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| #pragma once
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| #include "ModularAIController.h"
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| #include "Teams/LyraTeamAgentInterface.h"
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| #include "LyraPlayerBotController.generated.h"
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| namespace ETeamAttitude { enum Type : int; }
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| struct FGenericTeamId;
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| class APlayerState;
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| class UAIPerceptionComponent;
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| class UObject;
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| struct FFrame;
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| UCLASS(Blueprintable)
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| class ALyraPlayerBotController : public AModularAIController, public ILyraTeamAgentInterface
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| {
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| GENERATED_BODY()
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| public:
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| ALyraPlayerBotController(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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| virtual void SetGenericTeamId(const FGenericTeamId& NewTeamID) override;
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| virtual FGenericTeamId GetGenericTeamId() const override;
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| virtual FOnLyraTeamIndexChangedDelegate* GetOnTeamIndexChangedDelegate() override;
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| ETeamAttitude::Type GetTeamAttitudeTowards(const AActor& Other) const override;
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| void ServerRestartController();
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| UFUNCTION(BlueprintCallable, Category = "Lyra AI Player Controller")
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| void UpdateTeamAttitude(UAIPerceptionComponent* AIPerception);
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| virtual void OnUnPossess() override;
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| private:
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| UFUNCTION()
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| void OnPlayerStateChangedTeam(UObject* TeamAgent, int32 OldTeam, int32 NewTeam);
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| protected:
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| virtual void OnPlayerStateChanged();
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| private:
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| void BroadcastOnPlayerStateChanged();
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| protected:
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| virtual void InitPlayerState() override;
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| virtual void CleanupPlayerState() override;
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| virtual void OnRep_PlayerState() override;
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| private:
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| UPROPERTY()
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| FOnLyraTeamIndexChangedDelegate OnTeamChangedDelegate;
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| UPROPERTY()
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| TObjectPtr<APlayerState> LastSeenPlayerState;
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| };
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