Files
Yamato/Source/MyProject3/EnemySpaceship.cpp

564 lines
18 KiB
C++

#include "EnemySpaceship.h"
#include "Kismet/GameplayStatics.h"
#include "GameFramework/ProjectileMovementComponent.h"
#include "Components/SphereComponent.h"
#include "Engine/World.h"
#include "DrawDebugHelpers.h"
#include "Math/UnrealMathUtility.h"
#include "EnemyProjectile.h"
// Include SpaceshipPawn to access player-specific functionality
#include "SpaceshipPawn.h"
AEnemySpaceship::AEnemySpaceship()
{
PrimaryActorTick.bCanEverTick = true;
// Create and setup the enemy mesh
EnemyMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("EnemyMesh"));
RootComponent = EnemyMesh;
// Create projectile spawn point
ProjectileSpawnPoint = CreateDefaultSubobject<USceneComponent>(TEXT("ProjectileSpawnPoint"));
ProjectileSpawnPoint->SetupAttachment(EnemyMesh);
ProjectileSpawnPoint->SetRelativeLocation(FVector(100.0f, 0.0f, 0.0f)); // Forward of the ship
// Disable gravity and physics simulation
EnemyMesh->SetSimulatePhysics(false);
EnemyMesh->SetEnableGravity(false);
// Set up collision for the enemy mesh
EnemyMesh->SetCollisionEnabled(ECollisionEnabled::QueryAndPhysics);
EnemyMesh->SetCollisionObjectType(ECC_Pawn);
EnemyMesh->SetCollisionResponseToAllChannels(ECR_Block);
EnemyMesh->SetCollisionResponseToChannel(ECC_Pawn, ECR_Ignore); // Ignore other pawns
EnemyMesh->SetCollisionResponseToChannel(ECC_GameTraceChannel1, ECR_Block); // Block player (for damage)
EnemyMesh->SetGenerateOverlapEvents(true);
CurrentVelocity = FVector::ZeroVector;
TargetVelocity = FVector::ZeroVector;
LastPosition = FVector::ZeroVector;
}
void AEnemySpaceship::BeginPlay()
{
Super::BeginPlay();
// Find the player pawn and cast to SpaceshipPawn
AActor* FoundPlayerPawn = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
PlayerPawn = Cast<ASpaceshipPawn>(FoundPlayerPawn);
// Initialize behavior state timer
GetWorldTimerManager().SetTimer(BehaviorTimerHandle, this, &AEnemySpaceship::ChangeBehaviorState, BehaviorChangeTime, true);
// Initialize with the ability to fire
bCanFire = true;
// Randomize initial strafe direction
StrafeDirection = FMath::RandBool() ? 1.0f : -1.0f;
LastPosition = GetActorLocation();
bInitializedFlank = false;
LastFlankUpdateTime = 0.0f;
CurrentFlankTarget = GetActorLocation();
}
// Modify Tick function to include flanking behavior
void AEnemySpaceship::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (!PlayerPawn)
{
AActor* FoundPlayerPawn = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
PlayerPawn = Cast<ASpaceshipPawn>(FoundPlayerPawn);
if (!PlayerPawn) return;
}
// Calculate distance to player
DistanceToPlayer = FVector::Dist(GetActorLocation(), PlayerPawn->GetActorLocation());
// Update behavior state based on distance
UpdateBehaviorState();
// Execute behavior based on current state
switch (CurrentBehaviorState)
{
case EEnemyBehaviorState::Chase:
PerformChase(DeltaTime);
break;
case EEnemyBehaviorState::Attack:
PerformAttack(DeltaTime);
break;
case EEnemyBehaviorState::Retreat:
PerformRetreat(DeltaTime);
break;
case EEnemyBehaviorState::Strafe:
PerformStrafe(DeltaTime);
break;
case EEnemyBehaviorState::Flank:
PerformFlank(DeltaTime);
break;
}
// Debug state information
if (GEngine)
{
FString StateString;
switch (CurrentBehaviorState)
{
case EEnemyBehaviorState::Chase: StateString = "Chase"; break;
case EEnemyBehaviorState::Attack: StateString = "Attack"; break;
case EEnemyBehaviorState::Retreat: StateString = "Retreat"; break;
case EEnemyBehaviorState::Strafe: StateString = "Strafe"; break;
case EEnemyBehaviorState::Flank: StateString = "Flank"; break;
}
GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Orange,
FString::Printf(TEXT("Enemy State: %s | Distance: %.1f"), *StateString, DistanceToPlayer));
}
}
void AEnemySpaceship::SmoothMove(const FVector& TargetLocation, float DeltaTime)
{
FVector CurrentLocation = GetActorLocation();
FVector DirectionToTarget = (TargetLocation - CurrentLocation);
float DistanceToTarget = DirectionToTarget.Size();
// Calculate target velocity
FVector NewTargetVelocity = DirectionToTarget;
if (DistanceToTarget > 1.0f)
{
NewTargetVelocity = DirectionToTarget.GetSafeNormal() * FMath::Min(MovementSpeed, DistanceToTarget / DeltaTime);
}
else
{
NewTargetVelocity = FVector::ZeroVector;
}
// Smoothly interpolate current velocity towards target velocity
CurrentVelocity = FMath::VInterpTo(CurrentVelocity, NewTargetVelocity, DeltaTime, InterpSpeed);
// Clamp acceleration
FVector Acceleration = (CurrentVelocity - (CurrentLocation - LastPosition) / DeltaTime);
if (Acceleration.SizeSquared() > MaxAcceleration * MaxAcceleration)
{
Acceleration = Acceleration.GetSafeNormal() * MaxAcceleration;
CurrentVelocity = ((CurrentLocation - LastPosition) / DeltaTime) + (Acceleration * DeltaTime);
}
// Update position
LastPosition = CurrentLocation;
FVector NewLocation = CurrentLocation + (CurrentVelocity * DeltaTime);
SetActorLocation(NewLocation);
}
void AEnemySpaceship::UpdateBehaviorState()
{
if (!PlayerPawn) return;
FVector DesiredPosition = CalculatePositionAwayFromOtherEnemies();
FVector PlayerVelocity = PlayerPawn->GetVelocity();
float PlayerSpeed = PlayerVelocity.Size();
float AggressionRoll = FMath::FRand();
if (DistanceToPlayer < MinDistanceToPlayer)
{
if (AggressionRoll < AggressionFactor * 0.3f)
{
CurrentBehaviorState = EEnemyBehaviorState::Attack;
}
else
{
CurrentBehaviorState = EEnemyBehaviorState::Retreat;
}
}
else if (DistanceToPlayer < AttackRange)
{
// Increased chance of flanking
if (AggressionRoll < AggressionFactor * FlankingFrequency)
{
// Only change to flank state if we're not already flanking
// This prevents unnecessary state changes that could cause position jumps
if (CurrentBehaviorState != EEnemyBehaviorState::Flank)
{
CurrentBehaviorState = EEnemyBehaviorState::Flank;
bIsFlankingRight = FMath::RandBool();
bInitializedFlank = false; // Will trigger new flank position calculation
LastFlankUpdateTime = GetWorld()->GetTimeSeconds();
}
}
else if (AggressionRoll < AggressionFactor * 0.8f) // Increased from 0.7f
{
CurrentBehaviorState = EEnemyBehaviorState::Attack;
}
else
{
CurrentBehaviorState = EEnemyBehaviorState::Strafe;
StrafeDirection = FMath::RandBool() ? 1.0f : -1.0f;
}
}
else
{
CurrentBehaviorState = EEnemyBehaviorState::Chase;
}
}
// Add this new function to handle enemy spacing
FVector AEnemySpaceship::CalculatePositionAwayFromOtherEnemies()
{
FVector AveragePosition = GetActorLocation();
int32 EnemyCount = 0;
// Find all enemy spaceships
TArray<AActor*> FoundEnemies;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), AEnemySpaceship::StaticClass(), FoundEnemies);
for (AActor* Enemy : FoundEnemies)
{
if (Enemy != this)
{
float Distance = FVector::Dist(GetActorLocation(), Enemy->GetActorLocation());
if (Distance < MinDistanceToOtherEnemies)
{
AveragePosition += Enemy->GetActorLocation();
EnemyCount++;
}
}
}
if (EnemyCount > 0)
{
AveragePosition /= (EnemyCount + 1);
// Calculate position away from the cluster
FVector AwayFromCrowd = GetActorLocation() - AveragePosition;
AwayFromCrowd.Normalize();
return GetActorLocation() + (AwayFromCrowd * MinDistanceToOtherEnemies);
}
return GetActorLocation();
}
FVector AEnemySpaceship::CalculateFlankPosition()
{
if (!PlayerPawn) return GetActorLocation();
// Get player's forward vector and velocity
FVector PlayerForward = PlayerPawn->GetActorForwardVector();
FVector PlayerVelocity = PlayerPawn->GetVelocity();
// Use player's velocity direction if they're moving, otherwise use their forward vector
FVector BaseDirection = PlayerVelocity.SizeSquared() > 100.0f ?
PlayerVelocity.GetSafeNormal() : PlayerForward;
// Calculate the flanking angle
float AngleRadians = FMath::DegreesToRadians(FlankAngle * (bIsFlankingRight ? 1.0f : -1.0f));
// Rotate the vector for flanking
FVector FlankDirection = BaseDirection.RotateAngleAxis(AngleRadians, FVector::UpVector);
// Calculate the final position with some variation in distance
float VariedDistance = FlankDistance * FMath::RandRange(0.8f, 1.2f);
return PlayerPawn->GetActorLocation() + (FlankDirection * VariedDistance);
}
void AEnemySpaceship::PerformFlank(float DeltaTime)
{
if (!PlayerPawn) return;
float CurrentTime = GetWorld()->GetTimeSeconds();
// Initialize flank position if needed
if (!bInitializedFlank)
{
CurrentFlankTarget = CalculateFlankPosition();
bInitializedFlank = true;
LastFlankUpdateTime = CurrentTime;
}
// Update flank position periodically
if (CurrentTime - LastFlankUpdateTime >= FlankPositionUpdateInterval)
{
// Smoothly transition to new flank position
FVector NewFlankPosition = CalculateFlankPosition();
CurrentFlankTarget = FMath::VInterpTo(
CurrentFlankTarget,
NewFlankPosition,
DeltaTime,
2.0f // Interpolation speed
);
LastFlankUpdateTime = CurrentTime;
// Occasionally switch flanking direction
if (FMath::FRand() < 0.3f) // 30% chance to switch direction
{
bIsFlankingRight = !bIsFlankingRight;
}
}
// Calculate distance to current flank target
float DistanceToFlankTarget = FVector::Dist(GetActorLocation(), CurrentFlankTarget);
// Calculate movement speed based on distance
float CurrentFlankSpeed = FMath::Min(FlankingSpeed, DistanceToFlankTarget * 2.0f);
// Move towards flank position
FVector DirectionToFlank = (CurrentFlankTarget - GetActorLocation()).GetSafeNormal();
FVector TargetPosition = GetActorLocation() + DirectionToFlank * CurrentFlankSpeed * DeltaTime;
// Use smooth movement
SmoothMove(TargetPosition, DeltaTime);
// Face the player while flanking
FVector DirectionToPlayer = (PlayerPawn->GetActorLocation() - GetActorLocation()).GetSafeNormal();
FRotator TargetRotation = DirectionToPlayer.Rotation();
FRotator NewRotation = FMath::RInterpTo(GetActorRotation(), TargetRotation, DeltaTime, InterpSpeed);
SetActorRotation(NewRotation);
// Fire more frequently while flanking
if (bCanFire && DistanceToPlayer < AttackRange)
{
Fire();
}
}
void AEnemySpaceship::ChangeBehaviorState()
{
// Random chance to change behavior state
if (FMath::FRand() < StateChangeChance)
{
// Pick a random state
int32 NewState = FMath::RandRange(0, 3);
CurrentBehaviorState = static_cast<EEnemyBehaviorState>(NewState);
// Randomize strafe direction when entering strafe mode
if (CurrentBehaviorState == EEnemyBehaviorState::Strafe)
{
StrafeDirection = FMath::RandBool() ? 1.0f : -1.0f;
}
}
}
void AEnemySpaceship::PerformChase(float DeltaTime)
{
if (PlayerPawn)
{
// Calculate direction to player
FVector DirectionToPlayer = (PlayerPawn->GetActorLocation() - GetActorLocation()).GetSafeNormal();
// Calculate target position
FVector TargetPosition = GetActorLocation() + DirectionToPlayer * MovementSpeed * DeltaTime;
// Use smooth movement
SmoothMove(TargetPosition, DeltaTime);
// Smoothly rotate to face player
FRotator TargetRotation = DirectionToPlayer.Rotation();
FRotator NewRotation = FMath::RInterpTo(GetActorRotation(), TargetRotation, DeltaTime, InterpSpeed);
SetActorRotation(NewRotation);
// Fire if within range
if (DistanceToPlayer < AttackRange && bCanFire)
{
Fire();
}
}
}
void AEnemySpaceship::PerformAttack(float DeltaTime)
{
if (PlayerPawn)
{
// Face towards the player but don't move forward
FVector Direction = (PlayerPawn->GetActorLocation() - GetActorLocation()).GetSafeNormal();
FRotator NewRotation = Direction.Rotation();
SetActorRotation(NewRotation);
// Fire if ready
if (bCanFire)
{
Fire();
}
}
}
void AEnemySpaceship::PerformRetreat(float DeltaTime)
{
if (PlayerPawn)
{
// Calculate ideal retreat position
FVector DirectionFromPlayer = (GetActorLocation() - PlayerPawn->GetActorLocation()).GetSafeNormal();
FVector DesiredPosition = PlayerPawn->GetActorLocation() + (DirectionFromPlayer * OptimalCombatDistance);
// Consider other enemies
FVector AvoidCrowdingPosition = CalculatePositionAwayFromOtherEnemies();
FVector FinalTargetPosition = FMath::Lerp(DesiredPosition, AvoidCrowdingPosition, 0.3f);
// Use smooth movement
SmoothMove(FinalTargetPosition, DeltaTime);
// Smoothly rotate to face player
FVector DirectionToPlayer = (PlayerPawn->GetActorLocation() - GetActorLocation()).GetSafeNormal();
FRotator TargetRotation = DirectionToPlayer.Rotation();
FRotator NewRotation = FMath::RInterpTo(GetActorRotation(), TargetRotation, DeltaTime, InterpSpeed);
SetActorRotation(NewRotation);
// Fire while retreating if in range
if (bCanFire && DistanceToPlayer < AttackRange)
{
Fire();
}
}
}
void AEnemySpaceship::PerformStrafe(float DeltaTime)
{
if (PlayerPawn)
{
// Calculate direction to player
FVector DirectionToPlayer = (PlayerPawn->GetActorLocation() - GetActorLocation()).GetSafeNormal();
// Calculate ideal combat distance
float CurrentDistance = DistanceToPlayer;
float DistanceAdjustment = 0.0f;
if (CurrentDistance < OptimalCombatDistance)
{
DistanceAdjustment = -1.0f; // Move away
}
else if (CurrentDistance > OptimalCombatDistance + 200.0f)
{
DistanceAdjustment = 1.0f; // Move closer
}
// Calculate strafe direction
FVector StrafeVector = FVector::CrossProduct(DirectionToPlayer, FVector::UpVector) * StrafeDirection;
// Calculate target position
FVector DistanceAdjustmentVector = DirectionToPlayer * DistanceAdjustment * MovementSpeed * 0.5f;
FVector StrafeMovement = StrafeVector * StrafeSpeed;
FVector DesiredMovement = (StrafeMovement + DistanceAdjustmentVector) * DeltaTime;
// Get position avoiding other enemies
FVector CrowdAvoidancePosition = CalculatePositionAwayFromOtherEnemies();
// Blend between desired movement and crowd avoidance
FVector TargetPosition = GetActorLocation() + DesiredMovement;
FVector FinalTargetPosition = FMath::Lerp(TargetPosition, CrowdAvoidancePosition, 0.3f);
// Use smooth movement
SmoothMove(FinalTargetPosition, DeltaTime);
// Face towards the player
FRotator TargetRotation = DirectionToPlayer.Rotation();
FRotator NewRotation = FMath::RInterpTo(GetActorRotation(), TargetRotation, DeltaTime, InterpSpeed);
SetActorRotation(NewRotation);
// Fire while strafing if in range
if (bCanFire && DistanceToPlayer < AttackRange)
{
Fire();
}
}
}
void AEnemySpaceship::Fire()
{
if (!ProjectileClass) return;
UWorld* World = GetWorld();
if (World)
{
FVector SpawnLocation = ProjectileSpawnPoint->GetComponentLocation();
FRotator SpawnRotation = GetActorRotation();
// Less random spread during flanking for more accurate shots
float SpreadMultiplier = (CurrentBehaviorState == EEnemyBehaviorState::Flank) ? 0.9f : 1.0f;
float RandPitch = FMath::RandRange(-5.0f, 5.0f) * SpreadMultiplier;
float RandYaw = FMath::RandRange(-5.0f, 5.0f) * SpreadMultiplier;
SpawnRotation.Pitch += RandPitch;
SpawnRotation.Yaw += RandYaw;
FActorSpawnParameters SpawnParams;
SpawnParams.Owner = this;
SpawnParams.Instigator = GetInstigator();
AEnemyProjectile* Projectile = World->SpawnActor<AEnemyProjectile>(
ProjectileClass,
SpawnLocation,
SpawnRotation,
SpawnParams
);
// Start fire rate timer
bCanFire = false;
GetWorldTimerManager().SetTimer(FireTimerHandle, this, &AEnemySpaceship::ResetFire, FireRate, false);
}
}
void AEnemySpaceship::ResetFire()
{
bCanFire = true;
}
float AEnemySpaceship::TakeDamage(float DamageAmount, FDamageEvent const& DamageEvent,
AController* EventInstigator, AActor* DamageCauser)
{
float DamageToApply = Super::TakeDamage(DamageAmount, DamageEvent, EventInstigator, DamageCauser);
CurrentHealth -= DamageToApply;
// Debug message
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 2.0f, FColor::Red,
FString::Printf(TEXT("Enemy Hit! Health: %f"), CurrentHealth));
}
// When damaged, prefer retreat or strafe behaviors temporarily
if (FMath::RandBool())
{
CurrentBehaviorState = EEnemyBehaviorState::Retreat;
}
else
{
CurrentBehaviorState = EEnemyBehaviorState::Strafe;
StrafeDirection = FMath::RandBool() ? 1.0f : -1.0f;
}
if (CurrentHealth <= 0)
{
Die();
}
return DamageToApply;
}
void AEnemySpaceship::Die()
{
// Play explosion effect
UGameplayStatics::SpawnEmitterAtLocation(
GetWorld(),
nullptr, // Add your explosion effect here
GetActorLocation(),
FRotator::ZeroRotator,
FVector(2.0f)
);
// Play explosion sound
UGameplayStatics::PlaySoundAtLocation(
this,
nullptr, // Add your explosion sound here
GetActorLocation()
);
// Destroy the enemy
Destroy();
}