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AgentsBehaviorManager.cpp
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AgentsBehaviorManager.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
#include "AgentsBehaviorManager.h"
#include "AgentNavigationManager.h"
#include "DisharmonyGameMode.h"
#include "TransportManager.h"
#include "Managers/Mechs/CuttersManagerAgain.h"
#include "Managers/Mechs/LimbsManager.h"
#include "Managers/Mechs/WeaverManager.h"
#include "Mechs/Mech_Cutter_Limb.h"
#include "Mechs/Mech_Weaver.h"
#include "Mechs/Mech_Cutter.h"
// Sets default values
AAgentsBehaviorManager::AAgentsBehaviorManager()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
TArray<AMech_Cutter*>* AAgentsBehaviorManager::GetJoblessCutters()
{
return &CutterManager->JoblessCutters;
}
void AAgentsBehaviorManager::InitializeSystem()
{
if (!WOrkIt)
return;
CutterManager = NewObject<UCuttersManagerAgain>(this, CutterManagerBP, FName("CutterManager"));
CutterManager->GameMode = GameMode;
CutterManager->BehaviorManager = this;
LimbsManager = NewObject<ULimbsManager>(this, LimbsManagerBP, FName("LimbsManager"));
LimbsManager->GameMode = GameMode;
LimbsManager->BehaviorManager = this;
WeaverManager = NewObject<UWeaverManager>(this, WeaverManagerBP, FName("WeaverManager"));
WeaverManager->GameMode = GameMode;
WeaverManager->BehaviorManager = this;
for (AActor* cut : StartingCutters)
{
FActorSpawnParameters spawnParams;
spawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
FTransform spawnT = FTransform(cut->GetActorLocation());
AMech_Cutter* SpawnedUnit = Cast<AMech_Cutter>(GetWorld()->SpawnActor(CutterBP, &spawnT, spawnParams));
CutterManager->InitializeCutter(SpawnedUnit);
}
for (AMech_Weaver* weav : StartingWeavers)
{
WeaverManager->InitializeWeaver(weav);
}
}
void AAgentsBehaviorManager::UpdateNeedsPlanInitiation()
{
//Until the plans are empty
while (NeedPlanInitiate.Num() > 0)
{
//Iterate through every agent that needs to act
for (auto It = NeedPlanInitiate.CreateConstIterator(); It; ++It)
{
auto agent = *It;
//Peek top action and skip if no plan slot
auto thisPlan = AgentPlans.Find(agent);
if (!thisPlan)
{
UE_LOG(LogTemp, Error, TEXT("Agent has no plan?"))
continue;
}
//None left means plan's over
else if (thisPlan->PlanStack.Num() == 0)
{
continue;
}
//Get action
auto action = thisPlan->PlanStack.Pop();
//Record actions
if (!ActionLogs.Contains(agent))
{
ActionLogs.Add(agent, FActionLog());
}
ActionLogs[agent].PrevActions.Insert(action.Type, 0);
if (ActionLogs[agent].PrevActions.Num() > 10) ActionLogs[agent].PrevActions.Pop();
//Switch on type, perform according function
switch(action.Type)
{
case AT_GoToLoc:
{
GoingToLoc.Add(agent, action);
break;
}
case AT_GoToObj:
{
GoingToObj.Add(agent, action);
break;
}
default:
{
auto agClass = agent->GetClass();
if (agClass->IsChildOf(AMech_Cutter::StaticClass()))
{
CutterManager->CreateActionObject(action, agent);
}
else if (agClass->IsChildOf(AMech_Cutter_Limb::StaticClass()))
{
LimbsManager->CreateActionObject(action, agent);
}
else if (agClass->IsChildOf(AMech_Weaver::StaticClass()))
{
WeaverManager->CreateActionObject(action, agent);
}
break;
}
}
}
NeedPlanInitiate.Empty();
//Execute all actions and gather leftovers
TSet<AActor*> LeftoverAgents;
LeftoverAgents.Append(ExecuteGenericActions());
LeftoverAgents.Append(CutterManager->ExecuteAllActions());
LeftoverAgents.Append(LimbsManager->ExecuteAllActions());
LeftoverAgents.Append(WeaverManager->ExecuteAllActions());
NeedPlanInitiate = LeftoverAgents;
}
}
TSet<AActor*> AAgentsBehaviorManager::ExecuteGenericActions()
{
TSet<AActor*> Leftovers;
//Go to loc
for (auto& Elem : GoingToLoc)
{
if (GoToLoc(Elem.Value, Elem.Key)) {Leftovers.Add(Elem.Key);}
}
GoingToLoc.Empty();
for (auto& Elem : GoingToObj)
{
if (GoToObj(Elem.Value, Elem.Key)) {Leftovers.Add(Elem.Key);}
}
GoingToObj.Empty();
return Leftovers;
}
bool AAgentsBehaviorManager::GoToLoc(FPlanAction action, AActor* agent)
{
bool bUseWaypoints = true;
auto agClass = agent->GetClass();
if (agClass->IsChildOf(AMech_Cutter_Limb::StaticClass()))
bUseWaypoints = false;
//Try initiate path
bool bAlreadyReached =
GameMode->AgentNavManager->InitiatePath(agent, action.TargetTransform.GetLocation(), agClass, bUseWaypoints, action.EndRadius);
//Add to leftover if already close enough
if (bAlreadyReached)
return true;
AgentsPendingMovement.Add(agent);
return false;
}
bool AAgentsBehaviorManager::GoToObj(FPlanAction action, AActor* agent)
{
bool bUseWaypoints = true;
auto agClass = agent->GetClass();
if (agClass == AMech_Cutter_Limb::StaticClass())
bUseWaypoints = false;
//Try initiate path
AActor* actor = Cast<AActor>(action.RelevantObject);
bool bAlreadyReached =
GameMode->AgentNavManager->InitiatePath(agent, actor->GetActorLocation(), agClass, bUseWaypoints, action.EndRadius);
//Leftover if already reached
if (bAlreadyReached)
return true;
AgentsPendingMovement.Add(agent);
return false;
}
// Called every frame
void AAgentsBehaviorManager::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (!WOrkIt) return;
if (CutterManager)
CutterManager->PerformTick(DeltaTime);
if (LimbsManager)
LimbsManager->PerformTick(DeltaTime);
//if (WeaverManager)
// WeaverManager->PerformTick(DeltaTime);
UpdateNeedsPlanInitiation();
}
void AAgentsBehaviorManager::MakeAgentAct(AActor* agent)
{
if (GameMode->TransportManager->HasStaticSpline(agent))
{
UE_LOG(LogTemp, Error, TEXT("hold the fuck up"))
}
else if (AgentsPendingMovement.Contains(agent))
{
//UE_LOG(LogTemp, Error, TEXT("hold the hot heck up"))
GameMode->AgentNavManager->WipeAgentPathfinding(agent);
AgentsPendingMovement.Remove(agent);
}
NeedPlanInitiate.Add(agent);
}
void AAgentsBehaviorManager::MarkAgentDoneMoving(AActor* agent)
{
if (AgentsPendingMovement.Contains(agent))
{
AgentsPendingMovement.RemoveSwap(agent);
MakeAgentAct(agent);
}
else
{
//UE_LOG(LogTemp, Warning, TEXT("Eating unsynced move"));
}
}
void AAgentsBehaviorManager::AppendMechInstructions(TArray<FPlanAction> plan, AActor* agent)
{
AgentPlans[agent].PlanStack.Append(plan);
}
bool AAgentsBehaviorManager::ExtendAndRotateVector(FVector& result, FVector start, FVector end, float rExtent, float rAngle)
{
//Get direction from two points, normalize, and make 2D
FVector dir = end - start;
dir.Z = 0;
dir.Normalize();
dir *= rExtent;
//Append direction to the end point, then rotate around Z axis by angle
FVector GuessPoint = end + dir.RotateAngleAxis(rAngle, FVector(0,0,1));
//Raycast down to terrain to attempt correction
FHitResult hit;
FVector adjust = FVector(0,0,2000);
bool bSuccess = GetWorld()->LineTraceSingleByChannel(hit, GuessPoint + adjust, GuessPoint - adjust, ECollisionChannel::ECC_Visibility);
//Assign if finds the ground
if (bSuccess)
GuessPoint = hit.Location;
else
UE_LOG(LogTemp, Warning, TEXT("Extended/Rotated vector was unable to snap to terrain."))
//Result will be the guess point
result = GuessPoint;
return bSuccess;
}