Files
Naked-Desire/Source/NakedDesire/NPC/NPCAIController.cpp
T
2026-06-03 15:16:58 +03:00

70 lines
2.2 KiB
C++

// © 2025 Naked People Team. All Rights Reserved.
#include "NPCAIController.h"
#include "NavigationSystem.h"
#include "NPCTargetLocation.h"
#include "AI/NavigationSystemBase.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "Kismet/GameplayStatics.h"
#include "Perception/AISense_Sight.h"
#include "NakedDesire/Global/NakedDesireGameMode.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
#include "NakedDesire/Stats/StatsManager.h"
#include "Perception/AIPerceptionComponent.h"
void ANPCAIController::SetShouldReactToPlayer(const bool Value)
{
Blackboard->SetValueAsBool(FName(TEXT("ShouldReactToPlayer")), Value);
}
void ANPCAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
NavigationSystem = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
GameMode = Cast<ANakedDesireGameMode>(UGameplayStatics::GetGameMode(GetWorld()));
RunBehaviorTree(BehaviorTreeAsset);
const FVector SpawnLocation = InPawn->GetActorLocation();
TArray<AActor*> TargetActors;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ANPCTargetLocation::StaticClass(), TargetActors);
const int RandomIndex = FMath::RandRange(0, TargetActors.Num() - 1);
Blackboard->SetValueAsVector("TargetLocation", TargetActors[RandomIndex]->GetActorLocation());
Blackboard->SetValueAsVector("SpawnLocation", SpawnLocation);
PlayerCharacter = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
Blackboard->SetValueAsObject("Player", PlayerCharacter);
PerceptionComponent->OnTargetPerceptionUpdated.AddUniqueDynamic(this, &ANPCAIController::OnTargetPerceptionUpdate);
}
void ANPCAIController::OnUnPossess()
{
if (bCurrentlyObserving && PlayerCharacter)
{
PlayerCharacter->StatsManager->SetObserved(false, GetPawn());
bCurrentlyObserving = false;
}
Super::OnUnPossess();
}
void ANPCAIController::OnTargetPerceptionUpdate(AActor* Actor, FAIStimulus Stimulus)
{
if (Actor != PlayerCharacter)
return;
if (Stimulus.Type != UAISense::GetSenseID<UAISense_Sight>())
return;
const bool bSensed = Stimulus.WasSuccessfullySensed();
if (bSensed == bCurrentlyObserving)
return;
bCurrentlyObserving = bSensed;
PlayerCharacter->StatsManager->SetObserved(bSensed, GetPawn());
}