GASATHON/Project/Source/GasaGen/GasaGen_UGasaAttributeSet.cpp
2024-12-14 08:46:22 -05:00

530 lines
19 KiB
C++

// Used in the GasaGen.cpp translation unit
#if GASA_INTELLISENSE_DIRECTIVES
#pragma once
#define GEN_EXPOSE_BACKEND
#include "gen.hpp"
#include "gen.builder.hpp"
#include "GasaGenCommon.cpp"
#endif
struct GAS_AttributeEntry
{
StrCached Name;
// StringCached Description;
// StringCached Category;
StrCached MinName;
StrCached MaxName;
float Min;
float Max;
};
void def_attribute_properties ( CodeBody body, Array<GAS_AttributeEntry> properties );
void def_attribute_field_on_reps ( CodeBody body, Array<GAS_AttributeEntry> properties );
void def_attribute_field_property_getters ( CodeBody body, Str class_name, Array<GAS_AttributeEntry> properties );
void def_attribute_field_value_getters ( CodeBody body, Array<GAS_AttributeEntry> properties );
void def_attribute_field_value_setters ( CodeBody body, Array<GAS_AttributeEntry> properties );
void def_attribute_field_property_setter_inlines( CodeBody body, Str class_name, Array<GAS_AttributeEntry> properties );
void def_attribute_field_initers ( CodeBody body, Array<GAS_AttributeEntry> properties );
void impl_attribute_fields ( CodeBody body, Str class_name, Array<GAS_AttributeEntry> properties );
Array<GAS_AttributeEntry> get_gasa_primary_attribute_fields()
{
local_persist
Array<GAS_AttributeEntry> attribute_fields = Array<GAS_AttributeEntry>::init_reserve(ctx.Allocator_Temp, 64);
for (local_persist s32 do_once = 0; do_once == 0; ++ do_once)
{
StrCached str_Strength = cache_str(txt("Strength"));
StrCached str_Intelligence = cache_str(txt("Intelligence"));
StrCached str_Resilience = cache_str(txt("Resilience"));
StrCached str_Vigor = cache_str(txt("Vigor"));
GAS_AttributeEntry Strength = { str_Strength, {nullptr}, {nullptr}, 0, 999.f };
GAS_AttributeEntry Intelligence = { str_Intelligence, {nullptr}, {nullptr}, 0, 999.f };
GAS_AttributeEntry Resilience = { str_Resilience, {nullptr}, {nullptr}, 0, 999.f };
GAS_AttributeEntry Vigor = { str_Vigor, {nullptr}, {nullptr}, 0, 999.f };
attribute_fields.append(Strength);
attribute_fields.append(Intelligence);
attribute_fields.append(Resilience);
attribute_fields.append(Vigor);
}
return attribute_fields;
}
Array<GAS_AttributeEntry> get_gasa_secondary_attribute_fields()
{
local_persist
Array<GAS_AttributeEntry> attribute_fields = Array<GAS_AttributeEntry>::init_reserve(ctx.Allocator_Temp, 64);
for (local_persist s32 do_once = 0; do_once == 0; ++ do_once)
{
// StrCached str_Strength = cache_str(txt("Strength"));
// StrCached str_Intelligence = cache_str(txt("Intelligence"));
// StrCached str_Resilience = cache_str(txt("Resilience"));
// StrCached str_Vigor = cache_str(txt("Vigor"));
//
// GAS_AttributeEntry Health = { str_Health, {nullptr}, str_MaxHealth, 0, 100.f };
// GAS_AttributeEntry MaxHealth = { str_MaxHealth, {nullptr}, {nullptr}, 0, 99999.f };
// GAS_AttributeEntry Mana = { str_Mana, {nullptr}, str_MaxMana, 0, 50.f };
// GAS_AttributeEntry MaxMana = { str_MaxMana, {nullptr}, {nullptr}, 0, 99999.f };
}
return attribute_fields;
}
Array<GAS_AttributeEntry> get_gasa_vital_attribute_fields()
{
local_persist
Array<GAS_AttributeEntry> attribute_fields = Array<GAS_AttributeEntry>::init_reserve(ctx.Allocator_Temp, 64);
for (local_persist s32 do_once = 0; do_once == 0; ++ do_once)
{
StrCached str_Health = cache_str(txt("Health"));
StrCached str_MaxHealth = cache_str(txt("MaxHealth"));
StrCached str_Mana = cache_str(txt("Mana"));
StrCached str_MaxMana = cache_str(txt("MaxMana"));
GAS_AttributeEntry Health = { str_Health, {nullptr}, str_MaxHealth, 0, 100.f };
GAS_AttributeEntry MaxHealth = { str_MaxHealth, {nullptr}, {nullptr}, 0, 99999.f };
GAS_AttributeEntry Mana = { str_Mana, {nullptr}, str_MaxMana, 0, 50.f };
GAS_AttributeEntry MaxMana = { str_MaxMana, {nullptr}, {nullptr}, 0, 99999.f };
attribute_fields.append(Health);
attribute_fields.append(MaxHealth);
attribute_fields.append(Mana);
attribute_fields.append(MaxMana);
}
return attribute_fields;
}
void gen_UGasaAttributeSet()
{
CodeTypename type_UAttributeSet = def_type( txt("UAttributeSet") );
CodeComment generation_notice = def_comment(txt("Generated by GasaGen/GasaGen_UGasaAttributeSet.cpp"));
Array<GAS_AttributeEntry> primary_attribute_fields = get_gasa_primary_attribute_fields();
Array<GAS_AttributeEntry> secondary_attribute_fields = get_gasa_secondary_attribute_fields();
Array<GAS_AttributeEntry> vital_attribute_fields = get_gasa_vital_attribute_fields();
s32 all_attrib_count = primary_attribute_fields.num() + secondary_attribute_fields.num() + vital_attribute_fields.num();
Array< GAS_AttributeEntry>
all_attribute_fields = Array<GAS_AttributeEntry>::init_reserve(ctx.Allocator_Temp, all_attrib_count);
all_attribute_fields.append( primary_attribute_fields);
all_attribute_fields.append( secondary_attribute_fields);
all_attribute_fields.append( vital_attribute_fields);
Str class_name = txt("UGasaAttributeSet");
Builder header = Builder::open( path_gasa_ability_system "GasaAttributeSet.h");
{
header.print(generation_notice);
header.print(pragma_once);
header.print(fmt_newline);
{
CodeInclude Include_AttributeSet = def_include(txt("AttributeSet.h"));
CodeInclude Include_GasaAttributeSet_Generated = def_include(txt("GasaAttributeSet.generated.h"));
header.print( Include_AttributeSet);
header.print( Include_GasaAttributeSet_Generated);
header.print( fmt_newline);
CodeAttributes api_attribute = def_attributes( UModule_GASA_API->Name);
CodeClass GasaAttributeSet = {};
{
CodeBody body = def_body( CT_Class_Body );
{
body.append( UHT_GENERATED_BODY);
body.append( access_public );
body.append( def_constructor() );
body.append(fmt_newline);
body.append( def_comment(txt("Primary Attribute Fields")));
body.append(fmt_newline);
def_attribute_properties( body, primary_attribute_fields);
body.append(fmt_newline);
body.append(fmt_newline);
// body.append( def_comment(txt("Secondary Attribute Fields")));
// body.append(fmt_newline);sssss// def_attribute_properties( body, secondary_attribute_fields);
// body.append(fmt_newline);
// body.append(fmt_newline);
body.append( def_comment(txt("Vital Attribute Fields")));
body.append(fmt_newline);
def_attribute_properties( body, vital_attribute_fields);
body.append(fmt_newline);
def_attribute_field_on_reps( body, primary_attribute_fields);
def_attribute_field_on_reps( body, secondary_attribute_fields);
def_attribute_field_on_reps( body, vital_attribute_fields);
body.append(fmt_newline);
body.append( fmt_newline );
body.append( def_pragma(txt( "region Getters" )));
def_attribute_field_property_getters( body, class_name, primary_attribute_fields );
def_attribute_field_property_getters( body, class_name, secondary_attribute_fields );
def_attribute_field_property_getters( body, class_name, vital_attribute_fields );
body.append( fmt_newline );
def_attribute_field_value_getters( body, primary_attribute_fields );
def_attribute_field_value_getters( body, secondary_attribute_fields );
def_attribute_field_value_getters( body, vital_attribute_fields );
body.append( def_pragma(txt( "endregion Getters" )));
body.append( fmt_newline );
body.append( def_pragma(txt( "region Setters" )));
def_attribute_field_value_setters( body, primary_attribute_fields );
def_attribute_field_value_setters( body, secondary_attribute_fields );
def_attribute_field_value_setters( body, vital_attribute_fields );
body.append( fmt_newline );
body.append( fmt_newline );
def_attribute_field_initers( body, primary_attribute_fields );
def_attribute_field_initers( body, secondary_attribute_fields );
def_attribute_field_initers( body, vital_attribute_fields );
body.append( def_pragma(txt( "endregion Setters" )));
body.append( fmt_newline );
body.append( def_pragma( txt("region AttributeSet")));
body.append( code_str(
void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
void PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data) override;
));
body.append( def_pragma( txt("endregion AttributeSet")));
body.append(fmt_newline);
body.append( def_pragma( txt("region UObject")));
CodeFn GetLifetimeOfReplicatedProps = parse_function( code(
void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
));
body.append( GetLifetimeOfReplicatedProps );
body.append( def_pragma( txt("endregion UObject")));
}
GasaAttributeSet = def_class( class_name, { body
, type_UAttributeSet, AccessSpec_Public
, api_attribute }
);
}
header.print( UHT_UCLASS );
header.print(GasaAttributeSet);
}
header.write();
format_file(path_gasa_ability_system "GasaAttributeSet.h");
}
Builder inlines = Builder::open( path_gasa_ability_system "GasaAttributeSet_Inlines.h");
{
inlines.print(generation_notice);
inlines.print(pragma_once);
inlines.print(fmt_newline);
inlines.print( def_include( txt("GasaAttributeSet.h")));
inlines.print( def_include(txt("AbilitySystemComponent.h")));
inlines.print(fmt_newline);
CodeBody body = def_body(CT_Global_Body);
{
def_attribute_field_property_setter_inlines( body, class_name, all_attribute_fields );
}
inlines.print(body);
inlines.print(fmt_newline);
CodeNS ns_gasa = parse_namespace( code(
namespace Gasa
{
inline
UGasaAttributeSet const* GetAttributeSet( UAbilitySystemComponent* ASC )
{
return Cast<UGasaAttributeSet>(ASC->GetAttributeSet( UGasaAttributeSet::StaticClass() ));
}
}
));
inlines.print(ns_gasa);
inlines.write();
format_file(path_gasa_ability_system "GasaAttributeSet_Inlines.h");
}
Builder source = Builder::open( path_gasa_ability_system "GasaAttributeSet.cpp" );
{
source.print(generation_notice);
header.print(fmt_newline);
source.print( def_include( txt("GasaAttributeSet.h")));
source.print( def_include( txt("GasaAttributeSet_Inlines.h")));
source.print( def_include( txt("EffectProperties.h")));
source.print(fmt_newline);
source.print( def_include( txt("AbilitySystemComponent.h")));
source.print( def_include( txt("Net/UnrealNetwork.h")));
source.print( def_include( txt("Networking/GasaNetLibrary.h")));
source.print( def_include( txt("GameplayEffectExtension.h")));
{
CodeBody body = def_body( CT_Global_Body );
body.append(fmt_newline);
CodeConstructor constructor_for_UGasaAttributeSet = parse_constructor( code(
UGasaAttributeSet::UGasaAttributeSet()
{
InitHealth( 100.f );
InitMaxHealth( 100.f );
InitMana( 50.f );
InitMaxMana( 50.f );
}
));
body.append(constructor_for_UGasaAttributeSet );
impl_attribute_fields( body, class_name, all_attribute_fields);
CodeFn PostGameplayEffectExecute;
CodeFn PreAttributeChange;
{
CodeBody pre_attribute_clamps = def_body( CT_Function_Body );
pre_attribute_clamps.append(fmt_newline);
pre_attribute_clamps.append(fmt_newline);
CodeBody post_attribute_clamps = def_body( CT_Function_Body );
post_attribute_clamps.append(fmt_newline);
post_attribute_clamps.append(fmt_newline);
for (GAS_AttributeEntry field : all_attribute_fields)
{
Str clamp_min;
if (field.MinName)
clamp_min = cache_str(token_fmt( "MinName", field.MinName, "Get<MinName>()"));
else
clamp_min = StrBuilder::fmt_buf(ctx.Allocator_Temp, "%f", field.Min).to_str();
Str clamp_max;
if (field.MaxName)
clamp_max = cache_str(token_fmt( "MaxName", field.MaxName, "Get<MaxName>()"));
else
clamp_max = StrBuilder::fmt_buf(ctx.Allocator_Temp, "%f", field.Max).to_str();
pre_attribute_clamps.append( code_fmt(
"field", field.Name,
"clamp_min", clamp_min,
"clamp_max", clamp_max,
stringize(
if (Attribute == Get<field>Attribute())
{
NewValue = FMath::Clamp(NewValue, <clamp_min>, <clamp_max>);
}
)));
post_attribute_clamps.append( code_fmt(
"field", field.Name,
"clamp_min", clamp_min,
"clamp_max", clamp_max,
stringize(
if ( Data.EvaluatedData.Attribute == Get<field>Attribute() )
{
Set<field>(FMath::Clamp(Get<field>(), <clamp_min>, <clamp_max> ));
}
)));
}
pre_attribute_clamps.append(fmt_newline);
pre_attribute_clamps.append(fmt_newline);
post_attribute_clamps.append(fmt_newline);
post_attribute_clamps.append(fmt_newline);
PreAttributeChange = parse_function( token_fmt( "attribute_clamps", (Str)pre_attribute_clamps.to_strbuilder(), stringize(
void UGasaAttributeSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
{
Super::PreAttributeChange(Attribute, NewValue);
<attribute_clamps>
}
)));
PostGameplayEffectExecute = parse_function( token_fmt( "attribute_clamps", (Str)post_attribute_clamps.to_strbuilder(), stringize(
void UGasaAttributeSet::PostGameplayEffectExecute(FGameplayEffectModCallbackData const& Data)
{
Super::PostGameplayEffectExecute(Data);
FEffectProperties Props;
Props.Populate(Data);
<attribute_clamps>
}
)));
}
body.append(PostGameplayEffectExecute);
body.append(fmt_newline);
body.append(PreAttributeChange);
body.append(fmt_newline);
CodeFn GetLifetimeOfReplicatedProps;
{
CodeBody field_lifetimes = def_body( CT_Function_Body);
field_lifetimes.append(fmt_newline);
field_lifetimes.append(fmt_newline);
for (GAS_AttributeEntry field : all_attribute_fields)
{
field_lifetimes.append( code_fmt( "field", field.Name, stringize(
DOREPLIFETIME_DEFAULT_GAS(UGasaAttributeSet, <field>);
)));
}
GetLifetimeOfReplicatedProps = parse_function( token_fmt( "field_lifetimes", (Str)(field_lifetimes.to_strbuilder()), stringize(
void UGasaAttributeSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
<field_lifetimes>
}
)));
}
body.append(GetLifetimeOfReplicatedProps);
source.print(body);
}
source.write();
format_file(path_gasa_ability_system "GasaAttributeSet.cpp");
}
}
void def_attribute_properties( CodeBody body, Array<GAS_AttributeEntry> properties )
{
for ( GAS_AttributeEntry property : properties )
{
Code field_uproperty = code_fmt( "property", property.Name, stringize(
UPROPERTY(ReplicatedUsing=Client_OnRep_<property>, EditAnywhere, BlueprintReadWrite, Category="Attributes")
FGameplayAttributeData <property>;
));
body.append(field_uproperty);
}
}
void def_attribute_field_on_reps( CodeBody body, Array<GAS_AttributeEntry> properties )
{
for ( GAS_AttributeEntry property : properties )
{
Code umeta_UFUNCTION = code_str( UFUNCTION() );
body.append(fmt_newline);
body.append( umeta_UFUNCTION );
body.append(fmt_newline);
body.append( code_fmt( "property", property.Name, stringize(
void Client_OnRep_<property>(FGameplayAttributeData& Prev<property>);
)));
}
}
void def_attribute_field_property_getters( CodeBody body, Str class_name, Array<GAS_AttributeEntry> properties )
{
for ( GAS_AttributeEntry property : properties )
{
CodeFn generated_get_attribute = parse_function(
token_fmt( "class_name", class_name, "property", property.Name,
stringize(
static FGameplayAttribute Get<property>Attribute()
{
static FProperty* Prop = FindFieldChecked<FProperty>(<class_name>::StaticClass(), GET_MEMBER_NAME_CHECKED(<class_name>, <property>));
return Prop;
}
)));
body.append( generated_get_attribute );
}
}
#pragma push_macro("FORCEINLINE")
#undef FORCEINLINE
void def_attribute_field_value_getters( CodeBody body, Array<GAS_AttributeEntry> properties )
{
for ( GAS_AttributeEntry property : properties )
{
body.append( code_fmt( "property", property.Name,
stringize(
FORCEINLINE float Get<property>() const
{
return <property>.GetCurrentValue();
}
)));
}
}
void def_attribute_field_value_setters( CodeBody body, Array<GAS_AttributeEntry> properties )
{
for ( GAS_AttributeEntry property : properties )
{
body.append( code_fmt( "property", property.Name,
stringize(
FORCEINLINE void Set<property>(float NewVal);
)));
}
}
void def_attribute_field_property_setter_inlines( CodeBody body, Str class_name, Array<GAS_AttributeEntry> properties )
{
body.append(def_pragma( txt("region Attribute Setters")));
for ( GAS_AttributeEntry property : properties )
{
CodeFn generated_get_attribute = parse_function(
token_fmt( "class_name", class_name, "property", property.Name,
stringize(
FORCEINLINE void <class_name>::Set<property>(float NewVal)
{
UAbilitySystemComponent* AbilityComp = GetOwningAbilitySystemComponent();
if (ensure(AbilityComp))
{
AbilityComp->SetNumericAttributeBase(Get<property>Attribute(), NewVal);
};
}
)));
body.append( generated_get_attribute );
}
body.append(def_pragma( txt("endregion Attribute Setters")));
}
void def_attribute_field_initers ( CodeBody body, Array<GAS_AttributeEntry> properties )
{
for ( GAS_AttributeEntry property : properties )
{
body.append( code_fmt( "property", property.Name,
stringize(
FORCEINLINE void Init<property>(float NewVal)
{
<property>.SetBaseValue(NewVal);
<property>.SetCurrentValue(NewVal);
}
)));
}
}
void impl_attribute_fields( CodeBody body, Str class_name, Array<GAS_AttributeEntry> properties )
{
body.append(fmt_newline);
body.append(def_pragma( txt("region Rep Notifies")));
for ( GAS_AttributeEntry property : properties )
{
CodeFn field_impl = parse_function( token_fmt(
"class_name", class_name, "property", property.Name, "from_notice", txt("\n// From GAMEPLAYATTRIBUTE_REPNOTIFY\n"),
stringize(
void <class_name>::Client_OnRep_<property>(FGameplayAttributeData& Prev<property>)
{
<from_notice>
static FProperty* <class_name>Property = FindFieldChecked<FProperty>( StaticClass(), GET_MEMBER_NAME_CHECKED(<class_name>, <property>));
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(<class_name>Property), <property>, Prev<property>);
}
)));
body.append( field_impl );
}
body.append( def_pragma( txt("endregion Rep Notifies")));
body.append(fmt_newline);
}
inline
Code gen_GAMEPLAYATTRIBUTE_REPNOTIFY(Str class_name, Str property_name, Str old_value)
{
Code rep_notify = code_fmt(
"class_name", class_name
, "property_name", property_name
, "old_value", old_value,
stringize(
static FProperty* <class_name>Property = FindFieldChecked<FProperty>(<class_name>::StaticClass(), GET_MEMBER_NAME_CHECKED(<class_name>, <property_name>));
GetOwningAbilitySystemComponentChecked()->SetBaseAttributeValueFromReplication(FGameplayAttribute(<class_name>Property), <property_name>, <old_value>);
));
}
#pragma pop_macro("FORCEINLINE")