artificial intelligence

proper *****, work on ai, organize some things
This commit is contained in:
Milxnor
2023-05-14 13:51:58 -04:00
parent a94005805c
commit ec30c7ecf8
25 changed files with 422 additions and 68 deletions

View File

@@ -38,37 +38,67 @@ enum class ENavSystemOverridePolicy : uint8_t
extern inline void (*NavSystemCleanUpOriginal)(UNavigationSystemV1*, uint8) = nullptr;
extern inline void (*AddNavigationSystemToWorldOriginal)(UWorld& WorldOwner, EFNavigationSystemRunMode RunMode, UNavigationSystemConfig* NavigationSystemConfig, char bInitializeForWorld,
char bOverridePreviousNavSys) = nullptr;
static void SetNavigationSystem(AAthenaNavSystemConfigOverride* NavSystemOverride)
static bool SetNavigationSystem(AAthenaNavSystemConfigOverride* NavSystemOverride)
{
auto WorldSettings = GetWorld()->K2_GetWorldSettings();
UAthenaNavSystem*& NavSystem = (UAthenaNavSystem*&)GetWorld()->Get("NavigationSystem");
NavSystemOverride->Get<ENavSystemOverridePolicy>("OverridePolicy") = ENavSystemOverridePolicy::Append;
LOG_INFO(LogDev, "NavSystem: {}", NavSystem->IsValidLowLevel() ? NavSystem->GetFullName() : "BadRead");
WorldSettings->Get("NavigationSystemConfigOverride") = NavSystemOverride->Get("NavigationSystemConfig");
WorldSettings->Get("NavigationSystemConfig")->Get<bool>("bIsOverriden") = true;
if (NavSystem)
{
return false;
NavSystemCleanUpOriginal(NavSystem, 0);
GetWorld()->Get("NavigationSystem") = nullptr;
}
auto NavSystem = (UAthenaNavSystem*)GetWorld()->Get("NavigationSystem");
auto WorldSettings = GetWorld()->GetWorldSettings();
NavSystemCleanUpOriginal(NavSystem, 0);
LOG_INFO(LogDev, "WorldSettings: {}", WorldSettings->IsValidLowLevel() ? WorldSettings->GetFullName() : "BadRead");
GetWorld()->Get("NavigationSystem") = nullptr;
if (!WorldSettings)
return false;
static auto OverridePolicyOffset = NavSystemOverride->GetOffset("OverridePolicy", false);
if (OverridePolicyOffset != -1)
NavSystemOverride->Get<ENavSystemOverridePolicy>(OverridePolicyOffset) = ENavSystemOverridePolicy::Append;
static auto NavSystemOverride_NavigationSystemConfigOffset = NavSystemOverride->GetOffset("NavigationSystemConfig");
WorldSettings->Get("NavigationSystemConfigOverride") = NavSystemOverride->Get(NavSystemOverride_NavigationSystemConfigOffset);
LOG_INFO(LogDev, "WorldSettings_NavigationSystemConfig: {}", __int64(WorldSettings->Get("NavigationSystemConfig")));
if (WorldSettings->Get("NavigationSystemConfig"))
WorldSettings->Get("NavigationSystemConfig")->Get<bool>("bIsOverriden") = true;
if (!NavSystemOverride->Get("NavigationSystemConfig"))
return;
{
LOG_ERROR(LogAI, "No NavigationSystemConfig!");
return false;
}
auto& ClassPath = NavSystemOverride->Get("NavigationSystemConfig")->Get<FSoftObjectPath>("NavigationSystemClass");
auto NewNavSystemClass = FindObject<UClass>(ClassPath.AssetPathName.ToString());
if (!NewNavSystemClass)
return;
{
LOG_ERROR(LogAI, "No NavigationSystemClass!");
return false;
}
LOG_INFO(LogAI, "Setup navigation system.");
AddNavigationSystemToWorldOriginal(*GetWorld(), EFNavigationSystemRunMode::GameMode, NavSystemOverride->Get("NavigationSystemConfig"), true, false);
// if (Fortnite_Version >= 10.40) // idk when they added the fifth arg or does it even matter????
{
static void (*AddNavigationSystemToWorldOriginal)(UWorld * WorldOwner, EFNavigationSystemRunMode RunMode, UNavigationSystemConfig * NavigationSystemConfig, char bInitializeForWorld, char bOverridePreviousNavSys) =
decltype(AddNavigationSystemToWorldOriginal)(Addresses::AddNavigationSystemToWorld);
AddNavigationSystemToWorldOriginal(GetWorld(), EFNavigationSystemRunMode::GameMode, NavSystemOverride->Get("NavigationSystemConfig"), true, false);
}
return true;
}
static void SetupServerBotManager()
@@ -76,7 +106,7 @@ static void SetupServerBotManager()
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
static auto FortServerBotManagerClass = FindObject<UClass>("/Script/FortniteGame.FortServerBotManagerAthena"); // Is there a BP for this? // GameMode->ServerBotManagerClass
static auto FortServerBotManagerClass = FindObject<UClass>(L"/Script/FortniteGame.FortServerBotManagerAthena"); // Is there a BP for this? // GameMode->ServerBotManagerClass
if (!FortServerBotManagerClass)
return;
@@ -95,10 +125,10 @@ static void SetupServerBotManager()
static auto CachedGameStateOffset = ServerBotManager->GetOffset("CachedGameState", false);
if (CachedGameStateOffset != -1)
ServerBotManager->Get(CachedGameStateOffset) = GameState;
ServerBotManager->Get(CachedGameStateOffset) = GameState;
static auto CachedBotMutatorOffset = ServerBotManager->GetOffset("CachedBotMutator");
ServerBotManager->Get(CachedBotMutatorOffset) = FindFirstMutator(FindObject<UClass>("/Script/FortniteGame.FortAthenaMutator_Bots"));
ServerBotManager->Get(CachedBotMutatorOffset) = FindFirstMutator(FindObject<UClass>(L"/Script/FortniteGame.FortAthenaMutator_Bots"));
}
}
@@ -107,7 +137,7 @@ static void SetupAIDirector()
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
static auto AIDirectorClass = FindObject<UClass>("/Script/FortniteGame.AthenaAIDirector"); // Probably wrong class
static auto AIDirectorClass = FindObject<UClass>(L"/Script/FortniteGame.AthenaAIDirector"); // Probably wrong class
if (!AIDirectorClass)
return;
@@ -119,28 +149,46 @@ static void SetupAIDirector()
if (GameMode->Get(AIDirectorOffset))
{
LOG_INFO(LogAI, "Successfully spawned AIDirector!");
static auto ActivateFn = FindObject<UFunction>("/Script/FortniteGame.FortAIDirector.Activate");
if (ActivateFn) // ?
GameMode->Get(AIDirectorOffset)->ProcessEvent(ActivateFn); // ?
}
}
static void SetupNavConfig(const FName& AgentName)
{
static auto AthenaNavSystemConfigOverrideClass = FindObject<UClass>("/Script/FortniteGame.AthenaNavSystemConfigOverride");
static auto AthenaNavSystemConfigOverrideClass = FindObject<UClass>(L"/Script/FortniteGame.AthenaNavSystemConfigOverride");
auto NavSystemOverride = GetWorld()->SpawnActor<AActor>(AthenaNavSystemConfigOverrideClass);
if (!NavSystemOverride)
return;
static auto AthenaNavSystemConfigClass = FindObject<UClass>("/Script/FortniteGame.AthenaNavSystemConfig");
static auto AthenaNavSystemConfigClass = FindObject<UClass>(L"/Script/FortniteGame.AthenaNavSystemConfig");
auto AthenaNavConfig = (UAthenaNavSystemConfig*)UGameplayStatics::SpawnObject(AthenaNavSystemConfigClass, NavSystemOverride);
AthenaNavConfig->Get<bool>("bUseBuildingGridAsNavigableSpace") = false;
AthenaNavConfig->Get<bool>("bUsesStreamedInNavLevel") = true;
static auto bUsesStreamedInNavLevelOffset = AthenaNavConfig->GetOffset("bUsesStreamedInNavLevel", false);
if (bUsesStreamedInNavLevelOffset != -1)
AthenaNavConfig->Get<bool>(bUsesStreamedInNavLevelOffset) = true;
AthenaNavConfig->Get<bool>("bAllowAutoRebuild") = true;
AthenaNavConfig->Get<bool>("bCreateOnClient") = true; // BITFIELD
AthenaNavConfig->Get<bool>("bAutoSpawnMissingNavData") = true; // BITFIELD
AthenaNavConfig->Get<bool>("bSpawnNavDataInNavBoundsLevel") = true; // BITFIELD
AthenaNavConfig->Get<bool>("bUseNavigationInvokers") = false;
AthenaNavConfig->Get<FName>("DefaultAgentName") = AgentName;
static auto bUseNavigationInvokersOffset = AthenaNavConfig->GetOffset("bUseNavigationInvokers", false);
if (bUseNavigationInvokersOffset != -1)
AthenaNavConfig->Get<bool>(bUseNavigationInvokersOffset) = false;
static auto DefaultAgentNameOffset = AthenaNavConfig->GetOffset("DefaultAgentName", false);
if (DefaultAgentNameOffset != -1)
AthenaNavConfig->Get<FName>(DefaultAgentNameOffset) = AgentName;
// NavSystemOverride->Get<ENavSystemOverridePolicy>("OverridePolicy") = ENavSystemOverridePolicy::Append;
NavSystemOverride->Get("NavigationSystemConfig") = AthenaNavConfig;