215 - Teams Game Mode
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "TeamsGameMode.h"
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#include "Blaster/GameState/BlasterGameState.h"
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#include "Kismet/GameplayStatics.h"
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void ATeamsGameMode::PostLogin(APlayerController* NewPlayer)
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{
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Super::PostLogin(NewPlayer);
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AssignToTeam(NewPlayer->PlayerState.Get());
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}
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void ATeamsGameMode::Logout(AController* Exiting)
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{
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Super::Logout(Exiting);
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BGameState = (BGameState == nullptr) ? Cast<ABlasterGameState>(UGameplayStatics::GetGameState(this)) : BGameState;
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ABlasterPlayerState* BPState = Exiting->GetPlayerState<ABlasterPlayerState>();
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if (BGameState && BPState)
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{
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if (BGameState->RedTeam.Contains(BPState))
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{
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BGameState->RedTeam.Remove(BPState);
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}
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if (BGameState->BlueTeam.Contains(BPState))
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{
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BGameState->BlueTeam.Remove(BPState);
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}
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}
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}
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void ATeamsGameMode::HandleMatchHasStarted()
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{
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Super::HandleMatchHasStarted();
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BGameState = (BGameState == nullptr) ? Cast<ABlasterGameState>(UGameplayStatics::GetGameState(this)) : BGameState;
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if (BGameState == nullptr) return;
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for (auto PState : BGameState->PlayerArray)
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{
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AssignToTeam(PState);
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}
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}
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void ATeamsGameMode::AssignToTeam(APlayerState* PlayerState)
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{
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BGameState = (BGameState == nullptr) ? Cast<ABlasterGameState>(UGameplayStatics::GetGameState(this)) : BGameState;
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if (PlayerState == nullptr) return;
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ABlasterPlayerState* BPlayerState = Cast<ABlasterPlayerState>(PlayerState);
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if (BPlayerState && BPlayerState->GetTeam() == ETeam::ET_NoTeam)
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{
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if (BGameState->BlueTeam.Num() >= BGameState->RedTeam.Num())
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{
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BGameState->RedTeam.AddUnique(BPlayerState);
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BPlayerState->SetTeam(ETeam::ET_RedTeam);
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}
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else
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{
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BGameState->BlueTeam.AddUnique(BPlayerState);
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BPlayerState->SetTeam(ETeam::ET_BlueTeam);
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}
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}
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "BlasterGameMode.h"
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#include "TeamsGameMode.generated.h"
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/**
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*
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*/
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UCLASS()
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class BLASTER_API ATeamsGameMode : public ABlasterGameMode
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{
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GENERATED_BODY()
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public:
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virtual void PostLogin(APlayerController* NewPlayer) override;
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virtual void Logout(AController* Exiting) override;
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protected:
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virtual void HandleMatchHasStarted() override;
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private:
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UPROPERTY()
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class ABlasterGameState* BGameState;
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void AssignToTeam(APlayerState* PlayerState);
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};
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