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