18. ABC & AS
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Project/Content/Core/Game/BP_GameMode.uasset
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Project/Content/Core/Game/BP_GameMode.uasset
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Project/Content/Core/Game/BP_GasaPlayerState.uasset
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Project/Content/Core/Game/BP_GasaPlayerState.uasset
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#include "GasaAbilitySystemComponent.h"
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#pragma once
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#include "AbilitySystemComponent.h"
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#include "GasaAbilitySystemComponent.generated.h"
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UCLASS()
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class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
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{
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GENERATED_BODY()
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public:
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};
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Project/Source/Gasa/AbilitySystem/GasaAttributeSet.cpp
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Project/Source/Gasa/AbilitySystem/GasaAttributeSet.cpp
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#include "GasaAttributeSet.h"
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Project/Source/Gasa/AbilitySystem/GasaAttributeSet.h
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Project/Source/Gasa/AbilitySystem/GasaAttributeSet.h
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#pragma once
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#include "AttributeSet.h"
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#include "GasaAttributeSet.generated.h"
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UCLASS()
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class GASA_API UGasaAttributeSet : public UAttributeSet
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{
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GENERATED_BODY()
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public:
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};
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7
Project/Source/Gasa/Game/GasaPlayerState.cpp
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Project/Source/Gasa/Game/GasaPlayerState.cpp
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#include "GasaPlayerState.h"
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AGasaPlayerState::AGasaPlayerState()
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{
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// Replication
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NetUpdateFrequency = 100.f;
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}
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Project/Source/Gasa/Game/GasaPlayerState.h
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Project/Source/Gasa/Game/GasaPlayerState.h
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#pragma once
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#include "GameFramework/PlayerState.h"
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#include "GasaPlayerState.generated.h"
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UCLASS(Blueprintable)
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class GASA_API AGasaPlayerState : public APlayerState
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{
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GENERATED_BODY()
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public:
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AGasaPlayerState();
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};
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@ -36,9 +36,30 @@ AGasaPlayerController* UGasaLib::GetPrimaryGasaPlayerController(UObject* Context
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#pragma endregion Game
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#pragma region Logging
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DEFINE_LOG_CATEGORY_STATIC(LogGasaBP, Log, All);
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void UGasaLib::Log(UObject* Context, FString Message, EGasaVerbosity Verbosity, bool bPrintToScreen)
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{
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Gasa::Log(Message, Verbosity, LogGasa, false, 0, "", TCHAR_TO_ANSI( *Context->GetName() ));
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#if !UE_BUILD_SHIPPING && !NO_LOGGING
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{
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ELogVerbosity::Type EngineVerbosity = (ELogVerbosity::Type) Verbosity;
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static UE::Logging::Private::FStaticBasicLogDynamicData LOG_Dynamic;
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static UE::Logging::Private::FStaticBasicLogRecord
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LOG_Static(TEXT("%s -- %s"), __builtin_FILE(), __builtin_LINE(), EngineVerbosity, LOG_Dynamic);
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if ((EngineVerbosity & ELogVerbosity::VerbosityMask) <= ELogVerbosity::COMPILED_IN_MINIMUM_VERBOSITY)
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{
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if ((EngineVerbosity & ELogVerbosity::VerbosityMask) <= LogGasaBP.GetVerbosity())
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{
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if ( ! LogGasaBP.IsSuppressed(EngineVerbosity))
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{
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BasicLog( LogGasaBP, &LOG_Static, *Message, *Context->GetName() );
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}
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}
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}
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}
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#endif
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if (bPrintToScreen)
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{
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if (GAreScreenMessagesEnabled)
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@ -6,13 +6,14 @@ The project is organized as a monolothic module with an auxillary editor module.
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Implementation design perfs:
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* Flat data structures with abstraction patterns only when necessary.
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* Keep data structures and codepaths flat with minimal abstraction patterns
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* Lift to more specific or generalized code-pathsonly when necessary
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* Minimize distinct code-paths
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* Use classes as "filters", keep things "mega-structed"
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* Never pre-emtively make interfaces or interface-like patterns
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* Keep everything data-wise in the runtime unless there is a measurable performance cost.
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* Some exploratory optimizations for educational purposes.
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* Plugins are installed in the engine repo unless not possible.
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* Code almost exclusively in C++ for everything but cosmetics (this is a engineering portfolio).
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* Code almost exclusively in C++ for everything but cosmetics (this is an engineering portfolio piece).
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* Keep static module functions within C++ namesapces and have the in BP function libraries to expose to BPs.
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* Perfer stage-metaprogramming to C++ compiler provided templating (when possible).
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