diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/discord-ij.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/discord-ij.xml new file mode 100644 index 00000000..b2c4e3f1 --- /dev/null +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/discord-ij.xml @@ -0,0 +1,7 @@ + + + + + \ No newline at end of file diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/vcs.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/vcs.xml new file mode 100644 index 00000000..6c0b8635 --- /dev/null +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta.dir/.idea/vcs.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/.gitignore b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/.gitignore new file mode 100644 index 00000000..f4076847 --- /dev/null +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/.gitignore @@ -0,0 +1,13 @@ +# Default ignored files +/shelf/ +/workspace.xml +# Rider ignored files +/projectSettingsUpdater.xml +/contentModel.xml +/.idea.EndlessVendetta.iml +/modules.xml +# Editor-based HTTP Client requests +/httpRequests/ +# Datasource local storage ignored files +/dataSources/ +/dataSources.local.xml diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/encodings.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/encodings.xml new file mode 100644 index 00000000..df87cf95 --- /dev/null +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/encodings.xml @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/indexLayout.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/indexLayout.xml new file mode 100644 index 00000000..7b08163c --- /dev/null +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/indexLayout.xml @@ -0,0 +1,8 @@ + + + + + + + + \ No newline at end of file diff --git a/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/vcs.xml b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/vcs.xml new file mode 100644 index 00000000..6c0b8635 --- /dev/null +++ b/EndlessVendetta/.idea/.idea.EndlessVendetta/.idea/vcs.xml @@ -0,0 +1,6 @@ + + + + + + \ No newline at end of file diff --git a/EndlessVendetta/Config/DefaultEditor.ini b/EndlessVendetta/Config/DefaultEditor.ini index 58552fae..e7314343 100644 --- a/EndlessVendetta/Config/DefaultEditor.ini +++ b/EndlessVendetta/Config/DefaultEditor.ini @@ -5,4 +5,7 @@ SimpleMapName=/Game/FirstPerson/Maps/FirstPersonExampleMap bAllowClassAndBlueprintPinMatching=true bReplaceBlueprintWithClass= true bDontLoadBlueprintOutsideEditor= true -bBlueprintIsNotBlueprintType= true \ No newline at end of file +bBlueprintIsNotBlueprintType= true + +[/Script/AdvancedPreviewScene.SharedProfiles] + diff --git a/EndlessVendetta/Config/DefaultEditorPerProjectUserSettings.ini b/EndlessVendetta/Config/DefaultEditorPerProjectUserSettings.ini index 220a5519..094343ea 100644 --- a/EndlessVendetta/Config/DefaultEditorPerProjectUserSettings.ini +++ b/EndlessVendetta/Config/DefaultEditorPerProjectUserSettings.ini @@ -1,2 +1,196 @@ [ContentBrowser] -ContentBrowserTab1.SelectedPaths=/Game/FirstPerson \ No newline at end of file +ContentBrowserTab1.SelectedPaths=/Game/FirstPerson + +[/Script/UnrealEd.LevelEditorPlaySettings] +PlayFromHerePlayerStartClassName=/Script/Engine.PlayerStartPIE +GameGetsMouseControl=False +UseMouseForTouch=False +ShowMouseControlLabel=True +MouseControlLabelPosition=LabelAnchorMode_TopLeft +ViewportGetsHMDControl=False +ShouldMinimizeEditorOnVRPIE=True +bShouldMinimizeEditorOnNonVRPIE=False +bEmulateStereo=False +AutoRecompileBlueprints=True +EnableGameSound=True +SoloAudioInFirstPIEClient=False +EnablePIEEnterAndExitSounds=False +PlayInEditorSoundQualityLevel=0 +bUseNonRealtimeAudioDevice=False +bOnlyLoadVisibleLevelsInPIE=False +bPreferToStreamLevelsInPIE=False +bPromoteOutputLogWarningsDuringPIE=False +NewWindowWidth=1280 +NewWindowHeight=720 +NewWindowPosition=(X=-1,Y=-1) +CenterNewWindow=False +PIEAlwaysOnTop=False +DisableStandaloneSound=False +AdditionalLaunchParameters= +BuildGameBeforeLaunch=PlayOnBuild_Default +LaunchConfiguration=LaunchConfig_Default +PackFilesForLaunch=NoPak +bAutoCompileBlueprintsOnLaunch=True +bLaunchSeparateServer=False +PlayNetMode=PIE_Standalone +RunUnderOneProcess=True +PlayNetDedicated=False +PlayNumberOfClients=1 +PrimaryPIEClientIndex=0 +ServerPort=17777 +ClientWindowWidth=640 +AutoConnectToServer=True +RouteGamepadToSecondWindow=False +CreateAudioDeviceForEveryPlayer=False +ClientWindowHeight=480 +ServerMapNameOverride= +AdditionalServerGameOptions= +AdditionalLaunchOptions= +bShowServerDebugDrawingByDefault=True +ServerDebugDrawingColorTintStrength=0.000000 +ServerDebugDrawingColorTint=(R=0.000000,G=0.000000,B=0.000000,A=1.000000) +AdditionalServerLaunchParameters= +ServerFixedFPS=0 +NetworkEmulationSettings=(bIsNetworkEmulationEnabled=False,EmulationTarget=Server,CurrentProfile="Custom",OutPackets=(MinLatency=0,MaxLatency=0,PacketLossPercentage=0),InPackets=(MinLatency=0,MaxLatency=0,PacketLossPercentage=0)) +LastSize=(X=0,Y=0) +LastExecutedLaunchDevice=Windows@MARCELSPC +LastExecutedLaunchName=MARCELSPC +LastExecutedLaunchModeType=LaunchMode_OnDevice +LastExecutedPlayModeLocation=PlayLocation_DefaultPlayerStart +LastExecutedPlayModeType=PlayMode_InViewPort +LastExecutedPIEPreviewDevice= +-LaptopScreenResolutions=(Description="Apple MacBook Air 11",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=true) +-LaptopScreenResolutions=(Description="Apple MacBook Air 13\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=true) +-LaptopScreenResolutions=(Description="Apple MacBook Pro 13\"",Width=1280,Height=800,AspectRatio="16:10",bCanSwapAspectRatio=true) +-LaptopScreenResolutions=(Description="Apple MacBook Pro 13\" (Retina)",Width=2560,Height=1600,AspectRatio="16:10",bCanSwapAspectRatio=true) +-LaptopScreenResolutions=(Description="Apple MacBook Pro 15\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=true) +-LaptopScreenResolutions=(Description="Apple MacBook Pro 15\" (Retina)",Width=2880,Height=1800,AspectRatio="16:10",bCanSwapAspectRatio=true) +-LaptopScreenResolutions=(Description="Generic 14-15.6\" Notebook",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=true) ++LaptopScreenResolutions=(Description="Apple MacBook Air 11",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") ++LaptopScreenResolutions=(Description="Apple MacBook Air 13\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++LaptopScreenResolutions=(Description="Apple MacBook Pro 13\"",Width=1280,Height=800,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++LaptopScreenResolutions=(Description="Apple MacBook Pro 13\" (Retina)",Width=2560,Height=1600,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++LaptopScreenResolutions=(Description="Apple MacBook Pro 15\"",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++LaptopScreenResolutions=(Description="Apple MacBook Pro 15\" (Retina)",Width=2880,Height=1800,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++LaptopScreenResolutions=(Description="Generic 14-15.6\" Notebook",Width=1366,Height=768,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") +-MonitorScreenResolutions=(Description="19\" monitor",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=true) +-MonitorScreenResolutions=(Description="20\" monitor",Width=1600,Height=900,AspectRatio="16:9",bCanSwapAspectRatio=true) +-MonitorScreenResolutions=(Description="22\" monitor",Width=1680,Height=1050,AspectRatio="16:10",bCanSwapAspectRatio=true) +-MonitorScreenResolutions=(Description="21.5-24\" monitor",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=true) +-MonitorScreenResolutions=(Description="27\" monitor",Width=2560,Height=1440,AspectRatio="16:9",bCanSwapAspectRatio=true) ++MonitorScreenResolutions=(Description="19\" monitor",Width=1440,Height=900,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++MonitorScreenResolutions=(Description="20\" monitor",Width=1600,Height=900,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") ++MonitorScreenResolutions=(Description="22\" monitor",Width=1680,Height=1050,AspectRatio="16:10",bCanSwapAspectRatio=True,ProfileName="") ++MonitorScreenResolutions=(Description="21.5-24\" monitor",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") ++MonitorScreenResolutions=(Description="27\" monitor",Width=2560,Height=1440,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") +-PhoneScreenResolutions=(Description="Apple iPhone 5S",Width=320,Height=568,AspectRatio="~16:9",bCanSwapAspectRatio=true,ProfileName="iPhone5S") +-PhoneScreenResolutions=(Description="Apple iPhone 6",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6") +-PhoneScreenResolutions=(Description="Apple iPhone 6+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6Plus") +-PhoneScreenResolutions=(Description="Apple iPhone 6S",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6S") +-PhoneScreenResolutions=(Description="Apple iPhone 6S+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone6SPlus") +-PhoneScreenResolutions=(Description="Apple iPhone 7",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone7") +-PhoneScreenResolutions=(Description="Apple iPhone 7+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone7Plus") +-PhoneScreenResolutions=(Description="Apple iPhone 8",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone8") +-PhoneScreenResolutions=(Description="Apple iPhone 8+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhone8Plus") +-PhoneScreenResolutions=(Description="Apple iPhone X",Width=375,Height=812,AspectRatio="19.5:9",bCanSwapAspectRatio=true,ProfileName="iPhoneX") +-PhoneScreenResolutions=(Description="Apple iPhone XS",Width=375,Height=812,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhoneXS") +-PhoneScreenResolutions=(Description="Apple iPhone XS Max",Width=414,Height=896,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhoneXSMax") +-PhoneScreenResolutions=(Description="Apple iPhone XR",Width=414,Height=896,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="iPhoneXR") +-PhoneScreenResolutions=(Description="HTC One",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_High") +-PhoneScreenResolutions=(Description="Samsung Galaxy S4",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Low") +-PhoneScreenResolutions=(Description="Samsung Galaxy S6",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_T7xx") +-PhoneScreenResolutions=(Description="Samsung Galaxy S7",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_High") +-PhoneScreenResolutions=(Description="Samsung Galaxy S8 (Mali)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_G71") +-PhoneScreenResolutions=(Description="Samsung Galaxy S8 (Adreno)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_Adreno5xx") +-PhoneScreenResolutions=(Description="Samsung Galaxy S9 (Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_High") +-PhoneScreenResolutions=(Description="Samsung Galaxy S9 (Adreno)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_High") +-PhoneScreenResolutions=(Description="Samsung Galaxy Note 9 (Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_High") +-PhoneScreenResolutions=(Description="Samsung Galaxy S10 (Adreno)",Width=1440,Height=3040,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Adreno6xx") +-PhoneScreenResolutions=(Description="Samsung Galaxy S10 (Mali)",Width=1440,Height=3040,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_G76") +-PhoneScreenResolutions=(Description="Samsung Galaxy S10e (Adreno)",Width=1080,Height=2280,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Adreno6xx") +-PhoneScreenResolutions=(Description="Samsung Galaxy S10e (Mali)",Width=1080,Height=2280,AspectRatio="19:9",bCanSwapAspectRatio=true,ProfileName="Android_Mali_G76") +-PhoneScreenResolutions=(Description="Google Pixel",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") +-PhoneScreenResolutions=(Description="Google Pixel XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") +-PhoneScreenResolutions=(Description="Google Pixel 2",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") +-PhoneScreenResolutions=(Description="Google Pixel 2 XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") +-PhoneScreenResolutions=(Description="Google Pixel 3",Width=1080,Height=2160,AspectRatio="18:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") +-PhoneScreenResolutions=(Description="Google Pixel 3 XL",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") +-PhoneScreenResolutions=(Description="Razer Phone",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=true,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Apple iPhone 5S",Width=320,Height=568,AspectRatio="~16:9",bCanSwapAspectRatio=True,ProfileName="iPhone5S") ++PhoneScreenResolutions=(Description="Apple iPhone 6",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone6") ++PhoneScreenResolutions=(Description="Apple iPhone 6+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone6Plus") ++PhoneScreenResolutions=(Description="Apple iPhone 6S",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone6S") ++PhoneScreenResolutions=(Description="Apple iPhone 6S+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone6SPlus") ++PhoneScreenResolutions=(Description="Apple iPhone 7",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone7") ++PhoneScreenResolutions=(Description="Apple iPhone 7+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone7Plus") ++PhoneScreenResolutions=(Description="Apple iPhone 8",Width=375,Height=667,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone8") ++PhoneScreenResolutions=(Description="Apple iPhone 8+",Width=414,Height=736,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhone8Plus") ++PhoneScreenResolutions=(Description="Apple iPhone X",Width=375,Height=812,AspectRatio="19.5:9",bCanSwapAspectRatio=True,ProfileName="iPhoneX") ++PhoneScreenResolutions=(Description="Apple iPhone XS",Width=375,Height=812,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhoneXS") ++PhoneScreenResolutions=(Description="Apple iPhone XS Max",Width=414,Height=896,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhoneXSMax") ++PhoneScreenResolutions=(Description="Apple iPhone XR",Width=414,Height=896,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="iPhoneXR") ++PhoneScreenResolutions=(Description="HTC One",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_High") ++PhoneScreenResolutions=(Description="Samsung Galaxy S4",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Low") ++PhoneScreenResolutions=(Description="Samsung Galaxy S6",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Mali_T7xx") ++PhoneScreenResolutions=(Description="Samsung Galaxy S7",Width=1440,Height=2560,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_High") ++PhoneScreenResolutions=(Description="Samsung Galaxy S8 (Mali)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspectRatio=True,ProfileName="Android_Mali_G71") ++PhoneScreenResolutions=(Description="Samsung Galaxy S8 (Adreno)",Width=1080,Height=2220,AspectRatio="18.5:9",bCanSwapAspectRatio=True,ProfileName="Android_Adreno5xx") ++PhoneScreenResolutions=(Description="Samsung Galaxy S9 (Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=True,ProfileName="Android_High") ++PhoneScreenResolutions=(Description="Samsung Galaxy S9 (Adreno)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=True,ProfileName="Android_High") ++PhoneScreenResolutions=(Description="Samsung Galaxy Note 9 (Mali)",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=True,ProfileName="Android_High") ++PhoneScreenResolutions=(Description="Samsung Galaxy S10 (Adreno)",Width=1440,Height=3040,AspectRatio="19:9",bCanSwapAspectRatio=True,ProfileName="Android_Adreno6xx") ++PhoneScreenResolutions=(Description="Samsung Galaxy S10 (Mali)",Width=1440,Height=3040,AspectRatio="19:9",bCanSwapAspectRatio=True,ProfileName="Android_Mali_G76") ++PhoneScreenResolutions=(Description="Samsung Galaxy S10e (Adreno)",Width=1080,Height=2280,AspectRatio="19:9",bCanSwapAspectRatio=True,ProfileName="Android_Adreno6xx") ++PhoneScreenResolutions=(Description="Samsung Galaxy S10e (Mali)",Width=1080,Height=2280,AspectRatio="19:9",bCanSwapAspectRatio=True,ProfileName="Android_Mali_G76") ++PhoneScreenResolutions=(Description="Google Pixel",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Google Pixel XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Google Pixel 2",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Google Pixel 2 XL",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Google Pixel 3",Width=1080,Height=2160,AspectRatio="18:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Google Pixel 3 XL",Width=1440,Height=2960,AspectRatio="18.5:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") ++PhoneScreenResolutions=(Description="Razer Phone",Width=1080,Height=1920,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="Android_Mid") +-TabletScreenResolutions=(Description="iPad Pro 12.9-inch (3rd gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro3_129") +-TabletScreenResolutions=(Description="iPad Pro 12.9-inch (2nd gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro2_129") +-TabletScreenResolutions=(Description="iPad Pro 11-inch",Width=834,Height=1194,AspectRatio="5:7",bCanSwapAspectRatio=true,ProfileName="iPadPro11") +-TabletScreenResolutions=(Description="iPad Pro 10.5-inch",Width=834,Height=1112,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro105") +-TabletScreenResolutions=(Description="iPad Pro 12.9-inch",Width=1024,Height=1366,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro129") +-TabletScreenResolutions=(Description="iPad Pro 9.7-inch",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadPro97") +-TabletScreenResolutions=(Description="iPad (6th gen.)",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPad6") +-TabletScreenResolutions=(Description="iPad (5th gen.)",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPad5") +-TabletScreenResolutions=(Description="iPad Air 3",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadAir3") +-TabletScreenResolutions=(Description="iPad Air 2",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadAir2") +-TabletScreenResolutions=(Description="iPad Mini 5",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadMini5") +-TabletScreenResolutions=(Description="iPad Mini 4",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=true,ProfileName="iPadMini4") +-TabletScreenResolutions=(Description="LG G Pad X 8.0",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true) +-TabletScreenResolutions=(Description="Asus Zenpad 3s 10",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true) +-TabletScreenResolutions=(Description="Huawei MediaPad M3",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true) +-TabletScreenResolutions=(Description="Microsoft Surface RT",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=true) +-TabletScreenResolutions=(Description="Microsoft Surface Pro",Width=1080,Height=1920,AspectRatio="9:16",bCanSwapAspectRatio=true) ++TabletScreenResolutions=(Description="iPad Pro 12.9-inch (3rd gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRatio=True,ProfileName="iPadPro3_129") ++TabletScreenResolutions=(Description="iPad Pro 12.9-inch (2nd gen.)",Width=1024,Height=1366,AspectRatio="~3:4",bCanSwapAspectRatio=True,ProfileName="iPadPro2_129") ++TabletScreenResolutions=(Description="iPad Pro 11-inch",Width=834,Height=1194,AspectRatio="5:7",bCanSwapAspectRatio=True,ProfileName="iPadPro11") ++TabletScreenResolutions=(Description="iPad Pro 10.5-inch",Width=834,Height=1112,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadPro105") ++TabletScreenResolutions=(Description="iPad Pro 12.9-inch",Width=1024,Height=1366,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadPro129") ++TabletScreenResolutions=(Description="iPad Pro 9.7-inch",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadPro97") ++TabletScreenResolutions=(Description="iPad (6th gen.)",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPad6") ++TabletScreenResolutions=(Description="iPad (5th gen.)",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPad5") ++TabletScreenResolutions=(Description="iPad Air 3",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadAir3") ++TabletScreenResolutions=(Description="iPad Air 2",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadAir2") ++TabletScreenResolutions=(Description="iPad Mini 5",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadMini5") ++TabletScreenResolutions=(Description="iPad Mini 4",Width=768,Height=1024,AspectRatio="3:4",bCanSwapAspectRatio=True,ProfileName="iPadMini4") ++TabletScreenResolutions=(Description="LG G Pad X 8.0",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="") ++TabletScreenResolutions=(Description="Asus Zenpad 3s 10",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="") ++TabletScreenResolutions=(Description="Huawei MediaPad M3",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="") ++TabletScreenResolutions=(Description="Microsoft Surface RT",Width=768,Height=1366,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="") ++TabletScreenResolutions=(Description="Microsoft Surface Pro",Width=1080,Height=1920,AspectRatio="9:16",bCanSwapAspectRatio=True,ProfileName="") +-TelevisionScreenResolutions=(Description="720p (HDTV, Blu-ray)",Width=1280,Height=720,AspectRatio="16:9",bCanSwapAspectRatio=true) +-TelevisionScreenResolutions=(Description="1080i, 1080p (HDTV, Blu-ray)",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=true) +-TelevisionScreenResolutions=(Description="4K Ultra HD",Width=3840,Height=2160,AspectRatio="16:9",bCanSwapAspectRatio=true) +-TelevisionScreenResolutions=(Description="4K Digital Cinema",Width=4096,Height=2160,AspectRatio="1.90:1",bCanSwapAspectRatio=true) ++TelevisionScreenResolutions=(Description="720p (HDTV, Blu-ray)",Width=1280,Height=720,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") ++TelevisionScreenResolutions=(Description="1080i, 1080p (HDTV, Blu-ray)",Width=1920,Height=1080,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") ++TelevisionScreenResolutions=(Description="4K Ultra HD",Width=3840,Height=2160,AspectRatio="16:9",bCanSwapAspectRatio=True,ProfileName="") ++TelevisionScreenResolutions=(Description="4K Digital Cinema",Width=4096,Height=2160,AspectRatio="1.90:1",bCanSwapAspectRatio=True,ProfileName="") +DeviceToEmulate= +PIESafeZoneOverride=(Left=0.000000,Top=0.000000,Right=0.000000,Bottom=0.000000) + diff --git a/EndlessVendetta/Config/DefaultEngine.ini b/EndlessVendetta/Config/DefaultEngine.ini index b419691f..280d5d43 100644 --- a/EndlessVendetta/Config/DefaultEngine.ini +++ b/EndlessVendetta/Config/DefaultEngine.ini @@ -4,16 +4,18 @@ +EditProfiles=(Name="Trigger",CustomResponses=((Channel=Projectile, Response=ECR_Ignore))) [/Script/EngineSettings.GameMapsSettings] -EditorStartupMap=/Game/FirstPerson/Maps/FirstPersonMap.FirstPersonMap +EditorStartupMap=/Game/FirstPerson/Maps/GunMechanicTester.GunMechanicTester LocalMapOptions= -TransitionMap= +TransitionMap=None bUseSplitscreen=True TwoPlayerSplitscreenLayout=Horizontal ThreePlayerSplitscreenLayout=FavorTop +FourPlayerSplitscreenLayout=Grid +bOffsetPlayerGamepadIds=False GameInstanceClass=/Script/Engine.GameInstance -GameDefaultMap=/Game/FirstPerson/Maps/FirstPersonMap.FirstPersonMap -ServerDefaultMap=/Engine/Maps/Entry -GlobalDefaultGameMode=/Script/EndlessVendetta.EndlessVendettaGameMode +GameDefaultMap=/Game/FirstPerson/Maps/GunMechanicTester.GunMechanicTester +ServerDefaultMap=/Engine/Maps/Entry.Entry +GlobalDefaultGameMode=/Game/FirstPerson/GunMechanicWorld.GunMechanicWorld_C GlobalDefaultServerGameMode=None [/Script/Engine.RendererSettings] @@ -23,9 +25,8 @@ r.DynamicGlobalIlluminationMethod=1 r.Mobile.EnableNoPrecomputedLightingCSMShader=1 r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=true - - r.Shadow.Virtual.Enable=1 +r.DefaultFeature.AutoExposure=False [/Script/WindowsTargetPlatform.WindowsTargetSettings] DefaultGraphicsRHI=DefaultGraphicsRHI_DX12 @@ -56,8 +57,6 @@ CompressionQualityModifier=1.000000 AutoStreamingThreshold=0.000000 SoundCueCookQualityIndex=-1 - - [/Script/HardwareTargeting.HardwareTargetingSettings] TargetedHardwareClass=Desktop AppliedTargetedHardwareClass=Desktop @@ -67,6 +66,8 @@ AppliedDefaultGraphicsPerformance=Maximum [/Script/Engine.Engine] +ActiveGameNameRedirects=(OldGameName="TP_FirstPerson",NewGameName="/Script/EndlessVendetta") +ActiveGameNameRedirects=(OldGameName="/Script/TP_FirstPerson",NewGameName="/Script/EndlessVendetta") ++ActiveGameNameRedirects=(OldGameName="/Script/TP_ThirdPerson",NewGameName="/Script/EndlessVendetta") ++ActiveGameNameRedirects=(OldGameName="TP_ThirdPerson",NewGameName="/Script/EndlessVendetta") +ActiveClassRedirects=(OldClassName="TP_FirstPersonProjectile",NewClassName="EndlessVendettaProjectile") +ActiveClassRedirects=(OldClassName="TP_FirstPersonGameMode",NewClassName="EndlessVendettaGameMode") +ActiveClassRedirects=(OldClassName="TP_FirstPersonCharacter",NewClassName="EndlessVendettaCharacter") @@ -85,3 +86,11 @@ ConnectionType=USBOnly bUseManualIPAddress=False ManualIPAddress= + +[CoreRedirects] ++PropertyRedirects=(OldName="/Script/EndlessVendetta.BaseWeaponClass.player",NewName="/Script/EndlessVendetta.BaseWeaponClass.playerInWorld") + +[/Script/NavigationSystem.RecastNavMesh] +AgentMaxStepHeight=73.434059 +AgentMaxSlope=64.648003 + diff --git a/EndlessVendetta/Config/DefaultInput.ini b/EndlessVendetta/Config/DefaultInput.ini index 1bf5f902..aec1fc5c 100644 --- a/EndlessVendetta/Config/DefaultInput.ini +++ b/EndlessVendetta/Config/DefaultInput.ini @@ -93,6 +93,7 @@ bEnableLegacyInputScales=True bEnableMotionControls=True bFilterInputByPlatformUser=False bShouldFlushPressedKeysOnViewportFocusLost=True +bEnableDynamicComponentInputBinding=True bAlwaysShowTouchInterface=False bShowConsoleOnFourFingerTap=True bEnableGestureRecognizer=False @@ -101,6 +102,18 @@ DefaultViewportMouseCaptureMode=CapturePermanently_IncludingInitialMouseDown DefaultViewportMouseLockMode=LockOnCapture FOVScale=0.011110 DoubleClickTime=0.200000 ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=Gamepad_FaceButton_Bottom) ++ActionMappings=(ActionName="Jump",bShift=False,bCtrl=False,bAlt=False,bCmd=False,Key=SpaceBar) ++AxisMappings=(AxisName="Look Up / Down Gamepad",Scale=1.000000,Key=Gamepad_RightY) ++AxisMappings=(AxisName="Look Up / Down Mouse",Scale=-1.000000,Key=MouseY) ++AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=Gamepad_LeftY) ++AxisMappings=(AxisName="Move Forward / Backward",Scale=-1.000000,Key=S) ++AxisMappings=(AxisName="Move Forward / Backward",Scale=1.000000,Key=W) ++AxisMappings=(AxisName="Move Right / Left",Scale=-1.000000,Key=A) ++AxisMappings=(AxisName="Move Right / Left",Scale=1.000000,Key=D) ++AxisMappings=(AxisName="Move Right / Left",Scale=1.000000,Key=Gamepad_LeftX) ++AxisMappings=(AxisName="Turn Right / Left Gamepad",Scale=1.000000,Key=Gamepad_RightX) ++AxisMappings=(AxisName="Turn Right / Left Mouse",Scale=1.000000,Key=MouseX) DefaultPlayerInputClass=/Script/EnhancedInput.EnhancedPlayerInput DefaultInputComponentClass=/Script/EnhancedInput.EnhancedInputComponent DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks diff --git 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b/EndlessVendetta/Content/__ExternalObjects__/ThirdPerson/Maps/ThirdPersonMap/D/13/KQB15WT334LUGWVAUX80XH.uasset @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:d98ab61e02eafe51722506d3a0382ad21976f47e2290f539607fb3ba9d71038d +size 2011 diff --git a/EndlessVendetta/EndlessVendetta.uproject b/EndlessVendetta/EndlessVendetta.uproject index 02d42dff..8aea7a6c 100644 --- a/EndlessVendetta/EndlessVendetta.uproject +++ b/EndlessVendetta/EndlessVendetta.uproject @@ -7,7 +7,11 @@ { "Name": "EndlessVendetta", "Type": "Runtime", - "LoadingPhase": "Default" + "LoadingPhase": "Default", + "AdditionalDependencies": [ + "Engine", + "AIModule" + ] } ], "Plugins": [ diff --git a/EndlessVendetta/Platforms/HoloLens/Config/HoloLensEngine.ini b/EndlessVendetta/Platforms/HoloLens/Config/HoloLensEngine.ini new file mode 100644 index 00000000..d5ebb91b --- /dev/null +++ b/EndlessVendetta/Platforms/HoloLens/Config/HoloLensEngine.ini @@ -0,0 +1,32 @@ + + +[/Script/HoloLensPlatformEditor.HoloLensTargetSettings] +bBuildForEmulation=False +bBuildForDevice=True +bUseNameForLogo=True +bBuildForRetailWindowsStore=False +bAutoIncrementVersion=False +bShouldCreateAppInstaller=False +AppInstallerInstallationURL= +HoursBetweenUpdateChecks=0 +bEnablePIXProfiling=False +TileBackgroundColor=(B=64,G=0,R=0,A=255) +SplashScreenBackgroundColor=(B=64,G=0,R=0,A=255) ++PerCultureResources=(CultureId="",Strings=(PackageDisplayName="",PublisherDisplayName="",PackageDescription="",ApplicationDisplayName="",ApplicationDescription=""),Images=()) +TargetDeviceFamily=Windows.Holographic +MinimumPlatformVersion= +MaximumPlatformVersionTested=10.0.18362.0 +MaxTrianglesPerCubicMeter=500.000000 +SpatialMeshingVolumeSize=20.000000 +CompilerVersion=Default +Windows10SDKVersion=10.0.18362.0 ++CapabilityList=internetClientServer ++CapabilityList=privateNetworkClientServer ++Uap2CapabilityList=spatialPerception +bSetDefaultCapabilities=False +SpatializationPlugin= +SourceDataOverridePlugin= +ReverbPlugin= +OcclusionPlugin= +SoundCueCookQualityIndex=-1 + diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.cpp new file mode 100644 index 00000000..8e976d0a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.cpp @@ -0,0 +1,100 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "AICharacter.h" + +#include "AI_EnemyController.h" +#include "Components/CapsuleComponent.h" +#include "Engine/DamageEvents.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "Perception/AIPerceptionStimuliSourceComponent.h" +#include "Perception/AISense_Sight.h" +#include "BehaviorTree/BlackboardComponent.h" +#include "Blueprint/AIBlueprintHelperLibrary.h" + + +// Sets default values +AAICharacter::AAICharacter() +{ + // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; + SetupStimuliSourceComponent(); +} + +// Called when the game starts or when spawned +void AAICharacter::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AAICharacter::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} + +// Called to bind functionality to input +void AAICharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) +{ + Super::SetupPlayerInputComponent(PlayerInputComponent); +} + +UBehaviorTree* AAICharacter::GetBehaviorTree() const +{ + return BehaviorTree; +} + +float AAICharacter::TakeDamage(const float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) +{ + CurrentHealth -= DamageAmount; + if (CurrentHealth <= 0) + { + if (!IsValid(this)) return 0.0f; + CurrentHealth = 0; + UE_LOG(LogTemp, Display, TEXT("%s is dead"), *CharacterName.ToString()); + + /*const AAI_EnemyController* AIController = Cast(GetController()); + AIController->GetBrainComponent()->StopLogic(" is dead");*/ + this->Tags.Add(FName("Dead")); + //Ragdoll + DetachFromControllerPendingDestroy(); + UCapsuleComponent* CapsuleComp = GetCapsuleComponent(); + CapsuleComp->SetCollisionEnabled(ECollisionEnabled::NoCollision); + CapsuleComp->SetCollisionResponseToAllChannels(ECR_Ignore); + + GetMesh()->SetCollisionProfileName(TEXT("Ragdoll")); + SetActorEnableCollision(true); + + GetMesh()->SetAllBodiesSimulatePhysics(true); + GetMesh()->SetSimulatePhysics(true); + GetMesh()->WakeAllRigidBodies(); + GetMesh()->bBlendPhysics = true; + + if (UCharacterMovementComponent* CharacterComp = Cast(GetMovementComponent())) + { + CharacterComp->StopMovementImmediately(); + CharacterComp->DisableMovement(); + CharacterComp->SetComponentTickEnabled(false); + } + + SetLifeSpan(30.0f); + } + return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser); +} + +APatrolPath* AAICharacter::GetPatrolPath() const +{ + return PatrolPath; +} + +void AAICharacter::SetupStimuliSourceComponent() +{ + StimuliSourceComponent = CreateDefaultSubobject(TEXT("Stimuli Source Component")); + if (IsValid(StimuliSourceComponent)) + { + StimuliSourceComponent->RegisterForSense(TSubclassOf()); + StimuliSourceComponent->RegisterWithPerceptionSystem(); + } +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.h b/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.h new file mode 100644 index 00000000..44bbd309 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AICharacter.h @@ -0,0 +1,60 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "PatrolPath.h" +#include "BehaviorTree/BehaviorTree.h" +#include "GameFramework/Character.h" +#include "AICharacter.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AAICharacter : public ACharacter +{ + GENERATED_BODY() + +public: + // Sets default values for this character's properties + AAICharacter(); + + UPROPERTY(EditDefaultsOnly, Category = "Stats") + float CurrentHealth = 100.0f; + UPROPERTY(EditDefaultsOnly, Category = "Stats") + float MaxHealth = 100.0f; + UPROPERTY(EditDefaultsOnly, Category = "Stats") + float DefaultHealth = 100.0f; + + UPROPERTY(EditDefaultsOnly, Category = "Profile") + FName CharacterName = "AI Character"; + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + UPROPERTY() + class UAIPerceptionStimuliSourceComponent* StimuliSourceComponent; + void SetupStimuliSourceComponent(); + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + // Called to bind functionality to input + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + + UFUNCTION(BlueprintCallable, Category = "AI") + UBehaviorTree* GetBehaviorTree() const; + + UFUNCTION(BlueprintCallable, Category = "Damage Control") + virtual float TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; + + UFUNCTION() + APatrolPath* GetPatrolPath() const; + +private: + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI", meta = (AllowPrivateAccess = "true")) + UBehaviorTree* BehaviorTree; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI", meta = (AllowPrivateAccess = "true")) + APatrolPath* PatrolPath; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AIControlHub.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/AIControlHub.cpp new file mode 100644 index 00000000..75f4a7f1 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AIControlHub.cpp @@ -0,0 +1,76 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "AIControlHub.h" + +#include "EnemyCharacter.h" + + +// Sets default values +AAIControlHub::AAIControlHub() +{ + // 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; +} + +// Called when the game starts or when spawned +void AAIControlHub::BeginPlay() +{ + Super::BeginPlay(); + + for (AEnemyCharacter* EnemyActor : EnemyActors) + { + EnemyActor->SubscribeToGroupAIEvents(this); + } +} + +// Called every frame +void AAIControlHub::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} + +void AAIControlHub::IncreaseAlertLevel() +{ + AlertLevel = FMath::Clamp(AlertLevel + 1, 0, 3); + OnAlertLevelChanged(); +} + +void AAIControlHub::DecreaseAlertLevel() +{ + AlertLevel = FMath::Clamp(AlertLevel - 1, 0, 3); + OnAlertLevelChanged(); +} + +void AAIControlHub::SetAlertLevel(int NewAlertLevel) +{ + AlertLevel = FMath::Clamp(NewAlertLevel, 0, 3); + OnAlertLevelChanged(); +} + +int AAIControlHub::GetAlertLevel() const +{ + return AlertLevel; +} + +void AAIControlHub::OnAlertLevelChanged() +{ + AlertLevelEvent.Broadcast(AlertLevel); + if (AlertLevel == 2) + { + SetPlayerLastKnownLocation(); + HuntPlayerEvent.Broadcast(PlayerLastKnownLocation); + } +} + +void AAIControlHub::SetPlayerLastKnownLocation(FVector Location) +{ + if (Location == FVector(0, 0, 0)) + { + PlayerLastKnownLocation = GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation(); + } + else + { + PlayerLastKnownLocation = Location; + } +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AIControlHub.h b/EndlessVendetta/Source/EndlessVendetta/AI/AIControlHub.h new file mode 100644 index 00000000..d75b7fd6 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AIControlHub.h @@ -0,0 +1,47 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "EnemyCharacter.h" +#include "GameFramework/Actor.h" +#include "AIControlHub.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AAIControlHub : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AAIControlHub(); + + DECLARE_EVENT_OneParam(AAIControlHub, FAlertLevelEvent, int); + FAlertLevelEvent AlertLevelEvent; + DECLARE_EVENT_OneParam(AAIControlHub, FHuntPlayer, FVector); + FHuntPlayer HuntPlayerEvent; + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + void IncreaseAlertLevel(); + void DecreaseAlertLevel(); + void SetAlertLevel(int NewAlertLevel); + int GetAlertLevel() const; + void OnAlertLevelChanged(); + void SetPlayerLastKnownLocation(FVector Location = FVector(0, 0, 0)); + +private: + int AlertLevel = 0; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI", meta = (AllowPrivateAccess = "true")) + TArray EnemyActors; + + UPROPERTY() + FVector PlayerLastKnownLocation; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AI_CompanionController.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/AI_CompanionController.cpp new file mode 100644 index 00000000..5ca23fe3 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AI_CompanionController.cpp @@ -0,0 +1,85 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "AI_CompanionController.h" + +#include "AI_EnemyController.h" +#include "CompanionCharacter.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" +#include "Perception/AIPerceptionComponent.h" +#include "Perception/AISenseConfig_Sight.h" + + +AAI_CompanionController::AAI_CompanionController(FObjectInitializer const& ObjectInitializer) +{ + // 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; + AAIController::SetGenericTeamId(FGenericTeamId(0)); + SetupPerceptionSystem(); +} + +// Called when the game starts or when spawned +void AAI_CompanionController::BeginPlay() +{ + Super::BeginPlay(); +} + +void AAI_CompanionController::OnPossess(APawn* InPawn) +{ + Super::OnPossess(InPawn); + if (const ACompanionCharacter* CompanionCharacter = Cast(InPawn)) + { + if (UBehaviorTree* const BehaviorTree = CompanionCharacter->GetBehaviorTree()) + { + UBlackboardComponent* TempBlackboardPtr; + UseBlackboard(BehaviorTree->BlackboardAsset, TempBlackboardPtr); + Blackboard = TempBlackboardPtr; + RunBehaviorTree(BehaviorTree); + } + } +} + +// Called every frame +void AAI_CompanionController::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} + +void AAI_CompanionController::SetupPerceptionSystem() +{ + SightConfig = CreateDefaultSubobject(TEXT("Sight Config")); + if (IsValid(SightConfig)) + { + SetPerceptionComponent(*CreateDefaultSubobject(TEXT("Perception Component"))); + SightConfig->SightRadius = 2000.0f; + SightConfig->LoseSightRadius = 2100.0f; + SightConfig->PeripheralVisionAngleDegrees = 70.0f; + SightConfig->SetMaxAge(20.0f); + SightConfig->AutoSuccessRangeFromLastSeenLocation = 520.0f; + SightConfig->DetectionByAffiliation.bDetectEnemies = true; + SightConfig->DetectionByAffiliation.bDetectFriendlies = true; + SightConfig->DetectionByAffiliation.bDetectNeutrals = true; + GetPerceptionComponent()->SetDominantSense(*SightConfig->GetSenseImplementation()); + GetPerceptionComponent()->OnTargetPerceptionUpdated.AddDynamic(this, &AAI_CompanionController::OnTargetPerceptionUpdated); + GetPerceptionComponent()->ConfigureSense(*SightConfig); + } +} + +void AAI_CompanionController::OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus const Stimulus) +{ + if (AEndlessVendettaCharacter* const PlayerCharacter = Cast(Actor)) + { + // if (Stimulus.WasSuccessfullySensed()) + // { + // GetBlackboardComponent()->SetValueAsObject("TargetPlayer", Actor); + // GetBlackboardComponent()->SetValueAsVector("TargetLocation", Stimulus.StimulusLocation); + // GetBlackboardComponent()->SetValueAsBool("CanSeePlayer", true); + // } + // else + // { + // GetBlackboardComponent()->ClearValue("TargetActor"); + // GetBlackboardComponent()->ClearValue("TargetLocation"); + // GetBlackboardComponent()->SetValueAsBool("CanSeePlayer", false); + // } + } +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AI_CompanionController.h b/EndlessVendetta/Source/EndlessVendetta/AI/AI_CompanionController.h new file mode 100644 index 00000000..3fb57dc2 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AI_CompanionController.h @@ -0,0 +1,36 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "AIController.h" +#include "AI_CompanionController.generated.h" + +struct FAIStimulus; + +UCLASS() +class ENDLESSVENDETTA_API AAI_CompanionController : public AAIController +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + explicit AAI_CompanionController(FObjectInitializer const& ObjectInitializer); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + virtual void OnPossess(APawn* InPawn) override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + +private: + class UAISenseConfig_Sight* SightConfig; + void SetupPerceptionSystem(); + + UFUNCTION() + void OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus const Stimulus); + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.cpp new file mode 100644 index 00000000..3f343fa2 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.cpp @@ -0,0 +1,114 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "AI_EnemyController.h" + +#include "EnemyCharacter.h" +#include "BehaviorTree/BlackboardComponent.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" +#include "Perception/AIPerceptionComponent.h" +#include "Perception/AISenseConfig_Hearing.h" +#include "Perception/AISenseConfig_Sight.h" + + +// Sets default values +AAI_EnemyController::AAI_EnemyController(FObjectInitializer const& ObjectInitializer) +{ + // 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; + AAIController::SetGenericTeamId(FGenericTeamId(1)); + SetupPerceptionSystem(); +} + +// Called when the game starts or when spawned +void AAI_EnemyController::BeginPlay() +{ + Super::BeginPlay(); +} + +void AAI_EnemyController::OnPossess(APawn* InPawn) +{ + Super::OnPossess(InPawn); + if (const AEnemyCharacter* EnemyCharacter = Cast(InPawn)) + { + if (UBehaviorTree* const BehaviorTree = EnemyCharacter->GetBehaviorTree()) + { + UBlackboardComponent* TempBlackboardPtr; + UseBlackboard(BehaviorTree->BlackboardAsset, TempBlackboardPtr); + Blackboard = TempBlackboardPtr; + if (IsValid(EnemyCharacter->GetPatrolPath())) + { + Blackboard->SetValueAsBool("IsPatroling", true); + } + else + { + Blackboard->SetValueAsBool("IsPatroling", false); + } + RunBehaviorTree(BehaviorTree); + } + } +} + +// Called every frame +void AAI_EnemyController::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + if (GetBlackboardComponent()->GetValueAsBool("CanSeePlayer")) + { + GetBlackboardComponent()->SetValueAsVector("TargetLocation", GetWorld()->GetFirstPlayerController()->GetPawn()->GetActorLocation()); + } +} + +void AAI_EnemyController::SetupPerceptionSystem() +{ + SightConfig = CreateDefaultSubobject(TEXT("Sight Config")); + SightConfig->SightRadius = 2000.0f; + SightConfig->LoseSightRadius = 2100.0f; + SightConfig->PeripheralVisionAngleDegrees = 70.0f; + SightConfig->SetMaxAge(20.0f); + SightConfig->AutoSuccessRangeFromLastSeenLocation = 520.0f; + SightConfig->DetectionByAffiliation.bDetectEnemies = true; + SightConfig->DetectionByAffiliation.bDetectFriendlies = true; + SightConfig->DetectionByAffiliation.bDetectNeutrals = true; + + HearingConfig = CreateDefaultSubobject(TEXT("Hearing Config")); + HearingConfig->HearingRange = 2000.0f; + HearingConfig->DetectionByAffiliation.bDetectEnemies = true; + HearingConfig->DetectionByAffiliation.bDetectFriendlies = true; + HearingConfig->DetectionByAffiliation.bDetectNeutrals = true; + + if (!IsValid(SightConfig)) return; + if (!IsValid(HearingConfig)) return; + + SetPerceptionComponent(*CreateDefaultSubobject(TEXT("Perception Component"))); + GetPerceptionComponent()->SetDominantSense(*SightConfig->GetSenseImplementation()); + GetPerceptionComponent()->OnTargetPerceptionUpdated.AddDynamic(this, &AAI_EnemyController::OnTargetPerceptionUpdated); + GetPerceptionComponent()->ConfigureSense(*SightConfig); + GetPerceptionComponent()->ConfigureSense(*HearingConfig); +} + +void AAI_EnemyController::OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus const Stimulus) +{ + if (AEndlessVendettaCharacter* const PlayerCharacter = Cast(Actor)) + { + if (Stimulus.WasSuccessfullySensed() && Stimulus.Type == SightConfig->GetSenseID()) + { + GetBlackboardComponent()->SetValueAsObject("TargetPlayer", Actor); + GetBlackboardComponent()->SetValueAsVector("TargetLocation", Stimulus.StimulusLocation); + GetBlackboardComponent()->SetValueAsBool("CanSeePlayer", true); + } + else if (!Stimulus.WasSuccessfullySensed() && Stimulus.Type == SightConfig->GetSenseID()) + { + GetBlackboardComponent()->ClearValue("TargetActor"); + GetBlackboardComponent()->ClearValue("TargetLocation"); + GetBlackboardComponent()->SetValueAsBool("CanSeePlayer", false); + } + + if (Stimulus.WasSuccessfullySensed() && Stimulus.Type == HearingConfig->GetSenseID()) + { + GetBlackboardComponent()->SetValueAsObject("TargetPlayer", Actor); + GetBlackboardComponent()->SetValueAsVector("InvestigationLocation", Stimulus.StimulusLocation); + GetBlackboardComponent()->SetValueAsBool("IsInvestigating", true); + } + } +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.h b/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.h new file mode 100644 index 00000000..ae91c3f4 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/AI_EnemyController.h @@ -0,0 +1,37 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "AIController.h" +#include "Perception/AIPerceptionTypes.h" +#include "AI_EnemyController.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AAI_EnemyController : public AAIController +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + explicit AAI_EnemyController(FObjectInitializer const& ObjectInitializer); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + virtual void OnPossess(APawn* InPawn) override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + +private: + UPROPERTY() + class UAISenseConfig_Sight* SightConfig; + UPROPERTY() + class UAISenseConfig_Hearing* HearingConfig; + void SetupPerceptionSystem(); + + UFUNCTION() + void OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus const Stimulus); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/CompanionCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/CompanionCharacter.cpp new file mode 100644 index 00000000..197ba5d5 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/CompanionCharacter.cpp @@ -0,0 +1,25 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "CompanionCharacter.h" + + +// Sets default values +ACompanionCharacter::ACompanionCharacter() +{ + // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; +} + +// Called when the game starts or when spawned +void ACompanionCharacter::BeginPlay() +{ + Super::BeginPlay(); + CharacterName = "Companion"; +} + +// Called every frame +void ACompanionCharacter::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/CompanionCharacter.h b/EndlessVendetta/Source/EndlessVendetta/AI/CompanionCharacter.h new file mode 100644 index 00000000..a9c0aa23 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/CompanionCharacter.h @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "AICharacter.h" +#include "BehaviorTree/BehaviorTree.h" +#include "GameFramework/Character.h" +#include "CompanionCharacter.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API ACompanionCharacter : public AAICharacter +{ + GENERATED_BODY() + +public: + // Sets default values for this character's properties + ACompanionCharacter(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp new file mode 100644 index 00000000..aa84cb9b --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.cpp @@ -0,0 +1,54 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "EnemyCharacter.h" + +#include "AIControlHub.h" +#include "AIController.h" +#include "BehaviorTree/BlackboardComponent.h" + + +class UAISense_Sight; +// Sets default values +AEnemyCharacter::AEnemyCharacter() +{ + // Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = true; +} + +// Called when the game starts or when spawned +void AEnemyCharacter::BeginPlay() +{ + Super::BeginPlay(); + CharacterName = "Enemy"; +} + +// Called every frame +void AEnemyCharacter::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} + +void AEnemyCharacter::SubscribeToGroupAIEvents(AAIControlHub* ControlHub) +{ + DelegatedControlHub = ControlHub; + AlertLevelDelegateHandle = ControlHub->AlertLevelEvent.AddUObject(this, &AEnemyCharacter::SetAlertLevel); + HuntPlayerDelegateHandle = ControlHub->HuntPlayerEvent.AddUObject(this, &AEnemyCharacter::HuntPlayer); +} + +void AEnemyCharacter::SetAlertLevel(const int NewAlertLevel) const +{ + Cast(GetController())->GetBlackboardComponent()->SetValueAsInt("AlertLevel", NewAlertLevel); +} + +void AEnemyCharacter::SetLocalAlertLevel(int NewAlertLevel) const +{ + if (!IsValid(DelegatedControlHub)) return; + DelegatedControlHub->SetAlertLevel(NewAlertLevel); +} + +void AEnemyCharacter::HuntPlayer(FVector PlayerLastKnownLocation) +{ + SetAlertLevel(2); + Cast(GetController())->GetBlackboardComponent()->SetValueAsVector("LastKnownLocation", PlayerLastKnownLocation); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h new file mode 100644 index 00000000..6d3deab7 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/EnemyCharacter.h @@ -0,0 +1,36 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "AICharacter.h" +#include "BehaviorTree/BehaviorTree.h" +#include "GameFramework/Character.h" +#include "EnemyCharacter.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AEnemyCharacter : public AAICharacter +{ + GENERATED_BODY() + +public: + // Sets default values for this character's properties + AEnemyCharacter(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + class AAIControlHub* DelegatedControlHub; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + void SubscribeToGroupAIEvents(class AAIControlHub* ControlHub); + void SetLocalAlertLevel(int NewAlertLevel) const; + +private: + FDelegateHandle AlertLevelDelegateHandle; + FDelegateHandle HuntPlayerDelegateHandle; + void SetAlertLevel(int NewAlertLevel) const; + void HuntPlayer(FVector PlayerLastKnowLocation); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/PatrolPath.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/PatrolPath.cpp new file mode 100644 index 00000000..18c7f07a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/PatrolPath.cpp @@ -0,0 +1,22 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "PatrolPath.h" + + +// Sets default values +APatrolPath::APatrolPath() +{ + // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. + PrimaryActorTick.bCanEverTick = false; +} + +FVector APatrolPath::GetPatrolPoint(int const Index) const +{ + return PatrolPoint[Index]; +} + +int APatrolPath::Num() const +{ + return PatrolPoint.Num(); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/PatrolPath.h b/EndlessVendetta/Source/EndlessVendetta/AI/PatrolPath.h new file mode 100644 index 00000000..f9236526 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/PatrolPath.h @@ -0,0 +1,24 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "PatrolPath.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API APatrolPath : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + APatrolPath(); + + FVector GetPatrolPoint(int const Index) const; + int Num() const; + +private: + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI", meta = (MakeEditWidget = "true", AllowPrivateAccess = "true")) + TArray PatrolPoint; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Services/BTService_ChangeSpeed.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Services/BTService_ChangeSpeed.cpp new file mode 100644 index 00000000..1ae661ba --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Services/BTService_ChangeSpeed.cpp @@ -0,0 +1,26 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BTService_ChangeSpeed.h" + +#include "EndlessVendetta/AI/AI_EnemyController.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" +#include "GameFramework/CharacterMovementComponent.h" + +UBTService_ChangeSpeed::UBTService_ChangeSpeed() +{ + bNotifyBecomeRelevant = true; + NodeName = TEXT("Change Speed"); +} + +void UBTService_ChangeSpeed::OnBecomeRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + Super::OnBecomeRelevant(OwnerComp, NodeMemory); + if (const AAI_EnemyController* const EnemyController = Cast(OwnerComp.GetAIOwner())) + { + if (const AEnemyCharacter* const EnemyCharacter = Cast(EnemyController->GetPawn())) + { + EnemyCharacter->GetCharacterMovement()->MaxWalkSpeed = Speed; + } + } +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Services/BTService_ChangeSpeed.h b/EndlessVendetta/Source/EndlessVendetta/AI/Services/BTService_ChangeSpeed.h new file mode 100644 index 00000000..9d8fff7e --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Services/BTService_ChangeSpeed.h @@ -0,0 +1,23 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Services/BTService_BlackboardBase.h" +#include "BTService_ChangeSpeed.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTService_ChangeSpeed : public UBTService_BlackboardBase +{ + GENERATED_BODY() + + UBTService_ChangeSpeed(); + virtual void OnBecomeRelevant(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; + +private: + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI", meta = (AllowPrivateAccess = "true")) + float Speed = 600.0f; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp new file mode 100644 index 00000000..d7371066 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.cpp @@ -0,0 +1,29 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BTTask_AttackPlayer.h" + +#include "EndlessVendetta/AI/AI_EnemyController.h" +#include "BehaviorTree/BlackboardComponent.h" + +UBTTask_AttackPlayer::UBTTask_AttackPlayer(FObjectInitializer const& ObjectInitializer) +{ + NodeName = TEXT("Attack Player"); +} + +EBTNodeResult::Type UBTTask_AttackPlayer::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + if (const AAI_EnemyController* const AIController = Cast(OwnerComp.GetAIOwner())) + { + if (const UBlackboardComponent* const Blackboard = OwnerComp.GetBlackboardComponent()) + { + FVector const Origin = AIController->GetPawn()->GetActorLocation(); + FVector const PlayerLocation = Blackboard->GetValueAsVector("TargetLocation"); + DrawDebugLine(GetWorld(), Origin, PlayerLocation, FColor::Green, false, 1.f, 0, 1.f); + + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } + } + return EBTNodeResult::Failed; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.h b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.h new file mode 100644 index 00000000..bc228d3d --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_AttackPlayer.h @@ -0,0 +1,19 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" +#include "BTTask_AttackPlayer.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTTask_AttackPlayer : public UBTTask_BlackboardBase +{ + GENERATED_BODY() +public: + explicit UBTTask_AttackPlayer(FObjectInitializer const& ObjectInitializer); + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindCover.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindCover.cpp new file mode 100644 index 00000000..af60b35c --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindCover.cpp @@ -0,0 +1,14 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BTTask_FindCover.h" + +UBTTask_FindCover::UBTTask_FindCover(FObjectInitializer const& ObjectInitializer) +{ + NodeName = TEXT("Find Vaild Cover"); +} + +EBTNodeResult::Type UBTTask_FindCover::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + return EBTNodeResult::Failed; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindCover.h b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindCover.h new file mode 100644 index 00000000..8c1fa208 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindCover.h @@ -0,0 +1,23 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" +#include "BTTask_FindCover.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTTask_FindCover : public UBTTask_BlackboardBase +{ + GENERATED_BODY() +public: + explicit UBTTask_FindCover(FObjectInitializer const& ObjectInitializer); + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; + +private: + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI", meta = (AllowPrivateAccess = "true")) + float SearchRadius = 1000.f; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindPathPoint.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindPathPoint.cpp new file mode 100644 index 00000000..1643c153 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindPathPoint.cpp @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BTTask_FindPathPoint.h" + +#include "BehaviorTree/BlackboardComponent.h" +#include "EndlessVendetta/AI/AI_EnemyController.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" + +UBTTask_FindPathPoint::UBTTask_FindPathPoint(FObjectInitializer const& ObjectInitializer) +{ + NodeName = TEXT("Find Path Point"); +} + +EBTNodeResult::Type UBTTask_FindPathPoint::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + if (const AAI_EnemyController* const AIEnemyController = Cast(OwnerComp.GetAIOwner())) + { + if (UBlackboardComponent* const BlackboardComponent = OwnerComp.GetBlackboardComponent()) + { + int const Index = BlackboardComponent->GetValueAsInt(GetSelectedBlackboardKey()); + if (const AEnemyCharacter* const EnemyCharacter = Cast(AIEnemyController->GetPawn())) + { + FVector const RelativePatrolPoint = EnemyCharacter->GetPatrolPath()->GetPatrolPoint(Index); + FVector const GlobalPointLocation = EnemyCharacter->GetPatrolPath()->GetActorTransform().TransformPosition(RelativePatrolPoint); + BlackboardComponent->SetValueAsVector(PatrolPathVectorKey.SelectedKeyName, GlobalPointLocation); + + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } + } + } + return EBTNodeResult::Failed; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindPathPoint.h b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindPathPoint.h new file mode 100644 index 00000000..e329006a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindPathPoint.h @@ -0,0 +1,24 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" +#include "BTTask_FindPathPoint.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTTask_FindPathPoint : public UBTTask_BlackboardBase +{ + GENERATED_BODY() + +public: + explicit UBTTask_FindPathPoint(FObjectInitializer const& ObjectInitializer); + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; + +private: + UPROPERTY(EditAnywhere, Category = "Blackboard", meta=(AllowPrivateAccess = "true")) + FBlackboardKeySelector PatrolPathVectorKey; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindPlayerLocation.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindPlayerLocation.cpp new file mode 100644 index 00000000..7607af23 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindPlayerLocation.cpp @@ -0,0 +1,39 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BTTask_FindPlayerLocation.h" + +#include "NavigationSystem.h" +#include "BehaviorTree/BlackboardComponent.h" +#include "GameFramework/Character.h" + +UBTTask_FindPlayerLocation::UBTTask_FindPlayerLocation(FObjectInitializer const& ObjectInitializer) +{ + NodeName = TEXT("Find Player Location"); +} + +EBTNodeResult::Type UBTTask_FindPlayerLocation::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + if (const ACharacter* const Player = Cast(GetWorld()->GetFirstPlayerController()->GetPawn())) + { + if (UBlackboardComponent* const Blackboard = OwnerComp.GetBlackboardComponent()) + { + if (SearchRandom) + { + FVector const Origin = Player->GetActorLocation(); + const UNavigationSystemV1* const NavSystem = UNavigationSystemV1::GetCurrent(GetWorld()); + if (FNavLocation RandomLocation; NavSystem->GetRandomPointInNavigableRadius(Origin, SearchRadius, RandomLocation)) + { + Blackboard->SetValueAsVector(GetSelectedBlackboardKey(), RandomLocation.Location); + } + } + else + { + Blackboard->SetValueAsVector(GetSelectedBlackboardKey(), Player->GetActorLocation()); + } + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } + } + return EBTNodeResult::Failed; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindPlayerLocation.h b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindPlayerLocation.h new file mode 100644 index 00000000..6161bd90 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindPlayerLocation.h @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" +#include "BTTask_FindPlayerLocation.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTTask_FindPlayerLocation : public UBTTask_BlackboardBase +{ + GENERATED_BODY() + +public: + explicit UBTTask_FindPlayerLocation(FObjectInitializer const& ObjectInitializer); + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; + +private: + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI", meta = (AllowPrivateAccess = "true")) + float SearchRadius = 150.f; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI", meta = (AllowPrivateAccess = "true")) + bool SearchRandom = false; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindRandomLocation.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindRandomLocation.cpp new file mode 100644 index 00000000..af11c428 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindRandomLocation.cpp @@ -0,0 +1,32 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BTTask_FindRandomLocation.h" + +#include "EndlessVendetta/AI/AI_EnemyController.h" +#include "NavigationSystem.h" +#include "BehaviorTree/BlackboardComponent.h" + +UBTTask_FindRandomLocation::UBTTask_FindRandomLocation(FObjectInitializer const& ObjectInitializer) +{ + NodeName = TEXT("Find Random Location"); +} + +EBTNodeResult::Type UBTTask_FindRandomLocation::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + if (const AAI_EnemyController* const AIController = Cast(OwnerComp.GetAIOwner())) + { + if (UBlackboardComponent* const Blackboard = OwnerComp.GetBlackboardComponent()) + { + FVector const Origin = AIController->GetPawn()->GetActorLocation(); + const UNavigationSystemV1* const NavSystem = UNavigationSystemV1::GetCurrent(GetWorld()); + if (FNavLocation RandomLocation; NavSystem->GetRandomPointInNavigableRadius(Origin, SearchRadius, RandomLocation)) + { + Blackboard->SetValueAsVector(GetSelectedBlackboardKey(), RandomLocation.Location); + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } + } + } + return EBTNodeResult::Failed; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindRandomLocation.h b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindRandomLocation.h new file mode 100644 index 00000000..e3b5df85 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_FindRandomLocation.h @@ -0,0 +1,24 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" +#include "BTTask_FindRandomLocation.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTTask_FindRandomLocation : public UBTTask_BlackboardBase +{ + GENERATED_BODY() + +public: + explicit UBTTask_FindRandomLocation(FObjectInitializer const& ObjectInitializer); + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; + +private: + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI", meta = (AllowPrivateAccess = "true")) + float SearchRadius = 1000.f; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_IncrementPathIndex.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_IncrementPathIndex.cpp new file mode 100644 index 00000000..cfc7b788 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_IncrementPathIndex.cpp @@ -0,0 +1,47 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BTTask_IncrementPathIndex.h" + +#include "BehaviorTree/BlackboardComponent.h" +#include "EndlessVendetta/AI/AI_EnemyController.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" + +UBTTask_IncrementPathIndex::UBTTask_IncrementPathIndex(FObjectInitializer const& ObjectInitializer) +{ + NodeName = TEXT("Increment Path Index"); +} + +EBTNodeResult::Type UBTTask_IncrementPathIndex::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + if (AAI_EnemyController* const EnemyController = Cast(OwnerComp.GetOwner())) + { + if (AEnemyCharacter* const EnemyCharacter = Cast(EnemyController->GetPawn())) + { + if (UBlackboardComponent* const BlackboardComponent = OwnerComp.GetBlackboardComponent()) + { + int const NumberOfPoints = EnemyCharacter->GetPatrolPath()->Num(); + int const MinIndex = 0; + int const MaxIndex = NumberOfPoints - 1; + int CurrentIndex = BlackboardComponent->GetValueAsInt(GetSelectedBlackboardKey()); + + if (bBiDirectional) + { + if (CurrentIndex >= MaxIndex && DirectionType == Forward) + { + DirectionType = Backward; + } + else if (CurrentIndex == MinIndex && DirectionType == Backward) + { + DirectionType = Forward; + } + } + BlackboardComponent->SetValueAsInt(GetSelectedBlackboardKey(), (DirectionType == Forward ? ++CurrentIndex : --CurrentIndex) % NumberOfPoints); + + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } + } + } + return EBTNodeResult::Failed; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_IncrementPathIndex.h b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_IncrementPathIndex.h new file mode 100644 index 00000000..0f9c3442 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_IncrementPathIndex.h @@ -0,0 +1,32 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" +#include "BTTask_IncrementPathIndex.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTTask_IncrementPathIndex : public UBTTask_BlackboardBase +{ + GENERATED_BODY() + +public: + explicit UBTTask_IncrementPathIndex(FObjectInitializer const& ObjectInitializer); + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; + +private: + enum EPathFollowType + { + Forward, + Backward + }; + + EPathFollowType DirectionType = Forward; + + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI", meta = (AllowPrivateAccess = "true")) + bool bBiDirectional = false; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_SetLocalAlertLevel.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_SetLocalAlertLevel.cpp new file mode 100644 index 00000000..3cd9990b --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_SetLocalAlertLevel.cpp @@ -0,0 +1,26 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BTTask_SetLocalAlertLevel.h" +#include "EndlessVendetta/AI/AI_EnemyController.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" + +UBTTask_SetLocalAlertLevel::UBTTask_SetLocalAlertLevel() +{ + NodeName = "Set Local Alert Level"; +} + +EBTNodeResult::Type UBTTask_SetLocalAlertLevel::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + if (const AAI_EnemyController* const AIEnemyController = Cast(OwnerComp.GetAIOwner())) + { + if (const AEnemyCharacter* const EnemyCharacter = Cast(AIEnemyController->GetPawn())) + { + EnemyCharacter->SetLocalAlertLevel(AlertLevel); + + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } + } + return EBTNodeResult::Failed; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_SetLocalAlertLevel.h b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_SetLocalAlertLevel.h new file mode 100644 index 00000000..770472ed --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_SetLocalAlertLevel.h @@ -0,0 +1,24 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" +#include "BTTask_SetLocalAlertLevel.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTTask_SetLocalAlertLevel : public UBTTask_BlackboardBase +{ + GENERATED_BODY() + +public: + UBTTask_SetLocalAlertLevel(); + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; + +private: + UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI", meta = (AllowPrivateAccess = "true")) + int AlertLevel = 0; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_StopInvestigating.cpp b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_StopInvestigating.cpp new file mode 100644 index 00000000..8e5cd367 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_StopInvestigating.cpp @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BTTask_StopInvestigating.h" + +#include "BehaviorTree/BlackboardComponent.h" +#include "EndlessVendetta/AI/AI_EnemyController.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" + +UBTTask_StopInvestigating::UBTTask_StopInvestigating() +{ + NodeName = TEXT("Stop Investigating"); +} + +EBTNodeResult::Type UBTTask_StopInvestigating::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) +{ + if (AAI_EnemyController* const EnemyController = Cast(OwnerComp.GetOwner())) + { + if (UBlackboardComponent* const BlackboardComponent = OwnerComp.GetBlackboardComponent()) + { + BlackboardComponent->ClearValue(GetSelectedBlackboardKey()); + FinishLatentTask(OwnerComp, EBTNodeResult::Succeeded); + return EBTNodeResult::Succeeded; + } + } + return EBTNodeResult::Failed; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_StopInvestigating.h b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_StopInvestigating.h new file mode 100644 index 00000000..ff6f37d6 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/AI/Tasks/BTTask_StopInvestigating.h @@ -0,0 +1,20 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h" +#include "BTTask_StopInvestigating.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UBTTask_StopInvestigating : public UBTTask_BlackboardBase +{ + GENERATED_BODY() + +public: + UBTTask_StopInvestigating(); + virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp new file mode 100644 index 00000000..ae8fbd8d --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp @@ -0,0 +1,130 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BountyClass.h" + +// Sets default values +ABountyClass::ABountyClass() +{ + // 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; + +} + +void ABountyClass::BeginPlay() +{ + Super::BeginPlay(); + + SpawnCheckpoints(); + +} + +void ABountyClass::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void ABountyClass::SpawnCheckpoints() +{ + // Spawn all checkpoints associated with this bounty and store them in order + FActorSpawnParameters SpawnParameters; + SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + + for(TSubclassOf CheckpointClass : CheckpointsToSpawn) + { + if (CheckpointClass == nullptr) + { + // An unassigned checkpoint class can lead to undefined behaviour, hence the fatal log + UE_LOG(LogTemp, Fatal, TEXT("A checkpoint class wasn't set for %s"), *BountyTitle); + return; + } + + FVector Loc = CheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetLocation(); + FRotator Rot = CheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator(); + ACheckpointClass* SpawnedCheckpoint = Cast(GetWorld()->SpawnActor(CheckpointClass, Loc, Rot, SpawnParameters)); + BountyCheckpoints.Add(SpawnedCheckpoint); + } + + // Activate the first checkpoint and listen for its completion + BountyCheckpoints[0]->Active = true; + BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint); +} + +void ABountyClass::IncrementBountyCheckpoint() +{ + // Broadcast that the first Checkpoint has been completed so that side bounties can be destroyed + if (!BountyStarted) + { + BountyStarted = true; + CompletedFirstCheckpoint.Broadcast(); + } + + // Bounty Completion Condition + if (BountyCheckpoints.Num() <= MinCPsRequiredForCompletion) + { + Completed = true; + BountyCheckpoints[0]->Active = false; + BountyCheckpoints[0]->Destroy(); + BountyCheckpoints.RemoveAt(0); + UE_LOG(LogTemp, Warning, TEXT(" You've Completed the Bounty!! Well done")); + return; + } + + if (BountyCheckpoints[0] == nullptr) + { + UE_LOG(LogTemp, Fatal, TEXT("Missing checkpoint in bounty checkpoints, could've failed to spawn or cast")); + return; + } + + // Destroy Actor and Shrink Array + BountyCheckpoints[0]->Active = false; + BountyCheckpoints[0]->Destroy(); + BountyCheckpoints.RemoveAt(0); + + // Set the new checkpoint in pos 0 to be active and listen for it's completion + BountyCheckpoints[0]->Active = true; + BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint); + +} + +void ABountyClass::CollectRewards_Implementation() +{ + UE_LOG(LogTemp, Warning, TEXT("The player has gained $%d for completing the bounty!"), RewardMoney); +} + +void ABountyClass::UpdateBountyCheckpoints(TMap> ReplacementCheckpoints) +{ + if (ReplacementCheckpoints.IsEmpty()) + { + UE_LOG(LogTemp, Warning, TEXT("No Replacement Steps found")); + return; + } + + FActorSpawnParameters SpawnParameters; + SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + + for (auto ReplacementCheckpoint : ReplacementCheckpoints) + { + BountyCheckpoints[ReplacementCheckpoint.Key]->Destroy(); + ReplacementCheckpointClass = ReplacementCheckpoint.Value; + + FVector Loc = ReplacementCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetLocation(); + FRotator Rot = ReplacementCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator(); + ACheckpointClass* SpawnedCheckpoint = Cast(GetWorld()->SpawnActor(ReplacementCheckpoint.Value, Loc, Rot, SpawnParameters)); + + if (SpawnedCheckpoint == nullptr) + { + UE_LOG(LogTemp, Fatal, TEXT("The new checkpoint hasn't spawned in properly or can't be cast to")); + return; + } + + BountyCheckpoints[ReplacementCheckpoint.Key] = SpawnedCheckpoint; + if (ReplacementCheckpoint.Key == 0) + { + BountyCheckpoints[ReplacementCheckpoint.Key]->Active = true; + BountyCheckpoints[ReplacementCheckpoint.Key]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint); + } + } +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h new file mode 100644 index 00000000..4f65bae9 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h @@ -0,0 +1,142 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "CheckpointClass.h" +#include "GameFramework/Actor.h" +#include "BountyClass.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedFirstCheckpoint); + +UCLASS() +class ENDLESSVENDETTA_API ABountyClass : public AActor +{ + GENERATED_BODY() + + // Used to temp store value of incoming replacement checkpoint class + TSubclassOf ReplacementCheckpointClass; + + bool BountyStarted = false; + +protected: + // ------- Properties Set in Editor -------------- + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + TArray> CheckpointsToSpawn; + + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + int RewardMoney = 0; + + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + FString BountyTitle; + + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + FString BountyDesc; + // ----------------------------------------------- + + bool Completed = false; + + /** + * Default is 2 as final step in most Bounties is to return to ship, + * which can't be completed. Change to 1 if that's not the case. + */ + int MinCPsRequiredForCompletion = 2; + + // Spawned in Checkpoints for this Bounty + TArray BountyCheckpoints; + + // Spawns and stores this Bounties Checkpoints in order + void SpawnCheckpoints(); + + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + +public: + // Broadcast when first checkpoint from this bounty is completed + FCompletedFirstCheckpoint CompletedFirstCheckpoint; + + // ------ Getters for Bounty and Checkpoint Properties ------ + bool IsCompleted() + { + return Completed; + } + + FString GetBountyTitle() + { + return BountyTitle; + } + + FString GetBountyDesc() + { + return BountyDesc; + } + + FVector GetCheckpointLocation() + { + if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) + { + return FVector(0, 0, 0); + } + + return BountyCheckpoints[0]->GetCheckpointSpawnTransform().GetLocation(); + } + + FVector GetActiveWaypointLocation() + { + if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) + { + return FVector(0, 0, 0); + } + + return BountyCheckpoints[0]->GetWaypointLoc(); + } + + UTexture2D* GetActiveWaypointIcon() + { + if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) + { + return nullptr; + } + + return BountyCheckpoints[0]->GetWaypointIcon(); + } + + FString GetCheckpointDescription() + { + if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) + { + return FString("No more Bounty checkpoints, check BountyClass.h GetCheckpointDescription()"); + } + + return BountyCheckpoints[0]->GetCheckpointDesc(); + } + // ---------------------------------------------------------- + + // Sets default values for this actor's properties + ABountyClass(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + + // Called when a checkpoint is completed, handles moving onto next checkpoint and discarding the old one + UFUNCTION() + virtual void IncrementBountyCheckpoint(); + + // Collect Money in C++, any other special reward will be implemented in BP if neccessary + UFUNCTION(BlueprintCallable, BlueprintNativeEvent) + void CollectRewards(); + + void DestroyReturnToShipStep() + { + if (BountyCheckpoints.Num() > 1) + { + UE_LOG(LogTemp, Warning, TEXT("Didn't Destroy final step as more than one steps still left in Bounty")); + } + + BountyCheckpoints[0]->Destroy(); + } + + // Called by Bounty Director, replaces specified checkpoints to alter Bounty when player completes a side bounty + void UpdateBountyCheckpoints(TMap> ReplacementCheckpoints); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp new file mode 100644 index 00000000..7cf44c2a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp @@ -0,0 +1,152 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BountyDirector.h" + +#include "Components/ArrowComponent.h" + +// Sets default values +ABountyDirector::ABountyDirector() +{ + // 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; + +} + +// Called every frame +void ABountyDirector::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} +// Called when the game starts or when spawned +void ABountyDirector::BeginPlay() +{ + Super::BeginPlay(); + + PlayerChar = Cast(GetWorld()->GetFirstPlayerController()->GetCharacter()); + if (!IsValid(PlayerChar)) UE_LOG(LogTemp, Fatal, TEXT("Players Character isn't being loaded in BeginPlay() in BountyDirector")); + + // Setup a component for bounties to attach to on the player + for (UActorComponent* ActorComp : PlayerChar->GetComponentsByTag(UArrowComponent::StaticClass(), FName("Bounty"))) + { + BountyAttachmentPoint = Cast(ActorComp); + if (!IsValid(BountyAttachmentPoint)) UE_LOG(LogTemp, Fatal, TEXT("There's no Bounty Attachment UArrowComponent on Players Char ")); + break; + } + + // Setup up starting Side Bounty indexes + for (int Index = 0; Index < 3; Index++) + { + CurrentSideBountyIndexes.Add(Index); + } + + ActiveSideBounties.SetNum(3); + SpawnBountyAndItsSideBounties(); + UpdateBountyDisplay(); +} + +void ABountyDirector::SpawnBountyAndItsSideBounties() +{ + UE_LOG(LogTemp, Warning, TEXT("Spawning Bounty...")); + + if (BountyClassArray.IsEmpty()) return; + if (!IsValid(BountyClassArray[CurrentBountyIndex])) UE_LOG(LogTemp, Fatal, TEXT("Missing Bounty at Index: %d"), CurrentBountyIndex); + + // Spawn Main Bounty which the current bounty index is pointing to + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + + AActor* BountyActor = GetWorld()->SpawnActor(BountyClassArray[CurrentBountyIndex], PlayerChar->GetActorLocation(), PlayerChar->GetActorRotation(), SpawnParams); + const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true); + BountyActor->AttachToComponent(BountyAttachmentPoint, AttachmentTransformRules); + + ActiveBounty = Cast(BountyActor); + if (!IsValid(ActiveBounty)) UE_LOG(LogTemp, Fatal, TEXT("Failed to Cast to Bounty class")); + + // WHEN MARCEL STOPS PLAYING WITH THE CHARACTER, ADD THIS BOUNTY TO PLAYERS ARRAY OF ACTIVE BOUNTIES!!!!! + ActiveBounty->CompletedFirstCheckpoint.AddDynamic(this, &ABountyDirector::DestroyActiveSideBounties); + + // Spawn in Side Bounties which are linked to the Main Bounty + int ActiveSideBountyIndex = 0; + for (int CurrentSideBountyIndex : CurrentSideBountyIndexes) + { + if (SideBountyClassArray.Num() <= CurrentSideBountyIndex || !IsValid(SideBountyClassArray[CurrentSideBountyIndex])) continue; + + AActor* SideBountyActor = GetWorld()->SpawnActor(SideBountyClassArray[CurrentSideBountyIndex], PlayerChar->GetActorLocation(), PlayerChar->GetActorRotation(), SpawnParams); + ASideBountyClass* SideBounty = Cast(SideBountyActor); + SideBounty->AttachToComponent(BountyAttachmentPoint, AttachmentTransformRules); + + ActiveSideBounties[ActiveSideBountyIndex] = SideBounty; + SideBounty->ActiveSBC_Index = ActiveSideBountyIndex; + ActiveSideBounties[ActiveSideBountyIndex]->CompletedSideBounty.AddDynamic(this, &ABountyDirector::SideBountyCompleted); + // ONCE AGAIN WHEN MARCEL STOPS PLAYING WITH THE CHARACTER, ADD THIS SIDE BOUNTY TO PLAYERS ARRAY OF ACTIVE BOUNTIES!!!!! + ActiveSideBountyIndex++; + } +} + +void ABountyDirector::UpdateBountyProgression() +{ + if (!IsValid(ActiveBounty)) return; + + if (ActiveBounty->IsCompleted()) FinishActiveBounty(); +} + +void ABountyDirector::FinishActiveBounty() +{ + ActiveBounty->CollectRewards(); + + // Destroy old Bounties + ActiveBounty->DestroyReturnToShipStep(); + ActiveBounty->Destroy(); + DestroyActiveSideBounties(); + + // Increment Main and Side Bounty Indexes + CurrentBountyIndex++; + for (int i = 0; i < 3; i++) + { + CurrentSideBountyIndexes[i] += 3; + } + + // Game Completion Check + if (CurrentBountyIndex >= BountyClassArray.Num()) + { + UE_LOG(LogTemp, Warning, TEXT("Finished all bounties currently available in the game :)")); + ActiveBounty = nullptr; + UpdateBountyDisplay(); + return; + } + + SpawnBountyAndItsSideBounties(); + UpdateBountyDisplay(); +} + +void ABountyDirector::DestroyActiveSideBounties() +{ + for (ASideBountyClass* SideBounty : ActiveSideBounties) + { + if (!IsValid(SideBounty)) continue; + + // WHEN MARCEL STOPS PLAYING WITH PLAYERS CHARACTER, REMOVE THIS SIDE BOUNTY FROM ACTIVE BOUNTIES + + SideBounty->DestroyCheckpoints(); + SideBounty->Destroy(); + } + + UpdateBountyDisplay(); +} + +void ABountyDirector::SideBountyCompleted(int SideBountyIndex) +{ + UE_LOG(LogTemp,Warning,TEXT("Updating Main Bounties Checkpoints")); + ActiveBounty->UpdateBountyCheckpoints(ActiveSideBounties[SideBountyIndex]->GetReplacementCheckpoints()); + + // WHEN MARCEL STOPS PLAYING WITH PLAYER CHAR, REMOVE THIS SIDE BOUNTY FROM ACTIVE BOUNTIES + ActiveSideBounties[SideBountyIndex]->CollectRewards(); + ActiveSideBounties[SideBountyIndex]->DestroyCheckpoints(); + ActiveSideBounties[SideBountyIndex]->Destroy(); + + UpdateBountyDisplay(); +} + + diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.h new file mode 100644 index 00000000..c5c67311 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.h @@ -0,0 +1,98 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BountyClass.h" +#include "SideBountyClass.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" +#include "GameFramework/Actor.h" +#include "BountyDirector.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API ABountyDirector : public AActor +{ + GENERATED_BODY() + + AEndlessVendettaCharacter* PlayerChar; + + // Scene Component Used to Attach Bounties to + UArrowComponent* BountyAttachmentPoint; + + // Ordered Array of Main Bounties + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + TArray> BountyClassArray; + + // Ordered Array of Side Bounties, in three's + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + TArray> SideBountyClassArray; + + int CurrentBountyIndex = 0; + + TArray CurrentSideBountyIndexes; + + UPROPERTY(VisibleAnywhere, Category = "Bounty") + ABountyClass* ActiveBounty; + + UPROPERTY(VisibleAnywhere, Category = "Bounty") + TArray ActiveSideBounties; + + // Checks if completed the bounty, and moves onto the next if so + UFUNCTION(BlueprintCallable, Category = "Bounty") + void UpdateBountyProgression(); + + void SpawnBountyAndItsSideBounties(); + + // Collect reward for current Bounty and prepare for the next + void FinishActiveBounty(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + /** Blueprint implemented function called from c++, handles aesthetic changes to bounty display + based on data from ActiveBC and ActiveSBC */ + UFUNCTION(BlueprintImplementableEvent, Category = "bounty") + void UpdateBountyDisplay(); + + // Ran when a Side Bounty is completed and wants to update the active bounties checkpoints + UFUNCTION() + void SideBountyCompleted(int SideBountyIndex); + + UFUNCTION() + void DestroyActiveSideBounties(); + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + // Sets default values for this actor's properties + ABountyDirector(); + + // ------ Getters ------ + UFUNCTION(BlueprintCallable, Category = "Bounty") + FString GetBountyTitle() + { + return !IsValid(ActiveBounty) ? FString("N/A") : ActiveBounty->GetBountyTitle(); + } + + UFUNCTION(BlueprintCallable, Category = "Bounty") + FString GetBountyDescription() + { + return !IsValid(ActiveBounty) ? FString("N/A") : ActiveBounty->GetBountyDesc(); + } + + UFUNCTION(BlueprintCallable, Category = "Bounty") + FString GetSideBountyTitle(int SideBountyIndex) + { + return (SideBountyIndex > 2 || SideBountyIndex < 0 || !IsValid(ActiveSideBounties[SideBountyIndex])) ? FString("N/A") : ActiveSideBounties[SideBountyIndex]->GetBountyTitle(); + } + + UFUNCTION(BlueprintCallable, Category = "Bounty") + FString GetSideBountyDescription(int SideBountyIndex) + { + return (SideBountyIndex > 2 || SideBountyIndex < 0 || !IsValid(ActiveSideBounties[SideBountyIndex])) ? FString("N/A") : ActiveSideBounties[SideBountyIndex]->GetBountyDesc(); + } + + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp new file mode 100644 index 00000000..630725e4 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "CheckpointClass.h" + +// Sets default values +ACheckpointClass::ACheckpointClass() +{ + // 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; + +} + +// Called when the game starts or when spawned +void ACheckpointClass::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void ACheckpointClass::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h new file mode 100644 index 00000000..6991181a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h @@ -0,0 +1,71 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "CheckpointClass.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedCheckpoint); + +UCLASS() +class ENDLESSVENDETTA_API ACheckpointClass : public AActor +{ + GENERATED_BODY() + + // ------ Properties set from Editor ------ + UPROPERTY(EditDefaultsOnly, Category = "Checkpoint") + FString CheckpointDescription; + UPROPERTY(EditDefaultsOnly, Category = "Checkpoint") + FVector WaypointLoc; + UPROPERTY(EditDefaultsOnly, Category = "Checkpoint") + UTexture2D* WaypointIcon; + UPROPERTY(EditDefaultsOnly, Category = "Checkpoint") + FTransform CheckpointSpawnTransform; + // ---------------------------------------- + + UFUNCTION(BlueprintCallable, Category = "Checkpoint") + void BroadcastCompletion() + { + UE_LOG(LogTemp, Warning, TEXT("Completed Checkpoint")); + CompletedCheckpoint.Broadcast(); + } + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + FCompletedCheckpoint CompletedCheckpoint; + + UPROPERTY(BlueprintReadOnly, Category = "Checkpoint") + bool Active = false; + + // ------ Getters for CP Properties ------ + FString GetCheckpointDesc() + { + return CheckpointDescription; + } + FVector GetWaypointLoc() + { + return WaypointLoc; + } + UTexture2D* GetWaypointIcon() + { + return WaypointIcon; + } + FTransform GetCheckpointSpawnTransform() + { + return CheckpointSpawnTransform; + } + // --------------------------------------- + + // Sets default values for this actor's properties + ACheckpointClass(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + + + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp new file mode 100644 index 00000000..7d63f3ba --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp @@ -0,0 +1,36 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "SideBountyClass.h" + +void ASideBountyClass::BeginPlay() +{ + Super::BeginPlay(); + + MinCPsRequiredForCompletion = 1; +} + +void ASideBountyClass::IncrementBountyCheckpoint() +{ + Super::IncrementBountyCheckpoint(); + + if (Completed) + { + + CompletedSideBounty.Broadcast(ActiveSBC_Index); + } +} + +void ASideBountyClass::DestroyCheckpoints() +{ + for (int i = 0; i < BountyCheckpoints.Num(); i++) + { + if (BountyCheckpoints[i] == nullptr) + { + continue; + } + + BountyCheckpoints[i]->Destroy(); + } +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h new file mode 100644 index 00000000..9c0dd1e2 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h @@ -0,0 +1,35 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BountyClass.h" +#include "SideBountyClass.generated.h" + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCompletedSideBounty, int, SB_Index); + +UCLASS() +class ENDLESSVENDETTA_API ASideBountyClass : public ABountyClass +{ + GENERATED_BODY() + + UPROPERTY(EditDefaultsOnly, Category = "Side Bounty") + TMap> ReplacementCheckpoints; + +protected: + virtual void BeginPlay() override; + +public: + FCompletedSideBounty CompletedSideBounty; + + int ActiveSBC_Index; + + TMap> GetReplacementCheckpoints() + { + return ReplacementCheckpoints; + } + + virtual void IncrementBountyCheckpoint() override; + + void DestroyCheckpoints(); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendetta.Build.cs b/EndlessVendetta/Source/EndlessVendetta/EndlessVendetta.Build.cs index 55a052ca..3149aa96 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendetta.Build.cs +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendetta.Build.cs @@ -8,6 +8,10 @@ public class EndlessVendetta : ModuleRules { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; - PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "EnhancedInput" }); + PublicDependencyModuleNames.AddRange(new string[] + { + "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "EnhancedInput", "AIModule", + "GameplayTasks", "NavigationSystem", "UMG", "Slate", "SlateCore", "Niagara", "NiagaraCore", "NiagaraShader" + }); } -} +} \ No newline at end of file diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp index 59310e24..d27bdc42 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.cpp @@ -1,12 +1,14 @@ // Copyright Epic Games, Inc. All Rights Reserved. #include "EndlessVendettaCharacter.h" -#include "EndlessVendettaProjectile.h" #include "Animation/AnimInstance.h" #include "Camera/CameraComponent.h" #include "Components/CapsuleComponent.h" #include "EnhancedInputComponent.h" #include "EnhancedInputSubsystems.h" +#include "AI/EnemyCharacter.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "Kismet/GameplayStatics.h" ////////////////////////////////////////////////////////////////////////// @@ -16,10 +18,12 @@ AEndlessVendettaCharacter::AEndlessVendettaCharacter() { // Character doesnt have a rifle at start bHasRifle = false; - + + //Enable Crouching + GetCharacterMovement()->GetNavAgentPropertiesRef().bCanCrouch = true; // Set size for collision capsule GetCapsuleComponent()->InitCapsuleSize(55.f, 96.0f); - + // Create a CameraComponent FirstPersonCameraComponent = CreateDefaultSubobject(TEXT("FirstPersonCamera")); FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent()); @@ -34,7 +38,6 @@ AEndlessVendettaCharacter::AEndlessVendettaCharacter() Mesh1P->CastShadow = false; //Mesh1P->SetRelativeRotation(FRotator(0.9f, -19.19f, 5.2f)); Mesh1P->SetRelativeLocation(FVector(-30.f, 0.f, -150.f)); - } void AEndlessVendettaCharacter::BeginPlay() @@ -50,7 +53,16 @@ void AEndlessVendettaCharacter::BeginPlay() Subsystem->AddMappingContext(DefaultMappingContext, 0); } } - + AActor* GadgetManagerActor = GetWorld()->SpawnActor(GadgetManagerClass, GetActorLocation(), GetActorRotation()); + GadgetManager = Cast(GadgetManagerActor); + FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + GadgetManagerActor->AttachToComponent(GetRootComponent(), AttachmentRules); + for (UActorComponent* PlayersCamera : GetComponentsByTag(UCameraComponent::StaticClass(), FName("PlayersCamera"))) + { + UE_LOG(LogTemp, Warning, TEXT("An actor component with PlayersCamera tag has been found")); + GadgetManager->SpawnGadgets(Cast(PlayersCamera)); + break; + } } //////////////////////////////////////////////////////////////////////////// Input @@ -69,6 +81,234 @@ void AEndlessVendettaCharacter::SetupPlayerInputComponent(class UInputComponent* //Looking EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::Look); + + // Gadget Toggling + EnhancedInputComponent->BindAction(ReconAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::ToggleRecon); + EnhancedInputComponent->BindAction(CombatAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::ToggleCombat); + + //Weapon Switching + EnhancedInputComponent->BindAction(EquipPrimaryWeapon, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::EquipPrimary); + EnhancedInputComponent->BindAction(EquipSecondaryWeapon, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::EquipSecondary); + + //Weapon Shooting + EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::FireCaller); + EnhancedInputComponent->BindAction(TapShootAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopFire); + EnhancedInputComponent->BindAction(GunAimInAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::GunRightClick); + EnhancedInputComponent->BindAction(GunAimInAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::StopGunRightClick); + + //Weapon Reloading + EnhancedInputComponent->BindAction(GunReloadAction, ETriggerEvent::Triggered, this, &AEndlessVendettaCharacter::GunReload); + + //Crouching + EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this, &AEndlessVendettaCharacter::SetCrouch); + EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Completed, this, &AEndlessVendettaCharacter::SetUnCrouch); + } +} + +void AEndlessVendettaCharacter::SetCrouch() +{ + Crouch(); +} + +void AEndlessVendettaCharacter::SetUnCrouch() +{ + UnCrouch(); +} + +float AEndlessVendettaCharacter::TakeDamage(const float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) +{ + CurrentHealth -= DamageAmount; + if (CurrentHealth <= 0) + { + CurrentHealth = 0; + UE_LOG(LogTemp, Warning, TEXT("Player is dead")); + } + + return Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser); +} + +void AEndlessVendettaCharacter::ToggleRecon() +{ + if (IsValid(PrimaryWeapon)) EquipPrimary(); + if (IsValid(SecondaryWeapon)) EquipSecondary(); + + if (GadgetManager->IsReconEquipped()) + { + GadgetManager->TryToUnequipRecon(); + return; + } + + if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) + { + // Do nothing if combat is equipped and can't be unequipped at this moment + return; + } + + GadgetManager->EquipRecon(); +} + +void AEndlessVendettaCharacter::ToggleCombat() +{ + if (IsValid(PrimaryWeapon)) EquipPrimary(); + if (IsValid(SecondaryWeapon)) EquipSecondary(); + + if (GadgetManager->IsCombatEquipped()) + { + GadgetManager->TryToUnequipCombat(); + return; + } + + if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) + { + // Do nothing if recon is equipped and can't be unequipped at the moment + return; + } + + GadgetManager->EquipCombat(); +} + + +//When 1 is pressed it calls EquipPrimary +void AEndlessVendettaCharacter::EquipPrimary() +{ + if (IsValid(PrimaryWeapon)) + { + PrimaryWeapon->Destroy(); + this->GetFirstPersonCameraComponent()->SetFieldOfView(90); + PrimaryWeapon = nullptr; + bHasRifle = false; + return; + } + + if (IsValid(SecondaryWeapon)) EquipSecondary(); + + if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return; + if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return; + + + FActorSpawnParameters spawnParams; + spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + + bHasRifle = true; + //Creating a new actor object called PrimaryWeapon that is based off primaryweaponClass + AActor* PrimaryWeaponActor = GetWorld()->SpawnActor(PrimaryWeaponClass, spawnParams); + PrimaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); + //Changing PrimaryWeaponActor to ABaseWeaponClass type instead of actor and storing it into PrimaryWeapon which is a ABaseClass Object + //We do this because we need to check if PrimaryWeapon is equipped and we want primaryweapon to be ABaseWeapon type and not a generic AActor + PrimaryWeapon = Cast(PrimaryWeaponActor); + +} + +void AEndlessVendettaCharacter::EquipSecondary() +{ + if (IsValid(SecondaryWeapon)) + { + SecondaryWeapon->Destroy(); + this->GetFirstPersonCameraComponent()->SetFieldOfView(90); + SecondaryWeapon = nullptr; + bHasRifle = false; + return; + } + + if (IsValid(PrimaryWeapon)) EquipPrimary(); + + if (GadgetManager->IsReconEquipped() && !GadgetManager->TryToUnequipRecon()) return; + if (GadgetManager->IsCombatEquipped() && !GadgetManager->TryToUnequipCombat()) return; + + + FActorSpawnParameters spawnParams; + spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + + bHasRifle = true; + AActor* SecondaryWeaponActor = GetWorld()->SpawnActor(SecondaryWeaponClass, spawnParams); + SecondaryWeaponActor->AttachToComponent(Mesh1P, AttachmentRules, FName("GripPoint")); + SecondaryWeapon = Cast(SecondaryWeaponActor); +} + +//Calls the fire function in the baseWeaponClass +void AEndlessVendettaCharacter::FireCaller() +{ + if (IsValid(PrimaryWeapon)) + { + PrimaryWeapon->Fire(); + } + if (IsValid(SecondaryWeapon)) + { + SecondaryWeapon->Fire(); + } +} + +void AEndlessVendettaCharacter::StopFire() +{ + if (IsValid(PrimaryWeapon)) + { + PrimaryWeapon->CancelFire(); + } + if (IsValid(SecondaryWeapon)) + { + SecondaryWeapon->CancelFire(); + } +} + +void AEndlessVendettaCharacter::GunRightClick() +{ + if (IsValid(PrimaryWeapon) && !bIsScoped) + { + for (UActorComponent* actorComp : this->GetComponentsByTag(UArrowComponent::StaticClass(), FName("ScopedLocationArrow"))) + { + ScopedLocationArrow = Cast(actorComp); + break; + } + if (!IsValid(ScopedLocationArrow)) return; + PrimaryWeapon->SetActorLocation(ScopedLocationArrow->GetComponentLocation()); + bIsScoped = true; + PrimaryWeapon->WeaponScopedFire(); + this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually + } + if (IsValid(SecondaryWeapon) && !bIsScoped) + { + for (UActorComponent* actorComp : this->GetComponentsByTag(UArrowComponent::StaticClass(), FName("ScopedLocationArrow"))) + { + ScopedLocationArrow = Cast(actorComp); + break; + } + if (!IsValid(ScopedLocationArrow)) return; + bIsScoped = true; + SecondaryWeapon->WeaponScopedFire(); + SecondaryWeapon->SetActorLocation(ScopedLocationArrow->GetComponentLocation()); + this->GetFirstPersonCameraComponent()->SetFieldOfView(50); //change this number to a number you can change in editor eventually + } +} + +void AEndlessVendettaCharacter::StopGunRightClick() +{ + if (IsValid(PrimaryWeapon)) + { + bIsScoped = false; + PrimaryWeapon->WeaponScopedFire(); + PrimaryWeapon->SetActorRelativeLocation(FVector(0,0,0)); + this->GetFirstPersonCameraComponent()->SetFieldOfView(90); + } + if (IsValid(SecondaryWeapon)) + { + bIsScoped = false; + SecondaryWeapon->WeaponScopedFire(); + SecondaryWeapon->SetActorRelativeLocation(FVector(0,0,0)); + this->GetFirstPersonCameraComponent()->SetFieldOfView(90); + } +} + +void AEndlessVendettaCharacter::GunReload() +{ + if (IsValid(PrimaryWeapon)) + { + PrimaryWeapon->WeaponReload(); + } + if (IsValid(SecondaryWeapon)) + { + SecondaryWeapon->WeaponReload(); } } @@ -99,6 +339,7 @@ void AEndlessVendettaCharacter::Look(const FInputActionValue& Value) } } + void AEndlessVendettaCharacter::SetHasRifle(bool bNewHasRifle) { bHasRifle = bNewHasRifle; @@ -107,4 +348,4 @@ void AEndlessVendettaCharacter::SetHasRifle(bool bNewHasRifle) bool AEndlessVendettaCharacter::GetHasRifle() { return bHasRifle; -} \ No newline at end of file +} diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h index 667db81c..3fb99716 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaCharacter.h @@ -3,10 +3,14 @@ #pragma once #include "CoreMinimal.h" +#include "WeaponSystem/BaseWeaponClass.h" #include "GameFramework/Character.h" #include "InputActionValue.h" +#include "Components/ArrowComponent.h" +#include "GadgetSystem/GadgetManager.h" #include "EndlessVendettaCharacter.generated.h" +class UWeaponInventory; class UInputComponent; class USkeletalMeshComponent; class USceneComponent; @@ -29,25 +33,59 @@ class AEndlessVendettaCharacter : public ACharacter /** MappingContext */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) - class UInputMappingContext* DefaultMappingContext; + UInputMappingContext* DefaultMappingContext; /** Jump Input Action */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) - class UInputAction* JumpAction; + UInputAction* JumpAction; /** Move Input Action */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) - class UInputAction* MoveAction; + UInputAction* MoveAction; + // Gadget Actions + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + UInputAction* ReconAction; + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + UInputAction* CombatAction; + + /** Weapon Equip Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + UInputAction* EquipPrimaryWeapon; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + UInputAction* EquipSecondaryWeapon; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + class UInputAction* TapShootAction; + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + class UInputAction* GunAimInAction; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=Input, meta=(AllowPrivateAccess = "true")) + class UInputAction* GunReloadAction; + + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + UInputAction* CrouchAction; + public: AEndlessVendettaCharacter(); + UPROPERTY(EditDefaultsOnly, Category = "Stats") + float CurrentHealth = 100.0f; + UPROPERTY(EditDefaultsOnly, Category = "Stats") + float MaxHealth = 100.0f; + UPROPERTY(EditDefaultsOnly, Category = "Stats") + float DefaultHealth = 100.0f; + protected: - virtual void BeginPlay(); + virtual void BeginPlay() override; + + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + TSubclassOf GadgetManagerClass; + AGadgetManager* GadgetManager; public: - /** Look Input Action */ UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) class UInputAction* LookAction; @@ -64,6 +102,35 @@ public: UFUNCTION(BlueprintCallable, Category = Weapon) bool GetHasRifle(); + UPROPERTY(EditAnywhere, Category = "Weapons") + TSubclassOf PrimaryWeaponClass; + + UPROPERTY(EditAnywhere, Category = "Weapons") + TSubclassOf SecondaryWeaponClass; + + ABaseWeaponClass* PrimaryWeapon; + ABaseWeaponClass* SecondaryWeapon; + + UFUNCTION(BlueprintCallable, Category = "Weapons") + void FireCaller(); + + UFUNCTION(BlueprintCallable, Category = "Weapons") + void GunRightClick(); + + UFUNCTION(BlueprintCallable, Category = "Weapons") + void StopGunRightClick(); + + UFUNCTION(BlueprintCallable, Category = "Weapons") + void GunReload(); + + UFUNCTION(BlueprintCallable, Category = "Weapons") + void StopFire(); + + UArrowComponent* ScopedLocationArrow; + + UPROPERTY(EditAnywhere, Category = "Dont Touch") + bool bIsScoped; + protected: /** Called for movement input */ void Move(const FInputActionValue& Value); @@ -71,17 +138,29 @@ protected: /** Called for looking input */ void Look(const FInputActionValue& Value); + void ToggleRecon(); + void ToggleCombat(); + + void EquipPrimary(); + void EquipSecondary(); + + protected: // APawn interface virtual void SetupPlayerInputComponent(UInputComponent* InputComponent) override; // End of APawn interface public: - /** Returns Mesh1P subobject **/ + UFUNCTION(BlueprintCallable, Category = "Stealth") + void SetCrouch(); + UFUNCTION(BlueprintCallable, Category = "Stealth") + void SetUnCrouch(); + + /** Returns Mesh1P Sub-object **/ USkeletalMeshComponent* GetMesh1P() const { return Mesh1P; } - /** Returns FirstPersonCameraComponent subobject **/ + /** Returns FirstPersonCameraComponent Sub-object **/ UCameraComponent* GetFirstPersonCameraComponent() const { return FirstPersonCameraComponent; } - + UFUNCTION(BlueprintCallable, Category = "Damage Control") + virtual float TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator, AActor* DamageCauser) override; }; - diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaGameMode.cpp b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaGameMode.cpp index c6255c57..bbba7bcd 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaGameMode.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaGameMode.cpp @@ -3,12 +3,38 @@ #include "EndlessVendettaGameMode.h" #include "EndlessVendettaCharacter.h" #include "UObject/ConstructorHelpers.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" +#include "EndlessVendetta/AI/AIControlHub.h" +#include "Kismet/GameplayStatics.h" +#include "Engine/DamageEvents.h" -AEndlessVendettaGameMode::AEndlessVendettaGameMode() - : Super() +AEndlessVendettaGameMode::AEndlessVendettaGameMode() : Super() { // set default pawn class to our Blueprinted character static ConstructorHelpers::FClassFinder PlayerPawnClassFinder(TEXT("/Game/FirstPerson/Blueprints/BP_FirstPersonCharacter")); DefaultPawnClass = PlayerPawnClassFinder.Class; } + +void AEndlessVendettaGameMode::KillAllEnemies() +{ + TArray EnemyCharacters; + UGameplayStatics::GetAllActorsOfClass(GetWorld(), AEnemyCharacter::StaticClass(), EnemyCharacters); + for (AActor* EnemyActor : EnemyCharacters) + { + AEnemyCharacter* EnemyCharacter = Cast(EnemyActor); + EnemyCharacter->TakeDamage(EnemyCharacter->MaxHealth, FDamageEvent(), GetWorld()->GetFirstPlayerController(), GetWorld()->GetFirstPlayerController()->GetOwner()); + } +} + +void AEndlessVendettaGameMode::SetLocalAIAlertLevel(int NewAlertLevel) +{ + TArray AIControlHubActors; + UGameplayStatics::GetAllActorsOfClass(GetWorld(), AAIControlHub::StaticClass(), AIControlHubActors); + for (AActor* AIControlHubActor : AIControlHubActors) + { + AAIControlHub* AIControlHub = Cast(AIControlHubActor); + AIControlHub->SetPlayerLastKnownLocation(); + AIControlHub->SetAlertLevel(NewAlertLevel); + } +} diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaGameMode.h b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaGameMode.h index 97d6b063..420ab589 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaGameMode.h +++ b/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaGameMode.h @@ -13,7 +13,10 @@ class AEndlessVendettaGameMode : public AGameModeBase public: AEndlessVendettaGameMode(); + + UFUNCTION(Exec, Category = ExecFunctions) + void KillAllEnemies(); + + UFUNCTION(Exec, Category = ExecFunctions) + void SetLocalAIAlertLevel(int NewAlertLevel); }; - - - diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaProjectile.cpp b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/EndlessVendettaProjectile.cpp similarity index 100% rename from EndlessVendetta/Source/EndlessVendetta/EndlessVendettaProjectile.cpp rename to EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/EndlessVendettaProjectile.cpp diff --git a/EndlessVendetta/Source/EndlessVendetta/EndlessVendettaProjectile.h b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/EndlessVendettaProjectile.h similarity index 100% rename from EndlessVendetta/Source/EndlessVendetta/EndlessVendettaProjectile.h rename to EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/EndlessVendettaProjectile.h diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_PickUpComponent.cpp b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_PickUpComponent.cpp similarity index 100% rename from EndlessVendetta/Source/EndlessVendetta/TP_PickUpComponent.cpp rename to EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_PickUpComponent.cpp diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_PickUpComponent.h b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_PickUpComponent.h similarity index 95% rename from EndlessVendetta/Source/EndlessVendetta/TP_PickUpComponent.h rename to EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_PickUpComponent.h index a59366e7..62b5655a 100644 --- a/EndlessVendetta/Source/EndlessVendetta/TP_PickUpComponent.h +++ b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_PickUpComponent.h @@ -4,7 +4,7 @@ #include "CoreMinimal.h" #include "Components/SphereComponent.h" -#include "EndlessVendettaCharacter.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" #include "TP_PickUpComponent.generated.h" // Declaration of the delegate that will be called when someone picks this up diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_WeaponComponent.cpp b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_WeaponComponent.cpp similarity index 98% rename from EndlessVendetta/Source/EndlessVendetta/TP_WeaponComponent.cpp rename to EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_WeaponComponent.cpp index bd7c0deb..50dfa1d8 100644 --- a/EndlessVendetta/Source/EndlessVendetta/TP_WeaponComponent.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_WeaponComponent.cpp @@ -2,7 +2,7 @@ #include "TP_WeaponComponent.h" -#include "EndlessVendettaCharacter.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" #include "EndlessVendettaProjectile.h" #include "GameFramework/PlayerController.h" #include "Camera/PlayerCameraManager.h" diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_WeaponComponent.h b/EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_WeaponComponent.h similarity index 100% rename from EndlessVendetta/Source/EndlessVendetta/TP_WeaponComponent.h rename to EndlessVendetta/Source/EndlessVendetta/FirstPersonTemplateClasses/TP_WeaponComponent.h diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/CombatGadget.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/CombatGadget.cpp new file mode 100644 index 00000000..55976a01 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/CombatGadget.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "CombatGadget.h" + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/CombatGadget.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/CombatGadget.h new file mode 100644 index 00000000..7175c889 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/CombatGadget.h @@ -0,0 +1,17 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GadgetBase.h" +#include "CombatGadget.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API ACombatGadget : public AGadgetBase +{ + GENERATED_BODY() + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.cpp new file mode 100644 index 00000000..a028af77 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.cpp @@ -0,0 +1,92 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "GadgetBase.h" + +#include "EnhancedInputComponent.h" +#include "EnhancedInputSubsystems.h" + +// Sets default values +AGadgetBase::AGadgetBase() +{ + // 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; + +} + +// Called when the game starts or when spawned +void AGadgetBase::BeginPlay() +{ + Super::BeginPlay(); + + PlayerController = GetWorld()->GetFirstPlayerController(); +} + +// Called every frame +void AGadgetBase::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void AGadgetBase::Equip() +{ + SetActorRelativeLocation(EquippedOffset); + Equipped = true; + + + + UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer()); + Subsystem->AddMappingContext(GadgetMappingContext, 2); + UEnhancedInputComponent* EnhancedInputComponent = Cast(PlayerController->InputComponent); + EnhancedInputComponent->BindAction(ActivateAction, ETriggerEvent::Started, this, &AGadgetBase::Activate); +} + +bool AGadgetBase::Unequip() +{ + if (GadgetInUse && !UnequippableWhenInUse) return false; + + SetActorRelativeLocation(UnequippedOffset); + Equipped = false; + + UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer()); + Subsystem->RemoveMappingContext(GadgetMappingContext); + UEnhancedInputComponent* EnhancedInputComponent = Cast(PlayerController->InputComponent); + EnhancedInputComponent->ClearActionBindings(); + + return true; +} + +void AGadgetBase::Activate() +{ + StartInUseTimer(); +} + +void AGadgetBase::FinishedUsing() +{ + UE_LOG(LogTemp, Warning, TEXT("Gadget is no longer being used")); + + GadgetInUse = false; + InUseHandle.Invalidate(); + + StartGadgetCooldown(); +} + +// -------------- Timers -------------- + +void AGadgetBase::StartGadgetCooldown() +{ + GadgetOnCooldown = true; + GetWorld()->GetTimerManager().SetTimer(CooldownHandle, this, &AGadgetBase::ReadyGadget, CooldownTime, false); +} + +void AGadgetBase::StartInUseTimer() +{ + UE_LOG(LogTemp, Warning, TEXT("Gadget In Use Timer Started")); + + GadgetInUse = true; + GetWorld()->GetTimerManager().SetTimer(InUseHandle, this, &AGadgetBase::FinishedUsing, GadgetMaxUptime, false); +} + + + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.h new file mode 100644 index 00000000..a0b65dce --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetBase.h @@ -0,0 +1,93 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "EnhancedInputSubsystemInterface.h" +#include "GameFramework/Actor.h" +#include "GadgetBase.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AGadgetBase : public AActor +{ + GENERATED_BODY() + + APlayerController* PlayerController; + + FTimerHandle CooldownHandle; + void StartGadgetCooldown(); + bool GadgetOnCooldown = false; + + FTimerHandle InUseHandle; + void StartInUseTimer(); + bool GadgetInUse = false; + + void ReadyGadget() + { + UE_LOG(LogTemp, Warning, TEXT("Gadget is now ready to be used again")); + GadgetOnCooldown = false; + } + +protected: + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + FVector EquippedOffset = FVector(0, 0, 0); + + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + FRotator GadgetRotation = FRotator(0, 0, 0); + + UPROPERTY(EditDefaultsOnly, CAtegory = "Gadget") + FVector UnequippedOffset = FVector(0, 0, -1000); + + UPROPERTY(EditDefaultsOnly, cATEGORY = "Gadget") + float GadgetMaxUptime; + + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + float CooldownTime; + + UPROPERTY(EditDefaultsOnly, CAtegory = "Gadget") + bool UnequippableWhenInUse = false; + + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + UInputMappingContext* GadgetMappingContext; + + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + UInputAction* ActivateAction; + + // Used by child classes to run custom gadget behaviour + virtual void Activate(); + + // Starts Cooldown and automatically unequips gadget, used by child classes to implement custom behaviour + virtual void FinishedUsing(); + + bool GadgetCantBeUsed() + { + return GadgetOnCooldown|| GadgetInUse; + } + + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + bool Equipped = false; + + void Equip(); + + // Return true if unequip succeeds + bool Unequip(); + + FVector GetUnequippedOffset() + { + return UnequippedOffset; + } + + FRotator GetGadgetSpawnRotation() + { + return GadgetRotation; + } + // Sets default values for this actor's properties + AGadgetBase(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/Explosive.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/Explosive.cpp new file mode 100644 index 00000000..71262298 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/Explosive.cpp @@ -0,0 +1,90 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "Explosive.h" + +#include "CollisionDebugDrawingPublic.h" +#include "Kismet/KismetMathLibrary.h" +#include "Engine/DamageEvents.h" +#include "EndlessVendetta/AI/AICharacter.h" + +// Sets default values +AExplosive::AExplosive() +{ + // 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; + +} + +// Called when the game starts or when spawned +void AExplosive::BeginPlay() +{ + Super::BeginPlay(); + + if (ExplosionDelayInSeconds <= 0) + { + Explosion(); + return; + } + + FTimerHandle ExplosionHandle; + GetWorld()->GetTimerManager().SetTimer(ExplosionHandle, this, &AExplosive::Explosion, ExplosionDelayInSeconds); +} + +// Called every frame +void AExplosive::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void AExplosive::Explosion() +{ + float PitchAngleIncrement = 180.f / ShrapnelPitchDensity; + float YawAngleIncrement = 360.f / ShrapnelYawDensity; + + FHitResult OutHit; + FCollisionQueryParams QueryParams = FCollisionQueryParams::DefaultQueryParam; + QueryParams.bTraceComplex = false; + QueryParams.AddIgnoredActor(this); + FVector LT_Start = GetActorLocation(); + + for(int y = 1; y <= ShrapnelPitchDensity; y++) + { + for (int x = 1; x <= ShrapnelYawDensity; x++) + { + FRotator ShrapnelRotation = FRotator(-90.f + (y * PitchAngleIncrement), x * YawAngleIncrement, 0.f); + FVector LT_End = LT_Start + (UKismetMathLibrary::GetForwardVector(ShrapnelRotation) * ShrapnelTravelDistance); + bool HitSomething = GetWorld()->LineTraceSingleByChannel(OutHit, LT_Start, LT_End, ECC_Camera, QueryParams); + + if (DrawDebugLines) DrawShrapnelDebugLines(HitSomething, LT_Start, LT_End, OutHit.ImpactPoint); + if (!HitSomething || !OutHit.GetActor()->ActorHasTag(FName("Enemy")) || OutHit.GetActor()->ActorHasTag(FName("Dead"))) continue; + + float HitDistance = FVector::Distance(LT_Start, OutHit.ImpactPoint); + float DamageToApply = ShrapnelDamage; + if (HitDistance > ShrapnelDamageFalloffDistance) + { + // Damage linearly decrease from falloff distance to maximum travel distance, using straight line equation y = mx + c + float Magnitude = ShrapnelDamage / (ShrapnelDamageFalloffDistance - ShrapnelTravelDistance); + float DMG_Intercept = ShrapnelDamage - (Magnitude * ShrapnelDamageFalloffDistance); + DamageToApply = (Magnitude * HitDistance) + DMG_Intercept; + } + // When merged, call philips take damage function here + UE_LOG(LogTemp, Warning, TEXT("A shrapnel piece hit %s, dealing %f damage"), *OutHit.GetActor()->GetName(), DamageToApply); + Cast(OutHit.GetActor())->TakeDamage(DamageToApply, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); + } + } + PlayExplosionEffects(); +} + +void AExplosive::DrawShrapnelDebugLines(bool HitSomething, FVector StartVector, FVector EndVector, FVector ImpactPoint) +{ + if (!HitSomething) + { + DrawDebugLine(GetWorld(), StartVector, EndVector, FColor::Green, false, 5, 0, 2); + return; + } + DrawDebugLine(GetWorld(), ImpactPoint, EndVector, FColor::Red, false, 5, 0, 2); + DrawDebugLine(GetWorld(), StartVector, ImpactPoint, FColor::Green, false, 5, 0, 2); +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/Explosive.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/Explosive.h new file mode 100644 index 00000000..4ffb2806 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/Explosive.h @@ -0,0 +1,63 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "Explosive.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AExplosive : public AActor +{ + GENERATED_BODY() + + void DrawShrapnelDebugLines(bool HitSomething, FVector StartVector, FVector EndVector, FVector ImpactPoint); + +protected: + // Maximum amount of damage dealt by an individual piece of shrapnel + UPROPERTY(EditDefaultsOnly, Category = "Explosion") + float ShrapnelDamage = 10; + + // Number of shrapnel pieces uniformly spread around the Y axis + UPROPERTY(EditDefaultsOnly, Category = "Explosion") + int ShrapnelPitchDensity = 40; + + // Number of shrapnel pieces uniformly spread around the Z axis + UPROPERTY(EditDefaultsOnly, Category = "Explosion") + int ShrapnelYawDensity = 40; + + // How far shrapnel should travel from origin point, given its not obstructed along its path + UPROPERTY(EditDefaultsOnly, Category = "Explosion") + float ShrapnelTravelDistance = 600; + + // After what distance travelled should shrapnel damage start to decrease + UPROPERTY(EditDefaultsOnly, Category = "Explosion") + float ShrapnelDamageFalloffDistance = 200; + + // Delay from spawning in before explosion happens + UPROPERTY(EditDefaultsOnly, Category = "Explosion") + float ExplosionDelayInSeconds = 0; + + /** + * Should debug lines be drawn to show planned travel trajectory of each + * shrapnel piece in red, and actual travelled shrapnel trajectory in green + */ + UPROPERTY(EditAnywhere, Category = "Explosion") + bool DrawDebugLines = false; + + UFUNCTION(BlueprintImplementableEvent, Category = "Explosion") + void PlayExplosionEffects(); + + void Explosion(); + + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Sets default values for this actor's properties + AExplosive(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/OverloadModule/OverloadModule.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/OverloadModule/OverloadModule.cpp new file mode 100644 index 00000000..c89568ee --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/OverloadModule/OverloadModule.cpp @@ -0,0 +1,129 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "OverloadModule.h" + +#include "Components/SphereComponent.h" +#include "GameFramework/Character.h" + +void AOverloadModule::BeginPlay() +{ + Super::BeginPlay(); + + this->SetActorTickInterval(0.2); + PlayerChar = GetWorld()->GetFirstPlayerController()->GetCharacter(); + PlayerCam = Cast(PlayerChar->GetComponentByClass(UCameraComponent::StaticClass())); +} + + +void AOverloadModule::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + if (GadgetCantBeUsed()) return; + CheckForPotentialHackTarget(); +} + +void AOverloadModule::CheckForPotentialHackTarget() +{ + FHitResult OutHit; + FVector LT_Start = PlayerCam->GetComponentLocation(); + FVector LT_End = PlayerCam->GetComponentLocation() + (PlayerCam->GetForwardVector() * DeadBodyCheckDistance); + + //DrawDebugLine(GetWorld(), LT_Start, LT_End, FColor::Red, false, 0.2, 0, 1); + + FCollisionQueryParams QueryParams = FCollisionQueryParams::DefaultQueryParam; + QueryParams.AddIgnoredActor(PlayerChar); + if (!GetWorld()->LineTraceSingleByChannel(OutHit, LT_Start, LT_End, ECC_Camera, QueryParams) || !(OutHit.GetActor()->ActorHasTag(FName("Enemy")) && OutHit.GetActor()->ActorHasTag(FName("Dead")))) + { + PotentialHackTarget = nullptr; + DisplayNeedADeadEnemy(); + return; + } + + if (HackedEnemies.Contains(OutHit.GetActor()->GetUniqueID())) + { + PotentialHackTarget = nullptr; + DisplayAlreadyHacked(); + return; + } + + //DrawDebugLine(GetWorld(), LT_Start, OutHit.ImpactPoint, FColor::Green, false, 0.2, 0, 1); + PotentialHackTarget = OutHit.GetActor(); + DisplayFoundPotentialTarget(); +} + + +void AOverloadModule::Activate() +{ + if (GadgetCantBeUsed() || !IsValid(PotentialHackTarget)) return; + + Super::Activate(); + HackedEnemies.Add(PotentialHackTarget->GetUniqueID()); + ExplodeClosestAliveEnemy(); + PlayHackingAnim(GadgetMaxUptime); +} + +void AOverloadModule::FinishedUsing() +{ + IsValid(ClosestEnemy) ? DisplayHackingSuccess() : DisplayHackingFailure(); + SpawnExplosiveOnActor(ClosestEnemy); + Super::FinishedUsing(); + PlayRechargingAnim(CooldownTime); +} + +void AOverloadModule::ExplodeClosestAliveEnemy() +{ + FTransform EmptyTransform; + USphereComponent* SphereCollision = Cast(AddComponentByClass(USphereComponent::StaticClass(), false, EmptyTransform, false)); + + SphereCollision->SetSphereRadius(AreaOfEffectInMeters * 100, true); + + TArray OverlappingActors; + TArray EnemiesInRadius; + + // Find all living enemies within the radius + SphereCollision->GetOverlappingActors(OverlappingActors, ACharacter::StaticClass()); + for (AActor* OverlappingActor : OverlappingActors) + { + if (OverlappingActor->ActorHasTag(FName("Enemy")) && !OverlappingActor->ActorHasTag(FName("Dead"))) EnemiesInRadius.Add(OverlappingActor); + } + + if (EnemiesInRadius.IsEmpty()) + { + ClosestEnemy = nullptr; + SphereCollision->DestroyComponent(); + return; + } + + // Find the closest Enemy in radius + ClosestEnemy = EnemiesInRadius[0]; + float Dist = FVector::Distance(PlayerChar->GetActorLocation(), ClosestEnemy->GetActorLocation()); + if (EnemiesInRadius.Num() < 2) + { + SphereCollision->DestroyComponent(); + return; + } + + for (int i = 1; i < EnemiesInRadius.Num(); i++) + { + float ConsideredDist = FVector::Distance(PlayerChar->GetActorLocation(), EnemiesInRadius[i]->GetActorLocation()); + if (ConsideredDist <= Dist) + { + ClosestEnemy = EnemiesInRadius[i]; + Dist = ConsideredDist; + } + } + + SphereCollision->DestroyComponent(); + +} + +void AOverloadModule::SpawnExplosiveOnActor(AActor* ActortoExplode) +{ + if (!IsValid(ActortoExplode)) return; + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + GetWorld()->SpawnActor(Explosive, ActortoExplode->GetActorLocation(), ActortoExplode->GetActorRotation(), SpawnParams); +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/OverloadModule/OverloadModule.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/OverloadModule/OverloadModule.h new file mode 100644 index 00000000..59ffdd3a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Combat/OverloadModule/OverloadModule.h @@ -0,0 +1,75 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "Camera/CameraComponent.h" +#include "EndlessVendetta/GadgetSystem/CombatGadget.h" +#include "EndlessVendetta/GadgetSystem/GadgetClasses/Combat/Explosive.h" +#include "OverloadModule.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AOverloadModule : public ACombatGadget +{ + GENERATED_BODY() + + ACharacter* PlayerChar; + + UCameraComponent* PlayerCam; + + AActor* PotentialHackTarget; + + AActor* ClosestEnemy; + + // An Array of previously hacked enemies, stops player from hacking the same Dead Enemy + TArray HackedEnemies; + + virtual void BeginPlay() override; + + virtual void Tick(float DeltaSeconds) override; + + virtual void Activate() override; + + virtual void FinishedUsing() override; + + void CheckForPotentialHackTarget(); + + void ExplodeClosestAliveEnemy(); + + void SpawnExplosiveOnActor(AActor* ActortoExplode); + +protected: + UPROPERTY(EditDefaultsOnly, Category = "Overload Module") + float AreaOfEffectInMeters = 20; + + UPROPERTY(EditDefaultsOnly, Category = "Overload Module") + float DeadBodyCheckDistance = 250; + + UPROPERTY(EditDefaultsOnly, Category = "Overload Module") + TSubclassOf Explosive; + +// --------------- Display Functions --------------- + UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module") + void DisplayAlreadyHacked(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module") + void DisplayNeedADeadEnemy(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module") + void DisplayFoundPotentialTarget(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module") + void PlayHackingAnim(float Loadingtime); + + UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module") + void DisplayHackingFailure(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module") + void DisplayHackingSuccess(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Overload Module") + void PlayRechargingAnim(float RechargingTime); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleCombatClass.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleCombatClass.cpp new file mode 100644 index 00000000..4e759791 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleCombatClass.cpp @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "ExampleCombatClass.h" + +void AExampleCombatClass::BeginPlay() +{ + Super::BeginPlay(); + + SetActorTickEnabled(false); +} + + +void AExampleCombatClass::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + UE_LOG(LogTemp, Warning, TEXT("Example Combat is being used...")); +} + +void AExampleCombatClass::Activate() +{ + if (GadgetCantBeUsed()) return; + + Super::Activate(); + SetActorTickEnabled(true); +} + +void AExampleCombatClass::FinishedUsing() +{ + SetActorTickEnabled(false); + + Super::FinishedUsing(); +} \ No newline at end of file diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleCombatClass.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleCombatClass.h new file mode 100644 index 00000000..d53cfefb --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleCombatClass.h @@ -0,0 +1,24 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "EndlessVendetta/GadgetSystem/CombatGadget.h" +#include "ExampleCombatClass.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AExampleCombatClass : public ACombatGadget +{ + GENERATED_BODY() + + virtual void BeginPlay() override; + + virtual void Tick(float DeltaSeconds) override; + + virtual void Activate() override; + + virtual void FinishedUsing() override; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleReconClass.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleReconClass.cpp new file mode 100644 index 00000000..cfa574cf --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleReconClass.cpp @@ -0,0 +1,35 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "ExampleReconClass.h" + +void AExampleReconClass::BeginPlay() +{ + Super::BeginPlay(); + SetActorTickEnabled(false); +} + + +void AExampleReconClass::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + UE_LOG(LogTemp, Warning, TEXT("Example Recon is being used...")); +} + +void AExampleReconClass::Activate() +{ + if (GadgetCantBeUsed()) return; + + Super::Activate(); + SetActorTickEnabled(true); +} + +void AExampleReconClass::FinishedUsing() +{ + SetActorTickEnabled(false); + + Super::FinishedUsing(); +} + + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleReconClass.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleReconClass.h new file mode 100644 index 00000000..7abc52af --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/ExampleReconClass.h @@ -0,0 +1,25 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "EndlessVendetta/GadgetSystem/ReconGadget.h" +#include "ExampleReconClass.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AExampleReconClass : public AReconGadget +{ + GENERATED_BODY() + + virtual void BeginPlay() override; + + virtual void Tick(float DeltaSeconds) override; + + virtual void Activate() override; + + virtual void FinishedUsing() override; + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/RingModule/PhoneRinging.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/RingModule/PhoneRinging.cpp new file mode 100644 index 00000000..c3117259 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/RingModule/PhoneRinging.cpp @@ -0,0 +1,27 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "PhoneRinging.h" + +// Sets default values +APhoneRinging::APhoneRinging() +{ + // 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; + +} + +// Called when the game starts or when spawned +void APhoneRinging::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void APhoneRinging::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/RingModule/PhoneRinging.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/RingModule/PhoneRinging.h new file mode 100644 index 00000000..dd9f8cdc --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/RingModule/PhoneRinging.h @@ -0,0 +1,26 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "PhoneRinging.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API APhoneRinging : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + APhoneRinging(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/RingModule/RingModule.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/RingModule/RingModule.cpp new file mode 100644 index 00000000..d282dd8a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/RingModule/RingModule.cpp @@ -0,0 +1,102 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "RingModule.h" + +#include "Components/SphereComponent.h" +#include "GameFramework/Character.h" + +void ARingModule::BeginPlay() +{ + Super::BeginPlay(); + + this->SetActorTickInterval(0.2); + PlayerChar = GetWorld()->GetFirstPlayerController()->GetCharacter(); + PlayerCam = Cast(PlayerChar->GetComponentByClass(UCameraComponent::StaticClass())); +} + +void ARingModule::Tick(float DeltaSeconds) +{ + Super::Tick(DeltaSeconds); + + if (GadgetCantBeUsed()) return; + CheckForPotentialHackTarget(); +} + +void ARingModule::CheckForPotentialHackTarget() +{ + FHitResult OutHit; + FVector LT_Start = PlayerCam->GetComponentLocation(); + FVector LT_End = PlayerCam->GetComponentLocation() + (PlayerCam->GetForwardVector() * DeadBodyCheckDistance); + + //DrawDebugLine(GetWorld(), LT_Start, LT_End, FColor::Red, false, 0.2, 0, 1); + + FCollisionQueryParams QueryParams = FCollisionQueryParams::DefaultQueryParam; + QueryParams.AddIgnoredActor(PlayerChar); + if (!GetWorld()->LineTraceSingleByChannel(OutHit, LT_Start, LT_End, ECC_Camera, QueryParams) || !(OutHit.GetActor()->ActorHasTag(FName("Enemy")) && OutHit.GetActor()->ActorHasTag(FName("Dead")))) + { + PotentialHackTarget = nullptr; + DisplayNeedADeadEnemy(); + return; + } + + if (HackedEnemies.Contains(OutHit.GetActor()->GetUniqueID())) + { + PotentialHackTarget = nullptr; + DisplayAlreadyHacked(); + return; + } + + //DrawDebugLine(GetWorld(), LT_Start, OutHit.ImpactPoint, FColor::Green, false, 0.2, 0, 1); + PotentialHackTarget = OutHit.GetActor(); + DisplayFoundPotentialTarget(); +} + + +void ARingModule::Activate() +{ + if (GadgetCantBeUsed() || !IsValid(PotentialHackTarget)) return; + + Super::Activate(); + HackedEnemies.Add(PotentialHackTarget->GetUniqueID()); + PlayHackingAnim(GadgetMaxUptime); +} + +void ARingModule::FinishedUsing() +{ + SpawnRingingPhoneForAllNearbyEnemies() ? DisplayHackingSuccess() : DisplayHackingFailure(); + Super::FinishedUsing(); + PlayRechargingAnim(CooldownTime); +} + +bool ARingModule::SpawnRingingPhoneForAllNearbyEnemies() +{ + FTransform EmptyTransform; + USphereComponent* SphereCollision = Cast(AddComponentByClass(USphereComponent::StaticClass(), false, EmptyTransform, false)); + SphereCollision->SetSphereRadius(AreaOfEffectInMeters * 100, true); + + TArray OverlappingActors; + TArray EnemiesInRadius; + + SphereCollision->GetOverlappingActors(OverlappingActors, ACharacter::StaticClass()); + for (AActor* OverlappingActor : OverlappingActors) + { + if (OverlappingActor->ActorHasTag(FName("Enemy")) && !OverlappingActor->ActorHasTag(FName("Dead"))) EnemiesInRadius.Add(OverlappingActor); + } + + if (EnemiesInRadius.IsEmpty()) + { + SphereCollision->DestroyComponent(); + return false; + } + + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + for (AActor* Enemy : EnemiesInRadius) + { + AActor* SpawnedPhone = GetWorld()->SpawnActor(PhoneRingingClass, Enemy->GetActorLocation(), Enemy->GetActorRotation(), SpawnParams); + SpawnedPhone->AttachToComponent(Enemy->GetRootComponent(), AttachmentRules); + } + return true; +} diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/RingModule/RingModule.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/RingModule/RingModule.h new file mode 100644 index 00000000..68dfb294 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/RingModule/RingModule.h @@ -0,0 +1,72 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "PhoneRinging.h" +#include "EndlessVendetta/GadgetSystem/ReconGadget.h" +#include "Camera/CameraComponent.h" +#include "RingModule.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API ARingModule : public AReconGadget +{ + GENERATED_BODY() + + ACharacter* PlayerChar; + + UCameraComponent* PlayerCam; + + AActor* PotentialHackTarget; + + // An Array of previously hacked enemies, stops player from hacking the same Dead Enemy + TArray HackedEnemies; + + virtual void BeginPlay() override; + + virtual void Tick(float DeltaSeconds) override; + + virtual void Activate() override; + + virtual void FinishedUsing() override; + + void CheckForPotentialHackTarget(); + + // Returns false if there are no nearby enemies + bool SpawnRingingPhoneForAllNearbyEnemies(); + +protected: + UPROPERTY(EditDefaultsOnly, Category = "Ring Module") + float AreaOfEffectInMeters = 20; + + UPROPERTY(EditDefaultsOnly, Category = "Ring Module") + float DeadBodyCheckDistance = 250; + + UPROPERTY(EditDefaultsOnly, Category = "Ring Module") + TSubclassOf PhoneRingingClass; + + // --------------- Display Functions --------------- + UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module") + void DisplayAlreadyHacked(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module") + void DisplayNeedADeadEnemy(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module") + void DisplayFoundPotentialTarget(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module") + void PlayHackingAnim(float Loadingtime); + + UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module") + void DisplayHackingFailure(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module") + void DisplayHackingSuccess(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Ring Module") + void PlayRechargingAnim(float RechargingTime); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp new file mode 100644 index 00000000..1dbe1dd7 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.cpp @@ -0,0 +1,87 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "VisionLink.h" + +#include "CollisionDebugDrawingPublic.h" +#include "Kismet/KismetMathLibrary.h" +#include "Camera/CameraComponent.h" +#include "VisionLinkEnemyLOSTest.h" +#include "GameFramework/Character.h" + +void AVisionLink::BeginPlay() +{ + Super::BeginPlay(); + SetActorTickEnabled(false); + CooldownLength = CooldownTime; + InUseDuration = GadgetMaxUptime; + + if (NumberOfPingPulses <= 0) NumberOfPingPulses = 1; + TimeInbetweenPingPulses = GadgetMaxUptime / (float)NumberOfPingPulses; +} + +void AVisionLink::Activate() +{ + if (GadgetCantBeUsed()) return; + + Super::Activate(); + + NumOfPingPulsesLeftInThisCycle = NumberOfPingPulses; + VisionLinkActivated(); + SendOutPingPulse(); +} + +void AVisionLink::FinishedUsing() +{ + VisionLinkRecharging(); + + Super::FinishedUsing(); +} + +void AVisionLink::SendOutPingPulse() +{ + NumOfPingPulsesLeftInThisCycle--; + UpdatePulsesRemaining(NumOfPingPulsesLeftInThisCycle); + if (NumOfPingPulsesLeftInThisCycle < 0) return; + + GetWorld()->GetTimerManager().SetTimer(PulseHandle, this, &AVisionLink::SendOutPingPulse, TimeInbetweenPingPulses, false); + PlayPingPulseAnim(TimeInbetweenPingPulses); + + UCameraComponent* PlayerCamComp = Cast(GetWorld()->GetFirstPlayerController()->GetCharacter()->GetComponentByClass(UCameraComponent::StaticClass())); + TArray ActorsToIgnore; + ActorsToIgnore.Add(GetWorld()->GetFirstPlayerController()->GetCharacter()); + TestLOS(PlayerCamComp->GetComponentTransform(), ActorsToIgnore); +} + +void AVisionLink::TestLOS(FTransform StartingPos, TArray &ActorsToIgnore) +{ + float H_DegreeIncrement = (float)H_FOV / (float)LT_Horizontal_Density; + float V_DegreeIncrement = (float)V_FOV / (float)LT_Vertical_Density; + float H_StartingRot = StartingPos.GetRotation().Rotator().Yaw - ((float)H_FOV / 2.0); + float V_StartingRot = StartingPos.GetRotation().Rotator().Pitch - ((float)V_FOV / 2.0); + + for (int H_Increment = 1; H_Increment <= LT_Horizontal_Density; H_Increment++) + { + for (int V_Increment = 1; V_Increment <= LT_Vertical_Density; V_Increment++) + { + FHitResult outHit; + FCollisionQueryParams QueryParams = FCollisionQueryParams::DefaultQueryParam; + QueryParams.bTraceComplex = true; + QueryParams.AddIgnoredActors(ActorsToIgnore); + + FRotator LT_Rot = FRotator(V_StartingRot + (V_Increment * V_DegreeIncrement), H_StartingRot + (H_Increment * H_DegreeIncrement), StartingPos.GetRotation().Rotator().Roll); + FVector LT_EndPoint = StartingPos.GetLocation() + UKismetMathLibrary::GetForwardVector(LT_Rot) * LT_Distance; + + if (!GetWorld()->LineTraceSingleByChannel(outHit, StartingPos.GetLocation(), LT_EndPoint, ECC_Camera, QueryParams)) continue; + + AActor* HitActor = outHit.GetActor(); + if (!HitActor->ActorHasTag(FName("Enemy"))) continue; + + //DrawDebugLine(GetWorld(), outHit.TraceStart, outHit.ImpactPoint, FColor::Blue, false, 3, 0, 3); + ActorsToIgnore.Add(HitActor); + SpawnPing(HitActor->GetTransform()); + TestLOS(HitActor->GetTransform(), ActorsToIgnore); + } + } +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.h new file mode 100644 index 00000000..2a3b7789 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLink.h @@ -0,0 +1,75 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "VisionLinkEnemyLOSTest.h" +#include "EndlessVendetta/GadgetSystem/ReconGadget.h" +#include "VisionLink.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AVisionLink : public AReconGadget +{ + GENERATED_BODY() + + int NumOfPingPulsesLeftInThisCycle; + + float TimeInbetweenPingPulses; + + FTimerHandle PulseHandle; + + void SendOutPingPulse(); + + void TestLOS(FTransform StartingPos, TArray &ActorsToIgnore); + + virtual void BeginPlay() override; + + virtual void Activate() override; + + virtual void FinishedUsing() override; + +protected: + UPROPERTY(EditDefaultsOnly, Category = "Vision Link") + int NumberOfPingPulses = 1; + + UPROPERTY(EditDefaultsOnly, Category = "Vision Link") + int LT_Horizontal_Density = 80; + + UPROPERTY(EditDefaultsOnly, Category = "Vision Link") + int LT_Vertical_Density = 25; + + UPROPERTY(EditDefaultsOnly, Category = "Vision Link") + float LT_Distance = 4000; + + UPROPERTY(EditDefaultsOnly, Category = "Vision Link") + float H_FOV = 75; + + UPROPERTY(EditDefaultsOnly, Category = "Vision Link") + float V_FOV = 25; + + UPROPERTY(BlueprintReadOnly, Category = "Vision Link") + float CooldownLength; + + UPROPERTY(BlueprintReadOnly, Category = "Vision Link") + float InUseDuration; + + // Updates UI with time to next Pulse + UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link") + void PlayPingPulseAnim(float PulseDuration); + + // Updates UI with pulses remaining + UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link") + void UpdatePulsesRemaining(int PulsesRemaining); + + UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link") + void VisionLinkActivated(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link") + void VisionLinkRecharging(); + + UFUNCTION(BlueprintImplementableEvent, Category = "Vision Link") + void SpawnPing(FTransform PingSpawnTransform); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.cpp new file mode 100644 index 00000000..eb11bf58 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.cpp @@ -0,0 +1,74 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "VisionLinkEnemyLOSTest.h" + +#include "Components/BoxComponent.h" +#include "Kismet/KismetMathLibrary.h" + +// Sets default values +AVisionLinkEnemyLOSTest::AVisionLinkEnemyLOSTest() +{ + // 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; + +} + +// Called when the game starts or when spawned +void AVisionLinkEnemyLOSTest::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AVisionLinkEnemyLOSTest::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void AVisionLinkEnemyLOSTest::TestLOS(TArray EnemiesInLink, AActor* LOSActor) +{ + // Get all overlapping Actors + UBoxComponent* CollisionBox = Cast(GetComponentByClass(UBoxComponent::StaticClass())); + if (!IsValid(CollisionBox)) + { + Destroy(); + return; + } + TArray OverlappingEnemies; + CollisionBox->GetOverlappingActors(OverlappingEnemies); + if (OverlappingEnemies.IsEmpty()) + { + Destroy(); + return; + } + + for (int i = 0; i < OverlappingEnemies.Num(); i++) + { + // Overlapping Enemies Array should only contain enemies which aren't already in the link + if (!OverlappingEnemies[i]->ActorHasTag(FName("Enemy")) || EnemiesInLink.Contains(OverlappingEnemies[i]->GetUniqueID())) + { + UE_LOG(LogTemp, Warning, TEXT("enemy name: %s"), *OverlappingEnemies[i]->GetName()); + OverlappingEnemies.RemoveAt(i); + } + } + if (OverlappingEnemies.IsEmpty()) + { + Destroy(); + return; + } + + /*for (AActor* Enemy : OverlappingEnemies) + { + FRotator LookAtRotation = UKismetMathLibrary::FindLookAtRotation(LOSActor->GetActorLocation(), Enemy->GetActorLocation()); + UE_LOG(LogTemp, Warning, TEXT("Look at Rotation: %f"), LookAtRotation.Yaw); + }*/ + + Destroy(); + + +} + + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.h new file mode 100644 index 00000000..add35b97 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetClasses/Recon/VisionLink/VisionLinkEnemyLOSTest.h @@ -0,0 +1,30 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "VisionLinkEnemyLOSTest.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AVisionLinkEnemyLOSTest : public AActor +{ + GENERATED_BODY() + + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + UPROPERTY(EditDefaultsOnly, Category = "Vision Link") + float SpawnOffset = 0; + + // Sets default values for this actor's properties + AVisionLinkEnemyLOSTest(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + + void TestLOS(TArray EnemiesInLink, AActor* LOS_Actor); +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp new file mode 100644 index 00000000..8f7c6aa0 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.cpp @@ -0,0 +1,47 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "GadgetManager.h" + +// Sets default values +AGadgetManager::AGadgetManager() +{ + // 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; + +} + +// Called when the game starts or when spawned +void AGadgetManager::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AGadgetManager::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + +} + +void AGadgetManager::SpawnGadgets(USceneComponent* PlayersCameraComponent) +{ + if (!IsValid(ReconClass) || !IsValid(CombatClass)) UE_LOG(LogTemp, Fatal, TEXT("Recon or Combat class hasn't been set")); + + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + const FAttachmentTransformRules AttachmentRules(EAttachmentRule::SnapToTarget, true); + + AActor* SpawnedActor = GetWorld()->SpawnActor(ReconClass, GetActorLocation(), GetActorRotation(), SpawnParams); + ReconGadget = Cast(SpawnedActor); + SpawnedActor->AttachToComponent(PlayersCameraComponent, AttachmentRules); + SpawnedActor->SetActorRelativeLocation(ReconGadget->GetUnequippedOffset()); + SpawnedActor->SetActorRelativeRotation(ReconGadget->GetGadgetSpawnRotation()); + + SpawnedActor = GetWorld()->SpawnActor(CombatClass, GetActorLocation(), GetActorRotation(), SpawnParams); + CombatGadget = Cast(SpawnedActor); + SpawnedActor->AttachToComponent(PlayersCameraComponent, AttachmentRules); + SpawnedActor->SetActorRelativeLocation(CombatGadget->GetUnequippedOffset()); + SpawnedActor->SetActorRelativeRotation(CombatGadget->GetGadgetSpawnRotation()); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.h new file mode 100644 index 00000000..686b2516 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/GadgetManager.h @@ -0,0 +1,69 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "CombatGadget.h" +#include "ReconGadget.h" +#include "GameFramework/Actor.h" +#include "GadgetManager.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API AGadgetManager : public AActor +{ + GENERATED_BODY() + + AReconGadget* ReconGadget; + ACombatGadget* CombatGadget; + +protected: + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + TSubclassOf ReconClass; + UPROPERTY(EditDefaultsOnly, Category = "Gadget") + TSubclassOf CombatClass; + + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + void SpawnGadgets(USceneComponent* PlayersCameraComponent); + + // Sets default values for this actor's properties + AGadgetManager(); + + // Called every frame + virtual void Tick(float DeltaTime) override; + + void EquipRecon() + { + ReconGadget->Equip(); + } + + void EquipCombat() + { + CombatGadget->Equip(); + } + + bool IsReconEquipped() + { + return ReconGadget->Equipped; + } + + bool IsCombatEquipped() + { + return CombatGadget->Equipped; + } + + bool TryToUnequipRecon() + { + if (ReconGadget->Equipped) return ReconGadget->Unequip(); + return false; + } + + bool TryToUnequipCombat() + { + if (CombatGadget->Equipped) return CombatGadget->Unequip(); + return false; + } + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/ReconGadget.cpp b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/ReconGadget.cpp new file mode 100644 index 00000000..03c10623 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/ReconGadget.cpp @@ -0,0 +1,5 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "ReconGadget.h" + diff --git a/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/ReconGadget.h b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/ReconGadget.h new file mode 100644 index 00000000..7122d3bb --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/GadgetSystem/ReconGadget.h @@ -0,0 +1,17 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GadgetBase.h" +#include "ReconGadget.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API AReconGadget : public AGadgetBase +{ + GENERATED_BODY() + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPerson.h b/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPerson.h new file mode 100644 index 00000000..ddbf2e22 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPerson.h @@ -0,0 +1,5 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPersonCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPersonCharacter.cpp new file mode 100644 index 00000000..61708391 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPersonCharacter.cpp @@ -0,0 +1,129 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "TP_ThirdPersonCharacter.h" +#include "Camera/CameraComponent.h" +#include "Components/CapsuleComponent.h" +#include "Components/InputComponent.h" +#include "GameFramework/CharacterMovementComponent.h" +#include "GameFramework/Controller.h" +#include "GameFramework/SpringArmComponent.h" +#include "EnhancedInputComponent.h" +#include "EnhancedInputSubsystems.h" + + +////////////////////////////////////////////////////////////////////////// +// ATP_ThirdPersonCharacter + +ATP_ThirdPersonCharacter::ATP_ThirdPersonCharacter() +{ + // Set size for collision capsule + GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f); + + // Don't rotate when the controller rotates. Let that just affect the camera. + bUseControllerRotationPitch = false; + bUseControllerRotationYaw = false; + bUseControllerRotationRoll = false; + + // Configure character movement + GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input... + GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate + + // Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint + // instead of recompiling to adjust them + GetCharacterMovement()->JumpZVelocity = 700.f; + GetCharacterMovement()->AirControl = 0.35f; + GetCharacterMovement()->MaxWalkSpeed = 500.f; + GetCharacterMovement()->MinAnalogWalkSpeed = 20.f; + GetCharacterMovement()->BrakingDecelerationWalking = 2000.f; + + // Create a camera boom (pulls in towards the player if there is a collision) + CameraBoom = CreateDefaultSubobject(TEXT("CameraBoom")); + CameraBoom->SetupAttachment(RootComponent); + CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character + CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller + + // Create a follow camera + FollowCamera = CreateDefaultSubobject(TEXT("FollowCamera")); + FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation + FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm + + // Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) + // are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++) +} + +void ATP_ThirdPersonCharacter::BeginPlay() +{ + // Call the base class + Super::BeginPlay(); + + //Add Input Mapping Context + if (APlayerController* PlayerController = Cast(Controller)) + { + if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem(PlayerController->GetLocalPlayer())) + { + Subsystem->AddMappingContext(DefaultMappingContext, 0); + } + } +} + +////////////////////////////////////////////////////////////////////////// +// Input + +void ATP_ThirdPersonCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) +{ + // Set up action bindings + if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked(PlayerInputComponent)) { + + //Jumping + EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump); + EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping); + + //Moving + EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ATP_ThirdPersonCharacter::Move); + + //Looking + EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ATP_ThirdPersonCharacter::Look); + + } + +} + +void ATP_ThirdPersonCharacter::Move(const FInputActionValue& Value) +{ + // input is a Vector2D + FVector2D MovementVector = Value.Get(); + + if (Controller != nullptr) + { + // find out which way is forward + const FRotator Rotation = Controller->GetControlRotation(); + const FRotator YawRotation(0, Rotation.Yaw, 0); + + // get forward vector + const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); + + // get right vector + const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); + + // add movement + AddMovementInput(ForwardDirection, MovementVector.Y); + AddMovementInput(RightDirection, MovementVector.X); + } +} + +void ATP_ThirdPersonCharacter::Look(const FInputActionValue& Value) +{ + // input is a Vector2D + FVector2D LookAxisVector = Value.Get(); + + if (Controller != nullptr) + { + // add yaw and pitch input to controller + AddControllerYawInput(LookAxisVector.X); + AddControllerPitchInput(LookAxisVector.Y); + } +} + + + + diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPersonCharacter.h b/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPersonCharacter.h new file mode 100644 index 00000000..77f7869f --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPersonCharacter.h @@ -0,0 +1,66 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Character.h" +#include "InputActionValue.h" +#include "TP_ThirdPersonCharacter.generated.h" + + +UCLASS(config=Game) +class ATP_ThirdPersonCharacter : public ACharacter +{ + GENERATED_BODY() + + /** Camera boom positioning the camera behind the character */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + class USpringArmComponent* CameraBoom; + + /** Follow camera */ + UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true")) + class UCameraComponent* FollowCamera; + + /** MappingContext */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputMappingContext* DefaultMappingContext; + + /** Jump Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* JumpAction; + + /** Move Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* MoveAction; + + /** Look Input Action */ + UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true")) + class UInputAction* LookAction; + +public: + ATP_ThirdPersonCharacter(); + + +protected: + + /** Called for movement input */ + void Move(const FInputActionValue& Value); + + /** Called for looking input */ + void Look(const FInputActionValue& Value); + + +protected: + // APawn interface + virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override; + + // To add mapping context + virtual void BeginPlay(); + +public: + /** Returns CameraBoom subobject **/ + FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; } + /** Returns FollowCamera subobject **/ + FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; } +}; + diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPersonGameMode.cpp b/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPersonGameMode.cpp new file mode 100644 index 00000000..aa7ce003 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPersonGameMode.cpp @@ -0,0 +1,15 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#include "TP_ThirdPersonGameMode.h" +#include "TP_ThirdPersonCharacter.h" +#include "UObject/ConstructorHelpers.h" + +ATP_ThirdPersonGameMode::ATP_ThirdPersonGameMode() +{ + // set default pawn class to our Blueprinted character + static ConstructorHelpers::FClassFinder PlayerPawnBPClass(TEXT("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter")); + if (PlayerPawnBPClass.Class != NULL) + { + DefaultPawnClass = PlayerPawnBPClass.Class; + } +} diff --git a/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPersonGameMode.h b/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPersonGameMode.h new file mode 100644 index 00000000..bf3f6900 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/TP_ThirdPerson/TP_ThirdPersonGameMode.h @@ -0,0 +1,19 @@ +// Copyright Epic Games, Inc. All Rights Reserved. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/GameModeBase.h" +#include "TP_ThirdPersonGameMode.generated.h" + +UCLASS(minimalapi) +class ATP_ThirdPersonGameMode : public AGameModeBase +{ + GENERATED_BODY() + +public: + ATP_ThirdPersonGameMode(); +}; + + + diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp new file mode 100644 index 00000000..d20c1ae8 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.cpp @@ -0,0 +1,225 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "BaseWeaponClass.h" + +#include "AIHelpers.h" +#include "EndlessVendetta/EndlessVendettaCharacter.h" +#include "Kismet/KismetMathLibrary.h" +#include "Components/CapsuleComponent.h" +#include "Kismet/GameplayStatics.h" +#include "Engine/DamageEvents.h" +#include "EndlessVendetta/AI/EnemyCharacter.h" + + +// Sets default values +ABaseWeaponClass::ABaseWeaponClass() +{ + // 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; +} + +// Called when the game starts or when spawned +void ABaseWeaponClass::BeginPlay() +{ + Super::BeginPlay(); + + collisionParams.AddIgnoredActor(playerInWorld); + collisionParams.AddIgnoredActor(this); + + // Attempt to find the player character + APlayerController* PlayerController = UGameplayStatics::GetPlayerController(this, 0); + playerInWorld = Cast(PlayerController->GetCharacter()); + + endlessVendettaChar = Cast(playerInWorld); + + for (UActorComponent* actorComp : playerInWorld->GetComponentsByTag(UArrowComponent::StaticClass(), FName("GunStart"))) + { + GunStartArrow = Cast(actorComp); + break; + } + + if (!playerControllerRef) + { + playerControllerRef = UGameplayStatics::GetPlayerController(GetWorld(), 0); + } + + originalMagnitude = recoilMagnitude; + originalMaxAngleLeft = recoilMaxAngleLeft; + originalMaxAngleRight = recoilMaxAngleRight; + originalMinMultiplier = recoilMinMultiplier; + + currentAmmoCount = MagazineSize; + + UE_LOG(LogTemp, Display, TEXT("crnnt ammo: %d"), MagazineSize); +} + +// Called every frame +void ABaseWeaponClass::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); + + if (playerInWorld) + { + ApplyRecoil(DeltaTime); + } + UE_LOG(LogTemp, Display, TEXT("currnt pitch: %f"), currentPitch); + if (currentPitch < 0 && bStopShooting) + { + float increment = currentPitch * DeltaTime * 8; + currentPitch -= increment; + playerInWorld->AddControllerPitchInput(-increment); + } +} + + +// Recoil Handling //////////////////////////////////////////////////////////////////////////////////////////////////////////// +void ABaseWeaponClass::GenerateRecoilVector() +{ + float angle = FMath::RandRange(recoilMaxAngleLeft, -recoilMaxAngleRight); //randomg recoil vector angle between left and right + float recMag = recoilMagnitude * 252.f; //converting degrees to controller units + float tempMag = -FMath::RandRange(recMag * recoilMinMultiplier, recMag); // recoil magnitude + + recoilResultYaw = FMath::Sin(FMath::DegreesToRadians(angle)); + recoilResultPitch = FMath::Cos(FMath::DegreesToRadians(angle)); + + if (bulletCountShoot >= howMnyShotsTillRclStop) + { + recoilResultPitch = 0; + } + //scaling direction to magnitude + recoilResultPitch *= -tempMag; + recoilResultYaw *= tempMag; + + //reset recoil to 0 of curve + recoilTime = 0; +} + +void ABaseWeaponClass::ApplyRecoil(float DeltaTime) +{ + if (recoilTime < 0.3) + { + float amplitude = RecoilCurve->GetFloatValue(recoilTime); //get current value of curve in time + recoilTime += DeltaTime; + if (bulletCountShoot <= 3) + { + playerInWorld->AddControllerPitchInput(GetRecoilPitch(amplitude, recoilTime)); + currentPitch += GetRecoilPitch(amplitude,recoilTime); + } + playerInWorld->AddControllerPitchInput(FMath::RandRange(-5 * DeltaTime, 5* DeltaTime)); + GunStartArrow->AddRelativeRotation(FRotator(-GetRecoilPitch(amplitude, recoilTime), 0, 0)); + playerInWorld->AddControllerYawInput(GetRecoilYaw(amplitude, recoilTime)); + UpdateSamples(amplitude, recoilTime); + } +} + + +void ABaseWeaponClass::nullSamples() +{ + recoilCurvet = 0; + recoilCurvez1 = 0; +} + +float ABaseWeaponClass::GetRecoilPitch(float Amp, float Time) +{ + //Using the trapez method and we are getting the surface under the curve, each trapezoid consist of square and right triangle + float lower = recoilCurvez1 < Amp ? recoilCurvez1 : Amp; //get which point is common for both triangle and square of trapezoid + //lower point + float mult = (Time - recoilCurvet) * lower; //getting surface of square + mult += (Time - recoilCurvet) * (Amp - recoilCurvez1) / 2.0f; //getting and adding surface of triangle + return (recoilResultPitch * mult) / playerControllerRef->InputPitchScale_DEPRECATED; //calculating and return recoil force for current frame +} + + +//Same as getrecoilpitch +float ABaseWeaponClass::GetRecoilYaw(float Amp, float Time) +{ + float lower = recoilCurvez1 < Amp ? recoilCurvez1 : Amp; + float mult = (Time - recoilCurvet) * lower; + + mult += (Time - recoilCurvet) * (Amp - recoilCurvez1) / 2.0f; + return (recoilResultYaw * mult) / playerControllerRef->InputYawScale_DEPRECATED; +} + +void ABaseWeaponClass::UpdateSamples(float Amp, float Time) +{ + recoilCurvez1 = Amp; + recoilCurvet = Time; +} + +// Fire handling ////////////////////////////////////////////////////////////////////////////////////////////////////////// +void ABaseWeaponClass::ClickDetectionTimer() +{ + GetWorldTimerManager().SetTimer(timerHandle, this, &ABaseWeaponClass::Fire, 1 / FireRate, false); +} + +void ABaseWeaponClass::CancelFire() +{ + GetWorldTimerManager().ClearTimer(timerHandle); + if (bulletCountShoot <= 0) return; + UE_LOG(LogTemp, Display, TEXT("FireCancelled")); + bulletCountShoot = 0; + GunStartArrow->SetRelativeRotation(FRotator(0)); + //playerInWorld->GetController()->SetControlRotation(FRotator(0, playerInWorld->GetActorRotation().Yaw, playerInWorld->GetActorRotation().Roll)); + bStopShooting = true; + nullSamples(); +} + +void ABaseWeaponClass::Fire() +{ + if(currentAmmoCount > 0) + { + //do damage fallof based off distance + traceStart = GunStartArrow->GetComponentLocation(); + traceEnd = traceStart + (GunStartArrow->GetForwardVector() * BulletDistance); + if (GetWorldTimerManager().IsTimerActive(timerHandle)) return; + GetWorld()->LineTraceSingleByChannel(outHit, traceStart, traceEnd, ECC_Visibility, collisionParams); + DrawDebugLine(this->GetWorld(), traceStart, traceEnd, FColor::Black , false, 0.2f, 0U, 0.2f); + playerControllerRef->PlayerCameraManager->StartCameraShake(CameraShakeClass, 1); + currentAmmoCount -= 1; + GenerateRecoilVector(); + ClickDetectionTimer(); + bulletCountShoot += 1; + bStopShooting = false; + if (outHit.bBlockingHit) + { + if (!Cast(outHit.GetActor())) return; + Cast(outHit.GetActor())->TakeDamage(WeaponDamage, FPointDamageEvent(), GetWorld()->GetFirstPlayerController(), this); + } + } + else if(currentAmmoCount <= 0) + { + UE_LOG(LogTemp, Display, TEXT("No ammo, Ammo count: %d"), currentAmmoCount); + } + +} + +void ABaseWeaponClass::WeaponScopedFire() +{ + if (endlessVendettaChar->bIsScoped) + { + recoilMagnitude = scopedRecoilMag; + recoilMaxAngleLeft = scopedMaxAngleLeft; + recoilMaxAngleRight = scopedMaxAngleRight; + recoilMinMultiplier = scopedMinMultiplier; + + } + else + { + recoilMagnitude = originalMagnitude; + recoilMaxAngleLeft = originalMaxAngleLeft; + recoilMaxAngleRight = originalMaxAngleRight; + recoilMinMultiplier = originalMinMultiplier; + } +} + +void ABaseWeaponClass::WeaponReload() +{ + if(MagazineSize > currentAmmoCount) + { + UE_LOG(LogTemp, Display, TEXT("Weapon Reloading: mag size: %d"), MagazineSize); + currentAmmoCount = MagazineSize; + } +} + + diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h new file mode 100644 index 00000000..00541047 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/BaseWeaponClass.h @@ -0,0 +1,164 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "WeaponItemClass.h" +#include "Components/ArrowComponent.h" +#include "Kismet/KismetMathLibrary.h" +#include "BaseWeaponClass.generated.h" + +class AEndlessVendettaCharacter; +class UCapsuleComponent; + +UCLASS() +class ENDLESSVENDETTA_API ABaseWeaponClass : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + ABaseWeaponClass(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + + void ApplyRecoil(float DeltaTime); + + void GenerateRecoilVector(); + + void nullSamples(); + + //recoil previous curve + float recoilCurvez1 = 0; + + //recoil previous curve time + float recoilCurvet = 0; + + float recoilTime = 0; + + float recoilResultPitch = 0; + float recoilResultYaw = 0; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + UPROPERTY(EditAnywhere) + FName WeaponName; + + UPROPERTY(EditAnywhere) + int WeaponDamage; + + UPROPERTY(EditAnywhere) + float FireRate; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + int MagazineSize; + + //how many bullets until the recoil stops going up + UPROPERTY(EditAnywhere) + int howMnyShotsTillRclStop; + + UPROPERTY(BlueprintReadWrite) + int currentAmmoCount; + + UPROPERTY(EditAnywhere, BlueprintReadWrite) + UTexture2D* WeaponImage; + + UPROPERTY(EditAnywhere, Category = "ScopedFire") + float scopedRecoilMag; + + UPROPERTY(EditAnywhere, Category = "ScopedFire") + float scopedMaxAngleLeft; + + UPROPERTY(EditAnywhere, Category = "ScopedFire") + float scopedMaxAngleRight; + + UPROPERTY(EditAnywhere, Category = "ScopedFire") + float scopedMinMultiplier; + + UFUNCTION(BlueprintCallable, Category = "Weapons") + virtual void Fire(); + + UFUNCTION(BlueprintCallable, Category = "Weapons") + virtual void ClickDetectionTimer(); + + virtual void CancelFire(); + + UPROPERTY(VisibleAnywhere) + ACharacter* playerInWorld; + + AEndlessVendettaCharacter* endlessVendettaChar; + + APlayerController* playerControllerRef; + + FTimerHandle timerHandle; + + bool bFirstBulletShot = false; + + UPROPERTY(EditAnywhere) + TSubclassOf CameraShakeClass; + + /* How far the gun goes up*/ + UPROPERTY(EditAnywhere, Category = "Recoil") + float recoilMagnitude; + + UPROPERTY(EditAnywhere, Category = "Recoil") + float recoilMaxAngleLeft; + + UPROPERTY(EditAnywhere, Category = "Recoil") + float recoilMaxAngleRight; + + UPROPERTY(EditAnywhere, Category = "Recoil") + float recoilMinMultiplier; + + UPROPERTY(EditAnywhere, Category = "Recoil") + class UCurveFloat* RecoilCurve; + + UFUNCTION(BlueprintCallable, Category = "Recoil") + float GetRecoilPitch(float Amp, float Time); + + UFUNCTION(BlueprintCallable, Category = "Recoil") + float GetRecoilYaw(float Amp, float Time); + + UFUNCTION(BlueprintCallable, Category = "Recoil") + void UpdateSamples(float Amp, float Time); + + UFUNCTION(BlueprintCallable, Category = "Weapons") + void WeaponScopedFire(); + + UFUNCTION(BlueprintCallable, Category = "Weapons") + void WeaponReload(); + + FHitResult outHit; + FVector traceStart; + FVector traceEnd; + FVector newTraceEnd; + FCollisionQueryParams collisionParams; + + //UFUNCTION(BlueprintCallable, Category = "Weapons") + //void RecoilVerticalLimit(FHitResult Outhit); + + UPROPERTY(EditAnywhere) + int bulletCountShoot; //Gets how many bullets shot per + + +protected: + UArrowComponent* GunStartArrow; + bool bStopShooting = false; + +private: + + UPROPERTY(EditAnywhere) + float BulletDistance; + + float originalMagnitude; + float originalMaxAngleLeft; + float originalMaxAngleRight; + float originalMinMultiplier; + + float currentPitch; + +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp new file mode 100644 index 00000000..0e91083a --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.cpp @@ -0,0 +1,48 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "PistolClass.h" + + +// Sets default values +APistolClass::APistolClass() +{ + // 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; +} + +// Called when the game starts or when spawned +void APistolClass::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void APistolClass::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} + +void APistolClass::Fire() +{ + Super::Fire(); + UE_LOG(LogTemp, Display, TEXT("Testing overrides: Pistol has been fired")); +} + +void APistolClass::ClickDetectionTimer() +{ + Super::ClickDetectionTimer(); +} + +void APistolClass::CancelFire() +{ + if (bulletCountShoot <= 0) return; + UE_LOG(LogTemp, Display, TEXT("FireCancelled")); + bulletCountShoot = 0; + GunStartArrow->SetRelativeRotation(FRotator(0)); + //playerInWorld->GetController()->SetControlRotation(FRotator(0, playerInWorld->GetActorRotation().Yaw, playerInWorld->GetActorRotation().Roll)); + bStopShooting = true; + nullSamples(); +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h new file mode 100644 index 00000000..0ddb7290 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/PistolClass.h @@ -0,0 +1,29 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "BaseWeaponClass.h" +#include "PistolClass.generated.h" + +UCLASS() +class ENDLESSVENDETTA_API APistolClass : public ABaseWeaponClass +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + APistolClass(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + virtual void Fire() override; + virtual void ClickDetectionTimer() override; + virtual void CancelFire() override; +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponCameraShake.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponCameraShake.cpp new file mode 100644 index 00000000..03a594a9 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponCameraShake.cpp @@ -0,0 +1,4 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "WeaponCameraShake.h" diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponCameraShake.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponCameraShake.h new file mode 100644 index 00000000..604113b5 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponCameraShake.h @@ -0,0 +1,16 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" + +#include "WeaponCameraShake.generated.h" + +/** + * + */ +UCLASS() +class ENDLESSVENDETTA_API UWeaponCameraShake : public UCameraShakeBase +{ + GENERATED_BODY() +}; diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponItemClass.cpp b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponItemClass.cpp new file mode 100644 index 00000000..32f68147 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponItemClass.cpp @@ -0,0 +1,39 @@ +// Fill out your copyright notice in the Description page of Project Settings. + + +#include "WeaponItemClass.h" + + +// Sets default values +AWeaponItemClass::AWeaponItemClass() +{ + // 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; +} + +// Called when the game starts or when spawned +void AWeaponItemClass::BeginPlay() +{ + Super::BeginPlay(); + +} + +// Called every frame +void AWeaponItemClass::Tick(float DeltaTime) +{ + Super::Tick(DeltaTime); +} + +//Called from WeaponInventory actor component class +void AWeaponItemClass::Equip() +{ + GetWorld(); + UE_LOG(LogTemp, Display, TEXT("World Player is in: %s"), GetWorld()); +} + +//Called from WeaponInventory actor component class +void AWeaponItemClass::Unequip(ABaseWeaponClass* PickedUpWeapon) +{ + //same as equip but +} + diff --git a/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponItemClass.h b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponItemClass.h new file mode 100644 index 00000000..0ab0f0a6 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/WeaponSystem/WeaponItemClass.h @@ -0,0 +1,34 @@ +// Fill out your copyright notice in the Description page of Project Settings. + +#pragma once + +#include "CoreMinimal.h" +#include "GameFramework/Actor.h" +#include "WeaponItemClass.generated.h" + +class ABaseWeaponClass; + +UCLASS() +class ENDLESSVENDETTA_API AWeaponItemClass : public AActor +{ + GENERATED_BODY() + +public: + // Sets default values for this actor's properties + AWeaponItemClass(); + +protected: + // Called when the game starts or when spawned + virtual void BeginPlay() override; + +public: + // Called every frame + virtual void Tick(float DeltaTime) override; + + UFUNCTION() + void Equip(); + + UFUNCTION() + void Unequip(ABaseWeaponClass* PickedUpWeapon); + +}; diff --git a/UE5 Layout/Phil_s_UE5_Layout.ini b/UE5 Layout/Phil_s_UE5_Layout.ini new file mode 100644 index 00000000..abba7c93 --- /dev/null +++ b/UE5 Layout/Phil_s_UE5_Layout.ini @@ -0,0 +1,30 @@ +[EditorLayouts] +LayoutName=NSLOCTEXT("LayoutNamespace", "Phil_s_UE5_Layout", "Phil's UE5 Layout") 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