Files
Project-Reboot-3.0/Project Reboot 3.0/BGA.h
Milxnor 18f92ccf52 a lot
fix a bug with restarting, clean up some stuff, fix a playlist specific bug, add hold pickup to swap, fix shadow stones and stuff spawn height, code consistency, fix bugs with dropping
2023-04-30 12:15:29 -04:00

70 lines
2.3 KiB
C

#pragma once
#include "reboot.h"
#include "GameplayStatics.h"
#include "FortLootPackage.h"
#include "FortPickup.h"
#include "BuildingGameplayActor.h"
void SpawnBGAs() // hahah not "proper", there's a function that we can hook and it gets called on each spawner whenever playlist gets set, but it's fine.
{
static auto BGAConsumableSpawnerClass = FindObject<UClass>("/Script/FortniteGame.BGAConsumableSpawner");
if (!BGAConsumableSpawnerClass)
return;
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
auto AllBGAConsumableSpawners = UGameplayStatics::GetAllActorsOfClass(GetWorld(), BGAConsumableSpawnerClass);
LOG_INFO(LogDev, "AllBGAConsumableSpawners.Num(): {}", (int)AllBGAConsumableSpawners.Num());
for (int i = 0; i < AllBGAConsumableSpawners.Num(); i++)
{
auto BGAConsumableSpawner = AllBGAConsumableSpawners.at(i);
auto SpawnLocation = BGAConsumableSpawner->GetActorLocation();
if (FBuildingGameplayActorSpawnDetails::GetStruct())
{
// todo handle?
auto MapInfo = GameState->GetMapInfo();
}
else
{
// SpawnLocation.Z += 100;
}
static auto SpawnLootTierGroupOffset = BGAConsumableSpawner->GetOffset("SpawnLootTierGroup");
auto& SpawnLootTierGroup = BGAConsumableSpawner->Get<FName>(SpawnLootTierGroupOffset);
auto LootDrops = PickLootDrops(SpawnLootTierGroup, false);
for (auto& LootDrop : LootDrops)
{
static auto ConsumableClassOffset = LootDrop.ItemDefinition->GetOffset("ConsumableClass");
auto ConsumableClassSoft = LootDrop.ItemDefinition->GetPtr<TSoftObjectPtr<UClass>>(ConsumableClassOffset);
static auto BlueprintGeneratedClassClass = FindObject<UClass>("/Script/Engine.BlueprintGeneratedClass");
auto StrongConsumableClass = ConsumableClassSoft->Get(BlueprintGeneratedClassClass, true);
if (!StrongConsumableClass)
{
LOG_INFO(LogDev, "Invalid consumable class!");
continue;
}
auto ConsumableActor = GetWorld()->SpawnActor<ABuildingGameplayActor>(StrongConsumableClass, SpawnLocation);
if (ConsumableActor)
{
// BeginDeferredActorSpawnFromClass ??
// ConsumableActor->InitializeBuildingActor(nullptr, nullptr, true); // idk UFortKismetLibrary::SpawnBuildingGameplayActor does this
}
}
}
AllBGAConsumableSpawners.Free();
LOG_INFO(LogDev, "Spawned BGAS!");
}