mystic-flow/Source/Shooter/Enemy.cpp

450 lines
14 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "Enemy.h"
#include "Blueprint/UserWidget.h"
#include "Kismet/GameplayStatics.h"
#include "Sound/SoundCue.h"
#include "Particles/ParticleSystemComponent.h"
#include "Kismet/KismetMathLibrary.h"
#include "DrawDebugHelpers.h"
#include "EnemyController.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/SphereComponent.h"
#include "ShooterCharacter.h"
#include "Components/BoxComponent.h"
#include "Components/CapsuleComponent.h"
#include "Engine/SkeletalMeshSocket.h"
#include "TimerManager.h"
#include "Animation/AnimInstance.h"
// Sets default values
AEnemy::AEnemy() :
Health(100.f),
MaxHealth(100.f),
HealthBarDisplayTime(4.f),
HitReactTimeMin(.5f),
HitReactTimeMax(1.f),
bCanHitReact(true),
HitNumberDestroyTime(1.5f),
bStunned(false),
StunChance(0.8f),
AttackLFast(TEXT("AttackLFast")),
AttackRFast(TEXT("AttackRFast")),
AttackL(TEXT("AttackL")),
AttackR(TEXT("AttackR")),
BaseDamage(20.f),
LeftWeaponSocket(TEXT("FX_Trail_L_02")),
RightWeaponSocket(TEXT("FX_Trail_R_02")),
bCanAttack(true),
AttackWaitTime(1.f),
bDying(false),
DeathTime(4.f)
{
// 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;
// Create the Agro Sphere
AgroSphere = CreateDefaultSubobject<USphereComponent>(TEXT("AgroSphere"));
AgroSphere->SetupAttachment(GetRootComponent());
// Create the Combat Range Sphere
CombatRangeSphere = CreateDefaultSubobject<USphereComponent>(TEXT("CombatRangeSphere"));
CombatRangeSphere->SetupAttachment(GetRootComponent());
// Construct left and right weapon collision boxes
LeftWeaponCollision = CreateDefaultSubobject<UBoxComponent>(TEXT("Left Weapon Box"));
LeftWeaponCollision->SetupAttachment(GetMesh(), FName("LeftWeaponBone"));
RightWeaponCollision = CreateDefaultSubobject<UBoxComponent>(TEXT("Right Weapon Box"));
RightWeaponCollision->SetupAttachment(GetMesh(), FName("RightWeaponBone"));
}
// Called when the game starts or when spawned
void AEnemy::BeginPlay()
{
Super::BeginPlay();
AgroSphere->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::AgroSphereOverlap);
CombatRangeSphere->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::CombatRangeOverlap);
CombatRangeSphere->OnComponentEndOverlap.AddDynamic(this, &AEnemy::CombatRangeEndOverlap);
// Bind functions to overlap events for weapon boxes
LeftWeaponCollision->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::OnLeftWeaponOverlap);
RightWeaponCollision->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::OnRightWeaponOverlap);
// Set collision presets for weapon boxes
LeftWeaponCollision->SetCollisionEnabled(ECollisionEnabled::NoCollision);
LeftWeaponCollision->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic);
LeftWeaponCollision->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
LeftWeaponCollision->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Overlap);
RightWeaponCollision->SetCollisionEnabled(ECollisionEnabled::NoCollision);
RightWeaponCollision->SetCollisionObjectType(ECollisionChannel::ECC_WorldDynamic);
RightWeaponCollision->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Ignore);
RightWeaponCollision->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Overlap);
GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block);
GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Camera, ECollisionResponse::ECR_Ignore);
// Get the AI Controller
EnemyController = Cast<AEnemyController>(GetController());
if (EnemyController)
{
EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("CanAttack"), true);
}
const FVector WorldPatrolPoint = UKismetMathLibrary::TransformLocation(GetActorTransform(), PatrolPoint);
//DrawDebugSphere(GetWorld(), WorldPatrolPoint, 25.f, 12, FColor::Red, true);
const FVector WorldPatrolPoint2 = UKismetMathLibrary::TransformLocation(GetActorTransform(), PatrolPoint2);
//DrawDebugSphere(GetWorld(), WorldPatrolPoint2, 25.f, 12, FColor::Blue, true);
if (EnemyController)
{
EnemyController->GetBlackboardComponent()->SetValueAsVector("PatrolPoint", WorldPatrolPoint);
EnemyController->GetBlackboardComponent()->SetValueAsVector("PatrolPoint2", WorldPatrolPoint2);
EnemyController->RunBehaviorTree(BehaviorTree);
}
}
void AEnemy::ShowHealthBar_Implementation()
{
GetWorldTimerManager().ClearTimer(HealthBarTimer);
GetWorldTimerManager().SetTimer(HealthBarTimer, this, &AEnemy::HideHealthBar, HealthBarDisplayTime);
}
void AEnemy::Die()
{
if (bDying) return;
bDying = true;
HideHealthBar();
if (EnemyController)
{
EnemyController->GetBlackboardComponent()->SetValueAsBool("Dead", true);
EnemyController->StopMovement();
}
GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_WorldDynamic, ECollisionResponse::ECR_Ignore);
GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Pawn, ECollisionResponse::ECR_Ignore);
GetCapsuleComponent()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Ignore);
if (!DeathMontage) return;
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (!AnimInstance) return;
AnimInstance->Montage_Play(DeathMontage);
EnemyDeadDelegate.Broadcast();
if (DeadSound)
UGameplayStatics::PlaySoundAtLocation(this, DeadSound, GetActorLocation());
}
void AEnemy::FinishDeath()
{
GetMesh()->bPauseAnims = true;
GetWorldTimerManager().SetTimer(DeathTimer, this, &AEnemy::DestroyEnemy, DeathTime);
}
void AEnemy::DestroyEnemy()
{
Destroy();
}
void AEnemy::PlayHitMontage(FName Section, float PlayRate)
{
if (!bCanHitReact) return;
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (AnimInstance && HitMontage)
{
AnimInstance->Montage_Play(HitMontage, PlayRate);
AnimInstance->Montage_JumpToSection(Section, HitMontage);
bCanHitReact = false;
const float HitReactTime{ FMath::FRandRange(HitReactTimeMin, HitReactTimeMax) };
GetWorldTimerManager().SetTimer(HitReactTimer, this, &AEnemy::ResetHitReactTimer, HitReactTime);
}
}
void AEnemy::ResetHitReactTimer()
{
bCanHitReact = true;
}
void AEnemy::StoreHitNumber(UUserWidget* HitNumber, FVector Location)
{
HitNumbers.Add(HitNumber, Location);
FTimerHandle HitNumberTimer;
FTimerDelegate HitNumberDelegate;
HitNumberDelegate.BindUFunction(this, FName("DestroyHitNumber"), HitNumber);
GetWorldTimerManager().SetTimer(HitNumberTimer, HitNumberDelegate, HitNumberDestroyTime, false);
}
void AEnemy::DestroyHitNumber(UUserWidget* HitNumber)
{
HitNumbers.Remove(HitNumber);
HitNumber->RemoveFromParent();
}
void AEnemy::UpdateHitNumbers()
{
for (auto& HitPair : HitNumbers)
{
UUserWidget* HitNumber{ HitPair.Key };
const FVector Location{ HitPair.Value };
FVector2D ScreenPosition;
UGameplayStatics::ProjectWorldToScreen(GetWorld()->GetFirstPlayerController(),
Location, ScreenPosition);
HitNumber->SetPositionInViewport(ScreenPosition);
}
}
void AEnemy::AgroSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (!OtherActor) return;
auto Character = Cast<AShooterCharacter>(OtherActor);
if (!Character) return;
// Set the value of the Target blackboard key
if (!EnemyController) return;
if (!EnemyController->GetBlackboardComponent()) return;
EnemyController->GetBlackboardComponent()->SetValueAsObject(TEXT("Target"), Character);
}
void AEnemy::SetStunned(bool Stunned)
{
bStunned = Stunned;
if (!EnemyController) return;
EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("Stunned"), Stunned);
}
void AEnemy::CombatRangeOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
if (!OtherActor) return;
if (Cast<AShooterCharacter>(OtherActor) == nullptr) return;
bInAttackRange = true;
if (!EnemyController) return;
EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("InAttackRange"), true);
//UE_LOG(LogTemp, Warning, TEXT("overlap player: %d"), static_cast<int>(bInAttackRange));
}
void AEnemy::CombatRangeEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
if (!OtherActor) return;
if (Cast<AShooterCharacter>(OtherActor) == nullptr) return;
bInAttackRange = false;
if (!EnemyController) return;
EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("InAttackRange"), false);
//UE_LOG(LogTemp, Warning, TEXT("end overlap player"));
}
void AEnemy::PlayAttackMontage(FName Section, float PlayRate)
{
if (bDying) return;
UAnimInstance* AnimInstance = GetMesh()->GetAnimInstance();
if (AnimInstance && AttackMontage)
{
AnimInstance->Montage_Play(AttackMontage, PlayRate);
AnimInstance->Montage_JumpToSection(Section, AttackMontage);
}
bCanAttack = false;
GetWorldTimerManager().SetTimer(AttackWaitTimer, this, &AEnemy::ResetCanAttack, AttackWaitTime);
if (EnemyController)
{
EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("CanAttack"), false);
}
}
FName AEnemy::GetAttackSectionName() const
{
switch (FMath::RandRange(1, 4))
{
case 1:
return AttackLFast;
case 2:
return AttackRFast;
case 3:
return AttackL;
case 4:
return AttackR;
default:
return AttackLFast;
}
}
void AEnemy::DoDamage(AShooterCharacter* Victim)
{
if (!Victim) return;
UGameplayStatics::ApplyDamage(Victim, BaseDamage, EnemyController, this, UDamageType::StaticClass());
if (USoundCue* MeleeImpactSound = Victim->GetMeleeImpactSound())
{
UGameplayStatics::PlaySoundAtLocation(this, MeleeImpactSound, GetActorLocation());
}
}
void AEnemy::SpawnBlood(AShooterCharacter* Victim, FName WeaponSocket)
{
if (!Victim) return;
UParticleSystem* Particles = Victim->GetBloodParticles();
if (!Particles) return;
const USkeletalMeshSocket* TipSocket{ GetMesh()->GetSocketByName(WeaponSocket) };
if (!TipSocket) return;
const FTransform SocketTransform{ TipSocket->GetSocketTransform(GetMesh()) };
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), Particles, SocketTransform);
}
void AEnemy::StunCharacter(AShooterCharacter* Victim)
{
if (!Victim) return;
const float Stun{ FMath::RandRange(0.f,1.f) };
if (Stun <= Victim->GetStunChance())
{
Victim->Stun();
}
}
void AEnemy::ResetCanAttack()
{
bCanAttack = true;
if (!EnemyController) return;
EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("CanAttack"), true);
}
void AEnemy::OnLeftWeaponOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
auto const Character = Cast<AShooterCharacter>(OtherActor);
if (Character)
{
DoDamage(Character);
SpawnBlood(Character, LeftWeaponSocket);
StunCharacter(Character);
}
}
void AEnemy::OnRightWeaponOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
{
auto const Character = Cast<AShooterCharacter>(OtherActor);
if (Character)
{
DoDamage(Character);
SpawnBlood(Character, RightWeaponSocket);
StunCharacter(Character);
}
}
void AEnemy::ActivateLeftWeapon()
{
LeftWeaponCollision->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
}
void AEnemy::DeactivateLeftWeapon()
{
LeftWeaponCollision->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
void AEnemy::ActivateRightWeapon()
{
RightWeaponCollision->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
}
void AEnemy::DeactivateRightWeapon()
{
RightWeaponCollision->SetCollisionEnabled(ECollisionEnabled::NoCollision);
}
// Called every frame
void AEnemy::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
UpdateHitNumbers();
}
// Called to bind functionality to input
void AEnemy::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
void AEnemy::BulletHit_Implementation(FHitResult HitResult, AActor* Shooter, AController* ShooterController)
{
if (ImpactSound)
{
UGameplayStatics::PlaySoundAtLocation(this, ImpactSound, GetActorLocation());
}
if (ImpactParticles)
{
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactParticles, HitResult.Location, FRotator(0.0), true);
}
}
float AEnemy::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator,
AActor* DamageCauser)
{
// Set the Target blackboard key to aggro the character
if (EnemyController)
{
EnemyController->GetBlackboardComponent()->SetValueAsObject(FName("Target"), DamageCauser);
}
float DamageInflicted = DamageAmount;
if (Health - DamageAmount <= 0.f)
{
DamageInflicted = Health;
Health = 0.f;
Die();
}
else
{
Health -= DamageAmount;
}
if (bDying) return DamageInflicted;
ShowHealthBar();
// Determine actual Stun Chance based on health and damage inflicted
float ActualStunChance = DamageInflicted / (Health / 10.f) * StunChance;
// Determine whether bullet hit stuns
const float Stunned = FMath::FRandRange(0.f, 1.f);
if (Stunned <= ActualStunChance)
{
// Stun the Enemy
PlayHitMontage(FName("HitReactFront"));
SetStunned(true);
}
return DamageInflicted;
}