Initial Agrarian Unreal project
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "CombatStateTreeUtility.h"
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#include "StateTreeExecutionContext.h"
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#include "StateTreeExecutionTypes.h"
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#include "Engine/World.h"
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#include "GameFramework/Character.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "AIController.h"
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#include "CombatEnemy.h"
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#include "Kismet/GameplayStatics.h"
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#include "StateTreeAsyncExecutionContext.h"
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bool FStateTreeCharacterGroundedCondition::TestCondition(FStateTreeExecutionContext& Context) const
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{
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const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// is the character currently grounded?
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bool bCondition = InstanceData.Character->GetMovementComponent()->IsMovingOnGround();
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return InstanceData.bMustBeOnAir ? !bCondition : bCondition;
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}
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#if WITH_EDITOR
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FText FStateTreeCharacterGroundedCondition::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
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{
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return FText::FromString("<b>Is Character Grounded</b>");
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}
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#endif // WITH_EDITOR
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////////////////////////////////////////////////////////////////////
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bool FStateTreeIsInDangerCondition::TestCondition(FStateTreeExecutionContext& Context) const
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{
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const FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// ensure we have a valid enemy character
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if (InstanceData.Character)
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{
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// is the last detected danger event within the reaction threshold?
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const float ReactionDelta = InstanceData.Character->GetWorld()->GetTimeSeconds() - InstanceData.Character->GetLastDangerTime();
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if (ReactionDelta < InstanceData.MaxReactionTime && ReactionDelta > InstanceData.MinReactionTime)
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{
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// do a dot product check to determine if the danger location is within the character's detection cone
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const FVector DangerDir = (InstanceData.Character->GetLastDangerLocation() - InstanceData.Character->GetActorLocation()).GetSafeNormal2D();
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const float DangerDot = FVector::DotProduct(DangerDir, InstanceData.Character->GetActorForwardVector());
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const float ConeAngleCos = FMath::Cos(FMath::DegreesToRadians(InstanceData.DangerSightConeAngle));
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return DangerDot > ConeAngleCos;
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}
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}
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return false;
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}
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#if WITH_EDITOR
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FText FStateTreeIsInDangerCondition::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
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{
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return FText::FromString("<b>Is Character In Danger</b>");
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}
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#endif // WITH_EDITOR
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////////////////////////////////////////////////////////////////////
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EStateTreeRunStatus FStateTreeComboAttackTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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// have we transitioned from another state?
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if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
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{
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// get the instance data
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// bind to the on attack completed delegate
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InstanceData.Character->OnAttackCompleted.BindLambda(
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[WeakContext = Context.MakeWeakExecutionContext()]()
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{
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WeakContext.FinishTask(EStateTreeFinishTaskType::Succeeded);
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}
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);
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// tell the character to do a combo attack
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InstanceData.Character->DoAIComboAttack();
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}
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return EStateTreeRunStatus::Running;
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}
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void FStateTreeComboAttackTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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// have we transitioned from another state?
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if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
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{
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// get the instance data
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// unbind the on attack completed delegate
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InstanceData.Character->OnAttackCompleted.Unbind();
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}
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}
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#if WITH_EDITOR
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FText FStateTreeComboAttackTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
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{
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return FText::FromString("<b>Do Combo Attack</b>");
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}
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#endif // WITH_EDITOR
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////////////////////////////////////////////////////////////////////
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EStateTreeRunStatus FStateTreeChargedAttackTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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// have we transitioned from another state?
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if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
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{
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// get the instance data
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// bind to the on attack completed delegate
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InstanceData.Character->OnAttackCompleted.BindLambda(
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[WeakContext = Context.MakeWeakExecutionContext()]()
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{
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WeakContext.FinishTask(EStateTreeFinishTaskType::Succeeded);
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}
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);
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// tell the character to do a charged attack
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InstanceData.Character->DoAIChargedAttack();
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}
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return EStateTreeRunStatus::Running;
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}
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void FStateTreeChargedAttackTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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// have we transitioned from another state?
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if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
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{
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// get the instance data
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// unbind the on attack completed delegate
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InstanceData.Character->OnAttackCompleted.Unbind();
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}
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}
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#if WITH_EDITOR
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FText FStateTreeChargedAttackTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
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{
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return FText::FromString("<b>Do Charged Attack</b>");
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}
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#endif // WITH_EDITOR
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////////////////////////////////////////////////////////////////////
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EStateTreeRunStatus FStateTreeWaitForLandingTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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// have we transitioned from another state?
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if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
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{
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// get the instance data
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// bind to the on enemy landed delegate
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InstanceData.Character->OnEnemyLanded.BindLambda(
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[WeakContext = Context.MakeWeakExecutionContext()]()
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{
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WeakContext.FinishTask(EStateTreeFinishTaskType::Succeeded);
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}
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);
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}
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return EStateTreeRunStatus::Running;
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}
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void FStateTreeWaitForLandingTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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// have we transitioned from another state?
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if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
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{
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// get the instance data
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// unbind the on enemy landed delegate
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InstanceData.Character->OnEnemyLanded.Unbind();
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}
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}
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#if WITH_EDITOR
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FText FStateTreeWaitForLandingTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
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{
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return FText::FromString("<b>Wait for Landing</b>");
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}
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#endif // WITH_EDITOR
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////////////////////////////////////////////////////////////////////
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EStateTreeRunStatus FStateTreeFaceActorTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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// have we transitioned from another state?
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if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
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{
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// get the instance data
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// set the AI Controller's focus
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InstanceData.Controller->SetFocus(InstanceData.ActorToFaceTowards);
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}
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return EStateTreeRunStatus::Running;
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}
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void FStateTreeFaceActorTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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// have we transitioned to another state?
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if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
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{
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// get the instance data
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// clear the AI Controller's focus
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InstanceData.Controller->ClearFocus(EAIFocusPriority::Gameplay);
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}
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}
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#if WITH_EDITOR
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FText FStateTreeFaceActorTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
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{
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return FText::FromString("<b>Face Towards Actor</b>");
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}
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#endif // WITH_EDITOR
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////////////////////////////////////////////////////////////////////
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EStateTreeRunStatus FStateTreeFaceLocationTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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// have we transitioned from another state?
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if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
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{
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// get the instance data
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// set the AI Controller's focus
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InstanceData.Controller->SetFocalPoint(InstanceData.FaceLocation);
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}
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return EStateTreeRunStatus::Running;
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}
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void FStateTreeFaceLocationTask::ExitState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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// have we transitioned to another state?
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if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
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{
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// get the instance data
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// clear the AI Controller's focus
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InstanceData.Controller->ClearFocus(EAIFocusPriority::Gameplay);
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}
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}
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#if WITH_EDITOR
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FText FStateTreeFaceLocationTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
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{
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return FText::FromString("<b>Face Towards Location</b>");
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}
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#endif // WITH_EDITOR
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////////////////////////////////////////////////////////////////////
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EStateTreeRunStatus FStateTreeSetCharacterSpeedTask::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
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{
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// have we transitioned from another state?
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if (Transition.ChangeType == EStateTreeStateChangeType::Changed)
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{
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// get the instance data
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// set the character's max ground speed
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InstanceData.Character->GetCharacterMovement()->MaxWalkSpeed = InstanceData.Speed;
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}
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return EStateTreeRunStatus::Running;
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}
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#if WITH_EDITOR
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FText FStateTreeSetCharacterSpeedTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
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{
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return FText::FromString("<b>Set Character Speed</b>");
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}
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#endif // WITH_EDITOR
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////////////////////////////////////////////////////////////////////
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EStateTreeRunStatus FStateTreeGetPlayerInfoTask::Tick(FStateTreeExecutionContext& Context, const float DeltaTime) const
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{
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// get the instance data
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FInstanceDataType& InstanceData = Context.GetInstanceData(*this);
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// get the character possessed by the first local player
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InstanceData.TargetPlayerCharacter = Cast<ACharacter>(UGameplayStatics::GetPlayerPawn(InstanceData.Character, 0));
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// do we have a valid target?
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if (InstanceData.TargetPlayerCharacter)
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{
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// update the last known location
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InstanceData.TargetPlayerLocation = InstanceData.TargetPlayerCharacter->GetActorLocation();
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}
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// update the distance
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InstanceData.DistanceToTarget = FVector::Distance(InstanceData.TargetPlayerLocation, InstanceData.Character->GetActorLocation());
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return EStateTreeRunStatus::Running;
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}
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#if WITH_EDITOR
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FText FStateTreeGetPlayerInfoTask::GetDescription(const FGuid& ID, FStateTreeDataView InstanceDataView, const IStateTreeBindingLookup& BindingLookup, EStateTreeNodeFormatting Formatting /*= EStateTreeNodeFormatting::Text*/) const
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{
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return FText::FromString("<b>Get Player Info</b>");
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}
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#endif // WITH_EDITOR
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