First Submit

This commit is contained in:
Arnaud Jamin
2023-10-02 01:32:41 -04:00
parent c34574e841
commit 1aabdb5c4e
445 changed files with 93851 additions and 0 deletions
@@ -0,0 +1,97 @@
#include "CogSampleExecCalculation_Damage.h"
#include "CogSampleAttributeSet_Health.h"
#include "CogSampleCharacter.h"
#include "CogSampleTagLibrary.h"
//--------------------------------------------------------------------------------------------------------------------------
struct FCogSampleDamageStatics
{
DECLARE_ATTRIBUTE_CAPTUREDEF(DamageResistance);
FCogSampleDamageStatics()
{
DEFINE_ATTRIBUTE_CAPTUREDEF(UCogSampleAttributeSet_Health, DamageResistance, Target, false);
}
};
//--------------------------------------------------------------------------------------------------------------------------
static const FCogSampleDamageStatics& DamageStatics()
{
static FCogSampleDamageStatics __FCogSampleDamageStatics;
return __FCogSampleDamageStatics;
}
//--------------------------------------------------------------------------------------------------------------------------
UCogSampleExecCalculation_Damage::UCogSampleExecCalculation_Damage()
{
RelevantAttributesToCapture.Add(FCogSampleDamageStatics().DamageResistanceDef);
#if WITH_EDITORONLY_DATA
ValidTransientAggregatorIdentifiers.AddTag(Tag_Effect_Data_Damage);
InvalidScopedModifierAttributes.Add(FCogSampleDamageStatics().DamageResistanceDef);
#endif // #if WITH_EDITORONLY_DATA
}
//--------------------------------------------------------------------------------------------------------------------------
void UCogSampleExecCalculation_Damage::Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams, OUT FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const
{
const FGameplayEffectSpec& EffectSpec = ExecutionParams.GetOwningSpec();
const FGameplayEffectContextHandle Context = EffectSpec.GetContext();
FAggregatorEvaluateParameters EvaluationParameters;
EvaluationParameters.SourceTags = EffectSpec.CapturedSourceTags.GetAggregatedTags();
EvaluationParameters.TargetTags = EffectSpec.CapturedTargetTags.GetAggregatedTags();
UAbilitySystemComponent* TargetAbilitySystem = ExecutionParams.GetTargetAbilitySystemComponent();
UAbilitySystemComponent* SourceAbilitySystem = ExecutionParams.GetSourceAbilitySystemComponent();
ACogSampleCharacter* TargetCharacter = (TargetAbilitySystem != nullptr) ? Cast<ACogSampleCharacter>(TargetAbilitySystem->AbilityActorInfo.IsValid() ? TargetAbilitySystem->GetAvatarActor() : nullptr) : nullptr;
ACogSampleCharacter* SourceCharacter = (SourceAbilitySystem != nullptr) ? Cast<ACogSampleCharacter>(SourceAbilitySystem->AbilityActorInfo.IsValid() ? SourceAbilitySystem->GetAvatarActor() : nullptr) : nullptr;
if (TargetCharacter == nullptr)
{
return;
}
FGameplayTagContainer SpecAssetTags;
EffectSpec.GetAllAssetTags(SpecAssetTags);
//-----------------------------------------------------------------------------------------------------
// Get flat Damage
//-----------------------------------------------------------------------------------------------------
float IncomingDamage = 0.0f;
ExecutionParams.AttemptCalculateTransientAggregatorMagnitude(Tag_Effect_Data_Damage, EvaluationParameters, IncomingDamage);
//-----------------------------------------------------------------------------------------------------
// Apply resistances
//-----------------------------------------------------------------------------------------------------
float ReceivedDamage = 0.0f;
if (TargetAbilitySystem->HasMatchingGameplayTag(Tag_Status_Immune_Damage) == false)
{
float Resistances = 0.0f;
ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().DamageResistanceDef, EvaluationParameters, Resistances);
Resistances = FMath::Min(Resistances, 1.0f);
ReceivedDamage = IncomingDamage * (1.0f - Resistances);
}
if (SpecAssetTags.HasTag(Tag_Effect_Type_Damage_Kill))
{
IncomingDamage = TargetAbilitySystem->GetNumericAttribute(UCogSampleAttributeSet_Health::GetMaxHealthAttribute());
ReceivedDamage = IncomingDamage;
}
//-----------------------------------------------------------------------------------------------------
// Apply Damage
//-----------------------------------------------------------------------------------------------------
if (ReceivedDamage > 0.0f)
{
OutExecutionOutput.AddOutputModifier(FGameplayModifierEvaluatedData(UCogSampleAttributeSet_Health::GetHealthAttribute(), EGameplayModOp::Additive, -ReceivedDamage));
TargetCharacter->OnDamageReceived(ReceivedDamage, IncomingDamage, SourceCharacter, EffectSpec);
if (SourceCharacter != nullptr)
{
SourceCharacter->OnDamageDealt(ReceivedDamage, IncomingDamage, TargetCharacter, EffectSpec);
}
}
}