#include "CogSampleArea.h" #include "AbilitySystemComponent.h" #include "AbilitySystemGlobals.h" #include "CogCommon.h" #include "CogSampleDamageableInterface.h" #include "CogSampleFunctionLibrary_Team.h" #include "Engine/World.h" #include "GameFramework/GameStateBase.h" #include "Net/UnrealNetwork.h" #include "TimerManager.h" //-------------------------------------------------------------------------------------------------------------------------- ACogSampleArea::ACogSampleArea(const class FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bReplicates = true; PrimaryActorTick.bCanEverTick = true; SetActorTickEnabled(true); } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(ACogSampleArea, HalfExtent); DOREPLIFETIME(ACogSampleArea, Level); } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::BeginPlay() { COG_LOG_OBJECT(LogCogArea, ELogVerbosity::Verbose, GetInstigator(), TEXT("Area:%s"), *GetName()); IsAtStart = true; IsAtEnd = false; if (HasAuthority()) { if (TickRate > 0.0f && IsInstant == false) { GetWorld()->GetTimerManager().SetTimer(TickTimerHandle, this, &ACogSampleArea::OnTickEffect, TickRate, true, InitialTickDelay); } RegisterAllEffects(); OnActorBeginOverlap.AddDynamic(this, &ACogSampleArea::OnActorEntered); OnActorEndOverlap.AddDynamic(this, &ACogSampleArea::OnActorExited); } Super::BeginPlay(); } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::EndPlay(const EEndPlayReason::Type EndPlayReason) { COG_LOG_OBJECT(LogCogArea, ELogVerbosity::Verbose, GetInstigator(), TEXT("Area:%s"), *GetName()); IsAtEnd = true; if (CanPerformDetection() && IsInstant == false) { int32 EventTypeFilter = (int32)ECogSampleAreaEventType::OnEnd; if (ApplyTickEffectOnExit) { EventTypeFilter |= (int32)ECogSampleAreaEventType::OnTick; } ApplyEffectsOnActors(InsideActors, EventTypeFilter); for (AActor* Actor : InsideActors) { AffectExitingActor(Actor); } } InsideActors.Empty(); Super::EndPlay(EndPlayReason); } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::Tick(float DeltaSeconds) { Super::Tick(DeltaSeconds); //------------------------------------------------------------------------------ // We cannot execute OnStart event inside the OnActorEntered callback because // we need to know all the actors that are inside to execute the OnStart event. // This is because we must iterate over all actors for each effects we need // to apply. See ApplyEffectsOnActors as to why. // So instead we execute it on Tick //------------------------------------------------------------------------------ if (IsAtStart) { int32 EventTypeFilter = (int32)ECogSampleAreaEventType::OnStart; if (ApplyTickEffectOnEnter) { EventTypeFilter |= (int32)ECogSampleAreaEventType::OnTick; } ApplyEffectsOnActors(InsideActors, EventTypeFilter); IsAtStart = false; } } //-------------------------------------------------------------------------------------------------------------------------- AActor* ACogSampleArea::GetInstigatorActor() const { AActor* AreaInstigator = GetInstigator(); if (AreaInstigator != nullptr) { return AreaInstigator; } if (ParentActor != nullptr) { return ParentActor; } //------------------------------------------------- // The game state is the default Instigator //------------------------------------------------- UWorld* World = GetWorld(); if (World != nullptr) { return World->GetGameState(); } return nullptr; } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::RegisterAllEffects() { AActor* AreaInstigator = GetInstigatorActor(); if (AreaInstigator == nullptr) { return; } UAbilitySystemComponent* AbilitySystem = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(AreaInstigator); if (AbilitySystem == nullptr) { return; } FGameplayEffectContextHandle EffectContextHandle = AbilitySystem->MakeEffectContext(); for (const FCogSampleAreaEffectConfig& EffectConfig : Effects) { for (TSubclassOf EffectClass : EffectConfig.Effects) { if (EffectsMap.Contains(EffectClass)) { continue; } FGameplayEffectSpecHandle* BakedEffectSpecHandle = BakedEffects.FindByPredicate([EffectClass](const FGameplayEffectSpecHandle& Handle) { return Handle.Data->Def.GetClass() == EffectClass; }); if (BakedEffectSpecHandle != nullptr) { EffectsMap.Add(EffectClass, *BakedEffectSpecHandle); } else { FGameplayEffectSpecHandle EffectSpecHandle = AbilitySystem->MakeOutgoingSpec(EffectClass, Level, EffectContextHandle); EffectsMap.Add(EffectClass, EffectSpecHandle); } } } } //-------------------------------------------------------------------------------------------------------------------------- // We iterate over effects and then over actors to make sure effects are applied in order on all actors. // One case where this is useful is an area that applies first a corruption effect and damage effect. // The corruption must be given to everyone in the area before any damage is applied, because the corruption // propagate the damage to other corrupted actors. //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::ApplyEffectsOnActors(const TArray& HitActors, int32 EventTypeFilter) { for (const FCogSampleAreaEffectConfig& EffectConfig : Effects) { if (((int32)EffectConfig.Event & (int32)EventTypeFilter) == 0) { continue; } for (TSubclassOf EffectClass : EffectConfig.Effects) { FGameplayEffectSpecHandle* Handle = EffectsMap.Find(EffectClass); if (Handle == nullptr) { continue; } FGameplayEffectSpec* Spec = Handle->Data.Get(); if (Spec == nullptr) { continue; } for (AActor* HitActor : HitActors) { if (UCogSampleFunctionLibrary_Team::MatchAllegianceBetweenTeamAndActor(Team, HitActor, EffectConfig.Allegiance) == false) { continue; } if (IsAliveOfAffectDead(HitActor) == false) { continue; } UAbilitySystemComponent* TargetAbilitySystem = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(HitActor); if (TargetAbilitySystem != nullptr) { TArray* TargetInsideEffects = nullptr; if ((EventTypeFilter & (int32)ECogSampleAreaEventType::OnInside) != 0) { TargetInsideEffects = &InsideEffects.FindOrAdd(HitActor); } const FVector HitNormal = (HitActor->GetActorLocation() - GetActorLocation()) .GetSafeNormal(0.1f, FVector::UpVector); const FHitResult HitResult(HitActor, nullptr, HitActor->GetActorLocation(), HitNormal); Spec->GetContext().AddHitResult(HitResult, true); FActiveGameplayEffectHandle ActiveEffectHandle = TargetAbilitySystem->ApplyGameplayEffectSpecToSelf(*Spec); if (EffectConfig.Event == ECogSampleAreaEventType::OnInside && TargetInsideEffects != nullptr) { TargetInsideEffects->Add(ActiveEffectHandle); } } } } } } //-------------------------------------------------------------------------------------------------------------------------- bool ACogSampleArea::MakeAreaOutgoingEffectSpecs(TSubclassOf EffectClass, FGameplayEffectSpecHandle& EffectSpecHandle) const { AActor* AreaInstigator = GetInstigatorActor(); if (AreaInstigator == nullptr) { return false; } UAbilitySystemComponent* AbilitySystem = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(AreaInstigator); if (AbilitySystem == nullptr) { return false; } EffectSpecHandle = AbilitySystem->MakeOutgoingSpec(EffectClass, Level, AbilitySystem->MakeEffectContext()); return true; } //-------------------------------------------------------------------------------------------------------------------------- bool ACogSampleArea::CanPerformDetection() const { if (OnlyDetectOnAuthority == false) { return true; } if (HasAuthority()) { return true; } return false; } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::OnTickEffect_Implementation() { ApplyEffectsOnActors(InsideActors, (int32)ECogSampleAreaEventType::OnTick); } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::OnActorEntered_Implementation(AActor* OverlappedActor, AActor* EnteringActor) { check(EnteringActor); if (CanBeAffected(EnteringActor) == false) { return; } AffectEnteringActor(EnteringActor); InsideActors.Add(EnteringActor); } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::OnActorExited_Implementation(AActor* OverlappedActor, AActor* ExitingActor) { if (IsInstant) { return; } int32 Index = InsideActors.Find(ExitingActor); if (Index == INDEX_NONE) { return; } AffectExitingActor(ExitingActor); InsideActors.RemoveAt(Index); } //-------------------------------------------------------------------------------------------------------------------------- bool ACogSampleArea::CanBeAffected_Implementation(AActor* OtherActor) const { check(OtherActor); if (IsAlreadyAffected(OtherActor)) { return false; } return true; } //-------------------------------------------------------------------------------------------------------------------------- bool ACogSampleArea::IsAliveOfAffectDead(AActor* OtherActor) const { check(OtherActor); if (AffectDead) { return true; } const ICogSampleDamageableInterface* Damageable = Cast(OtherActor); if (Damageable == nullptr) { return true; } if (Damageable->IsDead() == false) { return true; } return false; } //-------------------------------------------------------------------------------------------------------------------------- bool ACogSampleArea::IsAlreadyAffected(AActor* OtherActor) const { check(OtherActor); if (InsideActors.Contains(OtherActor)) { return true; } return false; } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::AffectEnteringActor_Implementation(AActor* EnteringActor) { check(EnteringActor); if (IsInstant == false) { TArray Actors; Actors.Add(EnteringActor); ApplyEffectsOnActors(Actors, (int32)ECogSampleAreaEventType::OnEnter | (int32)ECogSampleAreaEventType::OnInside); } } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::AffectExitingActor_Implementation(AActor* ExitingActor) { if (IsInstant || ExitingActor == nullptr) { return; } TArray Actors; Actors.Add(ExitingActor); ApplyEffectsOnActors(Actors, (int32)ECogSampleAreaEventType::OnExit); RemoveInsideEffects(ExitingActor); } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::RemoveInsideEffects_Implementation(AActor* HitActor) { UAbilitySystemComponent* TargetAbilitySystem = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(HitActor); if (TargetAbilitySystem == nullptr) { return; } TArray* TargetInsideEffects = InsideEffects.Find(HitActor); if (TargetInsideEffects == nullptr) { return; } for (FActiveGameplayEffectHandle Handle : *TargetInsideEffects) { TargetAbilitySystem->RemoveActiveGameplayEffect(Handle, 1); } } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::ApplyInstantEffects_Implementation(AActor* HitActor) { } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::ApplyInsideEffects_Implementation(AActor* HitActor) { } //-------------------------------------------------------------------------------------------------------------------------- void ACogSampleArea::ApplyTickEffects_Implementation(AActor* HitActor) { }