamage, 0.0f);
}
return true;
}
//AReturnDamageModifier
ARedirectDamageModifier::ARedirectDamageModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
bool ARedirectDamageModifier::OnDamage(int32& damage, ANetworkCharacter* damageDealer)
{
if (damage >= 10 && IsValid(character))
{
float redirect = ScaleGraphCurve(redirectScalingGraph);
if (redirect > 1)
{
FWARNING("redirect > 1, will act as if it is 0.9f");
redirect = 0.9f;
}
if (redirect < 0)
{
FWARNING("redirect < 0, will act as if it is 0.0f");
redirect = 0.0f;
}
float absorb = ScaleGraphCurve(absorbScalingGraph);
if (absorb > 1)
{
FWARNING("absorb > 1, will act as if it is 1.0f");
absorb = 1.0f;
}
if (absorb < 0.0f )
{
FWARNING("absorb < 0, will act as if it is 0.0f");
absorb = 0.0f;
}
character->DealDamage(this, damage * (redirect * absorb), 0.0f);
damage *= (1 - redirect);
DamageEvent();
}
return true;
}
//ATrustModifier
//set delegate in gamestate to know when the teammate respawns.
ATrustModifier::ATrustModifier()
{
ticksPerSecond = 2;
}
void ATrustModifier::ModifierTick()
{
if (IsValid(character))
{
target->GetModifierManager()->RecalculateCharacter();
}
else
ForceDestroy();
}
void ATrustModifier::ModifyCharacter()
{
if (IsValid(character))
{
float add = ScaleGraphCurve(damageScalingGraph);
float deltahealth =1 + ( 1.0f - ((float)character->GetHealth() / (float)character->GetMaxHealth()));
m_MultiplyAttackDamage(add * deltahealth);
}
}
//AArmorIncreaseModifier
AArmorIncreaseModifier::AArmorIncreaseModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void AArmorIncreaseModifier::ModifyCharacter()
{
float add = ScaleGraphCurve(armorScalingGraph);
m_AddArmor(add);
}
//AMoveToModifier
AMoveToModifier::AMoveToModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void AMoveToModifier::ModifierStart()
{
m_movePerTick = (targetPos - target->GetActorLocation()) / (moveTime * ticksPerSecond);
}
void AMoveToModifier::ModifierTick()
{
target->AddActorWorldOffset(m_movePerTick, true);
}
//AHealthRegenPercentageModifier
AHealthRegenPercentageModifier::AHealthRegenPercentageModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void AHealthRegenPercentageModifier::ModifierTick()
{
float add = ScaleGraphCurve(scalingGraph);
add /= ticksPerSecond;
int32 health = character->GetMaxHealth();
health *= add;
target->AddHealth(health);
}
//AManaRegenMultiplierModifier
AManaRegenMultiplierModifier::AManaRegenMultiplierModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void AManaRegenMultiplierModifier::ModifyCharacter()
{
float add = ScaleGraphCurve(manaRegenMultiplierScalingGraph);
m_MultiplyManaRegenMultiplier(add);
}
//AManaCostMultiplierModifier
AManaCostMultiplierModifier::AManaCostMultiplierModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void AManaCostMultiplierModifier::ModifyCharacter()
{
float add = ScaleGraphCurve(manaCostMultiplierScalingGraph);
m_MultiplyManaUsageMultiplier(add);
}
//AManaCostMultiplierModifier
AEffectMultiplierModifier::AEffectMultiplierModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void AEffectMultiplierModifier::ModifyCharacter()
{
float add = ScaleGraphCurve(effectMultiplierScalingGraph);
if (positive)
m_MultiplyPositiveEffectMultiplier(add);
else
m_MultiplyNegativeEffectMultiplier(add);
}
//ACastingMovementSpeedMultiplierModifier
ACastingMovementSpeedMultiplierModifier::ACastingMovementSpeedMultiplierModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void ACastingMovementSpeedMultiplierModifier::ModifyCharacter()
{
float add = ScaleGraphCurve(movementSpeedMultiplierScalingGraph);
m_addChannelMovementSpeedMultiplier(add);
}
//AReaperModifier
AReaperModifier::AReaperModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
bool AReaperModifier::OnDealDamage(int32& damage, ANetworkCharacter* damageTaker)
{
float multiplier = ScaleGraphCurve(damagemultiplier);
float norm = ScaleGraphCurve(threshhold);
float deltahealth = (float)damageTaker->GetHealth() / (float)damageTaker->GetMaxHealth();
if ((deltahealth < norm && smaller) || (deltahealth > norm && !smaller))
{
damage *= multiplier;
}
return true;
}
//AMagicDamageMultiplierModifier
AMagicDamageMultiplierModifier::AMagicDamageMultiplierModifier()
{
ticksPerSecond = standardTicksPerSecond;
}
void AMagicDamageMultiplierModifier::ModifyCharacter()
{
float add = ScaleGraphCurve(magicDamageMultiplierScalingGraph);
m_MultiplyMagicDamageMultiplier(add);
}
//AStandardMeleeModifier
AStandardMeleeModifier::AStandardMeleeModifier()
{
count = 0;
ticksPerSecond = standardTicksPerSecond;
}
void AStandardMeleeModifier::ModifierTick()
{
m_timer += m_tickRate;
if (m_timer >= maxTime)
{
ForceDestroy();
}
}
bool AStandardMeleeModifier::AddCount()
{
count++;
count%=maxCount;
m_timer = 0;
return count == 0;
}
//ADamageToManaModifier
ADamageToManaModifier::ADamageToManaModifier()
{
}
void ADamageToManaModifier::AfterDamage(int32 damage)
{
float addMultiplier = ScaleGraphCurve(multiplier);
target->AddMana(damage * addMultiplier);
}

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#pragma once
#include "Abilities/Modifier.h"
#include "ScalingGraph.h"
#include "NativeModifiers.generated.h"
// Increase/Decrease movement speed
UCLASS()
class UNREALPROJECT_API ASpeedModifier : public AModifier
{
GENERATED_BODY()
public:
ASpeedModifier();
virtual void ModifyCharacter();
//adjusts the movementspeed of the character
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta=(ExposeOnSpawn), Category = "Modifier")
float speedMultiplier;
};
// Health Regen over time
UCLASS()
class UNREALPROJECT_API ARegenModifier : public AModifier
{
GENERATED_BODY()
public:
ARegenModifier();
virtual void ModifierTick() override;
virtual bool ShouldBeRemoved() const override;
//the ammount of regen per tick (5 ticks per second)
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta=(ExposeOnSpawn), Category = "Modifier")
float regenPerTick = 5.0f;
//the total ammount of time the modifier should tick
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta=(ExposeOnSpawn), Category = "Modifier")
float regenTime;
private:
FVector m_pos;
float m_noDamageTime = 5.0f;
};
// Mana regen over time
UCLASS()
class UNREALPROJECT_API AManaRegenModifier : public AModifier
{
GENERATED_BODY()
public:
AManaRegenModifier();
virtual void ModifierTick() override;
virtual bool ShouldBeRemoved() const override;
//the ammount of mana per tick (20 ticks per second)
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta=(ExposeOnSpawn), Category = "Modifier")
float regenPerTick;
};
// Damage over time
UCLASS()
class UNREALPROJECT_API ADOTModifier : public AModifier
{
GENERATED_BODY()
public:
ADOTModifier();
virtual void ModifierTick() override;
//damage per tick (3 ticks per second)
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta=(ExposeOnSpawn), Category = "Modifier")
float damagePerTick = 5.0f;
};
// Attack speed multiplier that scales with ability power
UCLASS()
class UNREALPROJECT_API AAttackSpeedModifier : public AModifier
{
GENERATED_BODY()
public:
AAttackSpeedModifier();
virtual void ModifyCharacter();
//adjusts the attack speed of the character
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta=(ExposeOnSpawn), Category = "Modifier")
UCurveFloat* scalingGraph;
};
// Attack speed multiplier
UCLASS()
class UNREALPROJECT_API AAttackSpeedModifierConstant : public AModifier
{
GENERATED_BODY()
public:
AAttackSpeedModifierConstant();
virtual void ModifyCharacter();
bool ShouldBeRemoved() const override;
//adjusts the attack speed of the character
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
float attackSpeedMultiplier;
};
// Cooldown reduction
UCLASS()
class UNREALPROJECT_API ACooldownReductionModifier : public AModifier
{
GENERATED_BODY()
public:
ACooldownReductionModifier();
virtual void ModifyCharacter();
//adjusts the cooldown of every ability of the character, except for that standard attack
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta=(ExposeOnSpawn), Category = "Modifier")
UCurveFloat* scalingGraph;
};
// Increase/Decrease Damage (multiplier)
UCLASS()
class UNREALPROJECT_API AADModifier : public AModifier
{
GENERATED_BODY()
public:
AADModifier();
virtual void ModifyCharacter() override;
//adjusts the damage of the standard attack
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* scalingGraph;
};
// Increase/Decrease magic Damage (multiplier)
UCLASS()
class UNREALPROJECT_API AAPModifier : public AModifier
{
GENERATED_BODY()
public:
AAPModifier();
virtual void ModifyCharacter() override;
//adjusts the damage of all abilities of the character except for the standard attack
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* scalingGraph;
};
// Increase/Decrease max health
UCLASS()
class UNREALPROJECT_API AMaxHealthModifier : public AModifier
{
GENERATED_BODY()
public:
AMaxHealthModifier();
virtual void ModifyCharacter();
//adjusts the max health of the character
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* scalingGraph;
};
// Increase/Decrease max health with a int32
UCLASS()
class UNREALPROJECT_API AConstMaxHealthModifier : public AModifier
{
GENERATED_BODY()
public:
AConstMaxHealthModifier();
virtual void ModifyCharacter();
//adjusts the max health of the character
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
int32 add;
};
// Increase/Decrease blocked mana
UCLASS()
class UNREALPROJECT_API ABlockManaModifier : public AModifier
{
GENERATED_BODY()
public:
ABlockManaModifier();
virtual void ModifyCharacter() override;
// mana blocked
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta=(ExposeOnSpawn), Category = "Modifier")
int32 Mana;
};
// Mana over time cost with a curve
UCLASS()
class UNREALPROJECT_API AManaDrainCurveModifier : public AModifier
{
GENERATED_BODY()
public:
AManaDrainCurveModifier();
virtual void ModifierTick() override;
//mana drained per tick (20 ticks per second)
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta=(ExposeOnSpawn), Category = "Modifier")
UCurveFloat* ManaPerTick;
};
// Mana over time cost
UCLASS()
class UNREALPROJECT_API AManaDrainModifier : public AModifier
{
GENERATED_BODY()
public:
AManaDrainModifier();
virtual void ModifierTick() override;
//mana drained per tick (20 ticks per second)
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
float ManaPerTick;
};
// Heal health 1 time
UCLASS()
class UNREALPROJECT_API AHealModifier : public AModifier
{
GENERATED_BODY()
public:
AHealModifier();
virtual void ModifierTick() override;
virtual bool ShouldBeRemoved() const override;
//the ammount of health that is healed
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta=(ExposeOnSpawn), Category = "Modifier")
float health;
private:
bool m_shouldBeRemoved = false;
};
// Stun
UCLASS()
class UNREALPROJECT_API AStunModifier : public AModifier
{
GENERATED_BODY()
public:
AStunModifier();
virtual void ModifierStart() override;
virtual void ModifierEnd() override;
virtual void ModifierTick() override;
virtual void ModifyCharacter() override;
};
// Stun
UCLASS()
class UNREALPROJECT_API ASilenceModifier : public AModifier
{
GENERATED_BODY()
public:
ASilenceModifier();
virtual void ModifierStart() override;
virtual void ModifierEnd() override;
};
// Damage taken multiplier (only meant for bosses, will not work with a timer)
UCLASS()
class UNREALPROJECT_API ADamageTakenModifier : public AModifier
{
GENERATED_BODY()
public:
ADamageTakenModifier();
virtual void ModifyCharacter() override;
virtual bool ShouldBeRemoved() const override;
//adjusts the damage taken.
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta=(ExposeOnSpawn), Category = "Modifier")
float damageTakenMultiplier;
};
//gives invisibility on the minimap with set breaks DEPRECATED
UCLASS()
class UNREALPROJECT_API AVisibilityModifier : public AModifier
{
GENERATED_BODY()
public:
AVisibilityModifier();
virtual void ModifierTick() override;
virtual bool ShouldBeRemoved() const override;
//DEPRECATED
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
float visibleBreak = 5.0f;
//DEPRECATED
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
float visibleTime = 1.0f;
private:
float m_timer;
bool m_visible;
};
//gives a chance at healing instead of damage if the blow is the killing blow
UCLASS()
class UNREALPROJECT_API ADodgeDeathModifier : public AModifier
{
GENERATED_BODY()
float m_timer;
public:
ADodgeDeathModifier();
virtual bool ShouldBeRemoved() const override;
virtual void ModifierTick() override;
//the chance between 0 and 1 and the effect will be proced
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* dodgeChance;
//the ammount of health that is healed on the effect
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* heal;
//the cooldown for the dodgedeath in seconds
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* cooldown;
virtual bool OnDamage(int32& damage, ANetworkCharacter* damageDealer) override;
};
//ignores a part of the enemy armor on all abilities
UCLASS()
class UNREALPROJECT_API AArmorIgnoreModifier : public AModifier
{
GENERATED_BODY()
public:
AArmorIgnoreModifier();
virtual void ModifyCharacter();
//the ammount of armor that is ignored (between 0 and 1)
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* scalingGraph;
};
//gives a chance at healing instead of damage if the blow is the killing blow
UCLASS()
class UNREALPROJECT_API ABeserkModifier : public AModifier
{
GENERATED_BODY()
public:
ABeserkModifier();
virtual bool ShouldBeRemoved() const override;
//the threshhold (between 0 and 1) where the effect will be proced
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* healthThreshold;
//adjusts the attackspeed
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* attackSpeedMultiplier;
void m_Start();
virtual void ModifierTick() override;
private:
bool m_active;
bool m_hasToActivate;
class AAttackSpeedModifierConstant* m_ASModifier;
virtual void AfterDamage(int32 damage) override;
};
// Increase/Decrease Damage (multiplier)
UCLASS()
class UNREALPROJECT_API AArmorReductionModifier : public AModifier
{
GENERATED_BODY()
public:
AArmorReductionModifier();
virtual void ModifyCharacter() override;
//adjusts the armor
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
float armorReduction;
};
//regens health Per Tick
UCLASS()
class UNREALPROJECT_API AHealthRegenModifier : public AModifier
{
GENERATED_BODY()
public:
AHealthRegenModifier();
//the ammount of health that is regened per tick (20 ticks per second)
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* scalingGraph;
virtual void ModifierTick() override;
};
//deals DOT on a standard attack
UCLASS()
class UNREALPROJECT_API AOnStandardAttackDOTModifier : public AModifier
{
GENERATED_BODY()
private:
float m_cooldownTimer;
public:
AOnStandardAttackDOTModifier();
//damage per tick on standard attack hit(3 ticks per second)
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* damagePerTick;
//the cooldown of the effect
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* cooldown;
//the duration of the effect( of the DOT)
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* damageDuration;
virtual void ModifierTick() override;
virtual void OnStandardAttack(ANetworkCharacter* targetcharacter) override;
};
//returns a part of the damage
UCLASS()
class UNREALPROJECT_API AReturnDamageModifier : public AModifier
{
GENERATED_BODY()
public:
AReturnDamageModifier();
//chance between 0 and 1 of procing the effect
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* scalingGraph;
virtual bool OnDamage(int32& damage, ANetworkCharacter* damageDealer) override;
};
//redirects a part of the damage to the ally
UCLASS()
class UNREALPROJECT_API ARedirectDamageModifier : public AModifier
{
GENERATED_BODY()
public:
ARedirectDamageModifier();
//chance between 0 and 1, the ammount that is being redirected (how much goes from the ally to the player
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* redirectScalingGraph;
//chance between 0 and 1, the ammount of what is redirected that is being absorbed
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* absorbScalingGraph;
UFUNCTION(BlueprintImplementableEvent, Category = "Modifier")
void DamageEvent();
virtual bool OnDamage(int32& damage, ANetworkCharacter* damageDealer);
};
//increases attack damage of ally based on missing health
UCLASS()
class UNREALPROJECT_API ATrustModifier : public AModifier
{
GENERATED_BODY()
public:
ATrustModifier();
virtual void ModifierTick() override;
virtual void ModifyCharacter() override;
//the ammount of damage the ally gets multiplied by the normalised value of the missing health
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* damageScalingGraph;
};
//increases armor
UCLASS()
class UNREALPROJECT_API AArmorIncreaseModifier : public AModifier
{
GENERATED_BODY()
public:
AArmorIncreaseModifier();
virtual void ModifyCharacter();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* armorScalingGraph;
};
//increases attack damage of ally based on missing health
UCLASS()
class UNREALPROJECT_API AMoveToModifier : public AModifier
{
GENERATED_BODY()
public:
AMoveToModifier();
virtual void ModifierStart();
virtual void ModifierTick() override;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
FVector targetPos;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
float moveTime;
private:
FVector m_movePerTick;
};
//increases attack damage of ally based on missing health
UCLASS()
class UNREALPROJECT_API AHealthRegenPercentageModifier : public AModifier
{
GENERATED_BODY()
public:
AHealthRegenPercentageModifier();
//normalised percentage (0-1)
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* scalingGraph;
virtual void ModifierTick() override;
};
//increases mana regen multiplier
UCLASS()
class UNREALPROJECT_API AManaRegenMultiplierModifier : public AModifier
{
GENERATED_BODY()
public:
AManaRegenMultiplierModifier();
virtual void ModifyCharacter();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* manaRegenMultiplierScalingGraph;
};
//increases mana regen multiplier
UCLASS()
class UNREALPROJECT_API AManaCostMultiplierModifier : public AModifier
{
GENERATED_BODY()
public:
AManaCostMultiplierModifier();
virtual void ModifyCharacter();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* manaCostMultiplierScalingGraph;
};
//debuffs positive effects
UCLASS()
class UNREALPROJECT_API AEffectMultiplierModifier : public AModifier
{
GENERATED_BODY()
public:
AEffectMultiplierModifier();
virtual void ModifyCharacter();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
bool positive;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* effectMultiplierScalingGraph;
};
//debuffs positive effects
UCLASS()
class UNREALPROJECT_API ACastingMovementSpeedMultiplierModifier : public AModifier
{
GENERATED_BODY()
public:
ACastingMovementSpeedMultiplierModifier();
virtual void ModifyCharacter();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* movementSpeedMultiplierScalingGraph;
};
// deals more damage depending on the enemies hp (black/white threshhold)
UCLASS()
class UNREALPROJECT_API AReaperModifier : public AModifier
{
GENERATED_BODY()
public:
AReaperModifier();
virtual bool OnDealDamage(int32& damage, ANetworkCharacter* damageTaker) override;
//true == more damage when current health is less than threshhold false == more damage when current health is more than threshhold
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
bool smaller;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* damagemultiplier;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* threshhold;
};
//increases/decreases magic damage
UCLASS()
class UNREALPROJECT_API AMagicDamageMultiplierModifier : public AModifier
{
GENERATED_BODY()
public:
AMagicDamageMultiplierModifier();
virtual void ModifyCharacter();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* magicDamageMultiplierScalingGraph;
};
//increases/decreases magic damage
UCLASS()
class UNREALPROJECT_API AStandardMeleeModifier : public AModifier
{
GENERATED_BODY()
float m_timer;
public:
virtual void ModifierTick() override;
AStandardMeleeModifier();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
float maxTime;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
int32 maxCount;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Modifier")
int32 count;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
int32 team;
UFUNCTION(BlueprintCallable, Category = "Modifier")
bool AddCount();
};
//converts damage recieved to mana
UCLASS()
class UNREALPROJECT_API ADamageToManaModifier : public AModifier
{
GENERATED_BODY()
public:
ADamageToManaModifier();
//the threshhold (between 0 and 1) where the effect will be proced
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, meta = (ExposeOnSpawn), Category = "Modifier")
UCurveFloat* multiplier;
private:
virtual void AfterDamage(int32 damage) override;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "AbilityInfo.h"
#include "NetworkCharacter.h"
#include "PreCastAbilityEventGroup.h"
void APreCastAbilityEventGroup::BeginPlay()
{
check(Role == ROLE_Authority);
Super::BeginPlay();
if (!character || character->IsActorBeingDestroyed())
{
Destroy();
}
else
{
// Handle the destruction of the caster
character->OnDestroyed.AddDynamic(this, &APreCastAbilityEventGroup::m_OnCharacterDestroyed);
}
}
void APreCastAbilityEventGroup::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
check(Role == ROLE_Authority);
if (EndPlayReason == EEndPlayReason::Destroyed)
{
Super::EndPlay(EndPlayReason);
StartAbility();
}
}
void APreCastAbilityEventGroup::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (IsPendingKill())
return;
}
void APreCastAbilityEventGroup::m_OnCharacterDestroyed()
{
Destroy();
}
void APreCastAbilityEventGroup::StartAbility()
{
character->m_CastAbility_Server(abilityInfo);
Destroy();
}
APreCastAbilityEventGroup* APreCastAbilityEventGroup::InitPreCast(UAbilityInfo* info, ANetworkCharacter* character)
{
UWorld* world = character->GetWorld();
check(world);
APreCastAbilityEventGroup* group = world->SpawnActorDeferred<APreCastAbilityEventGroup>(info->precastEvent, FTransform::Identity);
group->character = character;
//group->abilityState = character->GetAbilityState(info);
group->abilityInfo = info;
UGameplayStatics::FinishSpawningActor(group, FTransform::Identity);
return group;
}

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// Project Lab - NHTV Igad
#pragma once
#include "Abilities/DealDamageProxy.h"
#include "PreCastAbilityEventGroup.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API APreCastAbilityEventGroup : public ADealDamageProxy
{
GENERATED_BODY()
public:
virtual void BeginPlay() override final;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason);
virtual void Tick(float DeltaSeconds) override final;
void StartAbility();
static APreCastAbilityEventGroup* InitPreCast(UAbilityInfo* info, ANetworkCharacter* character);
private:
UFUNCTION()
void m_OnCharacterDestroyed();
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "NetworkCharacter.h"
#include "ProjectileBase.h"
#include "BlueprintAbilityLibrary.h"
#include "AbilityTriggerBase.h"
AProjectileBase::AProjectileBase()
{
m_finishTimer = 0.0f;
m_fixedTimer = 0.0f;
maxDistance = 1000.0f;
distanceTraveled = 0.0f;
keepAliveAfterFinish = 1.0f;
filter = EAbilityFilter::EnemyAll;
m_finished = false;
//server client replication
bReplicateMovement = true;
bReplicates = true;
bAlwaysRelevant = true;
PrimaryActorTick.bCanEverTick = true;
}
void AProjectileBase::BeginPlay()
{
// Get collider component
collider = Cast<UPrimitiveComponent>(GetRootComponent());
if(!collider)
{
GWERROR(L"Projectile does not have a collider root!");
Destroy();
return;
}
if(Role != ROLE_Authority)
{
collider->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
else
{
collider->OnComponentHit.AddDynamic(this, &AProjectileBase::m_OnHit);
collider->OnComponentBeginOverlap.AddDynamic(this, &AProjectileBase::m_OnOverlapBegin);
// collider->SetCollisionProfileName("Projectiles");
}
Super::BeginPlay();
}
void AProjectileBase::NativeFixedProjectileTick(float DeltaTime)
{
FixedProjectileTick(DeltaTime);
}
//call this in inherited classes, will call move
void AProjectileBase::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Fixed timestep for projectiles
m_fixedTimer += DeltaTime;
FVector startPos = GetActorLocation();
const float delta = 1.0f / 60.0f;
while(m_fixedTimer >= delta)
{
NativeFixedProjectileTick(delta);
if (autoMove)
{
NativeMove(DeltaTime);
FVector newLocation = GetActorLocation();
FVector movedVector = newLocation - startPos;
startPos = newLocation;
distanceTraveled += movedVector.Size();
}
if (distanceTraveled > maxDistance)
{
Finish();
break;
}
m_fixedTimer -= delta;
}
if(m_finished && autoDestroy)
{
if((m_finishTimer -= DeltaTime) <= 0.0f)
{
Destroy();
}
}
}
void AProjectileBase::m_OnOverlapBegin(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
ANetworkCharacter* netChar = Cast<ANetworkCharacter>(OtherActor);
if(netChar && ULib::CheckAbilityFilter(filter, character, netChar))
{
OnProjectileHit(netChar);
}
}
void AProjectileBase::m_OnHit(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
{
Finish();
}
void AProjectileBase::Finish_Implementation()
{
if(!m_finished)
{
if(Role == ROLE_Authority)
{
NativeServerOnFinish();
}
NativeOnProjectileFinished();
if(collider)
collider->SetCollisionEnabled(ECollisionEnabled::NoCollision);
m_finishTimer = keepAliveAfterFinish;
m_finished = true;
}
}
void AProjectileBase::FixedProjectileTick_Implementation(float DeltaTime)
{
}
void AProjectileBase::OnProjectileHit_Implementation(ANetworkCharacter* character)
{
NativeOnProjectileHit(character);
}
void AProjectileBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME_CONDITION(AProjectileBase, speed, COND_InitialOnly);
DOREPLIFETIME_CONDITION(AProjectileBase, filter, COND_InitialOnly);
DOREPLIFETIME_CONDITION(AProjectileBase, maxDistance, COND_InitialOnly);
DOREPLIFETIME_CONDITION(AProjectileBase, autoMove, COND_InitialOnly);
DOREPLIFETIME_CONDITION(AProjectileBase, autoDestroy, COND_InitialOnly);
}
void AProjectileBase::Move(float DeltaTime)
{
NativeMove(DeltaTime);
}
void AProjectileBase::NativeMove(float DeltaTime)
{
//moves with sweep to get collision
float distance = speed * DeltaTime;
AddActorWorldOffset(GetActorForwardVector() * distance,true);
}
void AProjectileBase::OnProjectileFinished_Implementation()
{
}
void AProjectileBase::NativeOnProjectileFinished()
{
OnProjectileFinished();
}
void AProjectileBase::NativeOnProjectileHit(ANetworkCharacter* hitCharacter)
{
}
void AProjectileBase::NativeServerOnFinish()
{
ServerOnFinish();
}

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// Project Lab - NHTV Igad
#pragma once
#include "DealDamageProxy.h"
#include "ProjectileBase.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API AProjectileBase : public ADealDamageProxy
{
GENERATED_BODY()
public:
AProjectileBase();
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
UFUNCTION(BlueprintNativeEvent, Category = "Projectile")
void FixedProjectileTick(float DeltaTime);
virtual void NativeFixedProjectileTick(float DeltaTime);
UFUNCTION(BlueprintCallable, Category = "Projectile")
void Move(float DeltaTime);
virtual void NativeMove(float DeltaTime);
UFUNCTION(BlueprintCallable, Category = "Projectile")
bool IsFinished() const { return m_finished; }
UFUNCTION(BlueprintNativeEvent, Category = "Projectile")
void OnProjectileFinished();
virtual void NativeOnProjectileFinished();
UFUNCTION(BlueprintNativeEvent, Category = "Projectile")
void OnProjectileHit(ANetworkCharacter* hitCharacter);
virtual void NativeOnProjectileHit(ANetworkCharacter* hitCharacter);
virtual void NativeServerOnFinish();
UFUNCTION(BlueprintImplementableEvent, Category = "Project")
void ServerOnFinish();
// Transfers projectile to the finished state, disabling collision, but still updating ticks
UFUNCTION(BlueprintCallable, NetMulticast, Reliable, Category = "Projectile")
void Finish();
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Replicated, Category = "Projectile", meta = (ExposeOnSpawn))
float speed;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Replicated, Category = "Projectile", meta = (ExposeOnSpawn))
EAbilityFilter filter;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Replicated, Category = "Projectile", meta = (ExposeOnSpawn))
float maxDistance;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Replicated, Category = "Projectile", meta = (ExposeOnSpawn))
bool autoMove = true;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Replicated, Category = "Projectile", meta = (ExposeOnSpawn))
bool autoDestroy = true;
UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Projectile")
float distanceTraveled;
UPROPERTY(BlueprintReadOnly, EditDefaultsOnly, Category = "Projectile")
float keepAliveAfterFinish;
UPROPERTY(BlueprintReadOnly, Category = "Projectile")
UPrimitiveComponent* collider;
protected:
// Internal event handlers
UFUNCTION()
void m_OnOverlapBegin(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
UFUNCTION()
void m_OnHit(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
bool m_finished;
float m_finishTimer;
float m_fixedTimer;
};

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#pragma once
#include "ScalingGraph.Generated.h"
UCLASS()
class ULevelScaleLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Scaling Graph")
static float ScaleGraphCurveFloat(float in, const UCurveFloat* val);
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "NetworkCharacter.h"
#include "SpiralProjectile.h"
#define SPIRALTIMESTEP (0.02f)
void ASpiralProjectile::BeginPlay()
{
Super::BeginPlay();
if (Role != ROLE_Authority)
return;
// Set the rotation of the projectile so that it is facing away from the caster.
SetActorRotation(FRotator((this->GetActorLocation() - character->GetActorLocation()).Rotation()));
m_elapsedTime = 0;
}
void ASpiralProjectile::NativeMove(float DeltaTime)
{
m_elapsedTime += DeltaTime;
// Fixed update
while (m_elapsedTime >= SPIRALTIMESTEP)
{
m_elapsedTime -= SPIRALTIMESTEP;
float distance = speed * SPIRALTIMESTEP;
// Rotate the projectile according to how far it has traveled.
FRotator rotation = FRotator(0, distance * 0.25f, 0);
AddActorWorldRotation(rotation);
// Move the projectile forwards.
AddActorWorldOffset(GetActorForwardVector() * (distance * 2), true);
}
}

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// Project Lab - NHTV Igad
#pragma once
#include "ProjectileBase.h"
#include "SpiralProjectile.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API ASpiralProjectile : public AProjectileBase
{
GENERATED_BODY()
public:
virtual void BeginPlay() override;
virtual void NativeMove(float DeltaTime) override;
private:
float m_elapsedTime;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "TrailActor.h"
ATrailActor::ATrailActor()
{
}
void ATrailActor::BeginPlay()
{
Super::BeginPlay();
}
void ATrailActor::DynamicDestroy()
{
Destroy();
}
void ATrailActor::DynamicAdd()
{
GetOwner()->OnDestroyed.AddDynamic(this, &ATrailActor::DynamicDestroy);
}

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// Project Lab - NHTV Igad
#pragma once
#include "GameFramework/Actor.h"
#include "TrailActor.generated.h"
UCLASS()
class UNREALPROJECT_API ATrailActor : public AActor
{
GENERATED_BODY()
public:
ATrailActor();
virtual void BeginPlay() override;
UFUNCTION()
void DynamicDestroy();
void DynamicAdd();
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "TrailTrigger.h"
#include "Networkcharacter.h"
#include "TrailActor.h"
#include "Effect.h"
#include "EffectFunctionLibrary.h"
ATrailTrigger::ATrailTrigger()
{
}
void ATrailTrigger::BeginPlay()
{
Super::BeginPlay();
if (Role == ROLE_Authority)
{
if (character == NULL)
{
FERROR("m_character is NULL");
Destroy();
return;
}
m_lastPos = character->GetActorLocation();
SpawnTrail(FVector(0, 0, 0), true);
}
}
void ATrailTrigger::SpawnTrail(FVector offset, bool first)
{
m_lastPos += offset;
UCapsuleComponent* newobject = NewObject<UCapsuleComponent>(this);
newobject->SetCollisionProfileName(TEXT("Triggers"));
newobject->SetCapsuleRadius(colliderRadius, false);
newobject->SetCapsuleHalfHeight(500, false);
newobject->SetWorldLocation(m_lastPos);
newobject->OnComponentBeginOverlap.AddDynamic(this, &AAbilityTriggerBase::OnOverlapBegin);
newobject->OnComponentEndOverlap.AddDynamic(this, &AAbilityTriggerBase::OnOverlapEnd);
newobject->RegisterComponent();
if(first)
RootComponent = newobject;
FTransform effectTransform;
effectTransform.SetTranslation(m_lastPos);
effectTransform.SetRotation(character->GetActorRotation().Quaternion());
UEffectFunctionLibrary::CreateEffectAt(this, trailEffectClass, effectTransform,0.0f,lifeTime);
//ATrailActor* newTrailActor = GetWorld()->SpawnActor<ATrailActor>(trailActors);
//if (newTrailActor == nullptr)
// return;6
//newTrailActor->SetActorLocation(m_lastPos);
//newTrailActor->SetOwner(this);
//newTrailActor->DynamicAdd();
}
void ATrailTrigger::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (Role != ROLE_Authority || !IsValid(this))
return;
if (colliderSpawnDistance == 0)
{
FERROR("colliderSpawnDistance == 0");
return;
}
//m_timer += DeltaTime;
if ( !character ) return;
FVector distvec = character->GetActorLocation() - m_lastPos;
distvec.Z = 0;
float dist = distvec.Size();
m_totalTimer += DeltaTime;
lifeTime -= DeltaTime;
if (lifeTime < 0)
{
Destroy();
return;
}
if (m_totalTimer > totalSpawnTime)
{
return;
}
while (dist > colliderSpawnDistance)
{
UCapsuleComponent* newobject = NewObject<UCapsuleComponent>(this);
distvec.Normalize();
dist -= colliderSpawnDistance;
SpawnTrail(distvec *colliderSpawnDistance);
}
}

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// Project Lab - NHTV Igad
#pragma once
#include "Abilities/AbilityTriggerBase.h"
#include "TrailTrigger.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API ATrailTrigger : public AAbilityTriggerBase
{
GENERATED_BODY()
public:
virtual void BeginPlay() override;
ATrailTrigger();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger", meta = (ClampMin = "0", UIMin = "0"))
float totalSpawnTime = 1.5f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger", meta = (ClampMin = "0", UIMin = "0"))
float lifeTime = 5.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger", meta = (ClampMin = "0", UIMin = "0"))
float colliderSpawnDistance = 50.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger", meta = (ClampMin = "0", UIMin = "0"))
float colliderRadius = 50.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Trigger", meta = (ClampMin = "0", UIMin = "0"))
TSubclassOf<class AEffect> trailEffectClass;
virtual void Tick(float DeltaSeconds) override;
private:
void SpawnTrail(FVector offset, bool first = false);
float m_tickTimer = 0.0f;
FVector m_lastPos;
float m_totalTimer = 0.0f;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "poisonAuraTrigger.h"
#include "NetworkCharacter.h"
#include "NativeModifiers.h"
#include "Modifier.h"
ApoisonAuraTrigger::ApoisonAuraTrigger()
{
}
void ApoisonAuraTrigger::BeginPlay()
{
Super::BeginPlay();
}
void ApoisonAuraTrigger::Tick(float deltaTime)
{
Super::Tick(deltaTime);
}
void ApoisonAuraTrigger::HitEvent(ANetworkCharacter* otherActor)
{
ModifierManager* manager = otherActor->GetModifierManager();
if (playerMap.Find(otherActor) == nullptr)
{
RERROR("2 modifiers in the intimidatin aura");
}
if (manager)
{
ADOTModifier* ASModifier = GetWorld()->SpawnActor<ADOTModifier>();
ASModifier->lifeTime = 0;
ASModifier->damagePerTick = damage;
ASModifier->target = otherActor;
manager->AddModifier(ASModifier);
playerMap.Add(otherActor, ASModifier);
}
return Super::HitEvent(otherActor);
}
void ApoisonAuraTrigger::LeaveEvent(ANetworkCharacter* otherActor)
{
auto it = playerMap.Find(otherActor);
if (it == nullptr)
return Super::LeaveEvent(otherActor);
(*it)->ForceDestroy();
playerMap.Remove(otherActor);
return Super::LeaveEvent(otherActor);
}

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// Project Lab - NHTV Igad
#pragma once
#include <map>
#include "Abilities/ConeTrigger.h"
#include "poisonAuraTrigger.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API ApoisonAuraTrigger : public AConeTrigger
{
GENERATED_BODY()
public:
ApoisonAuraTrigger();
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
virtual void HitEvent(class ANetworkCharacter* otherActor)override;
virtual void LeaveEvent(class ANetworkCharacter* otherActor)override;
UPROPERTY()
TMap<class ANetworkCharacter*, class AModifier* > playerMap;
UPROPERTY(meta = (ExposeOnSpawn), BlueprintReadWrite)
float damage;
};

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#include "UnrealProject.h"
#include "AnimationProxy.h"
bool FMainAnimProxy::Evaluate(FPoseContext& pose)
{
// Evalueate the animation pose according to the blueprint
if(GetRootNode() != NULL)
{
GetRootNode()->Evaluate(pose);
}
// Now set bone scales for character customizations
SetBoneScale(boneNames[0], FVector(charCustomization.headScale), pose);
SetBoneScale(boneNames[1], FVector(1, charCustomization.legThicknessYScale, charCustomization.legThicknessZScale), pose);
SetBoneScale(boneNames[2], FVector(1, charCustomization.legThicknessYScale, charCustomization.legThicknessZScale), pose);
SetBoneScale(boneNames[3], FVector(charCustomization.leftArmScale), pose);
SetBoneScale(boneNames[4], FVector(charCustomization.rightArmScale), pose);
SetBoneScale(boneNames[5], FVector(charCustomization.torsoScale), pose);
SetBoneScale(boneNames[6], FVector(charCustomization.overallScale), pose);
return true;
}
void FMainAnimProxy::SetBoneScale(const FName boneName, const FVector scale, FPoseContext& pose)
{
int32 boneIndex = this->GetSkelMeshComponent()->GetBoneIndex(boneName);
// Check if bone is in the skeleton.
if(boneIndex != INDEX_NONE)
{
FTransform& boneTransform = pose.Pose[FCompactPoseBoneIndex(boneIndex)];
boneTransform.SetScale3D(scale);
}
}

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#pragma once
#include "Animation/AnimInstanceProxy.h"
#include "PlayerSetupState.h"
// Animation instance proxy that sets bone scales for character customizations
// This animation proxy just calculates the animation blueprint's pose and then applies bone scaled to them based on character customizations
struct FMainAnimProxy : FAnimInstanceProxy
{
// The parent animation
FCharacterCustomization charCustomization;
// Head
// Thigh L
// Thigh R
// UpperArm L
// UpperArm R
// Root
FName boneNames[7];
virtual bool Evaluate(FPoseContext& pose) override;
void SetBoneScale(const FName boneName, const FVector scale, FPoseContext& pose);
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "BTTaskNodeClimb.h"
#include "EnemyAIController.h"
#include "BehaviorTree/BehaviorTree.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "BehaviorTree/Blackboard/BlackboardKeyType_Object.h"
#include "BehaviorTree/Blackboard/BlackboardKeyType_Vector.h"
UBTTaskNodeClimb::UBTTaskNodeClimb()
{
NodeName = "Climb";
bNotifyTick = true;
// accept only actors and vectors
BlackboardKey.AddObjectFilter(this, GET_MEMBER_NAME_CHECKED(UBTTaskNodeClimb, BlackboardKey), AActor::StaticClass());
BlackboardKey.AddVectorFilter(this, GET_MEMBER_NAME_CHECKED(UBTTaskNodeClimb, BlackboardKey));
directionKey.AddVectorFilter(this, GET_MEMBER_NAME_CHECKED(UBTTaskNodeClimb, directionKey));
directionKey.AddObjectFilter(this, GET_MEMBER_NAME_CHECKED(UBTTaskNodeClimb, directionKey), AActor::StaticClass());
}
void UBTTaskNodeClimb::InitializeFromAsset(UBehaviorTree& Asset)
{
Super::InitializeFromAsset(Asset);
UBlackboardData &BBAsset = *GetBlackboardAsset();
BlackboardKey.ResolveSelectedKey(BBAsset);
directionKey.ResolveSelectedKey(BBAsset);
}
EBTNodeResult::Type UBTTaskNodeClimb::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
EBTNodeResult::Type NodeResult = EBTNodeResult::InProgress;
NodeResult = PeformClimbTask(OwnerComp, NodeMemory);
return NodeResult;
}
EBTNodeResult::Type UBTTaskNodeClimb::PeformClimbTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
const UBlackboardComponent* MyBlackboard = OwnerComp.GetBlackboardComponent();
AAIController* MyController = OwnerComp.GetAIOwner();
AEnemyAIController* cont = Cast<AEnemyAIController>(OwnerComp.GetAIOwner());
EBTNodeResult::Type NodeResult = EBTNodeResult::Failed;
if (cont && MyBlackboard)
{
const FVector TargetLocation = MyBlackboard->GetValue<UBlackboardKeyType_Vector>(BlackboardKey.GetSelectedKeyID());
FVector TargetDirection = FVector::ZeroVector;
MyBlackboard->GetLocationFromEntry(directionKey.GetSelectedKeyID(), TargetDirection);
if (cont->VerticleMoveTo(TargetLocation, TargetDirection,AcceptableRadius ))
{
NodeResult = EBTNodeResult::Succeeded;
}
else NodeResult = EBTNodeResult::InProgress;
}
return NodeResult;
}
void UBTTaskNodeClimb::TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
const EBTNodeResult::Type NodeResult = PeformClimbTask(OwnerComp, NodeMemory);
if (NodeResult != EBTNodeResult::InProgress)
{
FinishLatentTask(OwnerComp, NodeResult);
}
}

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// Project Lab - NHTV Igad
#pragma once
#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h"
#include "BTTaskNodeClimb.generated.h"
/**
*
*/
UCLASS(config = Game)
class UNREALPROJECT_API UBTTaskNodeClimb : public UBTTaskNode
{
GENERATED_BODY()
public :
UPROPERTY(config, Category = Node, EditAnywhere, meta = (ClampMin = "0.0"))
float AcceptableRadius;
FName GetSelectedBlackboardKey() const;
UBTTaskNodeClimb();
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
virtual void InitializeFromAsset(UBehaviorTree& Asset) override;
UPROPERTY(EditAnywhere, Category = Blackboard)
FBlackboardKeySelector directionKey;
UPROPERTY(EditAnywhere, Category = Blackboard)
FBlackboardKeySelector BlackboardKey;
protected:
EBTNodeResult::Type PeformClimbTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory);
};
FORCEINLINE FName UBTTaskNodeClimb::GetSelectedBlackboardKey() const
{
return directionKey.SelectedKeyName;
}

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "BTTaskNodeJumpFence.h"
#include "EnemyAIController.h"
#include "BehaviorTree/BehaviorTree.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "BehaviorTree/Blackboard/BlackboardKeyType_Object.h"
#include "BehaviorTree/Blackboard/BlackboardKeyType_Vector.h"
UBTTaskNodeJumpFence::UBTTaskNodeJumpFence()
{
NodeName = "Jump Fence";
bNotifyTick = true;
BlackboardKey.AddObjectFilter(this, GET_MEMBER_NAME_CHECKED(UBTTaskNodeJumpFence, BlackboardKey), AActor::StaticClass());
BlackboardKey.AddVectorFilter(this, GET_MEMBER_NAME_CHECKED(UBTTaskNodeJumpFence, BlackboardKey));
}
void UBTTaskNodeJumpFence::InitializeFromAsset(UBehaviorTree& asset)
{
Super::InitializeFromAsset(asset);
UBlackboardData& BBAsset = *GetBlackboardAsset();
BlackboardKey.ResolveSelectedKey(BBAsset);
}
EBTNodeResult::Type UBTTaskNodeJumpFence::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
EBTNodeResult::Type NodeResult = EBTNodeResult::InProgress;
NodeResult = PefromJumpFenceTask(OwnerComp, NodeMemory);
return NodeResult;
}
EBTNodeResult::Type UBTTaskNodeJumpFence::PefromJumpFenceTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
const UBlackboardComponent* MyBlackboard = OwnerComp.GetBlackboardComponent();
AAIController* MyController = OwnerComp.GetAIOwner();
AEnemyAIController* cont = Cast<AEnemyAIController>(OwnerComp.GetAIOwner());
EBTNodeResult::Type NodeResult = EBTNodeResult::Failed;
if (cont && MyBlackboard)
{
const FVector TargetLocation = MyBlackboard->GetValue<UBlackboardKeyType_Vector>(BlackboardKey.GetSelectedKeyID());
FVector TargetDirection = FVector::ZeroVector;
if (cont->JumpFence(TargetLocation))
{
NodeResult = EBTNodeResult::Succeeded;
}
else NodeResult = EBTNodeResult::InProgress;
}
return NodeResult;
}
void UBTTaskNodeJumpFence::TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
const EBTNodeResult::Type NodeResult = PefromJumpFenceTask(OwnerComp, NodeMemory);
if (NodeResult != EBTNodeResult::InProgress)
{
FinishLatentTask(OwnerComp, NodeResult);
}
}

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// Project Lab - NHTV Igad
#pragma once
#include "BehaviorTree/BTTaskNode.h"
#include "BTTaskNodeJumpFence.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API UBTTaskNodeJumpFence : public UBTTaskNode
{
GENERATED_BODY()
public:
UBTTaskNodeJumpFence();
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
virtual void TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds) override;
virtual void InitializeFromAsset(UBehaviorTree& Asset) override;
UPROPERTY(EditAnywhere, Category = Blackboard)
FBlackboardKeySelector BlackboardKey;
protected:
EBTNodeResult::Type PefromJumpFenceTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory);
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "EnemyAIController.h"
#include "EnemyBase.h"
#include "NetworkCharacter.h"
#include "Navigation/CrowdFollowingComponent.h"
#include "BehaviorTree/BehaviorTree.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "BehaviorTree/BehaviorTreeComponent.h"
#include "BehaviorTree/BlackBoard/BlackboardKeyAllTypes.h"
#include "DrawDebugHelpers.h"
AEnemyAIController::AEnemyAIController(const FObjectInitializer& PCIP)
//: Super(PCIP.SetDefaultSubobjectClass<UCrowdFollowingComponent>(TEXT("PathFollowingComponent")))
{
blackBoardComp = CreateDefaultSubobject<UBlackboardComponent>(FName("BlackBoardComp"));
behaviorTreeComp = CreateDefaultSubobject<UBehaviorTreeComponent>(FName("BehaviorTreeComp"));
climbSpeed = 1.0f;
}
void AEnemyAIController::Tick(float deltaTime)
{
Super::Tick(deltaTime);
}
void AEnemyAIController::Possess(APawn* pawn)
{
Super::Possess(pawn);
AEnemyBase* enemy = Cast<AEnemyBase>(pawn);
if (enemy &&enemy->treeBehavior)
{
if (!enemy->treeBehavior->BlackboardAsset)
{
RERROR("There is no blackboard asset in the behavior tree");
return;
}
blackBoardComp->InitializeBlackboard(*(enemy->treeBehavior->BlackboardAsset));
behaviorTreeComp->StartTree(*enemy->treeBehavior);
}
}
bool AEnemyAIController::VerticleMoveTo(FVector destination, FVector direction,float acceptRadius)
{
FVector location =GetPawn()->GetActorLocation();
FVector dest = destination;
dest -= location;
dest *= direction;
FVector newDest= dest;
float height = newDest.Size();
if (height < acceptRadius&&destination.Z <location.Z)
{
// GetCharacter()->GetCharacterMovement()->GravityScale = 1;
return true;
}
GetPawn()->SetActorLocation(FVector(location.X+(direction.X*10), location.Y+(direction.Y*10) , (location.Z)+(direction.Z*10)));
GetCharacter()->GetCharacterMovement()->GravityScale = 0;
return false;
}
bool AEnemyAIController::JumpFence(FVector destination)
{
TArray<FHitResult> result;
UNavigationSystem* navsys = UNavigationSystem::GetCurrent(GetWorld());
if (!navsys)
{
RERROR("There is no navigation system in the current level, please check if there is one or contact a developer!");
return false;
}
ANPCBase* character = Cast<ANPCBase>(GetPawn());
FVector direction;
FNavLocation navLocation;
character->SetActorEnableCollision(false);
DrawDebugLine(GetWorld(), GetPawn()->GetActorLocation(), GetPawn()->GetActorLocation() + GetActorUpVector()*-10000.0f, FColor(255, 0, 0),false, -1, 0, 12.333);
FCollisionQueryParams collisionParams;
collisionParams.AddIgnoredActor(this->GetPawn());
GetWorld()->LineTraceMultiByChannel(result, GetPawn()->GetActorLocation(), GetPawn()->GetActorLocation() + GetActorUpVector()*-10000.0f, ECollisionChannel::ECC_WorldStatic, collisionParams);
for (int i = 0; i < result.Num(); i++)
{
if(result[i].ImpactPoint!=GetPawn()->GetActorLocation())
{
if (!navsys->ProjectPointToNavigation(GetPawn()->GetActorLocation(), navLocation))
{
continue;
}
GetCharacter()->GetCharacterMovement()->GravityScale = 1;
SetBool(false,FName("ClimbKey"));
navsys->SimpleMoveToLocation(this,destination);
character->PlayNormalAnimation();
character->SetActorEnableCollision(true);
return true;
}
}
character->PlayFencAnimation();
direction = destination - GetPawn()->GetActorLocation();
direction.Normalize();
GetPawn()->SetActorLocation(GetPawn()->GetActorLocation()+(direction * 10));
return false;
}
void AEnemyAIController::BeginInactiveState()
{
Super::BeginInactiveState();
}
void AEnemyAIController::SetVector(FVector vector, FName name)
{
if (blackBoardComp)
{
blackBoardComp->SetValueAsVector(name, (vector));
}
}
void AEnemyAIController::SetBool(bool boolean, FName name)
{
if (blackBoardComp)
{
blackBoardComp->SetValueAsBool(name, (boolean));
}
}
void AEnemyAIController::SetTarget(ANetworkCharacter* player)
{
if (blackBoardComp)
{
blackBoardComp->SetValueAsObject((FName("Target")), (player));
}
}
ANetworkCharacter* AEnemyAIController::GetTarget()
{
if (blackBoardComp)
{
return Cast<ANetworkCharacter>(blackBoardComp->GetValue<UBlackboardKeyType_Object>(FName("Target")));
}
return nullptr;
}
FVector AEnemyAIController::GetLocationTarget()
{
if (blackBoardComp)
{
return FVector(blackBoardComp->GetValue<UBlackboardKeyType_Vector>(FName("TargetLocation")));
}
return FVector();
}
FVector AEnemyAIController::GetHomeLocation()
{
if (blackBoardComp)
{
return FVector(blackBoardComp->GetValue<UBlackboardKeyType_Vector>(FName("HomeLocation")));
}
return FVector();
}
FVector AEnemyAIController::GetSelfLocation()
{
if (blackBoardComp)
{
return FVector(blackBoardComp->GetValue<UBlackboardKeyType_Vector>(FName("SelfLocation")));
}
return FVector();
}
bool AEnemyAIController::GetClimbKey()
{
if (blackBoardComp)
{
return blackBoardComp->GetValue<UBlackboardKeyType_Bool>((FName("ClimbKey")));
}
else return false;
}

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// Project Lab - NHTV Igad
#pragma once
#include "AIController.h"
#include "EnemyAIController.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API AEnemyAIController : public AAIController
{
GENERATED_BODY()
public:
AEnemyAIController(const FObjectInitializer& PCIP);
UPROPERTY(transient)
class UBlackboardComponent* blackBoardComp;
UPROPERTY(transient)
class UBehaviorTreeComponent* behaviorTreeComp;
UPROPERTY(transient)
float climbSpeed;
virtual void Tick(float deltaTime)override;
virtual void Possess(APawn* pawn) override;
virtual void BeginInactiveState() override;
bool VerticleMoveTo(FVector destination,FVector direction, float acceptRadius);
bool JumpFence(FVector destination);
UFUNCTION(BlueprintCallable, Category = Behavior)
void SetVector(FVector vector, FName name);
UFUNCTION(BlueprintCallable, Category = Behavior)
void SetBool(bool boolean, FName name);
UFUNCTION(BlueprintCallable, Category = Behavior)
void SetTarget(class ANetworkCharacter* player);
UFUNCTION(BlueprintCallable, Category = Behavior)
class ANetworkCharacter* GetTarget();
UFUNCTION(BlueprintCallable, Category = Behavior)
FVector GetLocationTarget();
UFUNCTION(BlueprintCallable, Category = Behavior)
FVector GetHomeLocation();
UFUNCTION(BlueprintCallable, Category = Behavior)
FVector GetSelfLocation();
// UFUNCTION(BlueprintCallable, Category = Behavior)
// bool GetEnableTree();
UFUNCTION(BlueprintCallable, Category = Behavior)
bool GetClimbKey();
protected:
uint8 targetkey;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "BossBase.h"
#include "MusicPlayer.h"
#include "SpawnerBase.h"
#include "NetworkPlayer.h"
#include "KingOfTheHillGameMode.h"
#include "KOTHBossSpawner.h"
ABossBase::ABossBase()
{
PrimaryActorTick.bCanEverTick = true;
}
void ABossBase::BeginPlay()
{
Super::BeginPlay();
m_usesMana = false;
m_musicPlayer = nullptr;
// Search for a music player in the world.
for (TActorIterator<AMusicPlayer> actorItr(GetWorld()); actorItr; ++actorItr)
{
m_musicPlayer = *actorItr;
break;
}
if (Role != ROLE_Authority)
return;
}
void ABossBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (Role != ROLE_Authority)
return;
// Stop playing boss music.
if (m_musicPlayer != nullptr)
m_musicPlayer->SetInCombat(false);
}
void ABossBase::Tick(float deltaTime)
{
Super::Tick(deltaTime);
if (Role != ROLE_Authority)
return;
if((!IsPendingKill() || !IsPendingKill()) && GetTeam() < 5)
{
AKOTHBossSpawner* bSpawner = Cast<AKOTHBossSpawner>(m_spawn);
AKingOfTheHillGameMode* kothMode = Cast<AKingOfTheHillGameMode>(GetWorld()->GetAuthGameMode());
if(kothMode&&bSpawner)
kothMode->AddScore(GetTeam(), deltaTime);
}
}
void ABossBase::m_Engaged()
{
// Set music to combat music.
if (m_musicPlayer != nullptr)
m_musicPlayer->SetInCombat(true);
}
void ABossBase::m_Disengaged()
{
// Set music to regular music.
if (m_musicPlayer != nullptr)
m_musicPlayer->SetInCombat(false);
}
void ABossBase::NativeOnKilled(class ANetworkCharacter* killer, class UAbilityInfo* ability)
{
Super::NativeOnKilled(killer, ability);
if (Role != ROLE_Authority)
return;
if (m_spawn &&m_spawn->possesable)
{
// m_spawn->CaptureCamp(killer->GetTeam());
//AKOTHBossSpawner* bSpawner = Cast<AKOTHBossSpawner>(m_spawn);
//AKingOfTheHillGameMode* kothMode = Cast<AKingOfTheHillGameMode>(GetWorld()->GetAuthGameMode());
//if (kothMode&&bSpawner)
//{
/* for (TActorIterator<ASpawnerBase>actorIt(GetWorld()); actorIt; ++actorIt)
{
ASpawnerBase *spawn = *actorIt;
if(!spawn->possesable)
spawn->SetTeam(killer->GetTeam());
}
}*/
}
}

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// Project Lab - NHTV Igad
#pragma once
#include "Creatures/NPCBase.h"
#include "BossBase.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API ABossBase : public ANPCBase
{
GENERATED_BODY()
public:
ABossBase();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float deltaTime) override;
virtual void NativeOnKilled(class ANetworkCharacter* killer, class UAbilityInfo* ability) override;
protected:
virtual void m_Engaged();
virtual void m_Disengaged();
float timer;
private:
UPROPERTY()
class AMusicPlayer* m_musicPlayer;
};

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#include "UnrealProject.h"
#include "SpawnerBase.h"
#include "CharacterBase.h"
#include "ItemBase.h"
#include "BaseSkillObject.h"
#include "WiebertAnimation.h"
#include "DefaultGameState.h"
#include "MainCharacterAnimation.h"
#include "SkillTreeState.h"
ACharacterBase::ACharacterBase()
{
m_team = 0;
bReplicates = true;
visionRadius = 1000;
}
void ACharacterBase::BeginPlay()
{
Super::BeginPlay();
// If this actor is attached to a spawner base, it must be ignored
AActor* const parent = GetAttachParentActor();
if (parent != nullptr && parent->IsA<ASpawnerBase>())
return;
// Register to the minimap
UWorld* const world = GetWorld();
if (IsValid(world))
{
ADefaultGameState* const gameState = Cast<ADefaultGameState>(world->GetGameState());
if (IsValid(gameState))
{
const FVector location = GetActorLocation();
minimapHandle.position = FVector2D(location.X, location.Y);
minimapHandle.character = this;
gameState->minimapQuadtree.AddObject(minimapHandle);
}
}
}
void ACharacterBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
// Unregister to the minimap
ADefaultGameState* const gameState = Cast<ADefaultGameState>(GetWorld()->GetGameState());
if (IsValid(gameState) && minimapHandle.root)
gameState->minimapQuadtree.RemoveObject(minimapHandle);
minimapHandle.root = nullptr;
minimapHandle.node = nullptr;
minimapHandle.character = nullptr;
}
void ACharacterBase::Tick(float deltaTime)
{
Super::Tick(deltaTime);
const FVector location = GetActorLocation();
minimapHandle.position = FVector2D(location.X, location.Y);
}
void ACharacterBase::m_EquipSkills_Implementation(const TArray<UBaseSkillObject*>& skills)
{
for(UBaseSkillObject* skill : skills)
{
// Check if not yet equiped
if(!m_equipedSkills.Contains(skill))
{
AItemBase::CreateItemsFromSkill(GetWorld(), skill, this);
m_equipedSkills.Add(skill);
}
}
}
void ACharacterBase::EquipSkills(const TArray<UBaseSkillObject*>& skills)
{
m_EquipSkills(skills);
}
void ACharacterBase::EquipSkillsFromSkillTreeState(const struct FSkillTreeState& skState)
{
TArray<UBaseSkillObject*> skillObjects;
for(const FSkillTreeStateObject& obj : skState.objects)
{
UBaseSkillObject* skillObj = obj.skillObject->GetDefaultObject<UBaseSkillObject>();
if(!skillObj)
continue;
skillObjects.Add(skillObj);
}
m_EquipSkills(skillObjects);
}
void ACharacterBase::EquipItems_Implementation(const TArray<TSubclassOf<AItemBase>>& itemClasses)
{
for(auto& itemClass : itemClasses)
{
EquipItem_Implementation(itemClass);
}
}
void ACharacterBase::EquipItem_Implementation(TSubclassOf<class AItemBase> itemClass)
{
if(itemClass == nullptr)
return;
AItemBase* item = GetWorld()->SpawnActor<AItemBase>(itemClass);
AItemBase* existing = AItemBase::CheckSlotOccupied(item->type, this);
if(existing)
existing->Destroy();
if(item)
{
if(!item->AttachItemToCharacter(this))
{
item->Destroy();
}
}
}
void ACharacterBase::SendInitialAppearance(APlayerController* pc)
{
if(Role == ROLE_Authority)
{
m_ReceiveInitialAppearance(pc, GetEquipedSkills(), GetCharacterCustomization());
}
}
void ACharacterBase::m_ReceiveInitialAppearance_Implementation(APlayerController* pc, const TArray<class UBaseSkillObject*>& itemClasses, const FCharacterCustomization& cc)
{
APlayerController* localPC = GetGameInstance()->GetFirstLocalPlayerController();
if(pc == localPC)
{
EquipSkills(itemClasses);
SetCustomizations_Implementation(cc);
}
}
void ACharacterBase::Destroyed()
{
auto destroyItems = m_items;
for(auto item : destroyItems)
{
if(IsValid(item))
{
item->Destroy();
}
}
Super::Destroyed();
}
TArray<TSubclassOf<AItemBase>> ACharacterBase::GetEquipedItemClasses() const
{
TArray<TSubclassOf<AItemBase>> ret;
for(auto item : m_items)
{
ret.Add(item->GetClass());
}
return ret;
}
const TArray<class AItemBase*>& ACharacterBase::GetEquipedItems() const
{
return m_items;
}
const FCharacterCustomization& ACharacterBase::GetCharacterCustomization() const
{
static FCharacterCustomization dummy;
USkeletalMeshComponent* skMesh = GetMesh();
if(skMesh)
{
UWiebertAnimation* animBP = Cast<UWiebertAnimation>(skMesh->GetAnimInstance());
if(animBP)
{
return animBP->charCustomization;
}
else
{
UMainCharacterAnimation* charBP = Cast<UMainCharacterAnimation>(skMesh->GetAnimInstance());
if (charBP)
{
return charBP->charCustomization;
}
}
}
return dummy;
}
const TArray<class UBaseSkillObject*>& ACharacterBase::GetEquipedSkills() const
{
return m_equipedSkills;
}
void ACharacterBase::UnequipSkills_Implementation(const TArray<UBaseSkillObject*>& skills)
{
for(auto skill : skills)
{
if(m_equipedSkills.Contains(skill))
{
TArray<AItemBase*> items;
m_mappedItems.MultiFind(skill, items);
for(auto item : items)
item->Destroy();
m_equipedSkills.Remove(skill);
}
}
}
void ACharacterBase::ClearEquipment_Implementation()
{
auto clearItems = m_items;
for(auto item : clearItems)
{
if(IsValid(item))
{
item->Destroy();
}
}
m_mappedItems.Reset();
m_equipedSkills.SetNum(0);
m_items.SetNum(0);
}
void ACharacterBase::SetCustomizations_Implementation(const FCharacterCustomization& cc)
{
USkeletalMeshComponent* skMesh = GetMesh();
if(skMesh)
{
UWiebertAnimation* animBP = Cast<UWiebertAnimation>(skMesh->GetAnimInstance());
if(animBP)
{
animBP->SetCharacterCustomization(cc);
}
else
{
UMainCharacterAnimation* charBP = Cast<UMainCharacterAnimation>(skMesh->GetAnimInstance());
if (charBP)
{
charBP->SetCharacterCustomization(cc);
}
}
}
else
{
GERROR("Can't set customization, no skeletal mesh on character");
}
}
void ACharacterBase::m_OnItemAdded(AItemBase* item)
{
// Add item to list of items assigned to given skill object
if(item->skillObject)
m_mappedItems.Add(item->skillObject, item);
m_items.Add(item);
}
void ACharacterBase::m_OnItemRemoved(AItemBase* item)
{
// Remove mapped item
m_mappedItems.RemoveSingle(item->skillObject, item);
m_items.Remove(item);
}
void ACharacterBase::m_OnRep_Team()
{
}
int32 ACharacterBase::GetTeam() const
{
return m_team;
}
void ACharacterBase::SetTeam(int32 team)
{
check(Role == ROLE_Authority); // Server only call
m_team = team;
m_OnRep_Team();
}
void ACharacterBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ACharacterBase, m_team);
DOREPLIFETIME(ACharacterBase, playerName);
}
void ACharacterBase::RegisterEffect(class AEffect* effect)
{
if(effect != nullptr)
m_effects.Add(effect);
}
void ACharacterBase::UnRegisterEffect(class AEffect* effect)
{
if(effect == nullptr)
{
FWARNING("invalid effect is unregistering");
return;
}
m_effects.Remove(effect);
}
TArray<class AEffect*> ACharacterBase::GetEffects()
{
return m_effects;
}

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#pragma once
#include "GameFramework/Character.h"
#include "PlayerSetupState.h"
#include "MiniMap.h"
#include "CharacterBase.generated.h"
UCLASS()
class ACharacterBase : public ACharacter
{
GENERATED_BODY()
friend class AItemBase;
public:
ACharacterBase();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float deltaTime) override;
UFUNCTION(BlueprintCallable, Category = "Appearance")
void EquipSkills(const TArray<UBaseSkillObject*>& skills);
UFUNCTION(BlueprintCallable, Category = "Appearance")
void EquipSkillsFromSkillTreeState(const struct FSkillTreeState& skState);
UFUNCTION(NetMulticast, Reliable)
void EquipItems(const TArray<TSubclassOf<class AItemBase>>& itemClasses);
UFUNCTION(NetMulticast, Reliable)
void EquipItem(TSubclassOf<class AItemBase> itemClasses);
void SendInitialAppearance(APlayerController* pc);
void Destroyed() override;
UFUNCTION(BlueprintCallable, NetMulticast, Reliable, Category = "Appearance")
void UnequipSkills(const TArray<UBaseSkillObject*>& skills);
UFUNCTION(BlueprintCallable, NetMulticast, Reliable, Category = "Appearance")
void ClearEquipment();
UFUNCTION(BlueprintCallable, NetMulticast, Reliable, Category = "Appearance")
void SetCustomizations(const FCharacterCustomization& cc);
UFUNCTION(BlueprintCallable, Category = "Appearance")
const TArray<class UBaseSkillObject*>& GetEquipedSkills() const;
UFUNCTION(BlueprintCallable, Category = "Appearance")
const TArray<class AItemBase*>& GetEquipedItems() const;
UFUNCTION(BlueprintCallable, Category = "Appearance")
TArray<TSubclassOf<class AItemBase>> GetEquipedItemClasses() const;
UFUNCTION(BlueprintCallable, Category = "Appearance")
const FCharacterCustomization& GetCharacterCustomization() const;
UFUNCTION(BlueprintCallable, Category = "Team")
int32 GetTeam() const;
UFUNCTION(BlueprintCallable, Category = "Team")
virtual void SetTeam(int32 team);
// Tracking functions for effects on characters
UFUNCTION(BlueprintCallable, Category = "Effect")
void RegisterEffect(class AEffect* effect);
UFUNCTION(BlueprintCallable, Category = "Effect")
void UnRegisterEffect(class AEffect* effect);
UFUNCTION(BlueprintCallable, Category = "Effect")
TArray<class AEffect*> GetEffects();
// The name of the player that controls this unit (Only for ghosts, players and illusions)
UPROPERTY(BlueprintReadOnly, Replicated)
FString playerName;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Vision")
float visionRadius;
MiniMap::MinimapHandle minimapHandle;
private:
// Trigerred from RequestInitialAppearance send back to the client
UFUNCTION(NetMulticast, Reliable)
void m_ReceiveInitialAppearance(APlayerController* pc, const TArray<class UBaseSkillObject*>& itemClasses, const FCharacterCustomization& cc);
// Internal usage EquipSkills to allow multiple ways to call this function from blueprints
UFUNCTION(NetMulticast, Reliable)
void m_EquipSkills(const TArray<UBaseSkillObject*>& skills);
void m_OnItemAdded(AItemBase* item);
void m_OnItemRemoved(AItemBase* item);
protected:
UFUNCTION()
virtual void m_OnRep_Team();
UPROPERTY(ReplicatedUsing=m_OnRep_Team)
int32 m_team;
// Maps skills to the items it spawned
TMultiMap<class UBaseSkillObject*, class AItemBase*> m_mappedItems;
TArray<class UBaseSkillObject*> m_equipedSkills;
UPROPERTY()
TArray<class AItemBase*> m_items;
TArray<class AEffect*> m_effects;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "SpawnerBase.h"
#include "EnemyBase.h"
#include "AbilityInfo.h"
#include "NetworkPlayer.h"
#include "GeneralEnemy.h"
#include "BehaviorTree/EnemyAIController.h"
#include "BehaviorTree/BehaviorTree.h"
#include "MinionAnimInstance.h"
AEnemyBase::AEnemyBase()
{
PrimaryActorTick.bCanEverTick = true;
finnishedAttack = false;
informGeneralTime = 2.0f;
m_tempTarget = nullptr;
// AIControllerClass = AEnemyAIController::StaticClass();
}
void AEnemyBase::BeginPlay()
{
Super::BeginPlay();
specialAbilityChance = m_ReCalcChance(specialAbilityChance);
enemycontroller = Cast<AEnemyAIController>(GetController());
if (enemycontroller && m_spawn)
{
enemycontroller->SetBool(true, FName("ClimbKey"));
enemycontroller->SetVector(FVector(0, 0, 1), FName("ClimbDirection"));
enemycontroller->SetVector(m_spawn->GetActorLocation() + FVector(0, 0, 100), FName("ClimbLocation"));
}
else
{
FActorSpawnParameters SpawnInfo;
SpawnInfo.Instigator = Instigator;
SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
SpawnInfo.OverrideLevel = GetLevel();
SpawnInfo.ObjectFlags |= RF_Transient; // We never want to save AI controllers into a map
AController* NewController = GetWorld()->SpawnActor<AController>(AEnemyAIController::StaticClass(), GetActorLocation(), GetActorRotation(), SpawnInfo);
if (NewController != NULL)
{
// if successful will result in setting this->Controller
// as part of possession mechanics
NewController->Possess(this);
}
enemycontroller = Cast<AEnemyAIController>(GetController());
if (enemycontroller && m_spawn)
{
if (m_spawn->SpawnLocation.Num() > 0)
{
PlayClimbingAnimation();
enemycontroller->SetBool(true, FName("ClimbKey"));
enemycontroller->SetVector(FVector(0, 0, 1), FName("ClimbDirection"));
enemycontroller->SetVector(m_spawn->GetActorLocation() + FVector(0, 0, 100), FName("ClimbLocation"));
}
}
else
{
// RERROR("There is no valid controller on this enemy");
}
}
hasSpawned = false;
}
void AEnemyBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
general = nullptr;
if (m_spawn)
{
if (m_spawn->hasGeneral)
{
m_spawn->formationEnemies.Remove(this);
}
}
}
void AEnemyBase::Tick(float deltaTime)
{
Super::Tick(deltaTime);
if (Role != ROLE_Authority)
{
return;
}
m_confusionTimer -= deltaTime;
if (!IsA(AGeneralEnemy::StaticClass()))
m_hasGeneral = hasGeneral;
if (!hasGeneral && enemycontroller && enemycontroller->IsA(AEnemyAIController::StaticClass()))
{
enemycontroller->SetBool(false, FName("EnableTree"));
}
if (IsValid(target))
{
if (hasGeneral)
{
m_informGeneralTimer -= deltaTime;
if (m_informGeneralTimer < 0.0f&&IsValid(general))
InformGeneral();
}
else
{
SwitchAgro();
}
}
else if(!hasGeneral)
{
FVector randpos = FMath::VRand();
randpos.Z = 0.0f;
float randomRange = FMath::FRandRange(m_spawn->aggroRadius / 4, m_spawn->aggroRadius);
randpos = randpos*randomRange;
MoveToPointSlow(randpos + m_spawn->GetActorLocation(), 50.0f);
}
}
void AEnemyBase::InformGeneral()
{
if (!IsValid(general) || !IsValid(target))
return;
if (FVector::DistSquared(m_spawn->GetActorLocation(), target->GetActorLocation()) > m_spawn->deaggroRadius*m_spawn->deaggroRadius)
return;
if( !IsValid(general->target))
{
general->target = m_tempTarget;
ChangeNPCAnimation((uint8)EMinionAnimState::MAS_Pointing);
//CHANGEANIMATION(EMinionAnimState::MAS_Pointing);
m_informGeneralTimer = informGeneralTime;
m_tempTarget = nullptr;
}
}
void AEnemyBase::SwitchAgro()
{
if (m_spawn->GetNearbyPlayers().Num() <= 1)
return;
float mostDamage =0.0f;
ANetworkCharacter* character = nullptr;
for (int i = 0; i < m_spawn->GetNearbyPlayers().Num(); i++)
{
if (m_spawn->GetNearbyPlayers()[i]->GetTotalDamage()>mostDamage)
{
mostDamage = m_spawn->GetNearbyPlayers()[i]->GetTotalDamage();
character = m_spawn->GetNearbyPlayers()[i];
}
}
if(IsValid(character))
this->target = character;
}
void AEnemyBase::ConfusionBehavior()
{
FVector randpos = FMath::VRand();
randpos.Z = 0.0f;
float randomRange = FMath::FRandRange(m_spawn->aggroRadius / 4, m_spawn->aggroRadius);
randpos = randpos*randomRange;
MoveToPointSlow(randpos + m_spawn->GetActorLocation(), 50.0f);
}
void AEnemyBase::ChargeBehavior()
{
}
void AEnemyBase::OffensiveBehavior()
{
}
void AEnemyBase::RangedBehavior()
{
}
void AEnemyBase::ResetConfusionTimer(float confusionTime)
{
m_confusionTimer = confusionTime;
}
float AEnemyBase::m_ReCalcChance(float chance)
{
return (1000 - (chance * 10));
}
int32 AEnemyBase::NativeDealDamage(class ANetworkCharacter* dealer, int32 damage, float armorPercentageIgnore, class UAbilityInfo* ability)
{
m_tempTarget = dealer;
m_informGeneralTimer = informGeneralTime;
return Super::NativeDealDamage(dealer, damage, armorPercentageIgnore, ability);
}

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// Project Lab - NHTV Igad
#pragma once
#include "Creatures/NPCBase.h"
#include "EnemyBase.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API AEnemyBase : public ANPCBase
{
GENERATED_BODY()
public:
AEnemyBase();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float deltaTime) override;
virtual int32 NativeDealDamage(class ANetworkCharacter* dealer, int32 damage, float armorPercentageIgnore, class UAbilityInfo* ability) override;
void OffensiveBehavior();
void RangedBehavior();
void ChargeBehavior();
void InformGeneral();
void SwitchAgro();
void ConfusionBehavior();
void ResetConfusionTimer(float confusionTime);
UPROPERTY(EditAnywhere, Category = Behavior)
class UBehaviorTree* treeBehavior;
UPROPERTY(EditAnywhere, Category = "Attack Settings")
float informGeneralTime;
UPROPERTY(EditAnywhere, Category = "Ability Settings")
class UAbilityInfo* specialAbility;
UPROPERTY(EditAnywhere, Category = "Ability Settings")
class UAbilityInfo* meleeAbility;
UPROPERTY(EditAnywhere, Category = "Ability Settings")
class UAbilityInfo* rangedAbility;
UPROPERTY(EditAnywhere, Category = "Ability Settings")
float specialAbilityChance;
FVector scatterLocation;
bool hasGeneral;
bool finnishedAttack;
bool hasSpawned;
UPROPERTY()
class AEnemyAIController* enemycontroller;
UPROPERTY()
class AGeneralEnemy* general;
UPROPERTY()
ANetworkCharacter* m_tempTarget;
protected:
float m_ReCalcChance(float chance);
bool m_rotateToPlayer;
float m_lastPercentage;
class UAbilityInfo* m_tempAbility;
float m_informGeneralTimer;
float m_confusionTimer;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "GeneralEnemy.h"
#include "SpawnerBase.h"
#include "BehaviorTree/EnemyAIController.h"
#include "NetworkPlayer.h"
#include "OffensiveEnemy.h"
#include "MinionAnimInstance.h"
AGeneralEnemy::AGeneralEnemy()
{
PrimaryActorTick.bCanEverTick = true;
}
void AGeneralEnemy::BeginPlay()
{
Super::BeginPlay();
if (Role != ROLE_Authority)
return;
if (m_spawn)
{
m_spawn->hasGeneral = true;
FVector addVector;
for (int i = 0; i < 4; i++)
{
addVector = m_spawn->GetActorForwardVector().RotateAngleAxis(i * 90, FVector::UpVector);
patrolLocations.Add(addVector);
}
}
if (distance == 0)
{
distance = 100.0f;
}
/* for (int i = 0; i < formationEnemies.Num(); i++)
{
formationEnemies[i]->general = this;
}*/
}
void AGeneralEnemy::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (Role != ROLE_Authority)
return;
for (int i = 0; i < formationEnemies.Num(); i++)
{
formationEnemies[i]->ResetConfusionTimer(3.0f);
formationEnemies[i]->general = nullptr;
}
if (m_spawn != nullptr)
m_spawn->hasGeneral = false;
//formationEnemies.Empty();
}
void AGeneralEnemy::Tick(float deltaTime)
{
Super::Tick(deltaTime);
if (Role != ROLE_Authority)
return;
if (!IsValid(m_spawn))
{
RERROR("There is no spawn for the general enemy");
return;
}
for (int i = 0; i < formationEnemies.Num(); i++)
{
if (IsValid(formationEnemies[i]->general))
continue;
formationEnemies[i]->general = this;
}
if (IsValid(target))
{
FVector2D locationVec = FVector2D(target->GetActorLocation()) - FVector2D(GetActorLocation());
locationVec.Normalize();
if (FVector::DistSquaredXY(GetActorLocation(), target->GetActorLocation()) > m_spawn->formationDistance* m_spawn->formationDistance)
{
MoveToPoint((target->GetActorLocation()));// +(FVector(locationVec, 0))* m_spawn->formationDistance));
DefaultFormation();
}
else
{
GetCharacterMovement()->Velocity = FVector::ZeroVector;
MoveToPoint(GetActorLocation());
GetCharacterMovement()->Velocity = FVector::ZeroVector;
SetActorRotation(FVector(target->GetActorLocation() - GetActorLocation()).Rotation());
ChargeFormation();
}
}
else
{
IdleFormation(deltaTime);
}
}
void AGeneralEnemy::SingleTargetFormation(int enemyNum)
{
if ((formationEnemies[enemyNum]->enemycontroller)->IsA(AEnemyAIController::StaticClass()))
{
formationEnemies[enemyNum]->target = target;
formationEnemies[enemyNum]->enemycontroller->SetBool(true, FName("EnableTree"));
formationEnemies[enemyNum]->SetActorRotation(FVector(target->GetActorLocation() - formationEnemies[enemyNum]->GetActorLocation()).Rotation());
if (count < 3)
{
formationEnemies[enemyNum]->enemycontroller->SetBool(false, FName("GuardKey"));
formationEnemies[enemyNum]->enemycontroller->SetVector(target->GetActorLocation() + target->GetActorForwardVector() * 200, FName("FrontLoc"));
formationEnemies[enemyNum]->enemycontroller->SetVector(target->GetActorLocation() + target->GetActorForwardVector() * -200, FName("BacktLoc"));
formationEnemies[enemyNum]->enemycontroller->SetVector(target->GetActorLocation() + target->GetActorRightVector() *-200, FName("LeftLoc"));
formationEnemies[enemyNum]->enemycontroller->SetVector(target->GetActorLocation() + target->GetActorRightVector() * 200, FName("RightLoc"));
}
else
{
formationEnemies[enemyNum]->enemycontroller->SetBool(true, FName("GuardKey"));
formationEnemies[enemyNum]->enemycontroller->SetVector(GetActorLocation() + GetActorForwardVector() * 100, FName("HomeLocation"));
}
count++;
}
}
void AGeneralEnemy::ChargeFormation()
{
if (!IsValid(target))
return;
count = 0;
TArray<ANetworkPlayer*> targetArray = m_spawn->GetNearbyPlayers();
if (targetArray.Num() == 0)
return;
for (int i = 0; i < formationEnemies.Num(); i++)
{
if (targetArray.Num() == 1)
{
SingleTargetFormation(i);
continue;
}
if (Cast<AOffensiveEnemy>(formationEnemies[i]))
{
formationEnemies[i]->target = m_spawn->GetClosestPlayer();
formationEnemies[i]->MoveToPoint(target->GetActorLocation());
}
else
{
ANetworkPlayer* newTarget = nullptr;
for (int j = 0; j < targetArray.Num(); j++)
{
if(targetArray[j]==m_spawn->GetClosestPlayer())
continue;
newTarget = targetArray[j];
continue;
}
formationEnemies[i]->target = newTarget;
}
}
}
void AGeneralEnemy::DefaultFormation()
{
FVector rotatedFormation;
for (int i = 0; i < formationEnemies.Num(); i++)
{
if (!IsValid(formationEnemies[i]) || !IsValid(m_spawn) || (m_spawn->formationPoints.Num() + 1) < formationEnemies.Num())
{
continue;
}
formationEnemies[i]->target = target;
rotatedFormation = GetActorRotation().RotateVector(FVector(m_spawn->formationPoints[i + 1].X - m_spawn->formationPoints[0].X, m_spawn->formationPoints[i + 1].Y - m_spawn->formationPoints[0].Y, 0));
formationEnemies[i]->MoveToPoint(GetActorLocation() + rotatedFormation);
formationEnemies[i]->SetActorRotation(FRotator(0, m_spawn->formationRotation[i + 1], 0) + (GetActorRotation()));
formationEnemies[i]->enemycontroller->SetBool(false, FName("EnableTree"));
formationEnemies[i]->enemycontroller->SetVector(formationEnemies[i]->GetActorLocation(), FName("HomeLocation"));
}
}
int AGeneralEnemy::NativeDealDamage(class ANetworkCharacter* dealer, int32 damage, float armorPercentageIgnore, class UAbilityInfo* ability)
{
//CHANGEANIMATION(EMinionAnimState::MAS_Pointing);
ChangeNPCAnimation((uint8)EMinionAnimState::MAS_Pointing);
return Super::NativeDealDamage(dealer, damage, armorPercentageIgnore, ability);
}
void AGeneralEnemy::NativeOnKilled(class ANetworkCharacter* killer, class UAbilityInfo* ability)
{
Super::NativeOnKilled(killer, ability);
if (Role != ROLE_Authority)
return;
if (m_spawn &&m_spawn->possesable)
{
int32 team = killer->GetTeam();
m_spawn->CaptureCamp(team);
}
}
void AGeneralEnemy::IdleFormation(float deltaTime)
{
// Move to a random point near the spawn point;
//controll enemies in the formation
int counter = 0;
for (int i = 0; i < formationEnemies.Num(); i++)
{
if (!IsValid(formationEnemies[i]) || !IsValid(m_spawn) || (m_spawn->formationPoints.Num() + 1) < formationEnemies.Num())
{
continue;
}
if (!formationEnemies[i]->m_tempTarget)
{
if (Cast<AOffensiveEnemy>(formationEnemies[i])&&counter<4)
{
formationEnemies[i]->PatrolBetweenLocations (patrolLocations[counter].RotateAngleAxis( 90, FVector::UpVector)*500+ patrolLocations[counter]* 500 + m_spawn->GetActorLocation(), patrolLocations[counter].RotateAngleAxis( 270, FVector::UpVector) * 500 + patrolLocations[counter] * 500 + m_spawn->GetActorLocation(), deltaTime);
counter++;
continue;
}
formationEnemies[i]->MoveToPoint(FVector(m_spawn->formationPoints[i + 1],0)+m_spawn->GetActorLocation());
//formationEnemies[i]->MoveToPointSlow(randpos + m_spawn->GetActorLocation(), 50.0f);
}
else
{
if(formationEnemies[i]->IsA(AOffensiveEnemy::StaticClass()))
Cast<AOffensiveEnemy>(formationEnemies[i])->BasicBehavior();
if(formationEnemies[i]->IsA(ARangedEnemy::StaticClass()))
Cast<ARangedEnemy>(formationEnemies[i])->BasicBehavior();
}
formationEnemies[i]->target = nullptr;
}
}

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// Project Lab - NHTV Igad
#pragma once
#include "Creatures/RangedEnemy.h"
#include "GeneralEnemy.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API AGeneralEnemy : public ARangedEnemy
{
GENERATED_BODY()
public:
AGeneralEnemy();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float deltaTime) override;
virtual void NativeOnKilled(class ANetworkCharacter* killer, class UAbilityInfo* ability) override;
virtual int NativeDealDamage(class ANetworkCharacter* dealer, int32 damage, float armorPercentageIgnore, class UAbilityInfo* ability)override;
void IdleFormation(float deltaTime);
void ChargeFormation();
void DefaultFormation();
void SingleTargetFormation(int enemyNum );
TArray<FVector2D> formationPoints;
TArray<FVector> patrolLocations;
UPROPERTY()
TArray<class AEnemyBase*> formationEnemies;
UPROPERTY(EditAnywhere, Category = "General settings")
float distance;
UPROPERTY(EditAnywhere, Category = "General settings")
float oFormationRadius;
private:
int count;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "Creatures/NetworkCharacter.h"
#include "Creatures/NetworkPlayer.h"
#include "IllusionCharacter.h"
#include "BlueprintAbilityLibrary.h"
#include "AIController.h"
#include "DealDamageProxy.h"
#include "AbilityInfo.h"
#include "NativeModifiers.h"
AIllusionCharacter::AIllusionCharacter()
{
PrimaryActorTick.bCanEverTick = true;
aggroRange = 400;
acceptenceDistance = 200;
lifeTime = 30;
}
void AIllusionCharacter::BeginPlay()
{
Super::BeginPlay();
if (Role != ROLE_Authority)
{
return;
}
FActorSpawnParameters SpawnInfo;
SpawnInfo.Instigator = Instigator;
SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
SpawnInfo.OverrideLevel = GetLevel();
SpawnInfo.ObjectFlags |= RF_Transient; // We never want to save AI controllers into a map
AController* NewController = GetWorld()->SpawnActor<AController>(AAIController::StaticClass(), GetActorLocation(), GetActorRotation(), SpawnInfo);
if (NewController != NULL)
{
// if successful will result in setting this->Controller
// as part of possession mechanics
NewController->Possess(this);
}
if (IsValid(illOwner))
{
m_maxHealth = illOwner->GetMaxHealth();
m_health = illOwner->GetHealth();
}
else
{
FERROR("NO ILLOWNER IN ILLUSIONCHARACTER");
}
if (illOwner)
{
abilities.Add(illOwner->abilities[0]);
m_attackSpeed =illOwner->m_attackSpeed;
}
m_isdying = false;
}
void AIllusionCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
}
void AIllusionCharacter::Tick(float deltaTime)
{
Super::Tick(deltaTime);
if (Role != ROLE_Authority)
{
return;
}
lifeTime -= deltaTime;
if (lifeTime <= 0)
{
if(!m_isdying)
Kill();
return;
}
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
if (!NavSys)
{
RERROR("there is no nav sys");
}
if (!GetController())
{
RERROR("there is no controller");
}
if (!IsValid(illOwner))
{
Kill();
return;
}
if (!IsValid(target))
{
attacking = false;
//targetList = ULib::GetCharacterOverlaps();
target = GetClosestTarget();
if (FVector::DistSquared(illOwner->GetActorLocation(), GetActorLocation()) > acceptenceDistance*acceptenceDistance)
{
MoveTo(illOwner->GetActorLocation());
FPRINT("moving to the illOwner");
}
else MoveTo(GetActorLocation());
return;
}
if (!attacking)
{
attacking = IsAttacking(1.0f);
return;
}
Attack();
}
void AIllusionCharacter::Attack()
{
int randdistance =0;
randdistance += ((int)abilities[0]->AICastRange / 2);
if (FVector::Dist(GetActorLocation(), target->GetActorLocation()) < randdistance)
{
MoveTo(GetActorLocation());
SetActorRotation(FVector(target->GetActorLocation() - GetActorLocation()).Rotation());
}
else MoveTo(target->GetActorLocation());
for (int i = 0; i < abilities.Num(); i++)
{
if ((abilities[i])&&FVector::DistSquared(GetActorLocation(),target->GetActorLocation())<abilities[i]->AICastRange*abilities[i]->AICastRange)
{
CastAbility(abilities[i]);
}
}
}
ANetworkCharacter* AIllusionCharacter::GetClosestTarget()
{
ANetworkCharacter* returnTarget = nullptr;
float distance = 1e34;
for (ANetworkCharacter* character : targetList)
{
if(!IsValid(character)||character==this || character->GetTeam()==GetTeam())
continue;
float tempdistance = FVector::DistSquared(character->GetActorLocation(), GetActorLocation());
if (distance > tempdistance)
{
distance = tempdistance;
returnTarget = character;
}
}
return returnTarget;
}
void AIllusionCharacter::MoveTo(FVector Location)
{
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
if (IsPendingKill() || IsPendingKillPending())
return;
if (!IsStunned())
{
NavSys->SimpleMoveToLocation(this->Controller, Location);
}
else
{
NavSys->SimpleMoveToLocation(this->Controller, GetActorLocation());
}
}
bool AIllusionCharacter::IsAttacking(float changePercentage)
{
int num = rand() % 100;
if (num > (int)changePercentage)
{
return false;
}
return true;
}
void AIllusionCharacter::Kill()
{
if (IsPendingKill() || IsPendingKillPending())
{
RERROR("the character is pending kill");
return;
}
ADOTModifier* deathMod = GetWorld()->SpawnActor<ADOTModifier>();
deathMod->damagePerTick = 500;
deathMod->lifeTime = 0;
deathMod->target = this;
deathMod->character = this;
deathMod->abilityInfo = abilityInfo;
m_modifierManager->AddModifier(deathMod);
m_isdying = true;
//m_health = 0;
// m_shouldBeDestroyed = true;
}

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// Project Lab - NHTV Igad
#pragma once
#include "Creatures/NetworkCharacter.h"
#include "IllusionCharacter.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API AIllusionCharacter : public ANetworkCharacter
{
GENERATED_BODY()
public:
AIllusionCharacter();
virtual void BeginPlay() override;
virtual void Tick(float deltaTime)override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
void MoveTo(FVector Location);
void Attack();
UFUNCTION(BluePrintCallable, Category = "Illusion Properties")
void Kill();
class ANetworkCharacter* target;
class ANetworkCharacter* GetClosestTarget();
// float percentage is a range between 0 and 100 where 100 is always attacking and 0 never attacking
bool IsAttacking(float changePercentage);
UPROPERTY(EditAnywhere, BlueprintReadWrite,Category = "Illusion Properties", meta = (ExposeOnSpawn))
class ANetworkPlayer* illOwner;
UPROPERTY(editAnywhere, Category = "Illusion Properties")
float aggroRange;
UPROPERTY(editAnywhere, BlueprintReadWrite,Category = "Illusion Properties", meta = (ExposeOnSpawn))
float lifeTime;
UPROPERTY(editAnywhere, BlueprintReadWrite, Category = "Illusion Properties", meta = (ExposeOnSpawn))
class UAbilityInfo* abilityInfo;
UPROPERTY(editAnywhere, Category = "Illusion Properties")
float acceptenceDistance;
UPROPERTY(editAnywhere, BlueprintReadWrite, Category = "Illusion Properties", meta = (ExposeOnSpawn))
TArray<class ANetworkCharacter*> targetList;
bool attacking;
private:
bool m_isdying;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "MainCharacterAnimation.h"
#include "NetworkCharacter.h"
#include "Animation/AnimNodeBase.h"
#include "AnimationProxy.h"
UMainCharacterAnimation::UMainCharacterAnimation(const FObjectInitializer& init)
: Super(init)
{
m_mainAnimProxy = nullptr;
character = nullptr;
attacking = false;
charCustomization = FCharacterCustomization();
m_swingAnimationSequence = 0;
}
void UMainCharacterAnimation::NativeInitializeAnimation()
{
attacking = false;
Super::NativeInitializeAnimation();
character = Cast<ANetworkCharacter>(this->GetOwningActor());
if (character)
{
m_swingAnimationSequence = character->swingAnimationSequence;
}
}
void UMainCharacterAnimation::NativeUpdateAnimation(float DeltaSeconds)
{
if(character && character->swingAnimationSequence > m_swingAnimationSequence)
{
attacking = true;
m_swingAnimationSequence = character->swingAnimationSequence;
}
}
void UMainCharacterAnimation::SetCharacterCustomization(const FCharacterCustomization& characterCustomization)
{
charCustomization = characterCustomization;
if(m_mainAnimProxy)
{
m_mainAnimProxy->charCustomization = charCustomization;
}
}
FAnimInstanceProxy* UMainCharacterAnimation::CreateAnimInstanceProxy()
{
check(!m_mainAnimProxy);
m_mainAnimProxy = new FMainAnimProxy();
m_mainAnimProxy->boneNames[0] = "Slave_Head_Ctrl_Jnt";
m_mainAnimProxy->boneNames[1] = "Slave_L_Hip_Ctrl_Jnt";
m_mainAnimProxy->boneNames[2] = "Slave_R_Hip_Ctrl_Jnt";
m_mainAnimProxy->boneNames[3] = "Slave_L_Result_Shoulder_Ctrl_Jnt";
m_mainAnimProxy->boneNames[4] = "Slave_R_Result_Shoulder_Ctrl_Jnt";
m_mainAnimProxy->boneNames[5] = "Slave_Result_Spine06";
m_mainAnimProxy->boneNames[6] = "skeleton";
return m_mainAnimProxy;
}
void UMainCharacterAnimation::DestroyAnimInstanceProxy(FAnimInstanceProxy* InProxy)
{
check(InProxy == m_mainAnimProxy);
delete InProxy;
m_mainAnimProxy = nullptr;
}
void UMainCharacterAnimation::OnSwingAnimation_Implementation()
{
}

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// Project Lab - NHTV Igad
#pragma once
#include "Animation/AnimInstance.h"
#include "PlayerSetupState.h"
#include "MainCharacterAnimation.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API UMainCharacterAnimation : public UAnimInstance
{
GENERATED_BODY()
public:
UMainCharacterAnimation(const FObjectInitializer& init);
virtual void NativeInitializeAnimation() override;
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
virtual FAnimInstanceProxy* CreateAnimInstanceProxy();
virtual void DestroyAnimInstanceProxy(FAnimInstanceProxy* InProxy);
UFUNCTION(BlueprintNativeEvent, Category = "Animation")
void OnSwingAnimation();
UFUNCTION(BlueprintCallable, Category = "Animation")
void SetCharacterCustomization(const FCharacterCustomization& characterCustomization);
UPROPERTY(BlueprintReadOnly, Category = "Animation")
class ANetworkCharacter* character;
UPROPERTY(BlueprintReadWrite, Category = "Animation")
bool attacking;
FCharacterCustomization charCustomization;
private:
// Keeps track of how many times an animation was triggered
int32 m_swingAnimationSequence;
struct FMainAnimProxy* m_mainAnimProxy;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "MiniBossCreature.h"
#include "NetworkPlayer.h"
#include "CreatureSpawn.h"
#include "AbilityInfo.h"
#include "Effect.h"
AMiniBossCreature::AMiniBossCreature()
{
PrimaryActorTick.bCanEverTick = true;
m_usesMana = false;
target = nullptr;
m_spawn = nullptr;
m_castTimer = 0;
keyDropped = PlayerKeyType::None;
}
void AMiniBossCreature::BeginPlay()
{
Super::BeginPlay();
if (Role != ROLE_Authority)
return;
// Select two random abilities to cast
if (IsValid(inheritAbilities) && IsValid(inheritAbilities.GetDefaultObject()))
{
TArray<class UAbilityInfo*>& bossAbilities = inheritAbilities.GetDefaultObject()->abilities;
if (bossAbilities.Num() > 1)
{
TArray<int32> abilityIndices;
for (int32 i = 0; i < bossAbilities.Num(); i++)
abilityIndices.Add(i);
while (m_bossAbilityPattern.Num() < 2)
{
const int32 index = FMath::Rand() % abilityIndices.Num();
const int32 ability = abilityIndices[index];
abilityIndices.RemoveAt(index);
m_bossAbilityPattern.Add(ability);
}
}
else if (bossAbilities.Num() == 1)
m_bossAbilityPattern.Add(0);
}
}
void AMiniBossCreature::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (Role != ROLE_Authority)
return;
// Drop a key
if (m_health <= 0)
{
ANetworkPlayer* const killedBy = Cast<ANetworkPlayer>(GetLastPlayerDamage());
if (IsValid(killedBy) && keyDropped != PlayerKeyType::None && IsValid(m_spawn) && !m_spawn->hasDroppedKey)
{
killedBy->AssignKey(keyDropped, m_spawn);
}
}
}
void AMiniBossCreature::Tick(float deltaTime)
{
Super::Tick(deltaTime);
if (Role != ROLE_Authority)
return;
// If the distance of the target to the spawn is greater than the aggro range of the spawner,
// then lose the target.
if (IsValid(target))
{
float targetDistSqr = FVector::DistSquared(target->GetActorLocation(), m_spawn->SpawnResetPosition());
float aggroSqr = m_spawn->deaggroRadius * m_spawn->deaggroRadius;
if (aggroSqr < targetDistSqr)
{
// Reset
target = nullptr;
m_castTimer = 0;
}
}
if (!IsValid(target))
return;
// Boss casting logic
MoveToPoint(target->GetActorLocation());
m_castTimer += deltaTime;
if (m_castTimer > 2.5f && IsValid(inheritAbilities) && IsValid(inheritAbilities.GetDefaultObject()))
{
TArray<class UAbilityInfo*>& bossAbilities = inheritAbilities.GetDefaultObject()->abilities;
if (bossAbilities.Num() > 0 && m_bossAbilityPattern.Num() > 0)
{
// Cast a random ability
UAbilityInfo* ability = bossAbilities[m_bossAbilityPattern[FMath::Rand() % m_bossAbilityPattern.Num()]];
if (IsValid(ability)&& ability->AICastRange*ability->AICastRange>FVector::DistSquared(GetActorLocation(),target->GetActorLocation()))
CastAbility(ability);
}
m_castTimer = 0;
}
}

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// Project Lab - NHTV Igad
#pragma once
#include "Creatures/BossBase.h"
#include "PlayerKeyType.h"
#include "MiniBossCreature.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API AMiniBossCreature : public ABossBase
{
GENERATED_BODY()
public:
AMiniBossCreature();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float deltaTime) override;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Miniboss")
TSubclassOf<class ABossBase> inheritAbilities;
PlayerKeyType keyDropped;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Miniboss")
TSubclassOf<class AEffect> keyEffect;
private:
TArray<int32> m_bossAbilityPattern;
float m_castTimer;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "MinionAnimInstance.h"
UMinionAnimInstance::UMinionAnimInstance(const FObjectInitializer& init)
: Super(init)
{
m_animationState = EMinionAnimState::MAS_Idle;
}
void UMinionAnimInstance::NativeInitializeAnimation()
{
Super::NativeInitializeAnimation();
m_animationState = EMinionAnimState::MAS_Idle;
}
void UMinionAnimInstance::NativeUpdateAnimation(float deltaSeconds)
{
Super::NativeUpdateAnimation(deltaSeconds);
APawn* ownerPawn = TryGetPawnOwner();
if (IsValid(ownerPawn))
{
const FVector velocity = ownerPawn->GetVelocity();
const FVector forward = ownerPawn->GetActorForwardVector().GetSafeNormal2D();
m_movementSpeed = velocity.Size();
float angleBetween = FMath::FindDeltaAngle(forward.HeadingAngle(), velocity.GetSafeNormal2D().HeadingAngle());
m_movementDirectionRelative = FVector(cos(angleBetween), sin(angleBetween), 0);
}
}
EMinionAnimState UMinionAnimInstance::GetAnimationState()
{
return m_animationState;
}
bool UMinionAnimInstance::IsInAnimationState(const EMinionAnimState minionStateCheck)
{
return (m_animationState == minionStateCheck);
}
void UMinionAnimInstance::ChangeAnimationStateTo(EMinionAnimState newState)
{
m_animationState = newState;
}
void UMinionAnimInstance::BPChangeAnimationStateTo(EMinionAnimState newState)
{
m_animationState = newState;
OnAnimationStateChanged.Broadcast(newState);
}
void UMinionAnimInstance::PlaySpecificAnimationByInt(int32 animationToPlay)
{
m_specificAnimationIndex = animationToPlay;
ChangeAnimationStateTo(EMinionAnimState::MAS_Specific);
}

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// Project Lab - NHTV Igad
#pragma once
#include "Animation/AnimInstance.h"
#include "MinionAnimInstance.generated.h"
// Enum that shows in what state the Animation Instance is in.
UENUM(BlueprintType)
enum class EMinionAnimState : uint8
{
MAS_Idle UMETA(DisplayName = "Idle"),
MAS_Pointing UMETA(DisplayName = "Pointing"),
MAS_Attacking UMETA(DisplayName = "Attacking"),
MAS_Casting UMETA(DisplayName = "Casting"),
MAS_Guarding UMETA(DisplayName = "Guarding"),
MAS_Staggered UMETA(DisplayName = "Staggered"),
MAS_Stunned UMETA(DisplayName = "Stunned"),
MAS_Killed UMETA(DisplayName = "Killed"),
MAS_Specific UMETA(DisplayName = "Specific")
};
// Delegate declaration for when the Animation Instance changes its state from within.
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnAnimationStateChanged, EMinionAnimState, newState);
/**
* Animation instance that handles all state changing, variable gathering and notifying the AI class.
*/
UCLASS()
class UNREALPROJECT_API UMinionAnimInstance : public UAnimInstance
{
GENERATED_BODY()
public:
UMinionAnimInstance(const FObjectInitializer& init);
virtual void NativeInitializeAnimation() override;
virtual void NativeUpdateAnimation(float deltaSeconds) override;
// Function to get the animation state of the animation instance.
EMinionAnimState GetAnimationState();
// Helper function for checking if the minion is in a certain state.
bool IsInAnimationState(const EMinionAnimState minionStateCheck);
// Function that changes the state of the minion. Does not trigger OnAnimationStateChanged.
UFUNCTION(BlueprintCallable, Category = "Animation State")
void ChangeAnimationStateTo(EMinionAnimState newState);
// Function that changes the state of the minion. Triggers OnAnimationStateChanged.
// Made specifically for use in the Animation Blueprint.
UFUNCTION(BlueprintCallable, Category = "Animation State")
void BPChangeAnimationStateTo(EMinionAnimState newState);
// Delegate for when the state of the minion changes.
UPROPERTY(BlueprintAssignable, Category = "Animation State")
FOnAnimationStateChanged OnAnimationStateChanged;
UFUNCTION()
void PlaySpecificAnimationByInt(int32 animationToPlay);
protected: // Member variables are protected.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation State")
EMinionAnimState m_animationState;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation State")
float m_movementSpeed;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation State")
FVector m_movementDirectionRelative;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation State")
int32 m_specificAnimationIndex;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "NPCBase.h"
#include "MinionAnimInstance.h"
#include "SpawnerBase.h"
#include "modifier.h"
#include "NetworkPlayer.h"
#include "TeamData.h"
#include "BossBase.h"
#include "DrawDebugHelpers.h"
#include "AI/Navigation/NavigationPath.h"
static UTeamData* teamData;
ANPCBase::ANPCBase()
{
teamData = ConstructorHelpers::FObjectFinder<UTeamData>(L"/Game/Assets/TeamData").Object;
PrimaryActorTick.bCanEverTick = true;
m_spawn = nullptr;
m_dead = false;
baseAttackSpeed = 2.0f;
baseMaxHealth = 200.0f;
baseArmor = 30.0f;
baseMaxMana = 1000.0f;
baseAttackSpeed = 1.0f;
maxAvoidanceForce = 200.0f;
m_reachedStart = false;
//visionTrigger = CreateDefaultSubobject<UCubeComponent>(TEXT("Vision Trigger"));
}
void ANPCBase::BeginPlay()
{
Super::BeginPlay();
if (Role != ROLE_Authority)
return;
m_health = m_maxHealth = baseMaxHealth;
m_mana = m_maxMana = baseMaxMana;
if (m_spawn)
m_targetPoint = m_spawn->GetActorLocation();
else m_targetPoint = GetActorLocation();
collisionRadius = GetCapsuleComponent()->GetScaledCapsuleRadius();
m_walkSpeed = GetCharacterMovement()->MaxWalkSpeed;
m_OnRep_Team();
GetCapsuleComponent()->BodyInstance.bLockXRotation = true;
GetCapsuleComponent()->BodyInstance.bLockYRotation = true;
animInstance = Cast<UMinionAnimInstance>(GetMesh()->GetAnimInstance());
patrolTime = 5.0f;
}
void ANPCBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (Role != ROLE_Authority)
return;
if(m_spawn && EndPlayReason == EEndPlayReason::Destroyed)
m_spawn->OnMobDie(this);
}
void ANPCBase::Tick(float deltaTime)
{
Super::Tick(deltaTime);
if (Role != ROLE_Authority)
return;
UNavigationSystem* navSys = UNavigationSystem::GetCurrent(GetWorld());
if (!navSys || !GetController() || !m_spawn)
{
//RERROR("Boss base does not have a navigation system");
return;
}
if (!IsValid(target))
target = nullptr;
if (m_dead)
{
return;
}
if (!IsValid(target))
{
m_spawn->GetNewTarget(this);
}
if (!IsValid(target) && !m_hasGeneral)
{
MoveToPoint(m_targetPoint);
}
else
{
if (FVector::DistSquared(m_spawn->GetActorLocation(), GetActorLocation()) > m_spawn->deaggroRadius * m_spawn->deaggroRadius)
{
// Reset aggro radius
target = nullptr;
m_isPulled = false;
}
}
}
int32 ANPCBase::NativeDealDamage(class ANetworkCharacter* dealer, int32 damage, float armorPercentageIgnore, class UAbilityInfo* ability)
{
target = dealer;
m_OnRep_Team();
return Super::NativeDealDamage(dealer, damage, armorPercentageIgnore, ability);
}
void ANPCBase::ResetModifiers()
{
Super::ResetModifiers();
m_maxHealth = baseMaxHealth;
m_maxMana = baseMaxMana;
m_attackSpeed = baseAttackSpeed;
m_armor = baseArmor;
}
void ANPCBase::OnDeath(UAbilityInfo* ability)
{
//should be removed later, this is in here untill the animations are actually in the game
Super::OnDeath(ability);
return;
target = nullptr;
m_dead = true;
m_modifierManager->ClearModifiers();
}
void ANPCBase::CalcAvoidance(const FVector& target)
{
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
// NavSys->SimpleMoveToLocation(this->Controller, target);
if (Cast<ABossBase>(this))
{
NavSys->SimpleMoveToLocation(this->Controller, target);
return;
}
FVector newLoc = FVector::ZeroVector;
newLoc = GetClosestPathLocation(target) - GetActorLocation();
newLoc.Normalize();
newLoc *= GetCharacterMovement()->GetMaxSpeed();
newLoc = newLoc + CalcAvoidanceVector(); //+ calc avoicance vector;
FVector vel = TruncateVector(GetCharacterMovement()->Velocity + newLoc, GetCharacterMovement()->GetMaxSpeed());
vel += GetActorLocation();
NavSys->SimpleMoveToLocation(this->Controller, vel);
SetActorRotation(FVector(FVector(vel.X, vel.Y, GetActorLocation().Z) - GetActorLocation()).Rotation());
}
void ANPCBase::PatrolBetweenLocations(FVector startlocation, FVector endLocation, float deltaTime)
{
FVector actorlocation = GetActorLocation();
if (m_reachedStart)
{
MoveToPoint(endLocation);
enableVisonCone = false;
}
else
{
MoveToPoint(startlocation);
enableVisonCone = false;
}
//wait a few second to walk back
float dist = FVector::DistSquaredXY(startlocation, actorlocation);
if (dist < 50.0f*50.0f)
{
m_patrolTimer -= deltaTime;
enableVisonCone = true;
if (m_patrolTimer <= 0)
{
m_reachedStart = true;
m_patrolTimer = patrolTime;
}
}
dist = FVector::DistSquaredXY(endLocation, actorlocation);
if (dist< 50.0f*50.0f)
{
m_patrolTimer -= deltaTime;
enableVisonCone = true;
if (m_patrolTimer <= 0)
{
m_reachedStart = false;
m_patrolTimer = patrolTime;
}
}
}
void ANPCBase::MoveToPoint(const FVector& target)
{
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
GetCharacterMovement()->MaxWalkSpeed = m_walkSpeed;
float distance = FVector::DistSquared(target, GetActorLocation());
if (IsPendingKill() || IsPendingKillPending())
return;
if (!IsStunned())
{
CalcAvoidance( target);
SetActorRotation(FVector(FVector(target.X, target.Y, GetActorLocation().Z) - GetActorLocation()).Rotation());
}
else
{
NavSys->SimpleMoveToLocation(this->Controller, GetActorLocation());
}
}
void ANPCBase::MoveToPointSlow(const FVector& target, float dist)
{
UNavigationSystem* NavSys = UNavigationSystem::GetCurrent(GetWorld());
if (IsPendingKill() || IsPendingKillPending())
return;
GetCharacterMovement()->MaxWalkSpeed = m_walkSpeed/2;
if (m_lastLoc != target)
{
if (m_lastLoc == FVector::ZeroVector || FVector::DistSquaredXY(m_lastLoc, GetActorLocation()) < dist*dist)
{
//RPRINT("test");
m_lastLoc =UNavigationSystem::ProjectPointToNavigation(GetWorld(), target);
//m_lastLoc = target;
}
}
MoveToPoint(m_lastLoc);
}
void ANPCBase::OnOverlapBegin(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (!IsValid(OtherActor))
return;
if (!OtherActor->IsA(ANPCBase::StaticClass()))
return;
collisionList.Add(Cast<ANPCBase>(OtherActor));
}
void ANPCBase::OnOverlapEnd(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
if (!IsValid(OtherActor))
return;
if (!OtherActor->IsA(ANPCBase::StaticClass()))
return;
collisionList.Remove(Cast<ANPCBase>(OtherActor));
}
void ANPCBase::SetSpawn(class ASpawnerBase* spawn)
{
check(Role == ROLE_Authority);
check(!m_spawn);
m_spawn = spawn;
}
void ANPCBase::SetControlPoint(FVector controlPoint)
{
check(Role == ROLE_Authority);
m_targetPoint = controlPoint;
}
void ANPCBase::m_OnRep_Team()
{
Super::m_OnRep_Team();
if(!m_materialInstance)
{
m_materialInstance = GetMesh()->CreateDynamicMaterialInstance(0);
}
if(m_materialInstance)
{
float scalar = (float)m_health / (float)m_maxHealth;
m_materialInstance->SetVectorParameterValue("TeamColor", teamData->GetTeamColor(GetTeam()));
m_materialInstance->SetScalarParameterValue("FlameEdgeSoftness", 100.0f - (100.0f*scalar));
m_materialInstance->SetScalarParameterValue("FlameEffectIntensity", (scalar));
m_materialInstance->SetScalarParameterValue("RandomOffset", FMath::FRand());
}
}
void ANPCBase::UnsetSpawn()
{
check(Role == ROLE_Authority);
m_spawn = nullptr;
}
void ANPCBase::ChangeNPCAnimation_Implementation(uint8 state )
{
if (IsValid(animInstance))
animInstance->ChangeAnimationStateTo((EMinionAnimState)(state));
}
FVector ANPCBase::CalcAvoidanceVector()
{
FVector retVector = FVector::ZeroVector;
float dynLenght = GetCharacterMovement()->Velocity.Size() / GetCharacterMovement()->GetMaxSpeed();
//change getactorforward by velocity
FVector vel = GetCharacterMovement()->Velocity;
vel.Normalize();
aheadvec1 =GetActorLocation()+ vel*dynLenght;
aheadvec2 = GetActorLocation() + vel*dynLenght*0.5;
// DrawDebugSphere(GetWorld(), aheadvec1, 24, 32, FColor(255, 255, 255));
// DrawDebugSphere(GetWorld(), aheadvec2, 24, 32, FColor(255, 0, 0));
ANPCBase* obstacle = GetClosestObstacle();
if (IsValid(obstacle))
{
retVector = aheadvec1 - obstacle->GetActorLocation();
retVector.Z = 0.0f;
retVector.Normalize();
retVector *= maxAvoidanceForce;
}
// DrawDebugLine(GetWorld(), GetActorLocation(), GetActorLocation() + retVector, FColor(255, 255, 0));
return retVector;
}///
ANPCBase* ANPCBase::GetClosestObstacle()
{
ANPCBase* obstacle = nullptr;
float distance = 1e34;
for (int i = 0; i < m_spawn->m_mobs.Num(); i++)
{
ANPCBase* current = m_spawn->m_mobs[i];
if(!IsValid(current)||current==this)
continue;
float tempdistance = FVector::DistSquared(current->GetActorLocation(), this->GetActorLocation());
if (tempdistance < distance)
{
distance = tempdistance;
obstacle = current;
}
}
if (!IsValid(obstacle))
return nullptr;
if (FVector::DistSquared(aheadvec1, obstacle->GetActorLocation())>100 * 100 && FVector::DistSquared(aheadvec2, obstacle->GetActorLocation())>100 * 100)
obstacle = nullptr;
return obstacle;
}
FVector ANPCBase::TruncateVector(FVector inVector, float maxForce)
{
if (inVector.Size() > maxForce)
{
inVector.Normalize();
inVector *= maxForce;
}
return inVector;
}
FVector ANPCBase::GetClosestPathLocation(FVector endlocation)
{
FVector returnVec = FVector();
UNavigationPath *tpath;
UNavigationSystem* navsys = UNavigationSystem::GetCurrent(GetWorld());
tpath = navsys->FindPathToLocationSynchronously(GetWorld(), GetActorLocation(), endlocation);
if (tpath == nullptr||tpath->PathPoints.Num()<=1)
return endlocation;
return tpath->PathPoints[tpath->PathPoints.Num()-1];
}

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// Project Lab - NHTV Igad
#pragma once
#include "Creatures/NetworkCharacter.h"
#include "NPCBase.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API ANPCBase : public ANetworkCharacter
{
GENERATED_BODY()
public:
ANPCBase();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float deltaTime) override;
virtual int32 NativeDealDamage(class ANetworkCharacter* dealer, int32 damage, float armorPercentageIgnore, class UAbilityInfo* ability) override;
// Clears all the modifier stat modifications from this character
virtual void ResetModifiers();
void SetSpawn(class ASpawnerBase* spawn);
void UnsetSpawn();
void SetControlPoint(FVector controlPoint);
UPROPERTY(BlueprintAssignable, Category = "Collision")
FComponentBeginOverlapSignature OnComponentBeginOverlap;
UPROPERTY(BlueprintAssignable, Category = "Collision")
FComponentBeginOverlapSignature OnComponentExitOverlap;
UPROPERTY(VisibleAnywhere, Category = "Custom Collision")
float maxAvoidanceForce;
UPROPERTY(BlueprintReadWrite)
TArray< class ANPCBase*>collisionList;
UPROPERTY(BlueprintReadWrite)
class ANetworkCharacter* target;
UFUNCTION(BlueprintImplementableEvent, Category = "Animation")
void PlayFencAnimation();
UFUNCTION(BlueprintImplementableEvent, Category = "Animation")
void PlayNormalAnimation();
UFUNCTION(BlueprintImplementableEvent, Category = "Animation")
void PlayClimbingAnimation();
UFUNCTION(BlueprintImplementableEvent, Category = "Animation")
void PlayPointAnimation();
UFUNCTION(NetMulticast, Reliable, Category = "Animation")
void ChangeNPCAnimation(uint8 state);
//Trigger components for the vision of the npcs
float patrolTime;
float collisionRadius;
void CalcAvoidance(const FVector& target);
virtual void MoveToPoint(const FVector& target);
virtual void MoveToPointSlow(const FVector& target, float dist);
void PatrolBetweenLocations(FVector startlocation, FVector endLocation,float deltaTime);
ANPCBase* GetClosestObstacle();
FVector CalcAvoidanceVector();
FVector TruncateVector(FVector inVector, float maxForce);
FVector GetClosestPathLocation(FVector endlocation);
FVector aheadvec1;
FVector aheadvec2;
protected:
virtual void m_OnRep_Team() override;
UFUNCTION(BlueprintImplementableEvent, category = "death")
void PlayDeathAnimation(UAbilityInfo* ability);
virtual void OnDeath(UAbilityInfo* ability) override;
UFUNCTION()
void OnOverlapBegin(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
UFUNCTION()
void OnOverlapEnd(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
UPROPERTY()
UMaterialInstanceDynamic* m_materialInstance;
// Base Stats
UPROPERTY(EditDefaultsOnly, Category = "Stats")
int32 baseMaxHealth;
UPROPERTY(EditDefaultsOnly, Category = "Stats")
int32 baseMaxMana;
// AKA Attacks per second
UPROPERTY(EditDefaultsOnly, Category = "Stats")
float baseAttackSpeed;
UPROPERTY(BlueprintReadWrite)
bool enableVisonCone;
bool m_dead;
UPROPERTY()
class ASpawnerBase* m_spawn;
FVector m_targetPoint;
bool m_isPulled;
bool m_hasGeneral;
class UMinionAnimInstance* animInstance;
private:
FVector m_lastLoc;
float m_walkSpeed;
bool lastcollision;
bool m_reachedStart;
FVector previousDirection;
float m_patrolTimer;
};

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// Project Lab - NHTV Igad
#pragma once
#include <unordered_map>
using std::unordered_map;
#include "AbilityState.h"
#include "ScalingGraph.h"
#include "NetworkPossessable.h"
#include "IngameSkillTree.h"
#include "NetworkCharacter.generated.h"
class ACreatureSpawn;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FCharacterKilled, ANetworkCharacter*, killer, UAbilityInfo*, ability);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FOnDamageTaken, ANetworkCharacter*, dealer, int32, damage, UAbilityInfo*, ability);
UCLASS(config = Game)
class ANetworkCharacter : public ANetworkPossessable
{
GENERATED_BODY()
public:
ANetworkCharacter();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Destroyed() override;
virtual void OnDeath(UAbilityInfo* ability);
void RegisterHealthBar();
void UnregisterHealthBar();
virtual void Tick(float DeltaSeconds) override;
// This processes the learned abilities on the server and calls LearnSkills on the owning client
void LearnSkills_Server(const TArray<FIngameSkillTreeSkill>& skills);
// This creates a list of all learned skills on the client's version of the character so that he gets an updated casting bar, etc.
UFUNCTION(Client, Reliable)
void LearnSkills(const TArray<FIngameSkillTreeSkill>& skills);
// The Buff/Modifier manager, for server side characters
class ModifierManager* GetModifierManager();
UFUNCTION(BlueprintCallable, Category = "modifiers")
TArray<class AModifier*> GetModifiersOfClass(TSubclassOf<class AModifier> modifierClass);
virtual void ResetModifiers();
void CheckStatsOverflow();
// Damage dealing
UFUNCTION(BlueprintCallable, Category = "Damage", meta = (WorldContext="WorldContextObject"))
int32 DealDamage(class UObject* WorldContextObject, int32 damage, float armorPercentageIgnore = 0.0f);
virtual int32 NativeDealDamage(class ANetworkCharacter* dealer, int32 damage, float armorPercentageIgnore = 0.0f, UAbilityInfo* ability = nullptr);
virtual void NativeOnKilled(class ANetworkCharacter* killer, class UAbilityInfo* ability);
UFUNCTION(BlueprintCallable, Category = "Damage")
void OnStandardAttack(ANetworkCharacter* targetCharacter);
// Healing
UFUNCTION(BlueprintCallable, Category = "Healing")
void AddHealth(int32 health);
virtual void NativeAddHealth(int32 health);
void RemoveHealth(int32 health);
void AddMana(float mana);
void RemoveMana(float mana);
UFUNCTION(BlueprintCallable, Category = "Damage")
float GetTimeSinceDamage() const;
UFUNCTION(BlueprintCallable, Category = "Animation")
void TriggerSwingAnimation_Server();
UFUNCTION(BlueprintCallable, Category = "State")
int32 GetHealth() const;
UFUNCTION(BlueprintCallable, Category = "State")
int32 GetMana() const;
UFUNCTION(BlueprintCallable, Category = "State")
int32 GetBlockedMana() const;
UFUNCTION(BlueprintCallable, Category = "State")
int32 GetMaxHealth() const;
UFUNCTION(BlueprintCallable, Category = "State")
int32 GetMaxMana() const;
UFUNCTION(BlueprintCallable, Category = "State")
int32 GetArmor() const;
UFUNCTION(BlueprintCallable, Category = "State")
bool GetHitable() const;
UFUNCTION(BlueprintCallable, Category = "State")
void SetHitable(bool hitable);
UFUNCTION(BlueprintCallable, Category = "State")
float GetDamageMultiplier() const;
UFUNCTION(BlueprintCallable, Category = "State")
float GetCooldownReduction() const;
UFUNCTION(BlueprintCallable, Category = "State")
float GetAttackSpeed() const;
UFUNCTION(BlueprintCallable, Category = "State")
float GetAttackDamage() const;
UFUNCTION(BlueprintCallable, Category = "State")
float GetMagicDamage() const;
UFUNCTION(BlueprintCallable, Category = "State")
float GetTotalDamage() const;
UFUNCTION(BlueprintCallable, Category = "State")
bool IsStunned() const;
UFUNCTION(BlueprintCallable, Category = "State")
bool CanRotate() const;
UFUNCTION(BlueprintCallable, Category = "State")
bool IsSilenced() const;
UFUNCTION(BlueprintCallable, Category = "State")
bool IsChanneling() const;
UFUNCTION(BlueprintCallable, Category = "State")
bool IsRanged() const;
bool CanBeStunned() const;
ANetworkCharacter* GetLastPlayerDamage() const;
void CastAbility(int32 abilityIndex);
void CastAbility(class UAbilityInfo* abilityInfo);
// Returns the ability that is currently being casted(channeling)
UFUNCTION(BlueprintCallable, Category = "Ability")
class UAbilityInfo* GetCastingAbility();
// Gets the persistent state of an ability between casts
class AAbilityState* GetAbilityState(class UAbilityInfo* abilityInfo);
// Gets the toggle state for abilities that have isToggleAbility set
bool GetAbilityToggleState(class UAbilityInfo* abilityInfo);
bool m_initialised;
// Minimap/FoW visibility
bool IsVisible() const;
// The collection of abilities this character has, for players.
// The first ability in this array is always treated the character's basic attack,
// and thus is affected by the attack speed variable of the character
UPROPERTY(EditDefaultsOnly, Category = "Ability")
TArray<class UAbilityInfo*> abilities;
UPROPERTY(BlueprintReadOnly, Replicated, Category = "Ability")
class UAbilityInfo* basicAttack;
UPROPERTY(EditDefaultsOnly, Category = "Ability")
TArray<class UAbilityInfo*> passives;
UPROPERTY(Replicated, BlueprintReadOnly, Category = "Animation")
int32 swingAnimationSequence;
UPROPERTY(EditAnywhere, Category = "Experience Settings")
int32 experienceGainOnKill;
// Intervals at which damage and healing combat text are spawned
UPROPERTY(EditAnywhere, Category = "Combat Text")
float healthAccumTimer;
UPROPERTY(EditAnywhere, Category = "Combat Text")
float damageAccumTimer;
// Duration before a team's damage is no longer valid
// Gets refreshed when a team deals damage to the creature
UPROPERTY(EditAnywhere, Category = "Team Damage Table")
float teamDamageTimer;
UPROPERTY(BlueprintAssignable, Category = "Character")
FCharacterKilled onCharacterKilled;
// SERVER ONLY
UPROPERTY(BlueprintAssignable, Category = "Character")
FOnDamageTaken onDamageTaken;
METRICS_EXPR(Metrics::PlayerHandle* metricsHandle);
protected:
// Called when the character is spawned or reset to set initial modifiers like fixed health/mana-regen
// overridable
virtual void m_SpawnModifiers();
// This checks stunn state, etc. to allow NetworkPossessable to move
virtual bool m_AllowedToMove() override;
virtual bool m_AllowedToRotate() override;
virtual void m_SetLevelStats();
UPROPERTY(EditDefaultsOnly, Category = "Stats")
int32 baseMovementSpeed;
UPROPERTY(EditDefaultsOnly, Category = "Stats")
int32 baseArmor;
UPROPERTY(EditDefaultsOnly, Category = "Stats")
int32 passiveManaRegen;
UPROPERTY(EditDefaultsOnly, Category = "Stats")
int32 passiveHealthRegen;
UPROPERTY(Replicated)
int32 m_blockedMana;
UPROPERTY(Replicated)
float m_damageMultiplier;
UPROPERTY(Replicated)
float m_ignoreArmor;
UPROPERTY(Replicated)
float m_manaRegenMultiplier;
UPROPERTY(Replicated)
float m_manaUsageMultiplier;
UPROPERTY(Replicated)
float m_positiveEffectMultiplier;
UPROPERTY(Replicated)
float m_negativeEffectMultiplier;
UPROPERTY(Replicated)
float m_damageTakenMultiplier;
UPROPERTY(Replicated)
int32 m_armor;
UPROPERTY(Replicated)
bool m_stunned;
UPROPERTY(Replicated)
bool m_silenced;
//sileneCount is the ammount of silences by modifiers, silence by casting is not taking into account.
UPROPERTY(Replicated)
uint32 m_silenceCount;
UPROPERTY(Replicated)
bool m_visible;
UPROPERTY(Replicated)
bool m_hitable;
UPROPERTY(Replicated)
bool m_isRanged;
UPROPERTY(EditDefaultsOnly, Category = "Stats")
bool canBeStunned;
UPROPERTY(EditDefaultsOnly, Category = "Stats")
bool canBeSilenced;
UPROPERTY(Replicated)
int32 m_health;
UPROPERTY(Replicated)
int32 m_maxHealth;
UPROPERTY(Replicated)
float m_mana;
UPROPERTY(Replicated)
int32 m_maxMana;
UPROPERTY(Replicated)
float m_cooldownReduction;
UPROPERTY(Replicated)
float m_attackSpeed;
UPROPERTY(Replicated)
float m_attackDamageMultiplier;
UPROPERTY(Replicated)
float m_magicDamageMultiplier;
UPROPERTY(Replicated)
bool m_usesMana;
UPROPERTY(Replicated)
float m_castingMovementspeedMultiplier;
friend class ModifierManager;
friend class APreCastAbilityEventGroup;
friend class AIllusionCharacter;
friend class ADefaultPlayerController;
class ModifierManager* m_modifierManager;
bool m_shouldBeDestroyed = false;
private:
// Request to the server to cast an ability
UFUNCTION(Reliable, Server, WithValidation)
void m_CastAbility_Server(class UAbilityInfo* ability);
void m_InitAbilitySequence(class UAbilityInfo* ability, class AAbilityState* state);
// Updates all the cooldown timers and ticks modifiers
void m_TickAbilities(float DeltaSeconds);
void m_SetAbilityCooldown(class UAbilityInfo* ability, class AAbilityState* state);
// Server only casting interupt
void m_InteruptSpellcasting();
// Called if we know an ability is successfully casted or not
UFUNCTION(Reliable, Client)
void m_OnAbilityCastConfirm(UAbilityInfo* ability, bool success, bool toggleState, float cooldown, float cooldownTime);
void m_PreCast(UAbilityInfo* ability);
// Called if we know an ability is successfully casted or not (server-side)
virtual void m_OnAbilityCastConfirm_Server(UAbilityInfo* ability, bool success);
// Callback for when an ability progresses to it's next state
UFUNCTION()
void m_OnAbilityEventGroupEnded(class UAbilityInfo* ability, class AAbilityEventGroup* current, class AAbilityEventGroup* next);
friend class ADefaultPlayerState;
// Active Stats
struct DamagePeriod
{
DamagePeriod(int32 damage, float timer) : damage(damage), timer(timer) {}
int32 damage;
float timer;
};
unordered_map<class ADefaultPlayerController*, DamagePeriod> m_damageAccum;
int32 m_damageAccumValue;
float m_damageAccumTimer;
int32 m_healAccumValue;
float m_healAccumTimer;
float m_totalDamage;
unordered_map<int32, DamagePeriod> m_teamDamageDealt;
UPROPERTY()
ANetworkCharacter* m_lastPlayerDamage;
// Keeps ability persistent state between casts
UPROPERTY()
TMap<class UAbilityInfo*, class AAbilityState*> m_abilityStates;
// Keeps ability execution states / active group (server-side)
UPROPERTY()
TMap<class UAbilityInfo*, class AAbilityEventGroup*> m_activeAbilities;
friend class AModifier;
friend class AVisibilityModifier;
float m_timeSinceDamage;
UPROPERTY()
class AAbilityEventGroup* m_channelGroup;
UPROPERTY(Replicated)
class UAbilityInfo* m_castingAbility;
UPROPERTY(Replicated)
bool m_channelStun;
UPROPERTY(Replicated)
bool m_allowChannelRotation;
class APreCastAbilityEventGroup* m_currentPreCast;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "NetworkGhost.h"
#include "NetworkPlayer.h"
#include "DefaultPlayerState.h"
// Sets default values
ANetworkGhost::ANetworkGhost()
{
bReplicates = true;
postProcess = CreateDefaultSubobject<UPostProcessComponent>(TEXT("PostProcess"));
postProcess->bEnabled = false;
postProcess->AttachTo(RootComponent);
m_SetupCamera();
// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Rotate character to moving direction
GetCharacterMovement()->RotationRate = FRotator(0.f, 640.f, 0.f);
GetCharacterMovement()->bConstrainToPlane = true;
GetCharacterMovement()->bSnapToPlaneAtStart = true;
shrinesInRange = 0;
respawnDuration = 15;
allyRespawnRange = 300;
}
void ANetworkGhost::BeginPlay()
{
Super::BeginPlay();
m_respawnTime = respawnDuration;
}
void ANetworkGhost::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Update the respawn timer (server only)
if (Role == ROLE_Authority)
{
if (m_respawnTime > 0)
m_respawnTime -= DeltaTime;
}
// Enable the post process on clients
if (IsValid(GetController()))
postProcess->bEnabled = GetController()->IsLocalController();
}
bool ANetworkGhost::CanRespawn() const
{
// Cannot respawn yet
if (m_respawnTime > 0)
return false;
// If we're falling, were unable to respawn
if (!GetCharacterMovement()->IsMovingOnGround())
return false;
// We're at a shrine
if (shrinesInRange > 0)
return true;
// Check if the ally is within the radius, so we can respawn next to him
ADefaultPlayerState* state = Cast<ADefaultPlayerState>(PlayerState);
bool inAllyRange = false;
if (IsValid(state) && IsValid(state->teamMate) && IsValid(state->teamMate->character))
{
if (FVector::DistSquared(GetActorLocation(), state->teamMate->character->GetActorLocation()) <= (allyRespawnRange * allyRespawnRange))
return true;
}
return false;
}
float ANetworkGhost::RespawnTime() const
{
return m_respawnTime;
}
void ANetworkGhost::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ANetworkGhost, m_respawnTime);
}

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// Project Lab - NHTV Igad
#pragma once
#include "Creatures/NetworkPossessable.h"
#include "NetworkGhost.generated.h"
UCLASS()
class UNREALPROJECT_API ANetworkGhost : public ANetworkPossessable
{
GENERATED_BODY()
public:
ANetworkGhost();
virtual void BeginPlay() override;
virtual void Tick(float DeltaSeconds) override;
bool CanRespawn() const;
UPROPERTY(BlueprintReadonly, Category = "Respawn")
int32 shrinesInRange;
// Range to ally for respawn
UPROPERTY(EditAnywhere, Category = "Respawn")
float allyRespawnRange;
// Time it takes before the player is allowed to respawn
UPROPERTY(EditAnywhere, Category = "Respawn")
float respawnDuration;
// Get time it takes before respawning
UFUNCTION(BlueprintCallable, Category = "Respawn")
float RespawnTime() const;
UPROPERTY(EditAnywhere, Category = "PostProcess")
UPostProcessComponent* postProcess;
private:
UPROPERTY(Replicated)
float m_respawnTime;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "NetworkPlayer.h"
#include "DefaultPlayerController.h"
#include "ItemBase.h"
#include "BaseSkillObject.h"
#include "AbilityInfo.h"
#include "NetworkSwitch.h"
#include "DefaultGameMode.h"
#include "DefaultPlayerState.h"
#include "IngameSkillTree.h"
#include "Modifier.h"
#include "SpawnerBase.h"
#include "TeamData.h"
static UTeamData* teamData;
ANetworkPlayer::ANetworkPlayer()
{
bReplicates = true;
m_SetupCamera();
m_initialised = false;
m_keyState = 0;
healthCurve = ConstructorHelpers::FObjectFinder<UCurveFloat>(TEXT("/Game/ScalingCurves/CF_PlayerHealth")).Object;
healthRegenCurve = ConstructorHelpers::FObjectFinder<UCurveFloat>(TEXT("/Game/ScalingCurves/CF_PlayerHealthRegen")).Object;
manaCurve = ConstructorHelpers::FObjectFinder<UCurveFloat>(TEXT("/Game/ScalingCurves/CF_PlayerMana")).Object;
manaRegenCurve = ConstructorHelpers::FObjectFinder<UCurveFloat>(TEXT("/Game/ScalingCurves/CF_PlayerManaRegen")).Object;
armorCurve = ConstructorHelpers::FObjectFinder<UCurveFloat>(TEXT("/Game/ScalingCurves/CF_PlayerArmor")).Object;
attackSpeedCurve = ConstructorHelpers::FObjectFinder<UCurveFloat>(TEXT("/Game/ScalingCurves/CF_PlayerAttackSpeed")).Object;
creatureDamageTakenCurve = ConstructorHelpers::FObjectFinder<UCurveFloat>(TEXT("/Game/ScalingCurves/CF_CreatureDamageTaken")).Object;
creatureDamageDealtCurve = ConstructorHelpers::FObjectFinder<UCurveFloat>(TEXT("/Game/ScalingCurves/CF_CreatureDamageDealt")).Object;
teamData = ConstructorHelpers::FObjectFinder<UTeamData>(TEXT("/Game/Assets/TeamData")).Object;
playerCircle = CreateDefaultSubobject<UStaticMeshComponent>("Player Circle");
playerCircle->AttachTo(RootComponent);
visionRadius = 2500;
}
void ANetworkPlayer::BeginPlay()
{
m_levelStatsInitialized = false;
Super::BeginPlay();
m_initialised = false;
}
void ANetworkPlayer::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (Role != ROLE_Authority)
return;
// Return the keys
ANetworkPlayer* const killedBy = Cast<ANetworkPlayer>(GetLastPlayerDamage());
if (m_health <= 0 && IsValid(killedBy) && killedBy->GetTeam() != GetTeam())
{
FText Source = FText::FromString(killedBy->playerName);
FText Target = FText::FromString(playerName);
onPlayerKilled.Broadcast(Source, Target, killedBy->GetTeam(), GetTeam());
// Assign keys to the player that killed us
for (auto iter = m_keyOrigins.CreateIterator(); iter; ++iter)
{
ASpawnerBase** find = killedBy->m_keyOrigins.Find(iter->Key);
if (!find)
killedBy->m_keyOrigins.Add(iter->Key, iter->Value);
else
iter->Value->hasDroppedKey = false;
}
killedBy->m_keyState |= m_keyState;
}
else
{
// Return the keys we have
for (auto iter = m_keyOrigins.CreateIterator(); iter; ++iter)
{
if (IsValid(iter->Value))
iter->Value->hasDroppedKey = false;
}
}
m_keyState = 0;
m_keyOrigins.Reset();
// Clean up screen effects and delegates.
m_filterTimelines.Empty();
for (int32 i = 0; i < m_delegates.Num(); i++)
{
GetWorldTimerManager().ClearTimer(m_delegates[i]);
}
m_delegates.Empty();
}
void ANetworkPlayer::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
for (auto& timeline : m_filterTimelines)
{
timeline.Value.TickTimeline(DeltaSeconds);
}
// Server only
if(Role == ROLE_Authority)
{
ADefaultPlayerState* state = Cast<ADefaultPlayerState>(PlayerState);
if(!m_levelStatsInitialized)
{
m_modifierManager->RecalculateCharacter();
CheckStatsOverflow();
if(!m_initialised)
{
m_health = m_maxHealth;
m_mana = m_maxMana;
m_initialised = true;
}
m_levelStatsInitialized = true;
}
}
}
void ANetworkPlayer::PossessedBy(AController* NewController)
{
Super::PossessedBy(NewController);
OnRep_PlayerState();
}
void ANetworkPlayer::OnRep_PlayerState()
{
Super::OnRep_PlayerState();
// Initialize player circle
UMaterialInstanceDynamic* mi = playerCircle->CreateDynamicMaterialInstance(0);
FLinearColor teamColor = teamData->GetTeamColor(Cast<ADefaultPlayerState>(PlayerState)->GetTeam());
mi->SetVectorParameterValue("Color", teamColor);
}
void ANetworkPlayer::ResetModifiers()
{
// Learn abilities
m_SetLevelStats();
Super::ResetModifiers();
}
void ANetworkPlayer::OnLevelUp_Server(int32 newLevel)
{
check(Role == ROLE_Authority);
// Learn abilities
//m_SetLevelStats();
// Recalculate modifiers for new level
if(m_modifierManager)
m_modifierManager->RecalculateCharacter();
CheckStatsOverflow();
// Call blueprint level up event (server-side)
OnLevelUp(newLevel);
}
class ANetworkPlayer* ANetworkPlayer::GetTeamMate() const
{
ADefaultPlayerState* state = Cast<ADefaultPlayerState>(PlayerState);
if (state && state->teamMate)
return state->teamMate->character;
return nullptr;
}
void ANetworkPlayer::m_SetLevelStats()
{
Super::m_SetLevelStats();
// Update stats
ADefaultPlayerState* state = Cast<ADefaultPlayerState>(PlayerState);
float level = 1;
if(IsValid(state))
level = (float)state->GetLevel();
float newHealth = SampleHealthCurve(level);
float newMana = SampleManaCurve(level);
float newArmor = SampleArmorCurve(level);
float newAttackSpeed = SampleAttackSpeedCurve(level);
//GWPRINT(L"Setting level bases stats for level " + level + L"(" + levelScale + L")");
//GWPRINT(L"Health = " + m_maxHealth + L"->" + newHealth);
//GWPRINT(L"Mana = " + m_maxMana + L"->" + newMana);
//GWPRINT(L"Armor = " + m_armor + L"->" + newArmor);
//GWPRINT(L"Attack Speed = " + m_attackSpeed + L"->" + newAs);
if(!m_levelStatsInitialized)
{
m_health = newHealth;
m_mana = newMana;
}
m_maxHealth = newHealth;
m_maxMana = newMana;
baseArmor = newArmor;
m_attackSpeed = newAttackSpeed;
if(Role == ROLE_Authority)
{
// Send level-up/learn skill command
ADefaultPlayerController* controller = Cast<ADefaultPlayerController>(GetController());
if(controller)
{
controller->LearnSkillsForLevel();
}
}
}
void ANetworkPlayer::OnLevelUp_Implementation(int32 newLevel)
{
m_levelStatsInitialized = false;
}
bool ANetworkPlayer::ToggleSwitch_Validate(ANetworkSwitch* networkSwitch)
{
return networkSwitch && FVector::Dist(GetActorLocation(), networkSwitch->GetActorLocation()) < 600;
}
void ANetworkPlayer::ToggleSwitch_Implementation(ANetworkSwitch* networkSwitch)
{
if(FVector::Dist(GetActorLocation(), networkSwitch->GetActorLocation()) < 300)
networkSwitch->Toggle();
}
float ANetworkPlayer::SampleHealthCurve(float in)
{
if(GetCharacterClassProperties().healthCurve)
{
return GetCharacterClassProperties().healthCurve->GetFloatValue(in);
}
return healthCurve->GetFloatValue(in);
}
float ANetworkPlayer::SampleManaCurve(float in)
{
if(GetCharacterClassProperties().manaCurve)
{
return GetCharacterClassProperties().manaCurve->GetFloatValue(in);
}
return manaCurve->GetFloatValue(in);
}
float ANetworkPlayer::SampleArmorCurve(float in)
{
if(GetCharacterClassProperties().armorCurve)
{
return GetCharacterClassProperties().armorCurve->GetFloatValue(in);
}
return armorCurve->GetFloatValue(in);
}
float ANetworkPlayer::SampleAttackSpeedCurve(float in)
{
if(GetCharacterClassProperties().attackSpeedCurve)
{
return GetCharacterClassProperties().attackSpeedCurve->GetFloatValue(in);
}
return attackSpeedCurve->GetFloatValue(in);
}
bool ANetworkPlayer::HasKey(PlayerKeyType keyType) const
{
if (keyType == PlayerKeyType::None)
return m_keyState == 0;
return ((1 << (int32)keyType) & m_keyState) != 0;
}
bool ANetworkPlayer::HasAnyKey() const
{
return m_keyState != 0;
}
bool ANetworkPlayer::AssignKey(PlayerKeyType keyType, ASpawnerBase* origin)
{
check(Role == ROLE_Authority);
if (HasKey(keyType))
return false;
origin->hasDroppedKey = true;
// Store the origin for later
m_keyOrigins.Add((uint8)keyType, origin);
m_keyState += (1 << (int32)keyType);
return true;
}
bool ANetworkPlayer::ClearKey(PlayerKeyType keyType)
{
check(Role == ROLE_Authority);
if (!HasKey(keyType))
return false;
// Allow the boss to drop keys again
ASpawnerBase** find = m_keyOrigins.Find((uint8)keyType);
if (find)
{
if(IsValid(*find)) (*find)->hasDroppedKey = false;
m_keyOrigins.Remove((uint8)keyType);
}
m_keyState -= (1 << (int32)keyType);
return true;
}
void ANetworkPlayer::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ANetworkPlayer, m_keyState);
}
FCharacterClassProperty ANetworkPlayer::GetCharacterClassProperties() const
{
static FCharacterClassProperty dummy;
if(!Controller)
return dummy;
return Cast<ADefaultPlayerController>(Controller)->GetCharacterClassProperties();
}
//Screen Filters
void ANetworkPlayer::SetFilterDuration(float duration, UPostProcessComponent* filter)
{
FTimerHandle uniqueHandle;
FTimerDelegate stopFilterDelegate = FTimerDelegate::CreateUObject(this, &ANetworkPlayer::StopFilter, filter, uniqueHandle);
GetWorldTimerManager().SetTimer(uniqueHandle, stopFilterDelegate, duration, false);
m_delegates.Add(uniqueHandle);
}
void ANetworkPlayer::SetTimelineDuration(float duration, UPostProcessComponent* filter)
{
FTimerHandle uniqueHandle;
FTimerDelegate stopFilterDelegate = FTimerDelegate::CreateUObject(this, &ANetworkPlayer::StopTimeline, filter, uniqueHandle);
GetWorldTimerManager().SetTimer(uniqueHandle, stopFilterDelegate, duration, false);
m_delegates.Add(uniqueHandle);
}
void ANetworkPlayer::StartFilter(float duration, UPostProcessComponent* filter, UCurveFloat* timelineCurve)
{
if ( m_filterTimelines.Contains(filter) ) return;
if (timelineCurve)
{
FTimeline timeLine;
FOnTimelineFloatStatic timelineDelegate;
timelineDelegate.BindUObject(this, &ANetworkPlayer::FilterUpdate, filter);
timeLine.AddInterpFloat(timelineCurve, timelineDelegate);
timeLine.SetPlayRate(1.0f / duration);
timeLine.PlayFromStart();
m_filterTimelines.Add(filter, timeLine);
SetFilterDuration(duration, filter);
}
filter->bEnabled = true;
}
void ANetworkPlayer::StartFilterWithDelegate(float duration, UPostProcessComponent* filter, UCurveFloat* timelineCurve, FPostAction action)
{
if ( m_filterTimelines.Contains(filter) ) return;
if (timelineCurve)
{
FTimeline timeLine;
FOnTimelineFloatStatic timelineDelegate;
timelineDelegate.BindUObject(this, &ANetworkPlayer::FilterUpdate, filter, action);
timeLine.AddInterpFloat(timelineCurve, timelineDelegate);
timeLine.SetPlayRate(1.0f / duration);
timeLine.PlayFromStart();
m_filterTimelines.Add(filter, timeLine);
SetFilterDuration(duration, filter);
}
filter->bEnabled = true;
}
void ANetworkPlayer::EnableFilter(float duration, UPostProcessComponent* filter, UCurveFloat* timelineCurve)
{
if (m_filterTimelines.Contains(filter)) return;
if (!timelineCurve)
{
YERROR("No timelineCurve given.");
return;
}
FTimeline timeLine;
FOnTimelineFloatStatic timelineDelegate;
timelineDelegate.BindUObject(this, &ANetworkPlayer::FilterUpdate, filter);
timeLine.AddInterpFloat(timelineCurve, timelineDelegate);
timeLine.SetPlayRate(1.0f / duration);
timeLine.PlayFromStart();
m_filterTimelines.Add(filter, timeLine);
SetTimelineDuration(duration, filter);
filter->bEnabled = true;
}
void ANetworkPlayer::DisableFilter(float duration, UPostProcessComponent* filter, UCurveFloat* timeline)
{
StartFilter(duration, filter, timeline);
}
void ANetworkPlayer::EnableFilterWithDelegate(float duration, UPostProcessComponent* filter, UCurveFloat* timelineCurve, FPostAction action)
{
if (m_filterTimelines.Contains(filter)) return;
if (!timelineCurve)
{
YERROR("No timelineCurve given.");
return;
}
FTimeline timeLine;
FOnTimelineFloatStatic timelineDelegate;
timelineDelegate.BindUObject(this, &ANetworkPlayer::FilterUpdate, filter, action);
timeLine.AddInterpFloat(timelineCurve, timelineDelegate);
timeLine.SetPlayRate(1.0f / duration);
timeLine.PlayFromStart();
m_filterTimelines.Add(filter, timeLine);
SetTimelineDuration(duration, filter);
filter->bEnabled = true;
}
void ANetworkPlayer::DisableFilterWithDelegate(float duration, UPostProcessComponent* filter, UCurveFloat* timeline, FPostAction action)
{
StartFilterWithDelegate(duration, filter, timeline, action);
}
void ANetworkPlayer::StopFilter(UPostProcessComponent* filter, FTimerHandle handle)
{
filter->bEnabled = false;
m_delegates.Remove(handle);
if (!m_filterTimelines.Contains(filter))
{
YERROR("Can't find filter in timeline.");
return;
}
m_filterTimelines.Remove(filter);
}
void ANetworkPlayer::StopTimeline( UPostProcessComponent* filter, FTimerHandle handle )
{
m_delegates.Remove(handle);
if (!m_filterTimelines.Contains(filter))
{
YERROR("Can't find filter in timeline.");
return;
}
m_filterTimelines.Remove(filter);
}
void ANetworkPlayer::FilterUpdate(float value, UPostProcessComponent* filter)
{
filter->BlendWeight = value;
}
void ANetworkPlayer::FilterUpdate(float value, UPostProcessComponent* filter, FPostAction action)
{
action.ExecuteIfBound(value, filter);
}
void ANetworkPlayer::AddThreatLevel_Client_Implementation(const float a_NewThreat)
{
threats.Add(a_NewThreat);
threatLevel = a_NewThreat > threatLevel ? a_NewThreat : threatLevel;
}
void ANetworkPlayer::RemoveThreatLevel_Client_Implementation(const float a_NewThreat)
{
threats.RemoveSingle(a_NewThreat);
if (a_NewThreat == threatLevel)
{
threatLevel = 0;
for (int32 i = 0; i < threats.Num(); i++)
{
if (threats[i] > threatLevel)
{
threatLevel = threats[i];
}
}
}
}

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// Project Lab - NHTV Igad
#pragma once
#include "Creatures/NetworkCharacter.h"
#include "IngameSkillTree.h"
#include "PlayerKeyType.h"
#include "NetworkPlayer.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API ANetworkPlayer : public ANetworkCharacter
{
GENERATED_BODY()
public:
ANetworkPlayer();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float DeltaSeconds) override;
// For detecting when the player is possessed
virtual void PossessedBy(AController* NewController) override;
virtual void OnRep_PlayerState() override;
// Clears all the modifier stat modifications from this character
virtual void ResetModifiers();
UFUNCTION(Server, Reliable, WithValidation)
void ToggleSwitch(class ANetworkSwitch* networkSwitch);
// Server-Side level up event
UFUNCTION(BlueprintNativeEvent, Category = "LevelUp")
void OnLevelUp(int32 newLevel);
// Called server-side when a character levels up
void OnLevelUp_Server(int32 newLevel);
// Get the class properties of this player
UFUNCTION(BlueprintCallable, Category = "State")
FCharacterClassProperty GetCharacterClassProperties() const;
UFUNCTION(BlueprintCallable, Category = "Team")
class ANetworkPlayer* GetTeamMate() const;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_FourParams(FOnPlayerKilled, FText, source, FText, target, int32, sourceNum, int32, targetNum);
UPROPERTY(BlueprintAssignable, Category = "Game")
FOnPlayerKilled onPlayerKilled;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Music")
float threatLevel;
TArray<float> threats;
UFUNCTION(Client, Reliable)
void AddThreatLevel_Client(const float a_NewThreat);
UFUNCTION(Client, Reliable)
void RemoveThreatLevel_Client(const float a_NewThreat);
// Base Stats for all characters
UPROPERTY(VisibleAnywhere, Category = "Stats")
UCurveFloat* healthCurve;
UPROPERTY(VisibleAnywhere, Category = "Stats")
UCurveFloat* healthRegenCurve;
UPROPERTY(VisibleAnywhere, Category = "Stats")
UCurveFloat* manaCurve;
UPROPERTY(VisibleAnywhere, Category = "Stats")
UCurveFloat* manaRegenCurve;
UPROPERTY(VisibleAnywhere, Category = "Stats")
UCurveFloat* armorCurve;
UPROPERTY(VisibleAnywhere, Category = "Stats")
UCurveFloat* attackSpeedCurve;
// Use these functions to sample the above curves, these functions also check class specific overrides
float SampleHealthCurve(float in);
float SampleManaCurve(float in);
float SampleArmorCurve(float in);
float SampleAttackSpeedCurve(float in);
// Creature level scaling logic
// Damage done to creatures
UPROPERTY(VisibleAnywhere, Category = "Stats")
UCurveFloat* creatureDamageTakenCurve;
// Damage dealt by creatures
UPROPERTY(VisibleAnywhere, Category = "Stats")
UCurveFloat* creatureDamageDealtCurve;
UFUNCTION(BlueprintCallable, Category = "Key")
bool HasKey(PlayerKeyType keyType) const;
UFUNCTION(BlueprintCallable, Category = "Key")
bool HasAnyKey() const;
bool AssignKey(PlayerKeyType keyType, class ASpawnerBase* origin);
bool ClearKey(PlayerKeyType keyType);
// Starts a filter for a duration with a timeline to control the blending.
UFUNCTION(BlueprintCallable, Category = "ScreenFilter")
void StartFilter(float duration, UPostProcessComponent* filter, UCurveFloat* timeline);
DECLARE_DYNAMIC_DELEGATE_TwoParams(FPostAction, float, value, UPostProcessComponent*, filter);
// Starts a filter for a duration with a timeline to control the blending.
UFUNCTION(BlueprintCallable, Category = "ScreenFilter")
void StartFilterWithDelegate(float duration, UPostProcessComponent* filter, UCurveFloat* timeline, FPostAction action);
// Starts a filter with a timeline to control the blending.
UFUNCTION(BlueprintCallable, Category = "ScreenFilter")
void EnableFilter(float duration, UPostProcessComponent* filter, UCurveFloat* timeline);
// Stops a filter after a duration with a timeline to control the blending.
UFUNCTION(BlueprintCallable, Category = "ScreenFilter")
void DisableFilter(float duration, UPostProcessComponent* filter, UCurveFloat* timeline);
// Starts a filter with a timeline to control the blending.
UFUNCTION(BlueprintCallable, Category = "ScreenFilter")
void EnableFilterWithDelegate(float duration, UPostProcessComponent* filter, UCurveFloat* timeline, FPostAction action);
// Stops a filter after a duration with a timeline to control the blending.
UFUNCTION(BlueprintCallable, Category = "ScreenFilter")
void DisableFilterWithDelegate(float duration, UPostProcessComponent* filter, UCurveFloat* timeline, FPostAction action);
// The ring below the player
UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
UStaticMeshComponent* playerCircle;
protected:
void m_SetLevelStats() override;
private:
// Sets the duration of the filter.
// Creates a delagate for StopFilter.
void SetFilterDuration(float duration, UPostProcessComponent* filter);
// Sets the duration of the timeline.
// Creates a delagate for StopTimeline.
void SetTimelineDuration(float duration, UPostProcessComponent* filter);
// Disables the filter.
void StopFilter(UPostProcessComponent* filter, FTimerHandle handle);
// Clears the timeline.
void StopTimeline(UPostProcessComponent* filter, FTimerHandle handle);
// Updates the blending weight of the filter.
void FilterUpdate(float value, UPostProcessComponent* filter);
void FilterUpdate(float value, UPostProcessComponent* filter, FPostAction action);
// TODO: Add filter queue.
bool m_levelStatsInitialized;
UPROPERTY(Replicated)
uint8 m_keyState;
TMap<uint8, class ASpawnerBase*> m_keyOrigins;
TMap<UPostProcessComponent*, FTimeline> m_filterTimelines;
TArray<FTimerHandle> m_delegates;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "NetworkPossessable.h"
#include "DefaultPlayerController.h"
// Sets default values
ANetworkPossessable::ANetworkPossessable()
{
}
// Called every frame
void ANetworkPossessable::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
m_UpdateCamera();
}
void ANetworkPossessable::AddMovementInput(FVector WorldDirection, float ScaleValue /*= 1.0f*/, bool bForce /*= false*/)
{
check(!WorldDirection.ContainsNaN());
check(!FMath::IsNaN(ScaleValue));
if(m_AllowedToMove())
Super::AddMovementInput(WorldDirection, ScaleValue, bForce);
}
void ANetworkPossessable::SetCharacterRotation(FRotator rotator)
{
if (m_AllowedToRotate())
SetActorRotation(rotator);
if(Role != ROLE_Authority)
{
m_SetCharacterRotation_Server(rotator.Yaw);
}
}
void ANetworkPossessable::AddControllerYawInput(float Val)
{
if(m_AllowedToRotate())
Super::AddControllerYawInput(Val);
}
bool ANetworkPossessable::m_SetCharacterRotation_Server_Validate(float rotation)
{
return true;
}
void ANetworkPossessable::m_SetCharacterRotation_Server_Implementation(float rotation)
{
SetActorRotation(FRotator(0.0f, rotation, 0.0f));
}
bool ANetworkPossessable::m_AllowedToMove()
{
return true;
}
bool ANetworkPossessable::m_AllowedToRotate()
{
return true;
}
void ANetworkPossessable::m_SetupCamera()
{
// Create a camera boom
CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
CameraBoom->AttachTo(RootComponent);
CameraBoom->bAbsoluteRotation = true;
CameraBoom->TargetArmLength = 1500.f;
CameraBoom->RelativeRotation = FRotator(-60.f, 45.f, 0.f);
CameraBoom->bDoCollisionTest = false;
CameraBoom->bInheritPitch = false;
CameraBoom->bInheritYaw = false;
CameraBoom->bInheritRoll = false;
// Create a camera
TopDownCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("TopDownCamera"));
TopDownCamera->AttachTo(CameraBoom, USpringArmComponent::SocketName);
TopDownCamera->bUsePawnControlRotation = false;
// Don't rotate character to camera direction
bUseControllerRotationPitch = false;
bUseControllerRotationYaw = false;
bUseControllerRotationRoll = false;
}
void ANetworkPossessable::m_UpdateCamera()
{
if (!IsValid(CameraBoom)) return;
ADefaultPlayerController* const controller = Cast<ADefaultPlayerController>(GetController());
if (IsValid(controller))
{
// Ensure the camera does not fall under the ground
const FVector playerCoord = GetActorLocation();
if (playerCoord.Z < 0)
CameraBoom->SetRelativeLocation(FVector(0, 0, -playerCoord.Z));
else if (CameraBoom->GetComponentLocation().Z < 0)
CameraBoom->SetRelativeLocation(FVector());
// Update last position
if (GetCharacterMovement()->IsMovingOnGround())
controller->UpdatePlayerPosition(GetActorLocation(), GetActorRotation());
}
}

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// Project Lab - NHTV Igad
#pragma once
#include "CharacterBase.h"
#include "NetworkPossessable.generated.h"
UCLASS(Abstract)
class UNREALPROJECT_API ANetworkPossessable : public ACharacterBase
{
GENERATED_BODY()
public:
ANetworkPossessable();
virtual void Tick( float DeltaSeconds ) override;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class USpringArmComponent* CameraBoom;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
class UCameraComponent* TopDownCamera;
virtual void AddMovementInput(FVector WorldDirection, float ScaleValue = 1.0f, bool bForce = false) override;
virtual void SetCharacterRotation(FRotator rotator);
virtual void AddControllerYawInput(float Val) override;
protected:
UFUNCTION(Server, Reliable, WithValidation)
void m_SetCharacterRotation_Server(float rotation);
virtual bool m_AllowedToMove();
virtual bool m_AllowedToRotate();
void m_SetupCamera();
void m_UpdateCamera();
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "OffensiveEnemy.h"
#include "AbilityInfo.h"
#include "SpawnerBase.h"
#include "NetworkPlayer.h"
#include "MinionAnimInstance.h"
#include "BehaviorTree/EnemyAIController.h"
AOffensiveEnemy::AOffensiveEnemy()
{
PrimaryActorTick.bCanEverTick = true;
}
void AOffensiveEnemy::BeginPlay()
{
Super::BeginPlay();
if (Role != ROLE_Authority)
return;
}
void AOffensiveEnemy::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (Role != ROLE_Authority)
return;
}
void AOffensiveEnemy::Tick(float deltaTime)
{
Super::Tick(deltaTime);
if (Role != ROLE_Authority)
return;
if (IsValid(target))
{
if (hasGeneral)
{
GeneralBehavior();
}
else
{
if (m_confusionTimer > 0.0f)
{
ConfusionBehavior();
return;
}
BasicBehavior();
}
// Move to target
}
}
void AOffensiveEnemy::GeneralBehavior()
{
if (!meleeAbility || !specialAbility)
{
//RERROR("there is no abilities");
return;
}
const FVector2D actorLocation = FVector2D(GetActorLocation().X, GetActorLocation().Y);
const FVector2D targetLocation = FVector2D(target->GetActorLocation().X, target->GetActorLocation().Y);
const float targetDistSqr = FVector2D::DistSquared(targetLocation, actorLocation);
m_tempAbility = meleeAbility;
if (((m_tempAbility->AICastRange + 150)*(m_tempAbility->AICastRange + 150)) < targetDistSqr)
return;
if (GetAbilityState(m_tempAbility)->onCooldownTimer <= 0)
{
CastAbility(m_tempAbility);
UMinionAnimInstance* animInstance = Cast<UMinionAnimInstance>(GetMesh()->GetAnimInstance());
if (IsValid(animInstance))
{
animInstance->ChangeAnimationStateTo(EMinionAnimState::MAS_Attacking);
}
//m_rotateToPlayer = m_tempAbility->rotateTowardsPlayer;
}
}
void AOffensiveEnemy::BasicBehavior()
{
if (!IsValid(target))
return;
if (FVector::DistSquared(target->GetActorLocation(), GetActorLocation()) > 200 * 200)
{
MoveToPoint(target->GetActorLocation());
}
else
{
FVector addvec = GetActorLocation() - target->GetActorLocation();
addvec.Normalize();
MoveToPoint(target->GetActorLocation()+addvec*200.0f);
GetCharacterMovement()->Velocity = FVector::ZeroVector;
}
SetActorRotation(FVector(target->GetActorLocation() - GetActorLocation()).Rotation());
if (!meleeAbility || !specialAbility)
{
//RERROR("there is no abilities");
return;
}
const FVector2D actorLocation = FVector2D(GetActorLocation().X, GetActorLocation().Y);
const FVector2D targetLocation = FVector2D(target->GetActorLocation().X, target->GetActorLocation().Y);
const float targetDistSqr = FVector2D::DistSquared(targetLocation, actorLocation);
m_tempAbility = meleeAbility;
if ((rand() % 1000) > specialAbilityChance&&!m_isPulled)
{
m_tempAbility = specialAbility;
}
m_isPulled = true;
if (((m_tempAbility->AICastRange + 150)*(m_tempAbility->AICastRange + 150)) < targetDistSqr)
return;
if (GetAbilityState(m_tempAbility)->onCooldownTimer <= 0)
{
CastAbility(m_tempAbility);
UMinionAnimInstance* animInstance = Cast<UMinionAnimInstance>(GetMesh()->GetAnimInstance());
if (IsValid(animInstance))
{
animInstance->ChangeAnimationStateTo(EMinionAnimState::MAS_Attacking);
}
}
}
int32 AOffensiveEnemy::NativeDealDamage(class ANetworkCharacter* dealer, int32 damage, float armorPercentageIgnore, class UAbilityInfo* ability)
{
if (hasGeneral)
{
float damageMultiplier = FVector::DotProduct(dealer->GetActorForwardVector(), GetActorForwardVector());
damageMultiplier += 1.0f;
damageMultiplier *= 0.5f;
damageMultiplier += 0.5f;
return Super::NativeDealDamage(dealer, damage*damageMultiplier, armorPercentageIgnore, ability);
}
else return Super::NativeDealDamage(dealer, damage, armorPercentageIgnore, ability);
}

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// Project Lab - NHTV Igad
#pragma once
#include "Creatures/EnemyBase.h"
#include "OffensiveEnemy.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API AOffensiveEnemy : public AEnemyBase
{
GENERATED_BODY()
public:
AOffensiveEnemy();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float deltaTime) override;
virtual int32 NativeDealDamage(class ANetworkCharacter* dealer, int32 damage, float armorPercentageIgnore, class UAbilityInfo* ability) override;
void BasicBehavior();
void GeneralBehavior();
};

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// Project Lab - NHTV Igad
#pragma once
UENUM(BlueprintType)
enum class PlayerKeyType : uint8
{
BossRoomKeyPart0 = 0,
BossRoomKeyPart1 = 1,
BossRoomKeyPart2 = 2,
TreasureRoomKey = 3,
None = 4,
};
constexpr int32 keyFragmentMin = (int32)PlayerKeyType::BossRoomKeyPart0;
constexpr int32 keyFragmentMax = (int32)PlayerKeyType::BossRoomKeyPart2;

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "RangedEnemy.h"
#include "AbilityInfo.h"
#include "SpawnerBase.h"
#include "NetworkPlayer.h"
#include "MinionAnimInstance.h"
ARangedEnemy::ARangedEnemy()
{
PrimaryActorTick.bCanEverTick = true;
}
void ARangedEnemy::BeginPlay()
{
Super::BeginPlay();
if (Role != ROLE_Authority)
return;
}
void ARangedEnemy::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (Role != ROLE_Authority)
return;
}
void ARangedEnemy::Tick(float deltaTime)
{
Super::Tick(deltaTime);
if (Role != ROLE_Authority)
return;
if (IsValid(target))
{
if (!hasGeneral)
{
if (m_confusionTimer > 0.0f)
{
ConfusionBehavior();
return;
}
BasicBehavior();
}
else
{
GeneralBehavior();
}
// Move to target
}
}
void ARangedEnemy::BasicBehavior()
{
if (!IsValid(target))
return;
const FVector2D actorLocation = FVector2D(GetActorLocation().X, GetActorLocation().Y);
const FVector2D targetLocation = FVector2D(target->GetActorLocation().X, target->GetActorLocation().Y);
const FVector2D spawnLocation = FVector2D(m_spawn->GetActorLocation());
const float targetDistSqr = FVector2D::DistSquared(targetLocation, actorLocation);
const float spawnTargetDistSqr = FVector2D::DistSquared(targetLocation, spawnLocation);
if (!meleeAbility || !specialAbility)
{
RERROR("there is no abilities");
return;
}
if (!rangedAbility)
{
RERROR("Ranged enemy does not have a ranged ability");
}
float castRange = rangedAbility->AICastRange;
// walking code
float testPercentage = (spawnTargetDistSqr) / ((m_spawn->aggroRadius + castRange)*(m_spawn->aggroRadius + castRange));
FVector newLocation = (target->GetActorLocation() - m_spawn->GetActorLocation());
newLocation.Normalize();
newLocation *= m_spawn->aggroRadius*testPercentage;
FVector walkLocation = newLocation + m_spawn->GetActorLocation();
if (m_lastPercentage < testPercentage)
MoveToPoint(walkLocation);
m_lastPercentage = testPercentage;
m_tempAbility = rangedAbility;
if (targetDistSqr < (200 * 200))
{
m_tempAbility = meleeAbility;
if ((rand() % 1000) > specialAbilityChance)
{
m_tempAbility = specialAbility;
}
}
if (((m_tempAbility->AICastRange + 100)*(m_tempAbility->AICastRange + 100)) < targetDistSqr)
return;
if (GetAbilityState(m_tempAbility)->onCooldownTimer <= 0)
{
ChangeNPCAnimation((uint8)EMinionAnimState::MAS_Casting);
CastAbility(m_tempAbility);
}
SetActorRotation(FVector(target->GetActorLocation() - GetActorLocation()).Rotation());
}
void ARangedEnemy::GeneralBehavior()
{
const FVector2D actorLocation = FVector2D(GetActorLocation().X, GetActorLocation().Y);
const FVector2D targetLocation = FVector2D(target->GetActorLocation().X, target->GetActorLocation().Y);
const FVector2D spawnLocation = FVector2D(m_spawn->GetActorLocation());
const float targetDistSqr = FVector2D::DistSquared(targetLocation, actorLocation);
const float spawnTargetDistSqr = FVector2D::DistSquared(targetLocation, spawnLocation);
if (!meleeAbility || !specialAbility)
{
RERROR("there is no abilities");
return;
}
if (!rangedAbility)
{
RERROR("Ranged enemy does not have a ranged ability");
}
float castRange = rangedAbility->AICastRange;
// walking code
m_tempAbility = rangedAbility;
if (targetDistSqr < (200 * 200))
{
m_tempAbility = meleeAbility;
}
if (((m_tempAbility->AICastRange + 100)*(m_tempAbility->AICastRange + 100)) < targetDistSqr)
return;
if (GetAbilityState(m_tempAbility)->onCooldownTimer <= 0)
{
ChangeNPCAnimation((uint8)EMinionAnimState::MAS_Casting);
CastAbility(m_tempAbility);
m_rotateToPlayer = m_tempAbility->rotateTowardsPlayer;
}
SetActorRotation(FVector(target->GetActorLocation() - GetActorLocation()).Rotation());
}

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// Project Lab - NHTV Igad
#pragma once
#include "Creatures/EnemyBase.h"
#include "RangedEnemy.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API ARangedEnemy : public AEnemyBase
{
GENERATED_BODY()
public:
ARangedEnemy();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float deltaTime) override;
void BasicBehavior();
void GeneralBehavior();
private:
float m_lastPercentage;
class UAbilityInfo* m_tempAbility;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "TouhouBoss.h"
#include "CreatureSpawn.h"
#include "AbilityEventGroup.h"
#include "AbilityInfo.h"
#include "Modifier.h"
#include "NativeModifiers.h"
#include "DefaultGameMode.h"
#include "NetworkPlayer.h"
ATouhouBoss::ATouhouBoss()
{
PrimaryActorTick.bCanEverTick = true;
/* AudioComp = CreateDefaultSubobject<UAudioComponent>(TEXT("Boss Audio"));
if (AudioComp)
{
AudioComp->bAutoActivate = false; // with this true the sounds play at spawn (game starts)
}
*/
outOfCombatRegen = 25.0f;
secondPhasePercentage = 0.5f;
rotationSpeed = 1;
cooldown = 2.5f;
}
void ATouhouBoss::BeginPlay()
{
Super::BeginPlay();
if (Role != ROLE_Authority)
return;
m_engaged = false;
}
void ATouhouBoss::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
if (Role != ROLE_Authority)
return;
m_walkTimer = 0.0f;
// Drop a key
if (m_health <= 0)
{
ANetworkPlayer* const killedBy = Cast<ANetworkPlayer>(GetLastPlayerDamage());
if (IsValid(killedBy) && IsValid(m_spawn))
{
killedBy->AssignKey(PlayerKeyType::TreasureRoomKey, m_spawn);
onBossKilled.Broadcast(killedBy->GetTeam());
}
}
}
void ATouhouBoss::m_Engaged()
{
Super::m_Engaged();
m_engaged = true;
ModifierManager* mod = GetModifierManager();
if (mod != nullptr && m_regenModifier != nullptr)
{
// Stop regenerating health.
m_regenModifier->ForceDestroy();
m_regenModifier = nullptr;
SetShield(false);
// Plays a sound indicating that the boss was engaged and start playing the boss music.
//PlayEngageSound();
}
}
void ATouhouBoss::m_Disengaged()
{
Super::m_Disengaged();
ModifierManager* mod = GetModifierManager();
if (mod != nullptr && m_regenModifier == nullptr)
{
m_engaged = false;
// Start regenerating health.
m_regenModifier = mod->AddModifier(ARegenModifier::StaticClass(), 0);
Cast<ARegenModifier>(m_regenModifier)->regenPerTick = outOfCombatRegen;
// Remove invincibility if it's active.
if (m_invincibilityModifier)
{
m_invincibilityModifier->ForceDestroy();
m_invincibilityModifier = nullptr;
SetShield(false);
}
}
}
void ATouhouBoss::Tick(float deltaTime)
{
Super::Tick(deltaTime);
// Only execute boss code on the server.
if (Role != ROLE_Authority)
return;
// Calculate health as percentage for deciding which phase the boss should be in.
float healthPerc = (float)m_health / (float)m_maxHealth;
// If the distance of the target to the spawn is greater than the aggro range of the spawner,
// then lose the target.
if (IsValid(target))
{
float targetDistSqr = FVector::DistSquared(target->GetActorLocation(), m_spawn->SpawnResetPosition());
float aggroSqr = m_spawn->deaggroRadius * m_spawn->deaggroRadius;
if (aggroSqr < targetDistSqr)
{
target = nullptr;
}
}
//disengage
if (!IsValid(target) && m_regenModifier == nullptr)
{
m_Disengaged();
}
//engage
else if (target && !m_engaged)
{
m_Engaged();
}
if (m_engaged)
{
if (m_invincibilityModifier)
{
m_invincibilityModifier->ForceDestroy();
m_invincibilityModifier = nullptr;
SetShield(false);
}
if (!IsValid(target))
return;
WalkPhase(deltaTime);
}
}
void ATouhouBoss::WalkPhase(float deltaTime)
{
MoveToPoint(target->GetActorLocation());
m_walkTimer += deltaTime;
// After 2.5 seconds, cast a random ability.
if (m_walkTimer > cooldown && abilities.Num() > 0 && target)
{
// Cast a random ability
UAbilityInfo* ability = abilities[FMath::Rand() % abilities.Num()];
if(IsValid(ability))
CastAbility(ability);
m_walkTimer = 0;
}
}
void ATouhouBoss::m_SpawnModifiers()
{
/*ModifierManager* mod = GetModifierManager();
if (mod != nullptr)
{
//m_regenModifier = mod->AddModifier(ARegenModifier::StaticClass(), 0);
}*/
}
void ATouhouBoss::SetShield_Implementation(bool on)
{
FWARNING("shield implemtentation not set in ATouHouBoss");
return;
}

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// Project Lab - NHTV Igad
#pragma once
#include "Creatures/BossBase.h"
#include "TouhouBoss.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API ATouhouBoss : public ABossBase
{
GENERATED_BODY()
public:
ATouhouBoss();
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float deltaTime) override;
void WalkPhase(float deltaTime);
virtual void m_SpawnModifiers() override;
//UFUNCTION(NetMulticast, Reliable)
//void PlayEngageSound();
//UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Audio Component")
//UAudioComponent* AudioComp;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnBossKilled, int32, team);
UPROPERTY(BlueprintAssignable, Category = "Game")
FOnBossKilled onBossKilled;
UPROPERTY(EditDefaultsOnly, Category = "Shoot Phase")
class UAbilityInfo* ability;
UPROPERTY(EditDefaultsOnly, Category = "Shoot Phase")
class UAbilityInfo* abilityChannel;
UPROPERTY(EditDefaultsOnly, Category = "Shoot Phase")
float rotationSpeed;
UPROPERTY(EditDefaultsOnly, Category = "Shoot Phase")
float cooldown;
UPROPERTY(EditAnywhere, Category = "Modifiers")
float outOfCombatRegen;
UPROPERTY(EditAnywhere, Category = "State Transition", meta = (ClampMin = "0.0", ClampMax = "1.0", UIMin = "0.0", UIMax = "1.0"))
float secondPhasePercentage;
UFUNCTION(BlueprintNativeEvent)
void SetShield(bool on);
private:
virtual void m_Engaged();
virtual void m_Disengaged();
float m_walkTimer;
bool m_engaged;
UPROPERTY()
class AModifier* m_regenModifier;
UPROPERTY()
class AModifier* m_invincibilityModifier;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "WiebertAnimation.h"
#include "NetworkCharacter.h"
#include "Animation/AnimNodeBase.h"
#include "AnimationProxy.h"
UWiebertAnimation::UWiebertAnimation(const FObjectInitializer& init)
: Super(init)
{
character = nullptr;
attacking = false;
charCustomization = FCharacterCustomization();
m_swingAnimationSequence = 0;
}
void UWiebertAnimation::NativeInitializeAnimation()
{
attacking = false;
Super::NativeInitializeAnimation();
character = Cast<ANetworkCharacter>(this->GetOwningActor());
if (character)
{
m_swingAnimationSequence = character->swingAnimationSequence;
}
}
void UWiebertAnimation::NativeUpdateAnimation(float DeltaSeconds)
{
if(character && character->swingAnimationSequence > m_swingAnimationSequence)
{
attacking = true;
m_swingAnimationSequence = character->swingAnimationSequence;
}
}
void UWiebertAnimation::SetCharacterCustomization(const FCharacterCustomization& characterCustomization)
{
charCustomization = characterCustomization;
}
FAnimInstanceProxy* UWiebertAnimation::CreateAnimInstanceProxy()
{
check(!m_mainAnimProxy);
m_mainAnimProxy = new FMainAnimProxy();
m_mainAnimProxy->boneNames[0] = "head";
m_mainAnimProxy->boneNames[1] = "thigh_l";
m_mainAnimProxy->boneNames[2] = "thigh_r";
m_mainAnimProxy->boneNames[3] = "upperarm_l";
m_mainAnimProxy->boneNames[4] = "upperarm_r";
m_mainAnimProxy->boneNames[5] = "spine_03";
m_mainAnimProxy->boneNames[6] = "root";
return m_mainAnimProxy;
}
void UWiebertAnimation::DestroyAnimInstanceProxy(FAnimInstanceProxy* InProxy)
{
check(InProxy == m_mainAnimProxy);
delete InProxy;
m_mainAnimProxy = nullptr;
}
void UWiebertAnimation::OnSwingAnimation_Implementation()
{
}

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// Project Lab - NHTV Igad
#pragma once
#include "Animation/AnimInstance.h"
#include "PlayerSetupState.h"
#include "WiebertAnimation.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API UWiebertAnimation : public UAnimInstance
{
GENERATED_BODY()
public:
UWiebertAnimation(const FObjectInitializer& init);
virtual void NativeInitializeAnimation() override;
virtual void NativeUpdateAnimation(float DeltaSeconds) override;
virtual FAnimInstanceProxy* CreateAnimInstanceProxy();
virtual void DestroyAnimInstanceProxy(FAnimInstanceProxy* InProxy);
UFUNCTION(BlueprintNativeEvent, Category="Animation")
void OnSwingAnimation();
UFUNCTION(BlueprintCallable, Category = "Animation")
void SetCharacterCustomization(const FCharacterCustomization& characterCustomization);
UPROPERTY(BlueprintReadOnly, Category="Animation")
class ANetworkCharacter* character;
UPROPERTY(BlueprintReadWrite, Category = "Animation")
bool attacking;
FCharacterCustomization charCustomization;
private:
// Keeps track of how many times an animation was triggered
int32 m_swingAnimationSequence;
struct FMainAnimProxy* m_mainAnimProxy;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "BaseSkillObject.h"
/*
void UBaseSkillObject::Serialize( FArchive& a_ar )
{
Super::Serialize( a_ar );
UE_LOG( LogTemp, Warning, TEXT( "UBaseSkillObject: Serializing..." ) );
a_ar << *this;
}
*/

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// Project Lab - NHTV Igad
#pragma once
#include "SkillObject.h"
#include "Items/ItemBase.h"
#include "BaseSkillObject.generated.h"
class AModifier;
USTRUCT()
struct FSkillItem
{
GENERATED_BODY()
UPROPERTY(EditAnywhere)
USkeletalMesh* mesh;
UPROPERTY(EditAnywhere)
EItemTypeEnum type;
};
USTRUCT()
struct FSkillItemHolder
{
GENERATED_BODY()
UPROPERTY(EditAnywhere)
bool isVisible;
UPROPERTY(EditAnywhere, meta = (EditCondition = "isVisible"))
TArray<FSkillItem> itemsToEquip;
UPROPERTY(EditDefaultsOnly, meta = (EditCondition = "isVisible"))
UParticleSystem* particleEffect;
};
UENUM(BlueprintType)
enum class ESkillShapeType : uint8
{
Active = 0,
Passive,
Sustain,
Coop,
};
UCLASS(Blueprintable)
class UNREALPROJECT_API UBaseSkillObject : public USkillObject
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Skill")
TArray<TSubclassOf<AModifier>> modifiers;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Skill")
TArray<class UAbilityInfo*> abilityEffects;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Skill")
ESkillShapeType skillShapeType;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Skill")
FSkillItemHolder visibleItems;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Skill")
FIntPoint pivot;
/*
virtual void Serialize( FArchive& a_ar ) override;
friend FArchive& operator<<( FArchive& a_ar, UBaseSkillObject& a_v )
{
UE_LOG( LogTemp, Warning, TEXT( "UBaseSkillObject: << Operator..." ) );
return a_ar;
}
*/
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "CharacterCarousel.h"
#include "CharacterBase.h"
#include "DefaultGameInstance.h"
ACharacterCarousel::ACharacterCarousel()
{
PrimaryActorTick.bCanEverTick = true;
selectedCharacterIndex = 0;
m_visualSelected = 0;
selected = false;
m_zoom = 0;
selectedCharacterOffset = FVector(30, -120, 0);
}
void ACharacterCarousel::BeginPlay()
{
check(IsValid(characterBlueprint));
Super::BeginPlay();
// Fix the rotation
FRotator rotation = GetActorRotation();
SetActorRotation(FRotator(0, rotation.Yaw, 0));
const FVector position = GetActorLocation();
const FVector forward = GetActorForwardVector();
const FVector right = GetActorRightVector();
UDefaultGameInstance* instance = Cast<UDefaultGameInstance>(GetGameInstance());
check(instance);
UCharacterSettings* settings = instance->GetCharacterSettings();
check(settings);
for (int32 i = 0; i < settings->characterSaves.Num(); i++)
{
FActorSpawnParameters spawnParams;
spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
ACharacterBase* actor = GetWorld()->SpawnActor<ACharacterBase>(characterBlueprint, GetActorLocation(), GetActorRotation(), spawnParams);
m_characters.Add(actor);
}
}
void ACharacterCarousel::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
for (int32 i = 0; i < m_characters.Num(); i++)
{
if (IsValid(m_characters[i]))
m_characters[i]->Destroy();
}
m_characters.SetNum(0);
}
inline float MoveTowardsTarget(float current, float target, float delta, float min = 0.0005f)
{
const int32 moveDir = target > current ? 1 : -1;
float d = FMath::Abs((target - current) * delta);
if (d < 0.0005f) d = 0.0005f;
current += d * moveDir;
// Clamp
current = (moveDir == 1) ?
(current > target ? target : current) :
(current < target ? target : current);
return current;
}
void ACharacterCarousel::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (m_characters.Num() == 0)
return;
// Zoom towards the target
const float zoomTarget = selected ? 1 : 0;
m_zoom = MoveTowardsTarget(m_zoom, zoomTarget, DeltaTime * 10);
const FVector position = GetActorLocation();
const FVector forward = GetActorForwardVector();
const FVector right = GetActorRightVector();
const float carouselRadius = 1200;
const float carouselAngle = 10;
const FVector pivot = position - forward * carouselRadius;
// Clamp the selected index (may be altered from a blueprint)
selectedCharacterIndex = selectedCharacterIndex < 0 ? 0 : selectedCharacterIndex >= m_characters.Num() ? m_characters.Num() - 1 : selectedCharacterIndex;
// Animate the carousel
const float target = float(selectedCharacterIndex);
m_visualSelected = MoveTowardsTarget(m_visualSelected, target, DeltaTime * (selected ? 10 : 5));
// Spawn and set the characters
const FRotator rotation = GetActorRotation();
const FVector arm = forward * carouselRadius;
const FVector selectedOffset = rotation.RotateVector(selectedCharacterOffset) * m_zoom;
for (int32 i = 0; i < m_characters.Num(); i++)
{
const int32 distance = i - selectedCharacterIndex;
if (distance < -2 || distance > 2)
{
// Dont render characters off screen
m_characters[i]->GetRootComponent()->SetVisibility(false, true);
}
else
{
m_characters[i]->GetRootComponent()->SetVisibility(true, true);
// Set the position relative from the pivot
FRotator rotator(0, -carouselAngle * (float(i) - m_visualSelected), 0);
if (m_zoom > 0) rotator.Yaw *= (m_zoom + 1);
FVector offset = rotator.RotateVector(arm);
if (i == selectedCharacterIndex)
offset += selectedOffset;
m_characters[i]->SetActorLocation(pivot + offset);
m_characters[i]->SetActorRotation(rotator + FRotator(0, rotation.Yaw, 0));
}
}
}
void ACharacterCarousel::Reset()
{
selectedCharacterIndex = 0;
m_visualSelected = 0;
selected = false;
m_zoom = 0;
}
void ACharacterCarousel::Next()
{
if(!selected && m_characters.Num() > 0 && selectedCharacterIndex < m_characters.Num() - 1)
selectedCharacterIndex++;
}
void ACharacterCarousel::Previous()
{
if (!selected && selectedCharacterIndex > 0)
selectedCharacterIndex--;
}
void ACharacterCarousel::ToggleSelect(bool enabled)
{
selected = enabled;
}
void ACharacterCarousel::CreateNewCharacter(const FString& name)
{
UDefaultGameInstance* instance = Cast<UDefaultGameInstance>(GetGameInstance());
check(instance);
UCharacterSettings* settings = instance->GetCharacterSettings();
check(settings);
// Create a scene actor
ACharacterBase* actor = GetWorld()->SpawnActor<ACharacterBase>(characterBlueprint, GetActorLocation(), GetActorRotation());
m_characters.Add(actor);
// Select this character
selected = false;
selectedCharacterIndex = m_characters.Num() - 1;
m_zoom = 0;
// Add to save
FCharacterSave save;
save.name = name;
settings->characterSaves.Add(save);
instance->SaveSettings();
}
void ACharacterCarousel::DeleteCharacter(int32 index)
{
UDefaultGameInstance* instance = Cast<UDefaultGameInstance>(GetGameInstance());
check(instance);
UCharacterSettings* settings = instance->GetCharacterSettings();
check(settings);
if (index < 0 || index >= settings->characterSaves.Num())
{
JERROR("Invalid character index");
return;
}
// Destroy scene actor
m_characters[index]->Destroy();
m_characters.RemoveAt(index);
if (index == selectedCharacterIndex)
selectedCharacterIndex--;
// Unselect
selected = false;
m_zoom = 0;
// Remove from save
settings->characterSaves.RemoveAt(index);
instance->SaveSettings();
}
ACharacterBase* ACharacterCarousel::GetCharacterModel(int32 index)
{
if (index < 0 || index >= m_characters.Num())
{
JERROR("Invalid character index");
return nullptr;
}
return m_characters[index];
}
int32 ACharacterCarousel::GetCharacterNum()
{
return m_characters.Num();
}
void ACharacterCarousel::SaveCharacterName(const FString& name, int32 index)
{
UDefaultGameInstance* instance = Cast<UDefaultGameInstance>(GetGameInstance());
check(instance);
UCharacterSettings* settings = instance->GetCharacterSettings();
check(settings);
if (index < 0 || index >= settings->characterSaves.Num())
{
JERROR("Invalid character index");
return;
}
settings->characterSaves[index].name = name;
instance->SaveSettings();
}
FString ACharacterCarousel::GetCharacterName(int32 index)
{
UDefaultGameInstance* instance = Cast<UDefaultGameInstance>(GetGameInstance());
check(instance);
UCharacterSettings* settings = instance->GetCharacterSettings();
check(settings);
if (index < 0 || index >= settings->characterSaves.Num())
{
JERROR("Invalid character index");
return FString();
}
return settings->characterSaves[index].name;
}

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// Project Lab - NHTV Igad
#pragma once
#include "GameFramework/Actor.h"
#include "CharacterSettings.h"
#include "CharacterCarousel.generated.h"
UCLASS()
class UNREALPROJECT_API ACharacterCarousel : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ACharacterCarousel();
// Called when the game starts or when spawned
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
// Called every frame
virtual void Tick(float DeltaSeconds) override;
UFUNCTION(BlueprintCallable, Category = "Carousel")
void Reset();
UFUNCTION(BlueprintCallable, Category = "Carousel")
void Next();
UFUNCTION(BlueprintCallable, Category = "Carousel")
void Previous();
UFUNCTION(BlueprintCallable, Category = "Carousel")
void ToggleSelect(bool enabled);
UFUNCTION(BlueprintCallable, Category = "Carousel")
void CreateNewCharacter(const FString& name);
UFUNCTION(BlueprintCallable, Category = "Carousel")
void DeleteCharacter(int32 index);
// Index of the current selected character
UPROPERTY(BlueprintReadWrite, Category = "Carousel")
int32 selectedCharacterIndex;
// Wether the current character is also selected
UPROPERTY(BlueprintReadWrite, Category = "Carousel")
bool selected;
UPROPERTY(EditAnywhere, Category = "Carousel")
TSubclassOf<class ACharacterBase> characterBlueprint;
UFUNCTION(BlueprintCallable, Category = "Carousel")
class ACharacterBase* GetCharacterModel(int32 index);
UFUNCTION(BlueprintCallable, Category = "Carousel")
int32 GetCharacterNum();
UPROPERTY(EditAnywhere, Category = "Carousel")
FVector selectedCharacterOffset;
UFUNCTION(BlueprintCallable, Category = "Carousel")
void SaveCharacterName(const FString& name, int32 index);
UFUNCTION(BlueprintCallable, Category = "Carousel")
FString GetCharacterName(int32 index);
private:
TArray<class ACharacterBase*> m_characters;
float m_visualSelected;
float m_zoom;
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "CharacterSettings.h"
#include "SkillTreeWidget.h"
#include "UserWidget.h"
#define SAVE_SLOT_NAME TEXT("WIEBERSAVE tm")
static UClass* skillTreeWidgetClass;
UCharacterSettings::UCharacterSettings(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
skillTreeWidgetClass = ConstructorHelpers::FClassFinder<USkillTreeWidget>(TEXT("/Game/Assets/GUI/WEEGEE_SkillTree")).Class;
}
UCharacterSettings* UCharacterSettings::Load()
{
UCharacterSettings* settings = Cast<UCharacterSettings>(UGameplayStatics::LoadGameFromSlot(SAVE_SLOT_NAME, 0));
if (!settings)
{
settings = Cast<UCharacterSettings>(UGameplayStatics::CreateSaveGameObject(UCharacterSettings::StaticClass()));
}
check(settings);
for (auto& save : settings->characterSaves)
{
for (TFieldIterator<UProperty> PropIt(FCharacterCustomization::StaticStruct()); PropIt; ++PropIt)
{
UFloatProperty* fProperty = Cast<UFloatProperty>(*PropIt);
if (IsValid(fProperty))
{
float* valPtr = fProperty->GetPropertyValuePtr_InContainer(&save.characterCustomization);
*valPtr = FMath::Clamp(*valPtr, 0.5f, 1.5f);
}
}
}
return settings;
}
void UCharacterSettings::Save(UCharacterSettings* settings)
{
UGameplayStatics::SaveGameToSlot(settings, SAVE_SLOT_NAME, 0);
}
TArray<FCharacterSave> UCharacterSettings::GetValidCharacters() const
{
UCharacterSettings* settings = Cast<UCharacterSettings>(UGameplayStatics::LoadGameFromSlot(SAVE_SLOT_NAME, 0));
if (!settings)
{
settings = Cast<UCharacterSettings>(UGameplayStatics::CreateSaveGameObject(UCharacterSettings::StaticClass()));
}
check(settings);
TArray<FCharacterSave> result;
for (FCharacterSave& save : settings->characterSaves)
{
if (save.skillTreeState.ValidateSkillTree())
result.Add(save);
}
return result;
}

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// Project Lab - NHTV Igad
#pragma once
#include "GameFramework/SaveGame.h"
#include "SkillTreeState.h"
#include "PlayerSetupState.h"
#include "CharacterSettings.generated.h"
USTRUCT(BlueprintType)
struct FCharacterSave
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, Category = "Save")
FString name;
UPROPERTY(BlueprintReadWrite, Category = "Save")
FSkillTreeState skillTreeState;
UPROPERTY(BlueprintReadWrite, Category = "Save")
FCharacterCustomization characterCustomization;
UPROPERTY(BlueprintReadWrite, Category = "Save")
int32 characterClass;
};
UCLASS()
class UNREALPROJECT_API UCharacterSettings : public USaveGame
{
GENERATED_BODY()
private:
public:
UCharacterSettings(const FObjectInitializer& ObjectInitializer);
UPROPERTY(BlueprintReadWrite, Category = "Basic")
TArray<FCharacterSave> characterSaves;
UFUNCTION(BlueprintCallable, Category = "Basic")
TArray<FCharacterSave> GetValidCharacters() const;
public:
static UCharacterSettings* Load();
static void Save(UCharacterSettings* settings);
};

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// Project Lab - NHTV Igad
#include "UnrealProject.h"
#include "FixupUtility.h"
#include "AbilityInfo.h"
#include "AssetRegistryInterface.h"
#include "AssetRegistryModule.h"
#include "SpawnerBase.h"
void UFixupUtility::FixupAbilityInfos()
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
TArray<FAssetData> AssetData;
FARFilter Filter;
Filter.ClassNames.Add(UAbilityInfo::StaticClass()->GetFName());
//Filter.PackagePaths.Add("/Content/Assets/Abilities");
AssetRegistryModule.Get().GetAssets(Filter, AssetData);
for(auto& d : AssetData)
{
UAbilityInfo* info = Cast<UAbilityInfo>(d.GetAsset());
if(info)
{
GPRINT("Fixing up " + info->GetName());
//info->actionType = info->isToggleAbility ? EAbilityActionType::Toggle : EAbilityActionType::Normal;
//info->abilityCategory = EAbilityCategory::Unassigned;
//info->Modify();
}
}
}
void UFixupUtility::FixAICastRanges(const FString& filter, float setRange, bool evenIfNotZero)
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
TArray<FAssetData> AssetData;
FARFilter Filter;
Filter.ClassNames.Add(UAbilityInfo::StaticClass()->GetFName());
//Filter.PackagePaths.Add("/Content/Assets/Abilities/Boss");
if(filter.Len() > 0)
{
Filter.PackagePaths.Add(*filter);
}
AssetRegistryModule.Get().GetAssets(Filter, AssetData);
for(auto& d : AssetData)
{
UAbilityInfo* info = Cast<UAbilityInfo>(d.GetAsset());
if(info)
{
GPRINT("Fixing up AIRange on " + info->GetName());
if(info->AICastRange == 0 || evenIfNotZero)
{
info->AICastRange = setRange;
info->Modify();
}
}
}
}
void UFixupUtility::FixupSpawners()
{
UWorld* world = GEngine->GetWorld();
if(world)
{
for(TActorIterator<ASpawnerBase> it(world); it; ++it)
{
ASpawnerBase* sp = *it;
sp->displayMesh->SetRelativeLocation(FVector(0.0f, 0.0f, 0.0f));
}
}
}
void UFixupUtility::CrashTheEditor()
{
uint32* funPointer = (uint32*)0x1;
GPRINT(*funPointer);
}

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// Project Lab - NHTV Igad
#pragma once
#include "GlobalEditorUtilityBase.h"
#include "FixupUtility.generated.h"
/**
*
*/
UCLASS()
class UNREALPROJECT_API UFixupUtility : public UGlobalEditorUtilityBase
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category="HACKS")
void FixupAbilityInfos();
UFUNCTION(BlueprintCallable, Category = "HACKS")
void FixAICastRanges(const FString& filter, float setRange, bool evenIfNotZero = false);
UFUNCTION(BlueprintCallable, Category = "HACKS")
void FixupSpawners();
UFUNCTION(BlueprintCallable, Category = "HACKS")
void CrashTheEditor();
};

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