AzureAbyss/Source/the_twilight_abyss/TurnBasedCombatV2/TurnBaseCombatV2.cpp

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// Fill out your copyright notice in the Description page of Project Settings.
#include "TurnBaseCombatV2.h"
#include "CoreMinimal.h"
#include "AIController.h"
#include "StatusSystem.h"
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#include "Blueprint/UserWidget.h"
#include "BehaviorTree/BlackboardComponent.h"
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#include "Components/TextBlock.h"
#include "Components/ProgressBar.h"
#include "Kismet/GameplayStatics.h"
#include "Kismet/KismetMathLibrary.h"
#include "Misc/OutputDeviceNull.h"
#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
#include "the_twilight_abyss/Quest/QuestSystem.h"
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// Sets default values
ATurnBaseCombatV2::ATurnBaseCombatV2()
{
PrimaryActorTick.bCanEverTick = true;
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if (HUDWidget == nullptr)
{
static ConstructorHelpers::FClassFinder<UUserWidget> HUDWidgetClass(TEXT("/Game/Blueprints/Combat_UI/Combat_UI"));
HUDWidget = HUDWidgetClass.Class;
static ConstructorHelpers::FClassFinder<UStatusEffect> StatusEffectThornsClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_Thorns"));
ThornsStatusEffect = StatusEffectThornsClassFinder.Class;
static ConstructorHelpers::FClassFinder<UStatusEffect> StatusEffectDotClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_DamageOverTime"));
DOTStatusEffect = StatusEffectDotClassFinder.Class;
static ConstructorHelpers::FClassFinder<UStatusEffect> StatusEffectDamageDownClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_DamageDown"));
DamageDownStatusEffect = StatusEffectDamageDownClassFinder.Class;
static ConstructorHelpers::FClassFinder<UStatusEffect> StatusEffectDamageDownPlayerClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_DamageDownPlayer"));
DamageDownPlayerStatusEffect = StatusEffectDamageDownPlayerClassFinder.Class;
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static ConstructorHelpers::FClassFinder<UUserWidget> DeathScreenWidgetClass(TEXT("/Game/Blueprints/Death_UI/Death_UI"));
DeathScreenWidgetSubclass = DeathScreenWidgetClass.Class;
static ConstructorHelpers::FClassFinder<UUserWidget> CombatTutorialWidgetClass(TEXT("/Game/Blueprints/Combat_UI/CombatTutorial"));
CombatTutorialWidget = CombatTutorialWidgetClass.Class;
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}
}
void ATurnBaseCombatV2::StartCombat(AActor* Enemy, const bool bWasShot)
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{
if (Enemy == nullptr) return;
EnemyActor = Enemy;
if (bIsInCombat) return;
BookHUD->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
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HUD->AddToViewport(-1);
BookStaticMeshComponent->SetVisibility(true);
EscapePercentage = CalculateEscapePercentage();
EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%")));
bIsInCombat = true;
UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(Enemy->GetInstigatorController())->GetBlackboardComponent();
Cast<UQuestSystem>(PlayerActor->GetComponentByClass(UQuestSystem::StaticClass()))->QuestWidgetInstance->SetVisibility(ESlateVisibility::Hidden);
HealingJellyAmountTextBlock->SetText(FText::FromString(FString::FromInt(FMath::Clamp(Cast<ATempCharacter>(PlayerActor)->Inventory->GetItemAmount(0), 0, 99))));
//Disable Character Movement
APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
PlayerController->SetIgnoreMoveInput(true);
PlayerController->SetIgnoreLookInput(true);
PlayerController->SetInputMode(FInputModeGameAndUI());
PlayerController->bShowMouseCursor = true;
if (EnemyBlackboard->GetValueAsBool("IsInCombat")) return;
EnemyBlackboard->SetValueAsBool("IsInCombat", true);
const FProperty* HealthProperty = Enemy->GetClass()->FindPropertyByName(FName("Health"));
int32* EnemyHealthPtr = HealthProperty->ContainerPtrToValuePtr<int32>(Enemy);
EnemyHealth = EnemyHealthPtr;
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FProperty* IsBossProperty = FindFieldChecked<FProperty>(EnemyActor->GetClass(), "IsBoss");
if (const FBoolProperty* IsBossBoolProperty = CastFieldChecked<FBoolProperty>(IsBossProperty); IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor))
{
FOutputDeviceNull AR;
const FString Command = FString::Printf(TEXT("TriggerCombatAnimation true"));
EnemyActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
FVector Direction = EnemyActor->GetActorLocation() - PlayerActor->GetActorLocation();
Direction.Normalize();
FRotator LookAtRotation = FRotationMatrix::MakeFromX(Direction).Rotator();
const FRotator NewRotation = UKismetMathLibrary::FindLookAtRotation(Cast<UCameraComponent>(PlayerActor->FindComponentByClass<UCameraComponent>())->GetComponentLocation(), EnemyActor->GetActorLocation());
LookAtRotation.Pitch = NewRotation.Pitch - PlayerActor->GetActorRotation().Pitch;
LookAtRotation.Pitch += 10; //Offset
PlayerController->SetControlRotation(LookAtRotation);
}
if (IsValid(CombatTutorialWidgetInstance) && CombatTutorialWidgetInstance->IsInViewport()) return;
if (!HasSeenTutorial)
{
DisableButtons();
CombatTutorialWidgetInstance->AddToViewport();
FProperty* Property = FindFieldChecked<FProperty>(CombatTutorialWidgetInstance->GetClass(), "WasShot");
const FBoolProperty* WasShotProperty = CastFieldChecked<FBoolProperty>(Property);
WasShotProperty->SetPropertyValue_InContainer(CombatTutorialWidgetInstance, bWasShot);
HasSeenTutorial = true;
return;
}
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CombatCheck(bWasShot);
//DrawDebugPoint(GetWorld(), Enemy->GetActorLocation(), 10, FColor::Red, false, 10);
}
void ATurnBaseCombatV2::CombatCheck(const bool bWasShot)
{
const UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(EnemyActor->GetInstigatorController())->GetBlackboardComponent();
ChainDamageMultiplier = 0;
BaseDamageMultiplier = DefaultBaseDamageMultiplier;
EnemyBaseDamageMultiplier = DefaultEnemyBaseDamageMultiplier;
if (bIsBuffed) BaseDamageMultiplier += 1.0f;
DamageMultiplierTextBlock->SetText(FText::FromString(""));
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const FProperty* ReactionSpeedProperty = EnemyActor->GetClass()->FindPropertyByName(FName("ReactionSpeed"));
const float* EnemyReactionSpeedPtr = ReactionSpeedProperty->ContainerPtrToValuePtr<float>(EnemyActor);
CurrentComboString = "";
UpdateComboString(CurrentComboString);
RevertActionPoints();
UpdateActionPoints();
UpdateResourceBars();
UpdateProgressBars();
ClearBattleLog();
EnableButtons();
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if (EnemyBlackboard->GetValueAsBool("Sight") && !bWasShot)
{
//bEnemyHasExtraTurn = true;
SwitchTurn();
return;
}
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else if (Cast<ATempCharacter>(PlayerActor)->ReactionSpeed > *EnemyReactionSpeedPtr && bWasShot)
{
TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn\nExtra"));
bPlayerHasExtraTurn = true;
return;
}
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TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
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}
void ATurnBaseCombatV2::EndCombat()
{
BookHUD->SetVisibility(ESlateVisibility::Hidden);
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HUD->RemoveFromParent();
BookStaticMeshComponent->SetVisibility(false);
Cast<UQuestSystem>(PlayerActor->GetComponentByClass(UQuestSystem::StaticClass()))->QuestWidgetInstance->SetVisibility(ESlateVisibility::HitTestInvisible);
Cast<ATempCharacter>(PlayerActor)->ResetWidgetPointer();
TurnIndicatorTextBlock->SetText(FText::FromString(""));
bEnemyHasExtraTurn = false;
bPlayerHasExtraTurn = false;
bIsInCombat = false;
BaseDamageMultiplier -= ChainDamageMultiplier;
PreviousComboString = "";
for (UStatusEffect* StatusEffect : StatusEffects)
{
StatusEffect->OnExpiry(PlayerActor);
}
HUD->RemoveFromParent();
APawn* PlayerPawn = Cast<APawn>(GetWorld()->GetFirstPlayerController()->GetPawn());
PlayerPawn->bUseControllerRotationYaw = true;
PlayerPawn->bUseControllerRotationPitch = true;
//Enable Character Movement
//Set to Game Mode Only
APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
PlayerController->SetIgnoreMoveInput(false);
PlayerController->SetIgnoreLookInput(false);
PlayerController->SetInputMode(FInputModeGameOnly());
PlayerController->bShowMouseCursor = false;
if (IsValid(EnemyActor))
{
FProperty* IsBossProperty = FindFieldChecked<FProperty>(EnemyActor->GetClass(), "IsBoss");
const FBoolProperty* IsBossBoolProperty = CastFieldChecked<FBoolProperty>(IsBossProperty);
if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor))
{
FOutputDeviceNull AR;
const FString Command = FString::Printf(TEXT("TriggerCombatAnimation false"));
EnemyActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
}
}
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}
void ATurnBaseCombatV2::BeginPlay()
{
Super::BeginPlay();
TArray<AActor*> AllCharacterActorsInScene;
UGameplayStatics::GetAllActorsOfClassWithTag(GetWorld(), AActor::StaticClass(), FName("Player"), AllCharacterActorsInScene);
for (AActor* Actor : AllCharacterActorsInScene)
{
PlayerActor = Cast<AActor>(Actor);
}
PlayerHealth = &Cast<ATempCharacter>(PlayerActor)->Health;
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TArray<AActor*> AllActorsInScene;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene);
if (ensureMsgf(AllActorsInScene.Num() > 0, TEXT("No Post Processing Volume in scene")))
{
PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
}
if (IsValid(RedVignetteMaterialInstance))
{
FWeightedBlendable WeightedBlendable;
WeightedBlendable.Object = RedVignetteMaterialInstance;
WeightedBlendable.Weight = 1.0f;
if (IsValid(PostProcessVolume)) PostProcessVolume->Settings.WeightedBlendables.Array.Add(WeightedBlendable);
}
TArray<UStaticMeshComponent*> StaticMeshComponents;
PlayerActor->GetComponents<UStaticMeshComponent>(StaticMeshComponents);
BookStaticMeshComponent = StaticMeshComponents[1];
BookStaticMeshComponent->SetVisibility(false);
CombatTutorialWidgetInstance = CreateWidget<UUserWidget>(GetWorld(), CombatTutorialWidget);
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HUD = CreateWidget<UUserWidget>(GetWorld(), HUDWidget);
TArray<AActor*> PlayerChildActors;
PlayerActor->GetAllChildActors(PlayerChildActors, false);
PlayerWidget = Cast<UWidgetComponent>(PlayerChildActors[0]->GetComponentByClass(UWidgetComponent::StaticClass()));
PlayerWidget->InitWidget();
BookHUD = PlayerWidget->GetWidget();
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TurnIndicatorTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("TurnIndicator"));
CurrentComboTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo"));
CurrentComboTextBlock1 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_1"));
CurrentComboTextBlock2 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_2"));
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BattleLogTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("BattleLog"));
EscapePercentageTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("EscapePercentage_Text"));
DamageMultiplierTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("DamageMultiplier_Text"));
HealingJellyAmountTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("HealingAmount_Text"));
DamageAmountEnemyTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("DamageAmountEnemy_Text"));
DamageAmountPlayerTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("DamageAmountPlayer_Text"));
StatusTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("Status_Text"));
PlayerHealthBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("PlayerHealthBar"));
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EnemyHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EnemyHealthBar"));
ProbertiumResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("ProbertiumResourceBar"));
EisResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("EisResourceBar"));
AzosResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("AzosResourceBar"));
IroquoidResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("IroquoidResourceBar"));
CastButton = Cast<UButton>(BookHUD->GetWidgetFromName("Cast_Button"));
PButton = Cast<UButton>(BookHUD->GetWidgetFromName("Probertium_Button"));
EButton = Cast<UButton>(BookHUD->GetWidgetFromName("Eis_Button"));
AButton = Cast<UButton>(BookHUD->GetWidgetFromName("Azos_Button"));
IButton = Cast<UButton>(BookHUD->GetWidgetFromName("Iroquoid_Button"));
BackspaceButton = Cast<UButton>(BookHUD->GetWidgetFromName("Clear_Button"));
RunButton = Cast<UButton>(BookHUD->GetWidgetFromName("Escape_Button"));
HealButton = Cast<UButton>(BookHUD->GetWidgetFromName("Heal_Button"));
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CastButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::CastButtonOnClick);
PButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::PButtonOnClick);
EButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::EButtonOnClick);
AButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::AButtonOnClick);
IButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::IButtonOnClick);
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BackspaceButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::BackspaceButtonOnClick);
RunButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::RunButtonOnClick);
HealButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::HealButtonOnClick);
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}
void ATurnBaseCombatV2::Tick(const float DeltaTime)
{
Super::Tick(DeltaTime);
if (bIsInCombat)
{
APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
FProperty* IsBossProperty = FindFieldChecked<FProperty>(EnemyActor->GetClass(), "IsBoss");
if (const FBoolProperty* IsBossBoolProperty = CastFieldChecked<FBoolProperty>(IsBossProperty); !IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor))
{
FVector Direction = EnemyActor->GetActorLocation() - PlayerActor->GetActorLocation();
Direction.Normalize();
FRotator LookAtRotation = FRotationMatrix::MakeFromX(Direction).Rotator();
const FRotator NewRotation = UKismetMathLibrary::FindLookAtRotation(Cast<UCameraComponent>(PlayerActor->FindComponentByClass<UCameraComponent>())->GetComponentLocation(), Cast<USkeletalMeshComponent>(EnemyActor->FindComponentByClass<USkeletalMeshComponent>())->GetComponentLocation());
LookAtRotation.Pitch = NewRotation.Pitch - PlayerActor->GetActorRotation().Pitch;
PlayerController->SetControlRotation(LookAtRotation);
}
}
}
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void ATurnBaseCombatV2::ExecuteCast(FString Combo)
{
if (!IsValidCombo(Combo))
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Invalid Combo"));
for (int i = 0; i < Combo.Len(); i++)
{
if (Combo[i] == 'P')
{
ProbertiumResource += 1;
}
else if (Combo[i] == 'E')
{
EisResource += 1;
}
else if (Combo[i] == 'A')
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{
AzosResource += 1;
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}
else if (Combo[i] == 'I')
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{
IroquoidResource += 1;
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}
}
CurrentComboString = "";
UpdateComboString(CurrentComboString);
RevertActionPoints();
UpdateActionPoints();
UpdateResourceBars();
return;
}
if (IsSpecialCombo(Combo))
{
FOutputDeviceNull AR;
UStatusSystem* StatusSystem = Cast<UStatusSystem>(PlayerActor->GetComponentByClass(UStatusSystem::StaticClass()));
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if (Combo == "PA")
{
UStatusEffect* TempThornsStatusEffect = NewObject<UStatusEffect>(PlayerActor, ThornsStatusEffect);
StatusSystem->AddStatusEffect(TempThornsStatusEffect, 1, false);
StatusEffects.Add(TempThornsStatusEffect);
AddBattleLogMessage("Player Casted Thorns");
StatusTextBlock->SetColorAndOpacity(FSlateColor(FLinearColor(1.0f, 1.0f, 1.0f, 1.0f)));
StatusTextBlock->SetText(FText::FromString("Casted Thorns"));
const FString Command3 = FString::Printf(TEXT("PlayStatusAnimation"));
HUD->CallFunctionByNameWithArguments(*Command3, AR, nullptr, true);
}
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else if (Combo == "PI")
{
UStatusEffect* TempDOTStatusEffect = NewObject<UStatusEffect>(PlayerActor, DOTStatusEffect);
StatusSystem->AddStatusEffect(TempDOTStatusEffect, 1, false);
StatusEffects.Add(TempDOTStatusEffect);
AddBattleLogMessage("Player Casted DOT");
StatusTextBlock->SetColorAndOpacity(FSlateColor(FLinearColor(1.0f, 1.0f, 1.0f, 1.0f)));
StatusTextBlock->SetText(FText::FromString("Casted DOT"));
const FString Command3 = FString::Printf(TEXT("PlayStatusAnimation"));
HUD->CallFunctionByNameWithArguments(*Command3, AR, nullptr, true);
}
else if (Combo == "AI")
{
UStatusEffect* TempDamageDownStatusEffect = NewObject<UStatusEffect>(PlayerActor, DamageDownStatusEffect);
StatusSystem->AddStatusEffect(TempDamageDownStatusEffect, 1);
StatusEffects.Add(TempDamageDownStatusEffect);
AddBattleLogMessage("Player Casted DamageDown");
StatusTextBlock->SetColorAndOpacity(FSlateColor(FLinearColor(1.0f, 1.0f, 1.0f, 1.0f)));
StatusTextBlock->SetText(FText::FromString("Enemy Damage Down"));
const FString Command3 = FString::Printf(TEXT("PlayStatusAnimation"));
HUD->CallFunctionByNameWithArguments(*Command3, AR, nullptr, true);
}
}
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if (GunEffect)
{
const UStaticMeshComponent* GunComponent = Cast<UStaticMeshComponent>(PlayerActor->GetComponentsByTag(UPrimitiveComponent::StaticClass(), FName("Gun"))[0]);
const FVector GunLocationOffset = GunComponent->GetSocketTransform("Muzzle").GetLocation();
UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), GunEffect, GunLocationOffset, PlayerActor->GetActorRotation());
FOutputDeviceNull AR;
const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot"));
PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
}
if (ChainDamageMultiplier == 1) BaseDamageMultiplier = 1;
if ((CurrentComboString == "II" || CurrentComboString == "PP" || CurrentComboString == "EE" || CurrentComboString == "AA") &&
(PreviousComboString == "II" || PreviousComboString == "PP" || PreviousComboString == "EE" || PreviousComboString == "AA"))
{
ChainDamageMultiplier += ChainDamageMultiplierIncrease;
DamageMultiplierTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString("x"), FText::FromString(FString::SanitizeFloat(ChainDamageMultiplier + BaseDamageMultiplier))));
}
else if (CurrentComboString == "EI")
{
BaseDamageMultiplier += ChainDamageMultiplier;
DamageMultiplierTextBlock->SetText(FText::FromString(""));
}
PreviousComboString = CurrentComboString;
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CurrentComboString = "";
UpdateComboString(CurrentComboString);
RevertActionPoints();
UpdateActionPoints();
//Damage Calculation
switch (bIsPlayerTurn)
{
case true:
// Player Turn
DamageEnemy(*ValidCombos.Find(Combo));
OnPlayerTurn.Broadcast(PlayerActor, EnemyActor);
break;
case false:
// Enemy Turn
DamagePlayer(*ValidCombos.Find(Combo));
OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
break;
}
if (!bPlayerHasExtraTurn)
{
SwitchTurn();
}
else
{
TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
bPlayerHasExtraTurn = false;
}
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}
void ATurnBaseCombatV2::UseActionPoint()
{
ActiveActionPoints += 1;
UpdateActionPoints();
}
void ATurnBaseCombatV2::ReuseActionPoint()
{
ActiveActionPoints -= 1;
UpdateActionPoints();
}
void ATurnBaseCombatV2::RevertActionPoints()
{
ActiveActionPoints = 0;
UpdateActionPoints();
}
void ATurnBaseCombatV2::DamagePlayer(int Damage, const FString& DamageType)
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{
FOutputDeviceNull AR;
*PlayerHealth -= FMath::Clamp(Damage * EnemyBaseDamageMultiplier, 0, 100);
DamageAmountPlayerTextBlock->SetText(FText::FromString("-" + FString::FromInt(Damage * EnemyBaseDamageMultiplier)));
const FString Command3 = FString::Printf(TEXT("PlayDamagePlayerTextAnimation"));
BookHUD->CallFunctionByNameWithArguments(*Command3, AR, nullptr, true);
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UpdateProgressBars();
AddBattleLogMessage("Player was damaged for " + FString::FromInt(Damage * EnemyBaseDamageMultiplier) + " HP by " + DamageType + ".");
if (*EnemyHealth <= 0)
{
EndCombat();
FProperty* IsBossProperty = FindFieldChecked<FProperty>(EnemyActor->GetClass(), "IsBoss");
const FBoolProperty* IsBossBoolProperty = CastFieldChecked<FBoolProperty>(IsBossProperty);
if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor))
{
const FString Command = FString::Printf(TEXT("TriggerDeathAnimation"));
EnemyActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
return;
}
EnemyActor->Destroy();
return;
}
if (*PlayerHealth <= 0)
{
//EndCombat();
DeathScreenWidget = CreateWidget<UUserWidget>(GetWorld(), DeathScreenWidgetSubclass);
DeathScreenWidget->AddToViewport();
return;
}
const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot"));
PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
RedVignetteMaterialInstance->SetScalarParameterValue(FName("BlendWeight"), 1.0f);
const FString Command2 = FString::Printf(TEXT("TriggerAttackAnimation"));
EnemyActor->CallFunctionByNameWithArguments(*Command2, AR, nullptr, true);
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}
void ATurnBaseCombatV2::DamageEnemy(int Damage, const FString& DamageType)
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{
*EnemyHealth -= FMath::Clamp(Damage * BaseDamageMultiplier, 0, 100);
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UpdateProgressBars();
DamageAmountEnemyTextBlock->SetText(FText::FromString("-" + FString::FromInt(Damage * BaseDamageMultiplier)));
FOutputDeviceNull AR;
const FString Command = FString::Printf(TEXT("PlayDamageEnemyTextAnimation"));
HUD->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
AddBattleLogMessage("Enemy was damaged for " + FString::FromInt(Damage * BaseDamageMultiplier) + " HP by " + DamageType + ".");
if (DamageMultiplierTextBlock->GetText().ToString() == "")
{
BaseDamageMultiplier = DefaultBaseDamageMultiplier;
if (bIsBuffed) BaseDamageMultiplier += 1.0f;
ChainDamageMultiplier = 0;
}
FProperty* IsBossProperty = FindFieldChecked<FProperty>(EnemyActor->GetClass(), "IsBoss");
const FBoolProperty* IsBossBoolProperty = CastFieldChecked<FBoolProperty>(IsBossProperty);
if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor))
{
const FString Command2 = FString::Printf(TEXT("TriggerDamageAnimation"));
EnemyActor->CallFunctionByNameWithArguments(*Command2, AR, nullptr, true);
}
//Ends Combat if either the player or enemy is dead
if (*EnemyHealth <= 0)
{
EndCombat();
if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor))
{
const FString Command2 = FString::Printf(TEXT("TriggerDeathAnimation"));
EnemyActor->CallFunctionByNameWithArguments(*Command2, AR, nullptr, true);
return;
}
EnemyActor->Destroy();
return;
}
if (*PlayerHealth <= 0)
{
//EndCombat();
DeathScreenWidget = CreateWidget<UUserWidget>(GetWorld(), DeathScreenWidgetSubclass);
DeathScreenWidget->AddToViewport();
return;
}
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}
void ATurnBaseCombatV2::UpdateProgressBars() const
{
const FProperty* MaxHealthProperty = EnemyActor->GetClass()->FindPropertyByName(FName("MaxHealth"));
const int32* EnemyMaxHealthPtr = MaxHealthProperty->ContainerPtrToValuePtr<int32>(EnemyActor);
EnemyHealthBar->SetPercent(static_cast<float>(*EnemyHealth) / static_cast<float>(*EnemyMaxHealthPtr));
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}
float ATurnBaseCombatV2::CalculateEscapePercentage() const
{
return FMath::RandRange(0.1f, 0.9f);
}
bool ATurnBaseCombatV2::IsValidCombo(const FString& Combo) const
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{
return ValidCombos.Contains(Combo);
}
bool ATurnBaseCombatV2::IsSpecialCombo(const FString& Combo) const
{
return SpecialCombos.Contains(Combo);
}
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void ATurnBaseCombatV2::SwitchTurn()
{
//TurnIndicatorTextBlock->SetText(FText::FromString(bIsPlayerTurn ? "Enemy Turn" : "Player Turn"));
//bIsPlayerTurn = !bIsPlayerTurn;
TurnIndicatorTextBlock->SetText(FText::FromString("Enemy Turn"));
DisableButtons();
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FTimerHandle UnusedHandle;
GetWorldTimerManager().SetTimer(UnusedHandle, this, &ATurnBaseCombatV2::EnemyTurn, 2.0f, false);
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//activeActor = bIsPlayerTurn ? enemyActor : playerActor;
}
void ATurnBaseCombatV2::CastButtonOnClick()
{
ExecuteCast(CurrentComboString);
}
void ATurnBaseCombatV2::PButtonOnClick()
{
if (ActiveActionPoints >= DefaultActionPoints)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Action Points"));
return;
}
if (ProbertiumResource <= 0)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Probertium"));
return;
}
UseActionPoint();
CurrentComboString.AppendChar('P');
UpdateComboString(CurrentComboString);
ProbertiumResource -= 1;
UpdateResourceBars();
}
void ATurnBaseCombatV2::EButtonOnClick()
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{
if (ActiveActionPoints >= DefaultActionPoints)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Action Points"));
return;
}
if (EisResource <= 0)
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{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Eis"));
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return;
}
UseActionPoint();
CurrentComboString.AppendChar('E');
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UpdateComboString(CurrentComboString);
EisResource -= 1;
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UpdateResourceBars();
}
void ATurnBaseCombatV2::AButtonOnClick()
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{
if (ActiveActionPoints >= DefaultActionPoints)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Action Points"));
return;
}
if (AzosResource <= 0)
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{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Azos"));
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return;
}
UseActionPoint();
CurrentComboString.AppendChar('A');
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UpdateComboString(CurrentComboString);
AzosResource -= 1;
UpdateResourceBars();
}
void ATurnBaseCombatV2::IButtonOnClick()
{
if (ActiveActionPoints >= DefaultActionPoints)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Action Points"));
return;
}
if (IroquoidResource <= 0)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Iroquoid"));
return;
}
UseActionPoint();
CurrentComboString.AppendChar('I');
UpdateComboString(CurrentComboString);
IroquoidResource -= 1;
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UpdateResourceBars();
}
void ATurnBaseCombatV2::BackspaceButtonOnClick()
{
if (CurrentComboString.Len() <= 0)
{
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Blank Combo"));
return;
}
for (int i = 0; i < CurrentComboString.Len(); i++)
{
if (CurrentComboString[i] == 'P')
{
ProbertiumResource += 1;
}
else if (CurrentComboString[i] == 'E')
{
EisResource += 1;
}
else if (CurrentComboString[i] == 'A')
{
AzosResource += 1;
}
else if (CurrentComboString[i] == 'I')
{
IroquoidResource += 1;
}
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}
CurrentComboString = "";
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UpdateComboString(CurrentComboString);
RevertActionPoints();
UpdateActionPoints();
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UpdateResourceBars();
}
void ATurnBaseCombatV2::RunButtonOnClick()
{
if (FMath::RandRange(0.0f, 1.0f) >= EscapePercentage)
{
StatusTextBlock->SetColorAndOpacity(FSlateColor(FLinearColor(1.0f, 0.0f, 0.0f, 1.0f)));
StatusTextBlock->SetText(FText::FromString("Escape Failed"));
FOutputDeviceNull AR;
const FString Command3 = FString::Printf(TEXT("PlayStatusAnimation"));
HUD->CallFunctionByNameWithArguments(*Command3, AR, nullptr, true);
EscapePercentage = CalculateEscapePercentage();
EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%")));
SwitchTurn();
return;
}
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, TEXT("Escape Successful"));
UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(EnemyActor->GetInstigatorController())->GetBlackboardComponent();
EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString("--"), FText::FromString("%")));
EnemyBlackboard->SetValueAsBool("IsInCombat", false);
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EnemyBlackboard->SetValueAsBool("WasInCombat", true);
EndCombat();
}
void ATurnBaseCombatV2::HealButtonOnClick()
{
if (Cast<ATempCharacter>(PlayerActor)->Inventory->GetItemAmount(0) >= 1)
{
Cast<ATempCharacter>(PlayerActor)->Inventory->GetItemByID(0)->Use(Cast<ATempCharacter>(PlayerActor));
HealingJellyAmountTextBlock->SetText(FText::FromString(FString::FromInt(FMath::Clamp(Cast<ATempCharacter>(PlayerActor)->Inventory->GetItemAmount(0), 0, 99))));
UpdateResourceBars();
SwitchTurn();
}
}
void ATurnBaseCombatV2::UpdateComboString(const FString& NewCombo) const
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{
CurrentComboTextBlock->SetText(FText::FromString("?"));
CurrentComboTextBlock1->SetText(FText::FromString("?"));
CurrentComboTextBlock2->SetText(FText::FromString("?"));
if (NewCombo.Len() > 0) BackspaceButton->SetVisibility(ESlateVisibility::Visible);
else BackspaceButton->SetVisibility(ESlateVisibility::Hidden);
if (IsValidCombo(NewCombo))
{
CurrentComboTextBlock->SetText(FText::FromString(NewCombo));
CastButton->SetVisibility(ESlateVisibility::Visible);
}
else
{
CastButton->SetVisibility(ESlateVisibility::Hidden);
}
if (NewCombo.Len() == 1)
{
CurrentComboTextBlock1->SetText(FText::FromString(NewCombo));
}
else if (NewCombo.Len() == 2)
{
CurrentComboTextBlock1->SetText(FText::FromString(NewCombo.LeftChop(1)));
CurrentComboTextBlock2->SetText(FText::FromString(NewCombo.RightChop(1)));
}
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}
void ATurnBaseCombatV2::UpdateActionPoints()
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{
return;
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}
void ATurnBaseCombatV2::AddBattleLogMessage(const FString& Message)
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{
BattleLog.Append(Message + "\n");
UpdateBattleLog();
}
void ATurnBaseCombatV2::ClearBattleLog()
{
BattleLog = "";
}
void ATurnBaseCombatV2::UpdateBattleLog()
{
TArray<FString> TempArray;
if (const int32 LineCount = BattleLog.ParseIntoArray(TempArray, TEXT("\n"), true); LineCount > 10)
{
ClearBattleLog();
}
BattleLogTextBlock->SetText(FText::FromString(BattleLog));
}
void ATurnBaseCombatV2::UpdateResourceBars() const
{
ProbertiumResourceBar->SetPercent(ProbertiumResource / 20.0f);
EisResourceBar->SetPercent(EisResource / 20.0f);
AzosResourceBar->SetPercent(AzosResource / 20.0f);
IroquoidResourceBar->SetPercent(IroquoidResource / 20.0f);
ToggleButtonIfResourceAvailable();
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}
void ATurnBaseCombatV2::DisableButtons() const
{
PButton->SetIsEnabled(false);
EButton->SetIsEnabled(false);
AButton->SetIsEnabled(false);
IButton->SetIsEnabled(false);
BackspaceButton->SetIsEnabled(false);
CastButton->SetIsEnabled(false);
RunButton->SetIsEnabled(false);
HealButton->SetIsEnabled(false);
}
void ATurnBaseCombatV2::EnableButtons() const
{
ToggleButtonIfResourceAvailable();
BackspaceButton->SetIsEnabled(true);
CastButton->SetIsEnabled(true);
RunButton->SetIsEnabled(true);
}
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void ATurnBaseCombatV2::EnemyTurn()
{
int ChanceToMiss;
FProperty* IsBossProperty = FindFieldChecked<FProperty>(EnemyActor->GetClass(), "IsBoss");
const FBoolProperty* IsBossBoolProperty = CastFieldChecked<FBoolProperty>(IsBossProperty);
if (IsBossBoolProperty->GetPropertyValue_InContainer(EnemyActor)) ChanceToMiss = 5;
else ChanceToMiss = 30;
if (FMath::RandRange(1, 100) > ChanceToMiss)
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{
const FProperty* EnemyBaseDamageProperty = EnemyActor->GetClass()->FindPropertyByName(FName("BaseDamage"));
const int* EnemyBaseDamageSpeedPtr = EnemyBaseDamageProperty->ContainerPtrToValuePtr<int>(EnemyActor);
DamagePlayer(*EnemyBaseDamageSpeedPtr);
}
else
{
StatusTextBlock->SetColorAndOpacity(FSlateColor(FLinearColor(1.0f, 1.0f, 1.0f, 1.0f)));
StatusTextBlock->SetText(FText::FromString("Missed"));
FOutputDeviceNull AR;
const FString Command3 = FString::Printf(TEXT("PlayStatusAnimation"));
HUD->CallFunctionByNameWithArguments(*Command3, AR, nullptr, true);
const FString Command2 = FString::Printf(TEXT("TriggerAttackAnimation"));
EnemyActor->CallFunctionByNameWithArguments(*Command2, AR, nullptr, true);
}
OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
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TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
EnableButtons();
}
void ATurnBaseCombatV2::ToggleButtonIfResourceAvailable() const
{
if (ProbertiumResource >= 1) PButton->SetIsEnabled(true);
else PButton->SetIsEnabled(false);
if (EisResource >= 1) EButton->SetIsEnabled(true);
else EButton->SetIsEnabled(false);
if (AzosResource >= 1) AButton->SetIsEnabled(true);
else AButton->SetIsEnabled(false);
if (IroquoidResource >= 1) IButton->SetIsEnabled(true);
else IButton->SetIsEnabled(false);
if (Cast<ATempCharacter>(PlayerActor)->Inventory->GetItemAmount(0) >= 1 && *PlayerHealth < 100.0f) HealButton->SetIsEnabled(true);
else HealButton->SetIsEnabled(false);
}