#include "BuildingActor.h" #include "FortWeapon.h" #include "BuildingSMActor.h" #include "FortPlayerControllerAthena.h" #include "FortPawn.h" #include "FortWeaponMeleeItemDefinition.h" #include "CurveTable.h" #include "DataTable.h" #include "FortResourceItemDefinition.h" #include "FortKismetLibrary.h" #include "DataTableFunctionLibrary.h" void ABuildingActor::OnDamageServerHook(ABuildingActor* BuildingActor, float Damage, FGameplayTagContainer DamageTags, FVector Momentum, /* FHitResult */ __int64 HitInfo, APlayerController* InstigatedBy, AActor* DamageCauser, /* FGameplayEffectContextHandle */ __int64 EffectContext) { // LOG_INFO(LogDev, "Befor3e"); auto BuildingSMActor = Cast(BuildingActor); auto PlayerController = Cast(InstigatedBy); auto Pawn = PlayerController ? PlayerController->GetMyFortPawn() : nullptr; auto Weapon = Cast(DamageCauser); if (!BuildingSMActor || !PlayerController || !Pawn || !Weapon) return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext); auto WeaponData = Cast(Weapon->GetWeaponData()); if (!WeaponData) return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext); auto ResourceCount = 0; UFortResourceItemDefinition* ItemDef = UFortKismetLibrary::K2_GetResourceItemDefinition(BuildingSMActor->GetResourceType()); static auto BuildingResourceAmountOverrideOffset = BuildingSMActor->GetOffset("BuildingResourceAmountOverride"); auto& BuildingResourceAmountOverride = BuildingSMActor->Get(BuildingResourceAmountOverrideOffset); if (BuildingResourceAmountOverride.RowName.IsValid()) { // auto AssetManager = Cast(GEngine->AssetManager); // auto GameState = Cast(GetWorld()->GetGGetGameStateAthena); UCurveTable* CurveTable = nullptr; // GameState->CurrentPlaylistInfo.BasePlaylist ? GameState->CurrentPlaylistInfo.BasePlaylist->ResourceRates.Get() : nullptr; // LOG_INFO(LogDev, "Before1"); if (!CurveTable) CurveTable = FindObject("/Game/Athena/Balance/DataTables/AthenaResourceRates.AthenaResourceRates"); { // auto curveMap = ((UDataTable*)CurveTable)->GetRowMap(); // LOG_INFO(LogDev, "Before {}", __int64(CurveTable)); float Out; FString ContextString; EEvaluateCurveTableResult result; UDataTableFunctionLibrary::EvaluateCurveTableRow(CurveTable, BuildingResourceAmountOverride.RowName, 0.f, ContextString, &result, &Out); // LOG_INFO(LogDev, "Out: {}", Out); auto DamageThatWillAffect = Damage; float skid = Out / (BuildingSMActor->GetMaxHealth() / DamageThatWillAffect); ResourceCount = round(skid); // almost right } } if (!ItemDef || ResourceCount <= 0) { return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext); // return OnDamageServer(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext); } bool bIsWeakspot = Damage == 100.0f; PlayerController->ClientReportDamagedResourceBuilding(BuildingSMActor, BuildingSMActor->GetResourceType(), ResourceCount, false, bIsWeakspot); if (ResourceCount > 0) { bool bShouldUpdate = false; PlayerController->GetWorldInventory()->AddItem(ItemDef, &bShouldUpdate, ResourceCount); if (bShouldUpdate) PlayerController->GetWorldInventory()->Update(); } return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext); } UClass* ABuildingActor::StaticClass() { static auto Class = FindObject(L"/Script/FortniteGame.BuildingActor"); return Class; }