PHILIP White
aa78522127
Hide buttons until they are available to use and disable resource buttons if there isn't any resources left
663 lines
22 KiB
C++
663 lines
22 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "TurnBaseCombatV2.h"
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#include "CoreMinimal.h"
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#include "AIController.h"
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#include "StatusSystem.h"
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#include "Blueprint/UserWidget.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "Components/TextBlock.h"
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#include "Components/ProgressBar.h"
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#include "Kismet/GameplayStatics.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "Misc/OutputDeviceNull.h"
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#include "the_twilight_abyss/PlayerTemp/TempCharacter.h"
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#include "the_twilight_abyss/Quest/QuestSystem.h"
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// Sets default values
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ATurnBaseCombatV2::ATurnBaseCombatV2()
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{
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if (HUDWidget == nullptr)
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{
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static ConstructorHelpers::FClassFinder<UUserWidget> HUDWidgetClass(TEXT("/Game/Blueprints/Combat_UI/Combat_UI"));
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HUDWidget = HUDWidgetClass.Class;
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static ConstructorHelpers::FClassFinder<UStatusEffect> StatusEffectThornsClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_Thorns"));
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ThornsStatusEffect = StatusEffectThornsClassFinder.Class;
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static ConstructorHelpers::FClassFinder<UStatusEffect> StatusEffectDOTClassFinder(TEXT("/Game/Blueprints/StatusEffects/BP_DamageOverTime"));
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DOTStatusEffect = StatusEffectDOTClassFinder.Class;
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static ConstructorHelpers::FClassFinder<UUserWidget> DeathScreenWidgetClass(TEXT("/Game/Blueprints/Death_UI/Death_UI"));
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DeathScreenWidgetSubclass = DeathScreenWidgetClass.Class;
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static ConstructorHelpers::FClassFinder<UUserWidget> CombatTutorialWidgetClass(TEXT("/Game/Blueprints/Combat_UI/CombatTutorial"));
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CombatTutorialWidget = CombatTutorialWidgetClass.Class;
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}
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}
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void ATurnBaseCombatV2::StartCombat(AActor* Enemy, bool bWasShot)
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{
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if (Enemy == nullptr) return;
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EnemyActor = Enemy;
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if (bIsInCombat) return;
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BookHUD->SetVisibility(ESlateVisibility::SelfHitTestInvisible);
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HUD->AddToViewport(-1);
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BookStaticMeshComponent->SetVisibility(true);
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EscapePercentage = CalculateEscapePercentage();
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EscapePercentageTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString(FString::FromInt(EscapePercentage * 100)), FText::FromString("%")));
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bIsInCombat = true;
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UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(Enemy->GetInstigatorController())->GetBlackboardComponent();
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Cast<UQuestSystem>(PlayerActor->GetComponentByClass(UQuestSystem::StaticClass()))->QuestWidgetInstance->SetVisibility(ESlateVisibility::Hidden);
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//Disable Character Movement
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetIgnoreMoveInput(true);
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PlayerController->SetIgnoreLookInput(true);
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PlayerController->SetInputMode(FInputModeGameAndUI());
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PlayerController->bShowMouseCursor = true;
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FVector Direction = Enemy->GetActorLocation() - PlayerActor->GetActorLocation();
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Direction.Normalize();
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FRotator LookAtRotation = FRotationMatrix::MakeFromX(Direction).Rotator();
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const FRotator NewRotation = UKismetMathLibrary::FindLookAtRotation(Cast<UCameraComponent>(PlayerActor->FindComponentByClass<UCameraComponent>())->GetComponentLocation(), Cast<USkeletalMeshComponent>(EnemyActor->FindComponentByClass<USkeletalMeshComponent>())->GetComponentLocation());
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LookAtRotation.Pitch = NewRotation.Pitch - PlayerActor->GetActorRotation().Pitch;
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PlayerController->SetControlRotation(LookAtRotation);
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if (EnemyBlackboard->GetValueAsBool("IsInCombat")) return;
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EnemyBlackboard->SetValueAsBool("IsInCombat", true);
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FProperty* HealthProperty = Enemy->GetClass()->FindPropertyByName(FName("Health"));
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int32* EnemyHealthPtr = HealthProperty->ContainerPtrToValuePtr<int32>(Enemy);
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EnemyHealth = EnemyHealthPtr;
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if (IsValid(CombatTutorialWidgetInstance) && CombatTutorialWidgetInstance->IsInViewport()) return;
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if (!HasSeenTutorial)
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{
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DisableButtons();
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CombatTutorialWidgetInstance->AddToViewport();
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FProperty* Property = FindFieldChecked<FProperty>(CombatTutorialWidgetInstance->GetClass(), "WasShot");
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const FBoolProperty* WasShotProperty = CastFieldChecked<FBoolProperty>(Property);
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WasShotProperty->SetPropertyValue_InContainer(CombatTutorialWidgetInstance, bWasShot);
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HasSeenTutorial = true;
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return;
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}
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CombatCheck(bWasShot);
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//DrawDebugPoint(GetWorld(), Enemy->GetActorLocation(), 10, FColor::Red, false, 10);
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}
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void ATurnBaseCombatV2::CombatCheck(bool bWasShot)
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{
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const UBlackboardComponent* EnemyBlackboard = Cast<AAIController>(EnemyActor->GetInstigatorController())->GetBlackboardComponent();
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//TODO: REMOVE THIS
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ProbertiumResource = 10;
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EisResource = 10;
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AzosResource = 10;
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IroquoidResource = 10;
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ChainDamageMultiplier = 1.0f;
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BaseDamageMultiplier = 1.0f;
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DamageMultiplierTextBlock->SetText(FText::FromString(""));
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FProperty* ReactionSpeedProperty = EnemyActor->GetClass()->FindPropertyByName(FName("ReactionSpeed"));
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float* EnemyReactionSpeedPtr = ReactionSpeedProperty->ContainerPtrToValuePtr<float>(EnemyActor);
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CurrentComboString = "";
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UpdateComboString(CurrentComboString);
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RevertActionPoints();
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UpdateActionPoints();
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UpdateResourceBars();
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UpdateProgressBars();
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ClearBattleLog();
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EnableButtons();
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if (EnemyBlackboard->GetValueAsBool("Sight") && !bWasShot)
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{
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//bEnemyHasExtraTurn = true;
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SwitchTurn();
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}
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else if (Cast<ATempCharacter>(PlayerActor)->ReactionSpeed > *EnemyReactionSpeedPtr && bWasShot)
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{
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bPlayerHasExtraTurn = true;
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}
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TurnIndicatorTextBlock->SetText(FText::FromString("Player Turn"));
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}
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void ATurnBaseCombatV2::EndCombat()
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{
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BookHUD->SetVisibility(ESlateVisibility::Hidden);
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HUD->RemoveFromParent();
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BookStaticMeshComponent->SetVisibility(false);
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Cast<UQuestSystem>(PlayerActor->GetComponentByClass(UQuestSystem::StaticClass()))->QuestWidgetInstance->SetVisibility(ESlateVisibility::HitTestInvisible);
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Cast<ATempCharacter>(PlayerActor)->ResetWidgetPointer();
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TurnIndicatorTextBlock->SetText(FText::FromString(""));
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bEnemyHasExtraTurn = false;
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bPlayerHasExtraTurn = false;
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bIsInCombat = false;
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for (UStatusEffect* StatusEffect : StatusEffects)
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{
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StatusEffect->OnExpiry(PlayerActor);
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}
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HUD->RemoveFromParent();
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APawn* PlayerPawn = Cast<APawn>(GetWorld()->GetFirstPlayerController()->GetPawn());
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PlayerPawn->bUseControllerRotationYaw = true;
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PlayerPawn->bUseControllerRotationPitch = true;
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//Enable Character Movement
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//Set to Game Mode Only
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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PlayerController->SetIgnoreMoveInput(false);
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PlayerController->SetIgnoreLookInput(false);
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PlayerController->SetInputMode(FInputModeGameOnly());
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PlayerController->bShowMouseCursor = false;
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}
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void ATurnBaseCombatV2::BeginPlay()
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{
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Super::BeginPlay();
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TArray<AActor*> AllCharacterActorsInScene;
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UGameplayStatics::GetAllActorsOfClassWithTag(GetWorld(), AActor::StaticClass(), FName("Player"), AllCharacterActorsInScene);
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for (AActor* Actor : AllCharacterActorsInScene)
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{
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PlayerActor = Cast<AActor>(Actor);
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}
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PlayerHealth = &Cast<ATempCharacter>(PlayerActor)->Health;
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TArray<AActor*> AllActorsInScene;
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), APostProcessVolume::StaticClass(), AllActorsInScene);
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if (ensureMsgf(AllActorsInScene.Num() > 0, TEXT("No Post Processing Volume in scene")))
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{
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PostProcessVolume = Cast<APostProcessVolume>(AllActorsInScene[0]);
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}
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if (IsValid(RedVignetteMaterialInstance))
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{
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FWeightedBlendable WeightedBlendable;
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WeightedBlendable.Object = RedVignetteMaterialInstance;
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WeightedBlendable.Weight = 1.0f;
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if (IsValid(PostProcessVolume)) PostProcessVolume->Settings.WeightedBlendables.Array.Add(WeightedBlendable);
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}
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TArray<UStaticMeshComponent*> StaticMeshComponents;
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PlayerActor->GetComponents<UStaticMeshComponent>(StaticMeshComponents);
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BookStaticMeshComponent = StaticMeshComponents[1];
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BookStaticMeshComponent->SetVisibility(false);
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CombatTutorialWidgetInstance = CreateWidget<UUserWidget>(GetWorld(), CombatTutorialWidget);
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HUD = CreateWidget<UUserWidget>(GetWorld(), HUDWidget);
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TArray<AActor*> PlayerChildActors;
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PlayerActor->GetAllChildActors(PlayerChildActors, false);
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PlayerWidget = Cast<UWidgetComponent>(PlayerChildActors[0]->GetComponentByClass(UWidgetComponent::StaticClass()));
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PlayerWidget->InitWidget();
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BookHUD = PlayerWidget->GetWidget();
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TurnIndicatorTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("TurnIndicator"));
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CurrentComboTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo"));
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CurrentComboTextBlock1 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_1"));
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CurrentComboTextBlock2 = Cast<UTextBlock>(BookHUD->GetWidgetFromName("CurrentCombo_2"));
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BattleLogTextBlock = Cast<UTextBlock>(HUD->GetWidgetFromName("BattleLog"));
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EscapePercentageTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("EscapePercentage_Text"));
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DamageMultiplierTextBlock = Cast<UTextBlock>(BookHUD->GetWidgetFromName("DamageMultiplier_Text"));
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PlayerHealthBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("PlayerHealthBar"));
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EnemyHealthBar = Cast<UProgressBar>(HUD->GetWidgetFromName("EnemyHealthBar"));
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ProbertiumResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("ProbertiumResourceBar"));
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EisResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("EisResourceBar"));
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AzosResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("AzosResourceBar"));
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IroquoidResourceBar = Cast<UProgressBar>(BookHUD->GetWidgetFromName("IroquoidResourceBar"));
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CastButton = Cast<UButton>(BookHUD->GetWidgetFromName("Cast_Button"));
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PButton = Cast<UButton>(BookHUD->GetWidgetFromName("Probertium_Button"));
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EButton = Cast<UButton>(BookHUD->GetWidgetFromName("Eis_Button"));
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AButton = Cast<UButton>(BookHUD->GetWidgetFromName("Azos_Button"));
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IButton = Cast<UButton>(BookHUD->GetWidgetFromName("Iroquoid_Button"));
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BackspaceButton = Cast<UButton>(BookHUD->GetWidgetFromName("Clear_Button"));
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RunButton = Cast<UButton>(BookHUD->GetWidgetFromName("Escape_Button"));
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CastButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::CastButtonOnClick);
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PButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::PButtonOnClick);
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EButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::EButtonOnClick);
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AButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::AButtonOnClick);
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IButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::IButtonOnClick);
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BackspaceButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::BackspaceButtonOnClick);
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RunButton->OnClicked.AddDynamic(this, &ATurnBaseCombatV2::RunButtonOnClick);
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}
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void ATurnBaseCombatV2::ExecuteCast(FString Combo)
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{
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if (!IsValidCombo(Combo))
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Invalid Combo"));
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for (int i = 0; i < Combo.Len(); i++)
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{
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if (Combo[i] == 'P')
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{
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ProbertiumResource += 1;
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}
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else if (Combo[i] == 'E')
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{
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EisResource += 1;
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}
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else if (Combo[i] == 'A')
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{
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AzosResource += 1;
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}
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else if (Combo[i] == 'I')
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{
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IroquoidResource += 1;
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}
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}
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CurrentComboString = "";
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UpdateComboString(CurrentComboString);
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RevertActionPoints();
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UpdateActionPoints();
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UpdateResourceBars();
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return;
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}
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if (IsSpecialCombo(Combo))
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{
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UStatusSystem* StatusSystem = Cast<UStatusSystem>(PlayerActor->GetComponentByClass(UStatusSystem::StaticClass()));
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if (Combo == "PA")
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{
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UStatusEffect* TempThornsStatusEffect = NewObject<UStatusEffect>(PlayerActor, ThornsStatusEffect);
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StatusSystem->AddStatusEffect(TempThornsStatusEffect, 1, false);
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StatusEffects.Add(TempThornsStatusEffect);
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AddBattleLogMessage("Player Casted Thorns");
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}
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else if (Combo == "PI")
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{
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UStatusEffect* TempDOTStatusEffect = NewObject<UStatusEffect>(PlayerActor, DOTStatusEffect);
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StatusSystem->AddStatusEffect(TempDOTStatusEffect, 1, false);
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StatusEffects.Add(TempDOTStatusEffect);
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AddBattleLogMessage("Player Casted DOT");
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}
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}
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if (GunEffect)
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{
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const UStaticMeshComponent* GunComponent = Cast<UStaticMeshComponent>(PlayerActor->GetComponentsByTag(UPrimitiveComponent::StaticClass(), FName("Gun"))[0]);
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const FVector GunLocationOffset = GunComponent->GetSocketTransform("Muzzle").GetLocation();
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UNiagaraFunctionLibrary::SpawnSystemAtLocation(GetWorld(), GunEffect, GunLocationOffset, PlayerActor->GetActorRotation());
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FOutputDeviceNull AR;
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const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot"));
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PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
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}
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if (ChainDamageMultiplier == 1) BaseDamageMultiplier = 1;
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if ((CurrentComboString == "II" || CurrentComboString == "PP" || CurrentComboString == "EE" || CurrentComboString == "AA") &&
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(PreviousComboString == "II" || PreviousComboString == "PP" || PreviousComboString == "EE" || PreviousComboString == "AA"))
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{
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ChainDamageMultiplier += ChainDamageMultiplierIncrease;
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DamageMultiplierTextBlock->SetText(FText::Join(FText::FromString(""), FText::FromString("x"), FText::FromString(FString::SanitizeFloat(ChainDamageMultiplier))));
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}
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else if (CurrentComboString == "EI")
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{
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BaseDamageMultiplier = ChainDamageMultiplier;
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ChainDamageMultiplier = 1;
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DamageMultiplierTextBlock->SetText(FText::FromString(""));
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}
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PreviousComboString = CurrentComboString;
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CurrentComboString = "";
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UpdateComboString(CurrentComboString);
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RevertActionPoints();
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UpdateActionPoints();
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//Damage Calculation
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switch (bIsPlayerTurn)
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{
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case true:
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// Player Turn
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DamageEnemy(*ValidCombos.Find(Combo));
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OnPlayerTurn.Broadcast(PlayerActor, EnemyActor);
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break;
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case false:
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// Enemy Turn
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DamagePlayer(*ValidCombos.Find(Combo));
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OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
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break;
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}
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if (!bPlayerHasExtraTurn)
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{
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SwitchTurn();
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}
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bPlayerHasExtraTurn = false;
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}
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void ATurnBaseCombatV2::UseActionPoint()
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{
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ActiveActionPoints += 1;
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UpdateActionPoints();
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}
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void ATurnBaseCombatV2::ReuseActionPoint()
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{
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ActiveActionPoints -= 1;
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UpdateActionPoints();
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}
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void ATurnBaseCombatV2::RevertActionPoints()
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{
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ActiveActionPoints = 0;
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UpdateActionPoints();
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}
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void ATurnBaseCombatV2::DamagePlayer(int Damage, FString DamageType)
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{
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*PlayerHealth -= FMath::Clamp(Damage * BaseDefenseMultiplier, 0, 100);
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UpdateProgressBars();
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AddBattleLogMessage("Player was damaged for " + FString::FromInt(Damage * BaseDefenseMultiplier) + " HP by " + DamageType + ".");
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if (*EnemyHealth <= 0)
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{
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EndCombat();
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EnemyActor->Destroy();
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return;
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}
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if (*PlayerHealth <= 0)
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{
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//EndCombat();
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DeathScreenWidget = CreateWidget<UUserWidget>(GetWorld(), DeathScreenWidgetSubclass);
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DeathScreenWidget->AddToViewport();
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return;
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}
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FOutputDeviceNull AR;
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const FString Command = FString::Printf(TEXT("PlayCameraShakeShoot"));
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PlayerActor->CallFunctionByNameWithArguments(*Command, AR, nullptr, true);
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RedVignetteMaterialInstance->SetScalarParameterValue(FName("BlendWeight"), 1.0f);
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const FString Command2 = FString::Printf(TEXT("TriggerAttackAnimation"));
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EnemyActor->CallFunctionByNameWithArguments(*Command2, AR, nullptr, true);
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//Ends Combat if either the player or enemy is dead
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}
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void ATurnBaseCombatV2::DamageEnemy(int Damage, FString DamageType)
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{
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*EnemyHealth -= FMath::Clamp(Damage * BaseDamageMultiplier, 0, 100);
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UpdateProgressBars();
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AddBattleLogMessage("Enemy was damaged for " + FString::FromInt(Damage * BaseDamageMultiplier) + " HP by " + DamageType + ".");
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//Ends Combat if either the player or enemy is dead
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if (*EnemyHealth <= 0)
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{
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EndCombat();
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EnemyActor->Destroy();
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return;
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}
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if (*PlayerHealth <= 0)
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{
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//EndCombat();
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DeathScreenWidget = CreateWidget<UUserWidget>(GetWorld(), DeathScreenWidgetSubclass);
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DeathScreenWidget->AddToViewport();
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return;
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}
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}
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void ATurnBaseCombatV2::UpdateProgressBars() const
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{
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FProperty* MaxHealthProperty = EnemyActor->GetClass()->FindPropertyByName(FName("MaxHealth"));
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int32* EnemyMaxHealthPtr = MaxHealthProperty->ContainerPtrToValuePtr<int32>(EnemyActor);
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EnemyHealthBar->SetPercent(static_cast<float>(*EnemyHealth) / static_cast<float>(*EnemyMaxHealthPtr));
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}
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float ATurnBaseCombatV2::CalculateEscapePercentage() const
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{
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return FMath::RandRange(0.1f, 0.9f);
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}
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bool ATurnBaseCombatV2::IsValidCombo(const FString Combo) const
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{
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return ValidCombos.Contains(Combo);
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}
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bool ATurnBaseCombatV2::IsSpecialCombo(const FString Combo) const
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{
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return SpecialCombos.Contains(Combo);
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}
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void ATurnBaseCombatV2::SwitchTurn()
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{
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//TurnIndicatorTextBlock->SetText(FText::FromString(bIsPlayerTurn ? "Enemy Turn" : "Player Turn"));
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//bIsPlayerTurn = !bIsPlayerTurn;
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TurnIndicatorTextBlock->SetText(FText::FromString("Enemy Turn"));
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DisableButtons();
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FTimerHandle UnusedHandle;
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GetWorldTimerManager().SetTimer(UnusedHandle, this, &ATurnBaseCombatV2::EnemyTurn, 2.0f, false);
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//activeActor = bIsPlayerTurn ? enemyActor : playerActor;
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}
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void ATurnBaseCombatV2::CastButtonOnClick()
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{
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ExecuteCast(CurrentComboString);
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}
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void ATurnBaseCombatV2::PButtonOnClick()
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{
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if (ActiveActionPoints >= DefaultActionPoints)
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{
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GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Action Points"));
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return;
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}
|
|
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()
|
|
{
|
|
if (ActiveActionPoints >= DefaultActionPoints)
|
|
{
|
|
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Action Points"));
|
|
return;
|
|
}
|
|
if (EisResource <= 0)
|
|
{
|
|
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Eis"));
|
|
return;
|
|
}
|
|
UseActionPoint();
|
|
CurrentComboString.AppendChar('E');
|
|
UpdateComboString(CurrentComboString);
|
|
EisResource -= 1;
|
|
UpdateResourceBars();
|
|
}
|
|
|
|
void ATurnBaseCombatV2::AButtonOnClick()
|
|
{
|
|
if (ActiveActionPoints >= DefaultActionPoints)
|
|
{
|
|
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Action Points"));
|
|
return;
|
|
}
|
|
if (AzosResource <= 0)
|
|
{
|
|
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("No More Azos"));
|
|
return;
|
|
}
|
|
UseActionPoint();
|
|
CurrentComboString.AppendChar('A');
|
|
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;
|
|
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;
|
|
}
|
|
}
|
|
CurrentComboString = "";
|
|
UpdateComboString(CurrentComboString);
|
|
RevertActionPoints();
|
|
UpdateActionPoints();
|
|
UpdateResourceBars();
|
|
}
|
|
|
|
void ATurnBaseCombatV2::RunButtonOnClick()
|
|
{
|
|
if (FMath::RandRange(0.0f, 1.0f) >= EscapePercentage)
|
|
{
|
|
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);
|
|
EnemyBlackboard->SetValueAsBool("WasInCombat", true);
|
|
EndCombat();
|
|
}
|
|
|
|
void ATurnBaseCombatV2::UpdateComboString(FString NewCombo) const
|
|
{
|
|
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)));
|
|
}
|
|
}
|
|
|
|
void ATurnBaseCombatV2::UpdateActionPoints() const
|
|
{
|
|
return;
|
|
}
|
|
|
|
void ATurnBaseCombatV2::AddBattleLogMessage(FString Message)
|
|
{
|
|
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 / 10.0f);
|
|
EisResourceBar->SetPercent(EisResource / 10.0f);
|
|
AzosResourceBar->SetPercent(AzosResource / 10.0f);
|
|
IroquoidResourceBar->SetPercent(IroquoidResource / 10.0f);
|
|
ToggleButtonIfResourceAvailable();
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
void ATurnBaseCombatV2::EnableButtons() const
|
|
{
|
|
ToggleButtonIfResourceAvailable();
|
|
BackspaceButton->SetIsEnabled(true);
|
|
CastButton->SetIsEnabled(true);
|
|
RunButton->SetIsEnabled(true);
|
|
}
|
|
|
|
void ATurnBaseCombatV2::EnemyTurn()
|
|
{
|
|
DamagePlayer(10);
|
|
OnEnemyTurn.Broadcast(EnemyActor, PlayerActor);
|
|
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);
|
|
}
|