66 lines
1.9 KiB
C
66 lines
1.9 KiB
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "ModularAIController.h"
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#include "Teams/LyraTeamAgentInterface.h"
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#include "Perception/AIPerceptionComponent.h"
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#include "LyraPlayerBotController.generated.h"
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/**
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* ALyraPlayerBotController
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*
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* The controller class used by player bots in this project.
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*/
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UCLASS(Blueprintable)
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class ALyraPlayerBotController : public AModularAIController, public ILyraTeamAgentInterface
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{
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GENERATED_BODY()
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public:
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ALyraPlayerBotController(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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//~ILyraTeamAgentInterface interface
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virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
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virtual FGenericTeamId GetGenericTeamId() const override;
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virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override;
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ETeamAttitude::Type GetTeamAttitudeTowards(const AActor& Other) const override;
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//~End of ILyraTeamAgentInterface interface
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// Attempts to restart this controller (e.g., to respawn it)
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void ServerRestartController();
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//Update Team Attitude for the AI
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UFUNCTION(BlueprintCallable, Category = "Lyra AI Player Controller")
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void UpdateTeamAttitude(UAIPerceptionComponent* AIPerception);
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virtual void OnUnPossess() override;
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private:
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UFUNCTION()
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void OnPlayerStateChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam);
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protected:
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// Called when the player state is set or cleared
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virtual void OnPlayerStateChanged();
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private:
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void BroadcastOnPlayerStateChanged();
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protected:
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//~AController interface
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virtual void InitPlayerState() override;
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virtual void CleanupPlayerState() override;
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virtual void OnRep_PlayerState() override;
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//~End of AController interface
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private:
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UPROPERTY()
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FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate;
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UPROPERTY()
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APlayerState* LastSeenPlayerState;
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};
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