106 lines
3.1 KiB
C++
106 lines
3.1 KiB
C++
// 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 "Blaster/PlayerController/BlasterPlayerController.h"
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#include "Kismet/GameplayStatics.h"
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ATeamsGameMode::ATeamsGameMode()
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{
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bTeamsMatch = true;
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}
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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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float ATeamsGameMode::CalculateDamage(AController* Attacker, AController* Victim, float BaseDamage)
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{
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ABlasterPlayerState* AttackerPState = Attacker->GetPlayerState<ABlasterPlayerState>();
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ABlasterPlayerState* VictimPState = Victim->GetPlayerState<ABlasterPlayerState>();
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if (AttackerPState == nullptr || VictimPState == nullptr) return BaseDamage;
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if (VictimPState == AttackerPState) return BaseDamage;
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if (AttackerPState->GetTeam() == VictimPState->GetTeam() && !FriendlyFire) return 0.f;
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return BaseDamage;
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}
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void ATeamsGameMode::PlayerEliminated(ABlasterCharacter* EliminatedCharacter, ABlasterPlayerController* VictimController,
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ABlasterPlayerController* AttackerController)
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{
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Super::PlayerEliminated(EliminatedCharacter, VictimController, AttackerController);
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BGameState = (BGameState == nullptr) ? Cast<ABlasterGameState>(UGameplayStatics::GetGameState(this)) : BGameState;
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const ABlasterPlayerState* AttackerPlayerState = AttackerController ? AttackerController->GetPlayerState<ABlasterPlayerState>() : nullptr;
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if (BGameState && AttackerPlayerState)
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{
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if (AttackerPlayerState->GetTeam() == ETeam::ET_BlueTeam)
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{
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BGameState->BlueTeamScores();
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}
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if (AttackerPlayerState->GetTeam() == ETeam::ET_RedTeam)
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{
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BGameState->RedTeamScores();
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}
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}
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}
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