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44 changed files with 197 additions and 234 deletions

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@ -10,7 +10,6 @@ Tag_GlobalPPV=Global_PPV
Template_PlayerCamera=/Game/Actors/BP_CameraMount.BP_CameraMount_C
Template_HUD_HostUI=/Game/UI/UI_Host.UI_Host_C
Template_HostWidgetController=/Game/UI/BP_HostWidgetController.BP_HostWidgetController_C
TaggedMessageTable=/Game/Core/Tables/DT_TaggedMessages.DT_TaggedMessages
[/Script/GameplayAbilities.AbilitySystemGlobals]
bUseDebugTargetFromHud=true

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@ -6,15 +6,11 @@ AllowEditorTagUnloading=True
AllowGameTagUnloading=False
FastReplication=False
InvalidTagCharacters="\"\',"
+GameplayTagTableList=/Game/Core/Tables/DT_PrimaryAttributes.DT_PrimaryAttributes
+GameplayTagTableList=/Game/Core/DT_PrimaryAttributes.DT_PrimaryAttributes
NumBitsForContainerSize=6
NetIndexFirstBitSegment=16
+GameplayTagList=(Tag="Attributes.Vital.Health",DevComment="")
+GameplayTagList=(Tag="Attributes.Vital.Mana",DevComment="")
+GameplayTagList=(Tag="Attributes.Vital.MaxHealth",DevComment="")
+GameplayTagList=(Tag="Attributes.Vital.MaxMana",DevComment="")
+GameplayTagList=(Tag="Message.Crystal.Health",DevComment="")
+GameplayTagList=(Tag="Message.Crystal.Mana",DevComment="")
+GameplayTagList=(Tag="Message.Potion.Health",DevComment="")
+GameplayTagList=(Tag="Message.Potion.Mana",DevComment="")

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@ -1,6 +0,0 @@
{
"ColumnWidths":
{
"TextStyle": 1099
}
}

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@ -1,9 +0,0 @@
{
"ColumnWidths":
{
"Image": 487,
"Tag": 246,
"Message": 439,
"MessageTemplate": 232
}
}

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@ -1,33 +1 @@
#include "GasaAbilitySystemComponent.h"
#include "Engine/Engine.h"
#include "Engine/GameViewportClient.h"
#include "Game/GasaGameState.h"
#include "Game/GasaPlayerController.h"
#include "GameFramework/HUD.h"
#include "Slate/SceneViewport.h"
#include "UI/GasaHUD.h"
#include "CogDebugDraw.h"
using namespace Gasa;
void UGasaAbilitySystemComp::OnAbilityActorInfoSet()
{
if ( ! OnGameplayEffectAppliedDelegateToSelf.IsBoundToObject(this))
OnGameplayEffectAppliedDelegateToSelf.AddUObject(this, & ThisClass::EffectApplied);
}
void UGasaAbilitySystemComp::EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec,
FActiveGameplayEffectHandle ActiveEffect)
{
Log("EFFECT APPLIED?");
FGameplayTagContainer Tags;
Spec.GetAllAssetTags(Tags);
Event_OnEffectAppliedAssetTags.Broadcast(Tags);
}
void UGasaAbilitySystemComp::InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor)
{
Super::InitAbilityActorInfo(InOwnerActor, InAvatarActor);
}
#include "GasaAbilitySystemComponent.h"

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@ -1,27 +1,15 @@
#pragma once
#include "AbilitySystemComponent.h"
#include "GasaCommon.h"
#include "GasaAbilitySystemComponent.generated.h"
DECLARE_MULTICAST_DELEGATE_OneParam(FEffectAssetTagsSig, FGameplayTagContainer const& /*Tags*/);
UCLASS(BlueprintType)
class GASA_API UGasaAbilitySystemComp : public UAbilitySystemComponent
{
GENERATED_BODY()
public:
FEffectAssetTagsSig Event_OnEffectAppliedAssetTags;
void OnAbilityActorInfoSet();
void EffectApplied(UAbilitySystemComponent* AbilitySystem, FGameplayEffectSpec const& Spec, FActiveGameplayEffectHandle ActiveEffect);
#pragma region AbilitySystemComponent
void InitAbilityActorInfo(AActor* InOwnerActor, AActor* InAvatarActor) override;
#pragma endregion AbilitySystemComponent
};
};

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@ -155,13 +155,12 @@ void AGasaCharacter::PossessedBy(AController* NewController)
if (GetMesh() && IsReplicatingMovement() && (GetRemoteRole() == ROLE_AutonomousProxy && GetNetConnection() != nullptr))
GetMesh()->bOnlyAllowAutonomousTickPose = true;
}
#if 0
if (bAutoAbilitySystem)
{
// TODO(Ed): Do we need to do this for enemies?
AbilitySystem->InitAbilityActorInfo(this, this);
}
#endif
}
void AGasaCharacter::SetPlayerDefaults()
@ -180,12 +179,10 @@ void AGasaCharacter::BeginPlay()
{
Super::BeginPlay();
// TODO(Ed): Find out if this is the best spot todo this
// There is also OnPossessed, PostInitializeComponents, etc...
if (bAutoAbilitySystem)
{
// TODO(Ed): Do we need to do this for enemies?
AbilitySystem->InitAbilityActorInfo(this, this);
Cast<UGasaAbilitySystemComp>(AbilitySystem)->OnAbilityActorInfoSet();
}
}

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@ -232,7 +232,8 @@ void AGasaGameMode::HandleSeamlessTravelPlayer(AController*& Controller)
void AGasaGameMode::InitializeHUDForPlayer_Implementation(APlayerController* NewPlayer)
{
Super::InitializeHUDForPlayer_Implementation(NewPlayer);
// Super::InitializeHUDForPlayer_Implementation(NewPlayer);
NewPlayer->ClientSetHUD(HUDClass);
}
void AGasaGameMode::InitSeamlessTravelPlayer(AController* NewController)

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@ -0,0 +1,147 @@
#include "GasaGameState.h"
#include "CogAll.h"
#include "CogWindowManager.h"
#include "GasaPlayerState.h"
#include "GasaGameInstance.h"
#include "Net/UnrealNetwork.h"
#include "Networking/GasaNetLibrary_Inlines.h"
using namespace Gasa;
AGasaGameState::AGasaGameState()
{
// Enable ticking
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.SetTickFunctionEnable(true);
PrimaryActorTick.bStartWithTickEnabled = true;
// Replication
bReplicates = true;
bNetLoadOnClient = false;
NetDormancy = DORM_Awake;
NetCullDistanceSquared = NetCullDist_Default;
NetUpdateFrequency = 10.0f;
MinNetUpdateFrequency = 1.0f;
NetPriority = 5.0f;
}
#pragma region GameFramework
void AGasaGameState::OnGameFrameworkInitialized()
{
NetLog("Received gameplay framework initialization.");
if (IsServer())
{
if (PlayerArray.Num() > 0)
{
ListenServerHost = Cast<AGasaPlayerState>(PlayerArray[0]);
}
else
{
NetLog("Was not able to assign HostingPlayer!", ELogV::Error);
}
}
BP_OnGameFrameworkInitialized();
}
#pragma endregion GameFramework
#pragma region Networking
void AGasaGameState::Client_OnRep_OnlinePlayers()
{
}
#pragma endregion Networking
#pragma region Seamless Travel
void AGasaGameState::Multicast_R_NotifySeamlessTravelEnd_Implementation()
{
NetLog("Multicast_R_NotifySeamlessTravelEnd_Implementation");
BP_Event_OnSeamlessTravelEnd.Broadcast();
Event_OnSeamlessTravelEnd.Broadcast();
}
#pragma endregion Seamless Travel
#pragma region GameStateBase
void AGasaGameState::HandleBeginPlay()
{
Super::HandleBeginPlay();
NetLog("HandleBeginPlay: Directly called from GM");
}
void AGasaGameState::SeamlessTravelTransitionCheckpoint(bool bToTransitionMap)
{
Super::SeamlessTravelTransitionCheckpoint(bToTransitionMap);
NetLog("SeamlessTravelTransitionCheckpoint");
NetLog(FString("ToTransitionMap: ") + FString(bToTransitionMap ? "true" : "false"));
if (bToTransitionMap)
{
Event_OnSeamlessTravelStart.Broadcast();
}
else
{
Multicast_R_NotifySeamlessTravelEnd();
}
}
#pragma endregion GameStateBase
#pragma region Actor
void AGasaGameState::BeginPlay()
{
Super::BeginPlay();
NetLog("BeginPlay");
// Notified as initialized here as any possible components should also be initialized by this point.
UGasaGameInstance*
GI = GetGameInstance<UGasaGameInstance>();
GI->Event_OnGameFrameworkInitialized.AddDynamic(this, & ThisClass::OnGameFrameworkInitialized);
GI->NotifyGameFrameworkClassReady(EGameFrameworkClassFlag::GameState);
#if ENABLE_COG
CogWindowManager = NewObject<UCogWindowManager>(this);
CogWindowManagerRef = CogWindowManager;
// Add all the built-in windows
Cog::AddAllWindows(*CogWindowManager);
#endif //ENABLE_COG
}
void AGasaGameState::PostInitializeComponents()
{
NetLog("PostInitializeComponents");
Super::PostInitializeComponents();
if ( ! GetWorld()->IsEditorWorld() && IsServer())
{
OnlinePlayers.Empty();
#if 0
const auto GI = Cast<UGasaGameInstance>(GetGameInstance());
if (GI != nullptr)
{
int32 NumConnections = GI->SessionSettings.bPublicGame
? GI->SessionSettings.PublicConnections
: GI->SessionSettings.PrivateConnections;
OnlinePlayers.Init(nullptr, NumConnections);
}
#endif
}
}
void AGasaGameState::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
#if ENABLE_COG
if (CogWindowManager)
CogWindowManager->Tick(DeltaSeconds);
#endif //ENABLE_COG
}
#pragma endregion Actor
#pragma region UObject
void AGasaGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AGasaGameState, ListenServerHost);
DOREPLIFETIME(AGasaGameState, OnlinePlayers);
}
#pragma endregion UObject

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@ -3,7 +3,6 @@
#include "Networking/GasaNetLibrary_Inlines.h"
#include "AbilitySystemComponent.h"
#include "DrawDebugHelpers.h"
#include "Engine/LocalPlayer.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
@ -19,7 +18,6 @@
#include "GasaGameInstance.h"
#include "GasaGameState.h"
#include "GasaPlayerState.h"
#include "AbilitySystem/GasaAbilitySystemComponent.h"
#include "Actors/CameraMount.h"
#include "UI/GasaHUD.h"
#include "UI/WidgetController.h"
@ -68,18 +66,14 @@ void AGasaPlayerController::NetOwner_OnReady()
if (IsClient())
ServerRPC_R_NotifyOwningClientReady();
Cam = GetWorld()->SpawnActor<ACameraMount>(GetDevOptions()->Template_PlayerCamera.Get(), FActorSpawnParameters() );
SetViewTarget(Cam);
AGasaPlayerState* PS = GetPlayerState();
APlayerCharacter* PlayerChar = GetPawn<APlayerCharacter>();
{
PlayerChar->AbilitySystem = PS->AbilitySystem;
PlayerChar->Attributes = PS->Attributes;
PS->AbilitySystem->InitAbilityActorInfo(PS, PlayerChar);
Cast<UGasaAbilitySystemComp>(PS->AbilitySystem)->OnAbilityActorInfoSet();
PlayerChar->AbilitySystem->InitAbilityActorInfo(PS, this);
Cam->AttachToActor(PlayerChar, FAttachmentTransformRules::KeepRelativeTransform);
}
Cam->AttachToActor(PlayerChar, FAttachmentTransformRules::KeepRelativeTransform);
}
void AGasaPlayerController::OnGameFrameworkInitialized()
@ -422,11 +416,15 @@ void AGasaPlayerController::BeginPlay()
void AGasaPlayerController::PostInitializeComponents()
{
Super::PostInitializeComponents();
Cam = GetWorld()->SpawnActor<ACameraMount>(GetDevOptions()->Template_PlayerCamera.Get(), FActorSpawnParameters() );
SetViewTarget(Cam);
}
void AGasaPlayerController::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
#if 0
switch (HighlightState)
{

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@ -84,15 +84,6 @@ public class Gasa : ModuleRules
PrivateIncludePathModuleNames.AddRange( new string[]
{
"CogCommon",
"CogAbility",
"CogAI",
"CogAll",
"CogDebug",
"CogDebugEditor",
"CogEngine",
"CogImgui",
"CogInput",
"CogWindow",
});
PrivateDependencyModuleNames.AddRange(new string[]
{

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@ -23,7 +23,6 @@
struct FInputActionValue;
struct FGameplayEffectContextHandle;
struct FGameplayEffectModCallbackData;
struct FGameplayTagContainer;
struct FOnAttributeChangeData;
struct FReplicationFlags;
@ -45,7 +44,6 @@ class UInputAction;
class UInputMappingContext;
class USphereComponent;
class USpringArmComponent;
class UTexture2D;
#pragma endregion Engine Forwards
#pragma region Engine Plugin Forwards
@ -74,7 +72,6 @@ class UGasaObject;
class UGasaOverlay;
class UGasaProgressBar;
class UGasaSizeBox;
class UGasaUserWidget;
class UHostWidgetController;
class UHUDHostWidget;
class UWidgetController;
@ -163,8 +160,7 @@ namespace Gasa
// Works for Unreal 5.4, Win64 MSVC (untested in other scenarios, for now)
inline
void Log( FString Message
, EGasaVerbosity Verbosity = EGasaVerbosity::Log
void Log( FString Message, EGasaVerbosity Verbosity = EGasaVerbosity::Log
, FLogCategoryBase& Category = LogGasa
, bool DumpStack = false
, int32 Line = __builtin_LINE()

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@ -2,14 +2,6 @@
#include "GasaCommon.h"
template<typename RowType>
inline
RowType* GetDataTableRowByTag(UDataTable* DT, FGameplayTag& Tag)
{
RowType* Row = DT->FindRow<RowType>(Tag.GetTagName(), TEXT(""));
return Row;
}
template<typename KeyType, typename ValueType>
inline
void RemoveKeys(TMap<KeyType, ValueType> Map, TArray<KeyType> Keys)

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@ -1,11 +1,10 @@
#pragma once
#include "Engine/DataTable.h"
#include "Engine/DeveloperSettings.h"
#include "GasaCommon.h"
#include "GasaDevOptions.generated.h"
#include "GasaDevOptions.generated.h"
UCLASS(Config=Game, DefaultConfig, meta=(DisplayName="Gasa"))
class GASA_API UGasaDevOptions : public UDeveloperSettings
@ -16,9 +15,6 @@ public:
// NOTE(Ed): Any Soft-References must have their includes defined in GasaDevOptions.cpp
// They are used by GasaGen for the GasaDevOptionsCache
UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="UI")
TSoftObjectPtr<UDataTable> TaggedMessageTable;
UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="UI")
TSoftClassPtr<ACameraMount> Template_PlayerCamera;

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@ -11,9 +11,6 @@ void FGasaDevOptionsCache::CachedDevOptions()
{
UGasaDevOptions* DevOpts = GetMutDevOptions();
TaggedMessageTable = DevOpts->TaggedMessageTable.LoadSynchronous();
ensureMsgf( TaggedMessageTable != nullptr, TEXT( "TaggedMessageTable is null, DO NOT RUN PIE or else you may get a crash if not handled in BP or C++" ) );
Template_PlayerCamera = DevOpts->Template_PlayerCamera.LoadSynchronous();
ensureMsgf(
Template_PlayerCamera != nullptr, TEXT( "Template_PlayerCamera is null, DO NOT RUN PIE or else you may get a crash if not handled in BP or C++" )

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@ -8,8 +8,6 @@ struct GASA_API FGasaDevOptionsCache
{
GENERATED_BODY()
UPROPERTY()
UObject* TaggedMessageTable;
UPROPERTY()
UClass* Template_PlayerCamera;
UPROPERTY()

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@ -14,15 +14,12 @@ void AGasaHUD::InitHostWidget(FWidgetControllerData const* WidgetControllerData)
HostWidgetController = NewObject<UHostWidgetController>(this, GetDevOptions()->Template_HostWidgetController.Get());
HostWidgetController->Data = (* WidgetControllerData);
HostWidget->SetWidgetController(HostWidgetController);
HostWidgetController->BindCallbacksToDependencies();
HostWidgetController->BroadcastInitialValues();
HostWidget->AddToViewport();
}
void AGasaHUD::DrawHUD()
{
Super::DrawHUD();
}
#pragma region HUD
void AGasaHUD::ShowHUD()
{
@ -35,9 +32,4 @@ void AGasaHUD::BeginPlay()
{
Super::BeginPlay();
}
void AGasaHUD::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
}
#pragma endregion Actor

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@ -21,14 +21,11 @@ public:
void InitHostWidget(FWidgetControllerData const* WidgetControllerData);
#pragma region HUD
void DrawHUD() override;
#pragma region HUD
void ShowHUD() override;
#pragma endregion HUD
#pragma region Actor
void BeginPlay() override;
void Tick(float DeltaSeconds) override;
#pragma endregion Actor
};

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@ -2,9 +2,6 @@
#include "AbilitySystem/GasaAbilitySystemComponent_Inlines.h"
#include "AbilitySystem/GasaAttributeSet.h"
#include "GameplayEffectTypes.h"
#include "GasaDevOptions.h"
#include "TaggedMessageRow.h"
using namespace Gasa;
@ -33,20 +30,6 @@ void UHostWidgetController::MaxManaChanged( FOnAttributeChangeData const& Attrib
}
#pragma endregion Attribute Changed Callbacks
void UHostWidgetController::OnEffectAppliedAssetTags( FGameplayTagContainer const& AssetTags )
{
UDataTable* TaggedMessages = GetDevOptions()->TaggedMessageTable.Get();
for ( FGameplayTag const& Tag : AssetTags )
{
FGameplayTag MessageTagCategory = FGameplayTag::RequestGameplayTag( FName( "Message" ) );
if ( ! Tag.MatchesTag( MessageTagCategory ) )
continue;
FTaggedMessageRow* Row = TaggedMessages->FindRow<FTaggedMessageRow>( Tag.GetTagName(), TEXT( "" ) );
OnTaggedAssetMessage.Broadcast( *Row );
}
}
void UHostWidgetController::BroadcastInitialValues()
{
// This function is managed by: GenGasa/GenGasa_HostWidgetController.cpp
@ -83,6 +66,4 @@ void UHostWidgetController::BindCallbacksToDependencies()
FOnGameplayAttributeValueChange& MaxManaAttributeChangedDelegate =
AbilitySystem->GetGameplayAttributeValueChangeDelegate( GasaAttribs->GetMaxManaAttribute() );
MaxManaAttributeChangedDelegate.AddUObject( this, &ThisClass::MaxManaChanged );
AbilitySystem->Event_OnEffectAppliedAssetTags.AddUObject( this, &UHostWidgetController::OnEffectAppliedAssetTags );
}

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@ -1,10 +1,7 @@
#pragma once
#include "GasaCommon.h"
#include "TaggedMessageRow.h"
#include "WidgetController.h"
#include "HostWidgetController.generated.h"
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam( FAttributeFloatChangedSig, float, NewValue );
UCLASS( Blueprintable, BlueprintType )
@ -33,11 +30,6 @@ public:
void MaxManaChanged( FOnAttributeChangeData const& Data );
#pragma endregion Attribute Events
UPROPERTY( BlueprintAssignable, Category = "Messages" )
FTaggedMessageRowSig OnTaggedAssetMessage;
void OnEffectAppliedAssetTags( FGameplayTagContainer const& AssetTags );
#pragma region WidgetController
void BroadcastInitialValues() override;
void BindCallbacksToDependencies() override;

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@ -1,28 +0,0 @@
#pragma once
#include "GameplayTagContainer.h"
#include "GasaCommon.h"
#include "Engine/DataTable.h"
#include "Templates/SubclassOf.h"
#include "TaggedMessageRow.generated.h"
USTRUCT(BlueprintType)
struct FTaggedMessageRow : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FGameplayTag Tag;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
FText Message;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TSubclassOf<UGasaUserWidget> MessageTemplate;
UPROPERTY(EditAnywhere, BlueprintReadOnly)
UTexture2D* Image;
};
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FTaggedMessageRowSig, FTaggedMessageRow, Message);

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@ -209,8 +209,6 @@ void gen_UHostWidgetController()
UGasaAttributeSet* GasaAttribs = Cast<UGasaAttributeSet>( Data.Attributes );
<bindings>
AbilitySystem->Event_OnEffectAppliedAssetTags.AddUObject(this, & UHostWidgetController::OnEffectAppliedAssetTags);
})
));
}