Section 15: AI and Behavior Trees - Lecture 284
Stunned Blackboard Decorator
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Content/_Game/Enemies/Animations/EnemyHit.uasset (Stored with Git LFS)
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Content/_Game/Enemies/Animations/EnemyHit.uasset (Stored with Git LFS)
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Content/_Game/Enemies/EnemyBP.uasset (Stored with Git LFS)
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Content/_Game/Enemies/EnemyBP.uasset (Stored with Git LFS)
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Content/_Game/Enemies/GruxAnimBP.uasset (Stored with Git LFS)
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Content/_Game/Enemies/GruxAnimBP.uasset (Stored with Git LFS)
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Content/_Game/EnemyController/EnemyBehaviorTree.uasset (Stored with Git LFS)
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Content/_Game/EnemyController/EnemyBehaviorTree.uasset (Stored with Git LFS)
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Content/_Game/EnemyController/EnemyBlackboard.uasset (Stored with Git LFS)
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Content/_Game/EnemyController/EnemyBlackboard.uasset (Stored with Git LFS)
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Content/_Game/Maps/DefaultMap.umap (Stored with Git LFS)
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Content/_Game/Maps/DefaultMap.umap (Stored with Git LFS)
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@ -11,6 +11,8 @@
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#include "DrawDebugHelpers.h"
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#include "EnemyController.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "Components/SphereComponent.h"
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#include "ShooterCharacter.h"
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// Sets default values
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AEnemy::AEnemy() :
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@ -20,10 +22,16 @@ AEnemy::AEnemy() :
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HitReactTimeMin(.5f),
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HitReactTimeMax(1.f),
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bCanHitReact(true),
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HitNumberDestroyTime(1.5f)
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HitNumberDestroyTime(1.5f),
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bStunned(false),
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StunChance(.5f)
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{
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// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
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PrimaryActorTick.bCanEverTick = true;
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// Create the Agro Sphere
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AgroSphere = CreateDefaultSubobject<USphereComponent>(TEXT("AgroSphere"));
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AgroSphere->SetupAttachment(GetRootComponent());
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}
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// Called when the game starts or when spawned
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@ -31,6 +39,8 @@ void AEnemy::BeginPlay()
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{
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Super::BeginPlay();
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AgroSphere->OnComponentBeginOverlap.AddDynamic(this, &AEnemy::AgroSphereOverlap);
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GetMesh()->SetCollisionResponseToChannel(ECollisionChannel::ECC_Visibility, ECollisionResponse::ECR_Block);
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// Get the AI Controller
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@ -39,12 +49,15 @@ void AEnemy::BeginPlay()
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const FVector WorldPatrolPoint = UKismetMathLibrary::TransformLocation(GetActorTransform(), PatrolPoint);
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DrawDebugSphere(GetWorld(), WorldPatrolPoint, 25.f, 12, FColor::Red, true);
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const FVector WorldPatrolPoint2 = UKismetMathLibrary::TransformLocation(GetActorTransform(), PatrolPoint2);
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DrawDebugSphere(GetWorld(), WorldPatrolPoint2, 25.f, 12, FColor::Blue, true);
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if (EnemyController)
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{
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EnemyController->GetBlackboardComponent()->SetValueAsVector("PatrolPoint", WorldPatrolPoint);
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EnemyController->GetBlackboardComponent()->SetValueAsVector("PatrolPoint2", WorldPatrolPoint2);
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EnemyController->RunBehaviorTree(BehaviorTree);
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}
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}
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void AEnemy::ShowHealthBar_Implementation()
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@ -108,6 +121,25 @@ void AEnemy::UpdateHitNumbers()
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}
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}
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void AEnemy::AgroSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
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{
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if (!OtherActor) return;
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auto Character = Cast<AShooterCharacter>(OtherActor);
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if (!Character) return;
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// Set the value of the Target blackboard key
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EnemyController->GetBlackboardComponent()->SetValueAsObject(TEXT("Target"), Character);
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}
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void AEnemy::SetStunned(bool Stunned)
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{
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bStunned = Stunned;
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if (!EnemyController) return;
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EnemyController->GetBlackboardComponent()->SetValueAsBool(TEXT("Stunned"), Stunned);
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}
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// Called every frame
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void AEnemy::Tick(float DeltaTime)
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{
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@ -137,7 +169,14 @@ void AEnemy::BulletHit_Implementation(FHitResult HitResult)
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ShowHealthBar();
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PlayHitMontage(FName("HitReactFront"));
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// Determine whether bullet hit stuns
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const float Stunned = FMath::FRandRange(0.f, 1.f);
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if (Stunned <= StunChance)
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{
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// Stun the Enemy
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PlayHitMontage(FName("HitReactFront"));
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SetStunned(true);
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}
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}
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float AEnemy::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent, AController* EventInstigator,
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@ -12,6 +12,7 @@ class USoundCue;
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class UAnimMontage;
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class UBehaviorTree;
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class AEnemyController;
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class USphereComponent;
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UCLASS()
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class SHOOTER_API AEnemy : public ACharacter, public IBulletHitInterface
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@ -46,6 +47,15 @@ protected:
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void DestroyHitNumber(UUserWidget* HitNumber);
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void UpdateHitNumbers();
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/** Called when something overlaps with the agro sphere */
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UFUNCTION()
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void AgroSphereOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
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UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep,
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const FHitResult& SweepResult);
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UFUNCTION(BlueprintCallable)
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void SetStunned(bool Stunned);
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private:
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/** Particles to spawn when hit by bullets */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
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@ -102,7 +112,23 @@ private:
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UPROPERTY(EditAnywhere, Category = "Behavior Tree", meta = (AllowPrivateAccess = true, MakeEditWidget = true))
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FVector PatrolPoint;
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/** 2nd Point for the enemy to move to */
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UPROPERTY(EditAnywhere, Category = "Behavior Tree", meta = (AllowPrivateAccess = true, MakeEditWidget = true))
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FVector PatrolPoint2;
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AEnemyController* EnemyController;
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/** Overlap sphere for when the enemy becomes hostile */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Behavior Tree", meta = (AllowPrivateAccess = true))
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USphereComponent* AgroSphere;
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/** True when playing the get hit animation */
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UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
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bool bStunned;
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/** Chance of being stunned. 0: no stun chance, 1: 100% stun chance */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Combat, meta = (AllowPrivateAccess = true))
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float StunChance;
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public:
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// Called every frame
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virtual void Tick(float DeltaTime) override;
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@ -3,3 +3,17 @@
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#include "GruxAnimInstance.h"
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#include "Enemy.h"
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void UGruxAnimInstance::UpdateAnimationProperties(float DeltaTime)
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{
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if (!Enemy)
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{
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Enemy = Cast<AEnemy>(TryGetPawnOwner());
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if (!Enemy) return;
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}
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FVector Velocity { Enemy->GetVelocity() };
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Velocity.Z = 0.f;
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Speed = Velocity.Size();
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}
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@ -6,6 +6,8 @@
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#include "Animation/AnimInstance.h"
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#include "GruxAnimInstance.generated.h"
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class AEnemy;
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/**
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*
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*/
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class SHOOTER_API UGruxAnimInstance : public UAnimInstance
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable)
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void UpdateAnimationProperties(float DeltaTime);
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private:
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/** Lateral Movement Speed */
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = true))
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float Speed;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = true))
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AEnemy* Enemy;
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};
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