343 lines
10 KiB
C++
343 lines
10 KiB
C++
#include "EnemySpaceship.h"
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#include "Kismet/GameplayStatics.h"
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#include "GameFramework/ProjectileMovementComponent.h"
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#include "Components/SphereComponent.h"
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#include "Engine/World.h"
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#include "DrawDebugHelpers.h"
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#include "Math/UnrealMathUtility.h"
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#include "EnemyProjectile.h"
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// Include SpaceshipPawn to access player-specific functionality
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#include "SpaceshipPawn.h"
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AEnemySpaceship::AEnemySpaceship()
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{
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PrimaryActorTick.bCanEverTick = true;
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// Create and setup the enemy mesh
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EnemyMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("EnemyMesh"));
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RootComponent = EnemyMesh;
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// Create projectile spawn point
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ProjectileSpawnPoint = CreateDefaultSubobject<USceneComponent>(TEXT("ProjectileSpawnPoint"));
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ProjectileSpawnPoint->SetupAttachment(EnemyMesh);
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ProjectileSpawnPoint->SetRelativeLocation(FVector(100.0f, 0.0f, 0.0f)); // Forward of the ship
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// Disable gravity and physics simulation
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EnemyMesh->SetSimulatePhysics(false);
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EnemyMesh->SetEnableGravity(false);
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// Set up collision for the enemy mesh
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EnemyMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
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EnemyMesh->SetCollisionObjectType(ECC_Pawn);
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EnemyMesh->SetCollisionResponseToAllChannels(ECR_Block);
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EnemyMesh->SetCollisionResponseToChannel(ECC_Pawn, ECR_Ignore); // Ignore other pawns
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EnemyMesh->SetCollisionResponseToChannel(ECC_GameTraceChannel1, ECR_Block); // Block player (for damage)
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EnemyMesh->SetGenerateOverlapEvents(true);
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}
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void AEnemySpaceship::BeginPlay()
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{
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Super::BeginPlay();
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// Find the player pawn and cast to SpaceshipPawn
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AActor* FoundPlayerPawn = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
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PlayerPawn = Cast<ASpaceshipPawn>(FoundPlayerPawn);
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// Initialize behavior state timer
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GetWorldTimerManager().SetTimer(BehaviorTimerHandle, this, &AEnemySpaceship::ChangeBehaviorState, BehaviorChangeTime, true);
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// Initialize with the ability to fire
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bCanFire = true;
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// Randomize initial strafe direction
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StrafeDirection = FMath::RandBool() ? 1.0f : -1.0f;
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}
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void AEnemySpaceship::Tick(float DeltaTime)
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{
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Super::Tick(DeltaTime);
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if (!PlayerPawn)
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{
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// Try to find player again if not set
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AActor* FoundPlayerPawn = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
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PlayerPawn = Cast<ASpaceshipPawn>(FoundPlayerPawn);
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if (!PlayerPawn)
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return;
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}
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// Calculate distance to player
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DistanceToPlayer = FVector::Dist(GetActorLocation(), PlayerPawn->GetActorLocation());
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// Update behavior state based on distance
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UpdateBehaviorState();
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// Execute behavior based on current state
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switch (CurrentBehaviorState)
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{
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case EEnemyBehaviorState::Chase:
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PerformChase(DeltaTime);
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break;
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case EEnemyBehaviorState::Attack:
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PerformAttack(DeltaTime);
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break;
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case EEnemyBehaviorState::Retreat:
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PerformRetreat(DeltaTime);
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break;
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case EEnemyBehaviorState::Strafe:
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PerformStrafe(DeltaTime);
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break;
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}
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// Debug state information
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if (GEngine)
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{
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FString StateString;
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switch (CurrentBehaviorState)
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{
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case EEnemyBehaviorState::Chase: StateString = "Chase"; break;
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case EEnemyBehaviorState::Attack: StateString = "Attack"; break;
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case EEnemyBehaviorState::Retreat: StateString = "Retreat"; break;
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case EEnemyBehaviorState::Strafe: StateString = "Strafe"; break;
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}
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GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Orange,
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FString::Printf(TEXT("Enemy State: %s | Distance: %.1f"), *StateString, DistanceToPlayer));
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}
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}
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void AEnemySpaceship::UpdateBehaviorState()
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{
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// Override random behavior changes when distance requires specific behavior
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if (DistanceToPlayer < MinDistanceToPlayer)
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{
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// Too close, retreat or strafe
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CurrentBehaviorState = FMath::RandBool() ? EEnemyBehaviorState::Retreat : EEnemyBehaviorState::Strafe;
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}
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else if (DistanceToPlayer < AttackRange)
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{
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// Within attack range but not too close, either attack or strafe
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if (CurrentBehaviorState != EEnemyBehaviorState::Attack &&
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CurrentBehaviorState != EEnemyBehaviorState::Strafe)
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{
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CurrentBehaviorState = FMath::RandBool() ? EEnemyBehaviorState::Attack : EEnemyBehaviorState::Strafe;
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}
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}
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else
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{
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// Too far, chase
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CurrentBehaviorState = EEnemyBehaviorState::Chase;
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}
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}
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void AEnemySpaceship::ChangeBehaviorState()
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{
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// Random chance to change behavior state
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if (FMath::FRand() < StateChangeChance)
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{
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// Pick a random state
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int32 NewState = FMath::RandRange(0, 3);
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CurrentBehaviorState = static_cast<EEnemyBehaviorState>(NewState);
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// Randomize strafe direction when entering strafe mode
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if (CurrentBehaviorState == EEnemyBehaviorState::Strafe)
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{
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StrafeDirection = FMath::RandBool() ? 1.0f : -1.0f;
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}
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}
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}
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void AEnemySpaceship::PerformChase(float DeltaTime)
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{
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if (PlayerPawn)
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{
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// Calculate direction to player
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FVector Direction = (PlayerPawn->GetActorLocation() - GetActorLocation()).GetSafeNormal();
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// Move towards the player
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FVector NewLocation = GetActorLocation() + Direction * MovementSpeed * DeltaTime;
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SetActorLocation(NewLocation);
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// Face towards the player
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FRotator NewRotation = Direction.Rotation();
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SetActorRotation(NewRotation);
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// If within attack range, fire occasionally
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if (DistanceToPlayer < AttackRange && bCanFire && FMath::FRand() < 0.3f)
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{
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Fire();
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}
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}
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}
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void AEnemySpaceship::PerformAttack(float DeltaTime)
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{
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if (PlayerPawn)
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{
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// Face towards the player but don't move forward
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FVector Direction = (PlayerPawn->GetActorLocation() - GetActorLocation()).GetSafeNormal();
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FRotator NewRotation = Direction.Rotation();
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SetActorRotation(NewRotation);
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// Fire if ready
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if (bCanFire)
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{
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Fire();
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}
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}
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}
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void AEnemySpaceship::PerformRetreat(float DeltaTime)
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{
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if (PlayerPawn)
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{
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// Move away from player
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FVector Direction = (GetActorLocation() - PlayerPawn->GetActorLocation()).GetSafeNormal();
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FVector NewLocation = GetActorLocation() + Direction * MovementSpeed * DeltaTime;
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SetActorLocation(NewLocation);
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// Keep facing the player while backing up
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FVector FaceDirection = (PlayerPawn->GetActorLocation() - GetActorLocation()).GetSafeNormal();
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FRotator NewRotation = FaceDirection.Rotation();
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SetActorRotation(NewRotation);
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// Fire while retreating
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if (bCanFire)
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{
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Fire();
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}
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}
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}
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void AEnemySpaceship::PerformStrafe(float DeltaTime)
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{
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if (PlayerPawn)
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{
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// Calculate direction to player
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FVector DirectionToPlayer = (PlayerPawn->GetActorLocation() - GetActorLocation()).GetSafeNormal();
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// Calculate strafe direction (perpendicular to direction to player)
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FVector StrafeVector = FVector::CrossProduct(DirectionToPlayer, FVector::UpVector) * StrafeDirection;
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// Move sideways while maintaining distance
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FVector NewLocation = GetActorLocation() + StrafeVector * StrafeSpeed * DeltaTime;
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SetActorLocation(NewLocation);
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// Face towards the player
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FRotator NewRotation = DirectionToPlayer.Rotation();
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SetActorRotation(NewRotation);
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// Fire while strafing
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if (bCanFire)
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{
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Fire();
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}
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}
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}
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void AEnemySpaceship::Fire()
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{
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if (!ProjectileClass)
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{
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if (GEngine)
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GEngine->AddOnScreenDebugMessage(-1, 2.0f, FColor::Red, TEXT("Enemy ProjectileClass not set!"));
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return;
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}
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UWorld* World = GetWorld();
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if (World)
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{
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FVector SpawnLocation = ProjectileSpawnPoint->GetComponentLocation();
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FRotator SpawnRotation = GetActorRotation();
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// Add slight randomness to rotation for less perfect aim
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float RandPitch = FMath::RandRange(-5.0f, 5.0f);
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float RandYaw = FMath::RandRange(-5.0f, 5.0f);
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SpawnRotation.Pitch += RandPitch;
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SpawnRotation.Yaw += RandYaw;
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FActorSpawnParameters SpawnParams;
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SpawnParams.Owner = this;
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SpawnParams.Instigator = GetInstigator();
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// Spawn the projectile using EnemyProjectile class
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AEnemyProjectile* Projectile = World->SpawnActor<AEnemyProjectile>(
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ProjectileClass,
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SpawnLocation,
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SpawnRotation,
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SpawnParams
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);
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if (Projectile)
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{
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if (GEngine)
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GEngine->AddOnScreenDebugMessage(-1, 0.5f, FColor::Yellow, TEXT("Enemy Fired!"));
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}
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// Start fire rate timer
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bCanFire = false;
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GetWorldTimerManager().SetTimer(FireTimerHandle, this, &AEnemySpaceship::ResetFire, FireRate, false);
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}
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}
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void AEnemySpaceship::ResetFire()
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{
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bCanFire = true;
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}
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float AEnemySpaceship::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent,
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AController* EventInstigator, AActor* DamageCauser)
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{
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float DamageToApply = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
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CurrentHealth -= DamageToApply;
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// Debug message
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if (GEngine)
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{
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GEngine->AddOnScreenDebugMessage(-1, 2.0f, FColor::Red,
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FString::Printf(TEXT("Enemy Hit! Health: %f"), CurrentHealth));
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}
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// When damaged, prefer retreat or strafe behaviors temporarily
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if (FMath::RandBool())
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{
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CurrentBehaviorState = EEnemyBehaviorState::Retreat;
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}
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else
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{
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CurrentBehaviorState = EEnemyBehaviorState::Strafe;
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StrafeDirection = FMath::RandBool() ? 1.0f : -1.0f;
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}
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if (CurrentHealth <= 0)
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{
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Die();
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}
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return DamageToApply;
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}
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void AEnemySpaceship::Die()
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{
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// Play explosion effect
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UGameplayStatics::SpawnEmitterAtLocation(
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GetWorld(),
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nullptr, // Add your explosion effect here
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GetActorLocation(),
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FRotator::ZeroRotator,
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FVector(2.0f)
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);
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// Play explosion sound
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UGameplayStatics::PlaySoundAtLocation(
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this,
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nullptr, // Add your explosion sound here
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GetActorLocation()
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);
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// Destroy the enemy
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Destroy();
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} |