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// © 2025 Naked People Team. All Rights Reserved.
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#include "NPCAIController.h"
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#include "NavigationSystem.h"
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#include "NPCTargetLocation.h"
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#include "AI/NavigationSystemBase.h"
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#include "BehaviorTree/BlackboardComponent.h"
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#include "Kismet/GameplayStatics.h"
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#include "NakedDesire/Global/NakedDesireGameMode.h"
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#include "NakedDesire/Player/NakedDesireCharacter.h"
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void ANPCAIController::SetShouldReactToPlayer(const bool Value)
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{
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Blackboard->SetValueAsBool(FName(TEXT("ShouldReactToPlayer")), Value);
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}
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void ANPCAIController::OnPossess(APawn* InPawn)
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{
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Super::OnPossess(InPawn);
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NavigationSystem = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
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GameMode = Cast<ANakedDesireGameMode>(UGameplayStatics::GetGameMode(GetWorld()));
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RunBehaviorTree(BehaviorTreeAsset);
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const FVector SpawnLocation = InPawn->GetActorLocation();
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TArray<AActor*> TargetActors;
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UGameplayStatics::GetAllActorsOfClass(GetWorld(), ANPCTargetLocation::StaticClass(), TargetActors);
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const int RandomIndex = FMath::RandRange(0, TargetActors.Num() - 1);
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Blackboard->SetValueAsVector("TargetLocation", TargetActors[RandomIndex]->GetActorLocation());
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Blackboard->SetValueAsVector("SpawnLocation", SpawnLocation);
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PlayerCharacter = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
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Blackboard->SetValueAsObject("Player", PlayerCharacter);
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}
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