113 lines
3.2 KiB
C++
113 lines
3.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "EnemySpaceship.generated.h"
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// Define AI behavior states
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UENUM(BlueprintType)
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enum class EEnemyBehaviorState : uint8
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{
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Chase, // Actively pursue the player
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Attack, // Stop and shoot at the player
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Retreat, // Move away from player when too close
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Strafe // Move sideways while attacking
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};
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UCLASS()
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class MYPROJECT3_API AEnemySpaceship : public AActor
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{
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GENERATED_BODY()
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public:
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AEnemySpaceship();
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protected:
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virtual void BeginPlay() override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
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UStaticMeshComponent* EnemyMesh;
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// Projectile spawn points
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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USceneComponent* ProjectileSpawnPoint;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float MovementSpeed = 500.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float AttackRange = 1500.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float MinDistanceToPlayer = 500.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
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float StrafeSpeed = 300.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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float MaxHealth = 100.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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float CurrentHealth = 100.0f;
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// Projectile class to spawn
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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TSubclassOf<class AEnemyProjectile> ProjectileClass;
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// Firing properties
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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float FireRate = 1.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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float ProjectileSpeed = 2000.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
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float ProjectileDamage = 10.0f;
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// AI behavior properties
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
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EEnemyBehaviorState CurrentBehaviorState = EEnemyBehaviorState::Chase;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
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float BehaviorChangeTime = 3.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
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float StateChangeChance = 0.3f;
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public:
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virtual void Tick(float DeltaTime) override;
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// Override TakeDamage to handle damage taken
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virtual float TakeDamage(float DamageAmount, struct FDamageEvent const& DamageEvent,
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class AController* EventInstigator, AActor* DamageCauser) override;
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private:
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// Reference to player
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class ASpaceshipPawn* PlayerPawn;
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// Distance to player
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float DistanceToPlayer;
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// Fire control
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FTimerHandle FireTimerHandle;
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bool bCanFire = true;
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// Strafe direction (1 = right, -1 = left)
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float StrafeDirection = 1.0f;
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// Timer for changing behavior
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FTimerHandle BehaviorTimerHandle;
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// Helper functions
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void Fire();
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void ResetFire();
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void UpdateBehaviorState();
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void ChangeBehaviorState();
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void Die();
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// AI behavior implementation functions
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void PerformChase(float DeltaTime);
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void PerformAttack(float DeltaTime);
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void PerformRetreat(float DeltaTime);
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void PerformStrafe(float DeltaTime);
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}; |