Files
Cog/Plugins/CogAbility/Source/CogAbility/Private/CogAbilityWindow_Cheats.cpp
T
2023-10-31 23:50:41 -04:00

334 lines
11 KiB
C++

#include "CogAbilityWindow_Cheats.h"
#include "AbilitySystemGlobals.h"
#include "CogAbilityDataAsset.h"
#include "CogAbilityReplicator.h"
#include "CogCommonAllegianceActorInterface.h"
#include "CogDebugDraw.h"
#include "CogImguiHelper.h"
#include "CogWindowHelper.h"
#include "CogWindowWidgets.h"
#include "EngineUtils.h"
#include "GameFramework/Character.h"
#include "imgui.h"
#include "imgui_internal.h"
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Cheats::Initialize()
{
Super::Initialize();
bHasMenu = true;
Asset = GetAsset<UCogAbilityDataAsset>();
Config = GetConfig<UCogAbilityConfig_Cheats>();
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Cheats::RenderHelp()
{
ImGui::Text(
"This window can be used to apply cheats to the selected actor (by default). "
"The cheats can be configured in the '%s' data asset. "
"When clicking a cheat button, press:\n"
" [CTRL] to apply the cheat to controlled actor\n"
" [ALT] to apply the cheat to the allies of the selected actor\n"
" [SHIFT] to apply the cheat to the enemies of the selected actor\n"
, TCHAR_TO_ANSI(*GetNameSafe(Asset.Get()))
);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Cheats::ResetConfig()
{
Super::ResetConfig();
Config->Reset();
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Cheats::GameTick(float DeltaTime)
{
Super::GameTick(DeltaTime);
TryReapplyCheats();
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Cheats::TryReapplyCheats()
{
if (Config == nullptr)
{
return;
}
if (bHasReappliedCheats)
{
return;
}
if (Config->bReapplyCheatsBetweenPlays == false)
{
return;
}
static int32 IsFirstLaunch = true;
if (IsFirstLaunch && Config->bReapplyCheatsBetweenLaunches == false)
{
return;
}
IsFirstLaunch = false;
if (Asset == nullptr)
{
return;
}
APawn* LocalPawn = GetLocalPlayerPawn();
if (LocalPawn == nullptr)
{
return;
}
ACogAbilityReplicator* Replicator = ACogAbilityReplicator::GetLocalReplicator(*GetWorld());
if (Replicator == nullptr)
{
return;
}
TArray<AActor*> Targets { LocalPawn };
for (int32 i = Config->AppliedCheats.Num() - 1; i >= 0; i--)
{
const FString& AppliedCheatName = Config->AppliedCheats[i];
if (const FCogAbilityCheat* Cheat = Asset->PersistentEffects.FindByPredicate(
[AppliedCheatName](const FCogAbilityCheat& Cheat) { return Cheat.Name == AppliedCheatName; }))
{
Replicator->ApplyCheat(LocalPawn, Targets, *Cheat);
}
else
{
//-----------------------------------------------------
// This cheat doesn't exist anymore. We can remove it.
//-----------------------------------------------------
Config->AppliedCheats.RemoveAt(i);
}
}
bHasReappliedCheats = true;
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Cheats::RenderContent()
{
Super::RenderContent();
if (Config == nullptr)
{
ImGui::Text("Invalid Config");
return;
}
AActor* SelectedActor = GetSelection();
if (SelectedActor == nullptr)
{
ImGui::Text("Invalid Selection");
return;
}
if (Asset == nullptr)
{
ImGui::Text("Invalid Asset");
return;
}
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Options"))
{
ImGui::Checkbox("Reapply Cheats Between Plays", &Config->bReapplyCheatsBetweenPlays);
if (Config->bReapplyCheatsBetweenPlays == false)
{
ImGui::BeginDisabled();
}
ImGui::Checkbox("Reapply Cheats Between Launches", &Config->bReapplyCheatsBetweenLaunches);
if (Config->bReapplyCheatsBetweenPlays == false)
{
ImGui::EndDisabled();
}
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
APawn* ControlledActor = GetLocalPlayerPawn();
if (ImGui::BeginTable("Cheats", 2, ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_NoBordersInBodyUntilResize))
{
ImGui::TableSetupColumn("Toggle", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableSetupColumn("Instant", ImGuiTableColumnFlags_WidthStretch);
ImGui::TableNextRow();
ImGui::TableNextColumn();
int Index = 0;
for (const FCogAbilityCheat& CheatEffect : Asset->PersistentEffects)
{
ImGui::PushID(Index);
AddCheat(ControlledActor, SelectedActor, CheatEffect, true);
ImGui::PopID();
Index++;
}
//----------------------------------------------------------------------------
// Update the config of applied cheat to reapply them on the next launch.
// We do not updated them only when the the user input is pressed because
// the state of the cheat is lagging when connected to a server.
// So we check if the array should be updated all the time.
//----------------------------------------------------------------------------
if (SelectedActor == ControlledActor)
{
for (const FCogAbilityCheat& CheatEffect : Asset->PersistentEffects)
{
if (ACogAbilityReplicator::IsCheatActive(SelectedActor, CheatEffect))
{
Config->AppliedCheats.AddUnique(CheatEffect.Name);
}
else
{
Config->AppliedCheats.Remove(CheatEffect.Name);
}
}
}
ImGui::TableNextColumn();
for (const FCogAbilityCheat& CheatEffect : Asset->InstantEffects)
{
ImGui::PushID(Index);
AddCheat(ControlledActor, SelectedActor, CheatEffect, false);
ImGui::PopID();
Index++;
}
ImGui::EndTable();
}
}
//--------------------------------------------------------------------------------------------------------------------------
bool FCogAbilityWindow_Cheats::AddCheat(AActor* ControlledActor, AActor* SelectedActor, const FCogAbilityCheat& Cheat, bool IsPersistent)
{
if (Cheat.Effect == nullptr)
{
return false;
}
bool bIsPressed = false;
const FGameplayTagContainer& Tags = Cheat.Effect->GetDefaultObject<UGameplayEffect>()->InheritableGameplayEffectTags.CombinedTags;
FLinearColor Color;
if (Tags.HasTag(Asset->NegativeEffectTag))
{
Color = Asset->NegativeEffectColor;
}
else if (Tags.HasTag(Asset->PositiveEffectTag))
{
Color = Asset->PositiveEffectColor;
}
else
{
Color = Asset->NeutralEffectColor;
}
FCogWindowWidgets::PushBackColor(FCogImguiHelper::ToImVec4(Color));
if (IsPersistent)
{
bool isEnabled = ACogAbilityReplicator::IsCheatActive(SelectedActor, Cheat);
if (ImGui::Checkbox(TCHAR_TO_ANSI(*Cheat.Name), &isEnabled))
{
RequestCheat(ControlledActor, SelectedActor, Cheat);
bIsPressed = true;
}
}
else
{
if (ImGui::Button(TCHAR_TO_ANSI(*Cheat.Name), ImVec2(-1, 0)))
{
RequestCheat(ControlledActor, SelectedActor, Cheat);
bIsPressed = true;
}
}
if (ImGui::IsItemHovered())
{
const bool IsShiftDown = (ImGui::GetCurrentContext()->IO.KeyMods & ImGuiMod_Shift) != 0;
const bool IsAltDown = (ImGui::GetCurrentContext()->IO.KeyMods & ImGuiMod_Alt) != 0;
const bool IsControlDown = (ImGui::GetCurrentContext()->IO.KeyMods & ImGuiMod_Ctrl) != 0;
ImGui::BeginTooltip();
ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, IsShiftDown || IsAltDown || IsControlDown ? 0.5f : 1.0f), "On Selection");
ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, IsShiftDown ? 1.0f : 0.5f), "On Enemies [SHIFT]");
ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, IsAltDown ? 1.0f : 0.5f), "On Allies [ALT]");
ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, IsControlDown ? 1.0f : 0.5f), "On Controlled [CTRL]");
ImGui::EndTooltip();
}
FCogWindowWidgets::PopBackColor();
return bIsPressed;
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Cheats::RequestCheat(AActor* ControlledActor, AActor* SelectedActor, const FCogAbilityCheat& Cheat)
{
const bool IsShiftDown = (ImGui::GetCurrentContext()->IO.KeyMods & ImGuiMod_Shift) != 0;
const bool IsAltDown = (ImGui::GetCurrentContext()->IO.KeyMods & ImGuiMod_Alt) != 0;
const bool IsControlDown = (ImGui::GetCurrentContext()->IO.KeyMods & ImGuiMod_Ctrl) != 0;
TArray<AActor*> Actors;
if (IsControlDown)
{
Actors.Add(ControlledActor);
}
if (IsShiftDown || IsAltDown)
{
for (TActorIterator<ACharacter> It(GetWorld(), ACharacter::StaticClass()); It; ++It)
{
if (AActor* OtherActor = *It)
{
ECogCommonAllegiance Allegiance = ECogCommonAllegiance::Enemy;
if (ICogCommonAllegianceActorInterface* AllegianceInterface = Cast<ICogCommonAllegianceActorInterface>(OtherActor))
{
Allegiance = AllegianceInterface->GetAllegianceWithOtherActor(ControlledActor);
}
if ((IsShiftDown && (Allegiance == ECogCommonAllegiance::Enemy))
|| (IsAltDown && (Allegiance == ECogCommonAllegiance::Friendly)))
{
Actors.Add(OtherActor);
}
}
}
}
if ((IsControlDown || IsShiftDown || IsAltDown) == false)
{
Actors.Add(SelectedActor);
}
if (ACogAbilityReplicator* Replicator = ACogAbilityReplicator::GetLocalReplicator(*GetWorld()))
{
Replicator->ApplyCheat(ControlledActor, Actors, Cheat);
}
}