mirror of
https://github.com/Ed94/Cog.git
synced 2026-07-18 15:21:31 -07:00
281 lines
9.2 KiB
C++
281 lines
9.2 KiB
C++
#include "CogAbilityWindow_Cheats.h"
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#include "AbilitySystemGlobals.h"
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#include "CogAbilityDataAsset_Cheats.h"
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#include "CogAbilityReplicator.h"
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#include "CogInterfaceAllegianceActor.h"
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#include "CogDebugDraw.h"
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#include "CogImguiHelper.h"
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#include "EngineUtils.h"
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#include "GameFramework/Character.h"
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#include "imgui.h"
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#include "imgui_internal.h"
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogAbilityWindow_Cheats::RenderHelp()
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{
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ImGui::Text(
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"This window can be used to apply cheats to the selected actor (by default). "
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"The cheats can be configured in the '%s' data asset. "
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"When clicking a cheat button, press:\n"
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" [CTRL] to apply the cheat to controlled actor\n"
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" [ALT] to apply the cheat to the allies of the selected actor\n"
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" [SHIFT] to apply the cheat to the enemies of the selected actor\n"
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, TCHAR_TO_ANSI(*GetNameSafe(CheatsAsset.Get()))
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);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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UCogAbilityWindow_Cheats::UCogAbilityWindow_Cheats()
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{
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bHasMenu = true;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogAbilityWindow_Cheats::SetCheatsAsset(const UCogAbilityDataAsset_Cheats* Value)
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{
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CheatsAsset = Value;
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if (bReapplyCheatsBetweenPlays == false)
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{
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return;
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}
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static int32 IsFirstLaunch = true;
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if (IsFirstLaunch && bReapplyCheatsBetweenLaunches == false)
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{
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return;
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}
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IsFirstLaunch = false;
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if (CheatsAsset == nullptr)
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{
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return;
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}
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APawn* LocalPawn = GetLocalPlayerPawn();
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if (LocalPawn == nullptr)
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{
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return;
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}
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ACogAbilityReplicator* Replicator = ACogAbilityReplicator::GetLocalReplicator(*GetWorld());
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if (Replicator == nullptr)
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{
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return;
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}
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TArray<AActor*> Targets{ LocalPawn };
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for (const FString& AppliedCheatName : AppliedCheats)
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{
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if (const FCogAbilityCheat* Cheat = CheatsAsset->PersistentEffects.FindByPredicate(
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[AppliedCheatName](const FCogAbilityCheat& Cheat) { return Cheat.Name == AppliedCheatName; }))
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{
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Replicator->ApplyCheat(LocalPawn, Targets, *Cheat);
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogAbilityWindow_Cheats::RenderContent()
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{
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Super::RenderContent();
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AActor* SelectedActor = GetSelection();
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if (SelectedActor == nullptr)
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{
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return;
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}
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if (CheatsAsset == nullptr)
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{
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return;
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}
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("Options"))
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{
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ImGui::Checkbox("Reapply Cheats Between Plays", &bReapplyCheatsBetweenPlays);
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if (bReapplyCheatsBetweenPlays == false)
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{
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ImGui::BeginDisabled();
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}
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ImGui::Checkbox("Reapply Cheats Between Launches", &bReapplyCheatsBetweenLaunches);
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if (bReapplyCheatsBetweenPlays == false)
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{
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ImGui::EndDisabled();
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}
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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APawn* ControlledActor = GetLocalPlayerPawn();
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if (ImGui::BeginTable("Cheats", 2, ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_NoBordersInBodyUntilResize))
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{
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ImGui::TableSetupColumn("Toggle", ImGuiTableColumnFlags_WidthStretch);
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ImGui::TableSetupColumn("Instant", ImGuiTableColumnFlags_WidthStretch);
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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bool bHasChanged = false;
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int Index = 0;
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for (const FCogAbilityCheat& CheatEffect : CheatsAsset->PersistentEffects)
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{
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ImGui::PushID(Index);
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bHasChanged |= AddCheat(ControlledActor, SelectedActor, CheatEffect, true);
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ImGui::PopID();
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Index++;
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}
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//----------------------------------------------------------------
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// When a persistent cheat has been changed, update the applied
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// cheats string array to be saved in the config later
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//----------------------------------------------------------------
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if (bHasChanged && SelectedActor == ControlledActor)
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{
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AppliedCheats.Empty();
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for (const FCogAbilityCheat& CheatEffect : CheatsAsset->PersistentEffects)
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{
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if (ACogAbilityReplicator::IsCheatActive(SelectedActor, CheatEffect))
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{
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AppliedCheats.Add(CheatEffect.Name);
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}
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}
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}
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ImGui::TableNextColumn();
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for (const FCogAbilityCheat& CheatEffect : CheatsAsset->InstantEffects)
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{
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ImGui::PushID(Index);
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AddCheat(ControlledActor, SelectedActor, CheatEffect, false);
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ImGui::PopID();
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Index++;
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}
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ImGui::EndTable();
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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bool UCogAbilityWindow_Cheats::AddCheat(AActor* ControlledActor, AActor* SelectedActor, const FCogAbilityCheat& Cheat, bool IsPersistent)
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{
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if (Cheat.Effect == nullptr)
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{
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return false;
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}
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bool bIsPressed = false;
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const FGameplayTagContainer& Tags = Cheat.Effect->GetDefaultObject<UGameplayEffect>()->InheritableGameplayEffectTags.CombinedTags;
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FLinearColor Color;
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if (Tags.HasTag(CheatsAsset->NegativeEffectTag))
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{
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Color = CheatsAsset->NegativeEffectColor;
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}
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else if (Tags.HasTag(CheatsAsset->PositiveEffectTag))
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{
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Color = CheatsAsset->PositiveEffectColor;
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}
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else
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{
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Color = CheatsAsset->NeutralEffectColor;
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}
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FCogWindowWidgets::PushBackColor(FCogImguiHelper::ToImVec4(Color));
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if (IsPersistent)
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{
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bool isEnabled = ACogAbilityReplicator::IsCheatActive(SelectedActor, Cheat);
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if (ImGui::Checkbox(TCHAR_TO_ANSI(*Cheat.Name), &isEnabled))
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{
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RequestCheat(ControlledActor, SelectedActor, Cheat);
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bIsPressed = true;
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}
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}
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else
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{
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if (ImGui::Button(TCHAR_TO_ANSI(*Cheat.Name), ImVec2(-1, 0)))
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{
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RequestCheat(ControlledActor, SelectedActor, Cheat);
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bIsPressed = true;
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}
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}
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if (ImGui::IsItemHovered())
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{
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const bool IsShiftDown = (ImGui::GetCurrentContext()->IO.KeyMods & ImGuiMod_Shift) != 0;
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const bool IsAltDown = (ImGui::GetCurrentContext()->IO.KeyMods & ImGuiMod_Alt) != 0;
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const bool IsControlDown = (ImGui::GetCurrentContext()->IO.KeyMods & ImGuiMod_Ctrl) != 0;
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ImGui::BeginTooltip();
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, IsShiftDown || IsAltDown || IsControlDown ? 0.5f : 1.0f), "On Selection");
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, IsShiftDown ? 1.0f : 0.5f), "On Enemies [SHIFT]");
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, IsAltDown ? 1.0f : 0.5f), "On Allies [ALT]");
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, IsControlDown ? 1.0f : 0.5f), "On Controlled [CTRL]");
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ImGui::EndTooltip();
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}
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FCogWindowWidgets::PopBackColor();
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return bIsPressed;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogAbilityWindow_Cheats::RequestCheat(AActor* ControlledActor, AActor* SelectedActor, const FCogAbilityCheat& Cheat)
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{
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const bool IsShiftDown = (ImGui::GetCurrentContext()->IO.KeyMods & ImGuiMod_Shift) != 0;
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const bool IsAltDown = (ImGui::GetCurrentContext()->IO.KeyMods & ImGuiMod_Alt) != 0;
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const bool IsControlDown = (ImGui::GetCurrentContext()->IO.KeyMods & ImGuiMod_Ctrl) != 0;
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TArray<AActor*> Actors;
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if (IsControlDown)
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{
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Actors.Add(ControlledActor);
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}
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if (IsShiftDown || IsAltDown)
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{
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for (TActorIterator<ACharacter> It(GetWorld(), ACharacter::StaticClass()); It; ++It)
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{
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if (AActor* OtherActor = *It)
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{
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ECogInterfacesAllegiance Allegiance = ECogInterfacesAllegiance::Enemy;
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if (ICogInterfacesAllegianceActor* AllegianceInterface = Cast<ICogInterfacesAllegianceActor>(OtherActor))
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{
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AllegianceInterface->GetAllegianceWithOtherActor(ControlledActor);
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}
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if ((IsShiftDown && (Allegiance == ECogInterfacesAllegiance::Enemy))
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|| (IsAltDown && (Allegiance == ECogInterfacesAllegiance::Friendly)))
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{
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Actors.Add(OtherActor);
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}
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}
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}
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}
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if ((IsControlDown || IsShiftDown || IsAltDown) == false)
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{
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Actors.Add(SelectedActor);
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}
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if (ACogAbilityReplicator* Replicator = ACogAbilityReplicator::GetLocalReplicator(*GetWorld()))
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{
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Replicator->ApplyCheat(ControlledActor, Actors, Cheat);
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}
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}
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