70 lines
2.2 KiB
C++
70 lines
2.2 KiB
C++
// © 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 "Perception/AISense_Sight.h"
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#include "NakedDesire/Global/NakedDesireGameMode.h"
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#include "NakedDesire/Player/NakedDesireCharacter.h"
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#include "NakedDesire/Stats/StatsManager.h"
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#include "Perception/AIPerceptionComponent.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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PerceptionComponent->OnTargetPerceptionUpdated.AddUniqueDynamic(this, &ANPCAIController::OnTargetPerceptionUpdate);
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}
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void ANPCAIController::OnUnPossess()
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{
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if (bCurrentlyObserving && PlayerCharacter)
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{
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PlayerCharacter->StatsManager->SetObserved(false, GetPawn());
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bCurrentlyObserving = false;
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}
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Super::OnUnPossess();
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}
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void ANPCAIController::OnTargetPerceptionUpdate(AActor* Actor, FAIStimulus Stimulus)
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{
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if (Actor != PlayerCharacter)
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return;
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if (Stimulus.Type != UAISense::GetSenseID<UAISense_Sight>())
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return;
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const bool bSensed = Stimulus.WasSuccessfullySensed();
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if (bSensed == bCurrentlyObserving)
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return;
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bCurrentlyObserving = bSensed;
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PlayerCharacter->StatsManager->SetObserved(bSensed, GetPawn());
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}
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