mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
95 lines
3.7 KiB
C++
95 lines
3.7 KiB
C++
#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<ABuildingSMActor>(BuildingActor);
|
|
auto PlayerController = Cast<AFortPlayerControllerAthena>(InstigatedBy);
|
|
auto Pawn = PlayerController ? PlayerController->GetMyFortPawn() : nullptr;
|
|
auto Weapon = Cast<AFortWeapon>(DamageCauser);
|
|
|
|
if (!BuildingSMActor || !PlayerController || !Pawn || !Weapon)
|
|
return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext);
|
|
|
|
auto WeaponData = Cast<UFortWeaponMeleeItemDefinition>(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<FCurveTableRowHandle>(BuildingResourceAmountOverrideOffset);
|
|
|
|
if (BuildingResourceAmountOverride.RowName.IsValid())
|
|
{
|
|
// auto AssetManager = Cast<UFortAssetManager>(GEngine->AssetManager);
|
|
// auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGGetGameStateAthena);
|
|
UCurveTable* CurveTable = nullptr; // GameState->CurrentPlaylistInfo.BasePlaylist ? GameState->CurrentPlaylistInfo.BasePlaylist->ResourceRates.Get() : nullptr;
|
|
|
|
// LOG_INFO(LogDev, "Before1");
|
|
|
|
if (!CurveTable)
|
|
CurveTable = FindObject<UCurveTable>("/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;
|
|
|
|
auto 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<UClass>(L"/Script/FortniteGame.BuildingActor");
|
|
return Class;
|
|
} |