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LegumeMix/Source/LegumeMix/Private/LMWaveManager.cpp

197 lines
5.6 KiB
C++

// Fill out your copyright notice in the Description page of Project Settings.
#include "LMWaveManager.h"
#include "EngineUtils.h"
#include "Components/CapsuleComponent.h"
#include "Enemy/LMEnemy.h"
// Sets default values
ALMWaveManager::ALMWaveManager()
{
// 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;
}
// Called when the game starts or when spawned
void ALMWaveManager::BeginPlay()
{
Super::BeginPlay();
SpawnPositionsList.Empty(); // Nettoie la liste avant de remplir
for (TActorIterator<ALMSpawnPosition> It(GetWorld()); It; ++It)
{
ALMSpawnPosition* SpawnPos = *It;
if (SpawnPos)
{
SpawnPositionsList.Add(SpawnPos);
}
}
StartWave();
}
void ALMWaveManager::SpawnEnemy(ALMSpawnPosition* spawnPosition)
{
int RandomIndex = FMath::RandRange(0, AllEnemyType.Num()-1);
while(EnemiesPerType[RandomIndex] <= 0 )
{
RandomIndex = FMath::RandRange(0, AllEnemyType.Num()-1);
}
//Choisis un ennemis à spawn random
TSubclassOf<ALMEnemy> enemyToSpawn = AllEnemyType[RandomIndex];
//Spawn sur une position
FActorSpawnParameters SpawnParameters;
SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
ALMEnemy* tempEnemy = GetWorld()->SpawnActor<ALMEnemy>(enemyToSpawn, spawnPosition->GetActorLocation(), FRotator::ZeroRotator);
if (!tempEnemy)
{
//UE_LOG(LogTemp, Error, TEXT("Failed to spawn enemy!"));
return;
}
spawnPosition->StarCooldown();
float tailleCapsule = tempEnemy->GetCapsuleComponent()->GetScaledCapsuleHalfHeight();
FVector newPosition = tempEnemy->GetActorLocation();
tempEnemy->SetActorLocation(FVector(newPosition.X,newPosition.Y,newPosition.Z + tailleCapsule));
//ajoute l'ennemis à la liste des ennemis vivants
EnemyAliveList.Add(tempEnemy);
//bind la method ennemydead à la death de l'ennemis
tempEnemy->OnEnemyDeath.AddDynamic(this, &ALMWaveManager::EnemyDead);
//UE_LOG(LogTemp, Error, TEXT("Succes to spawn and bind on death method"));
EnemySpawned++;
EnemiesPerType[RandomIndex]--;
}
void ALMWaveManager::EnemyDead(ALMEnemy* enemyToRemoveFromLife)
{
//remove l'ennemis de la liste des ennemis vivants
enemyToRemoveFromLife->OnEnemyDeath.RemoveDynamic(this,&ALMWaveManager::EnemyDead);
EnemyAliveList.Remove(enemyToRemoveFromLife);
}
bool ALMWaveManager::RemainsEnemyToSpawn()
{
bool StillToSpawn = TotalOfEnemyToStillSpawn() !=0;
bool NoEnemyLeftToSpawn = EnemyAliveList.Num() < MaxEnemyInstantiate;
return EnemyNumberInWave != EnemySpawned && NoEnemyLeftToSpawn && StillToSpawn;
}
void ALMWaveManager::CheckForSpawnerOK()
{
SpawnPositionsOK.Empty();
for (ALMSpawnPosition* spawnPosition : SpawnPositionsList)
{
if(spawnPosition->CanSpawn())
{
SpawnPositionsOK.Add(spawnPosition);
}
}
}
int ALMWaveManager::TotalOfEnemyToStillSpawn()
{
int TotalEnemies = 0;
for (int EnemyCount : EnemiesPerType)
{
TotalEnemies += EnemyCount;
}
return TotalEnemies;
}
void ALMWaveManager::GetRandomDataWaveRow()
{
TArray<FName> RowNames = WaveDatePreset->GetRowNames();
int RandomIndex = FMath::RandRange(0, RowNames.Num() - 1);;
FName WaveName = RowNames[RandomIndex];
CurrentWaveName = WaveName.ToString();
FLMWaveStructure* InfoWaveRow = WaveDatePreset->FindRow<FLMWaveStructure>(WaveName, "");
//Set le nombre d'ennemis dans la wave en fonction de la Row, de la courbe et du nombre de vague passée
EnemyNumberInWave = FMath::CeilToInt((InfoWaveRow->EnemyCount)* CurveForScalingEnemyInWave->GetFloatValue(WaveNumber));
//Set le nombre d'ennemis max spawnés en fonction de la Row, de la courbe, et du nombre de vague passée
MaxEnemyInstantiate = FMath::CeilToInt((InfoWaveRow->MaxEnemyCount) * CurveForScalingMaxEnemyInstantiate->GetFloatValue(WaveNumber));
AllEnemyType.Empty();
for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition)
{
// Ajoute chaque EnemyType à la liste
AllEnemyType.Add(EnemyRatio.EnemyType);
}
EnemiesPerType.Empty();
// Récupère les ratios (NbEnemy) et calcule leur somme
int32 TotalRatio = 0;
for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition)
{
TotalRatio += EnemyRatio.NbEnemy;
}
// Sécurité : Si le total est 0, évite la division par zéro
if (TotalRatio == 0) return;
// Répartit les ennemis proportionnellement
int32 RemainingEnemies = EnemyNumberInWave;
for (const FLMEnemyRatio& EnemyRatio : InfoWaveRow->WaveComposition)
{
// Calcul proportionnel arrondi
int32 Count = FMath::RoundToInt((float(EnemyRatio.NbEnemy) / TotalRatio) * EnemyNumberInWave);
EnemiesPerType.Add(Count);
RemainingEnemies -= Count;
}
// Ajuste les arrondis pour respecter exactement EnemyNumberInWave
for (int32 i = 0; i < RemainingEnemies; ++i)
{
EnemiesPerType[i % EnemiesPerType.Num()]++;
}
}
// Called every frame
void ALMWaveManager::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if(!OnCooldown)
{
if(RemainsEnemyToSpawn())
{
CheckForSpawnerOK();
if(SpawnPositionsOK.Num() > 0)
{
//Choose spawnpoint to spawn
int32 RandomIndex = FMath::RandRange(0, SpawnPositionsOK.Num() - 1);
SpawnEnemy(SpawnPositionsOK[RandomIndex]);
}
return;
}
if(TotalOfEnemyToStillSpawn() == 0 && EnemyAliveList.Num() == 0)
{
//lauch break time
// Lance un breaktime avant de relancer une wave
OnCooldown = true;
GetWorld()->GetTimerManager().SetTimer(BreakTimer, this, &ALMWaveManager::StartWave, BreakTime, false);
}
}
}
void ALMWaveManager::StartWave()
{
UE_LOG(LogTemp, Warning, TEXT("Start a new wave"));
GetRandomDataWaveRow();
EnemySpawned = 0;
OnCooldown = false;
WaveNumber++;
}