Files
Project-Reboot-3.0/Project Reboot 3.0/BGA.h
Milxnor 3405177d20 i broke the whole project but its fine
complete pickup rewrite, idle pawns
2023-05-07 17:34:24 -04:00

126 lines
4.6 KiB
C

#pragma once
#include "reboot.h"
#include "GameplayStatics.h"
#include "FortLootPackage.h"
#include "FortPickup.h"
#include "BuildingGameplayActor.h"
#include "KismetSystemLibrary.h"
static inline 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();
static auto bAlignSpawnedActorsToSurfaceOffset = BGAConsumableSpawner->GetOffset("bAlignSpawnedActorsToSurface");
const bool bAlignSpawnedActorsToSurface = BGAConsumableSpawner->Get<bool>(bAlignSpawnedActorsToSurfaceOffset);
FTransform SpawnTransform{};
SpawnTransform.Translation = SpawnLocation;
SpawnTransform.Scale3D = FVector{ 1, 1, 1 };
SpawnTransform.Rotation = FQuat();
if (FBuildingGameplayActorSpawnDetails::GetStruct())
{
// todo handle?
auto MapInfo = GameState->GetMapInfo();
}
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->GetItemDefinition()->GetOffset("ConsumableClass");
auto ConsumableClassSoft = LootDrop->GetItemDefinition()->GetPtr<TSoftObjectPtr<UClass>>(ConsumableClassOffset);
static auto BlueprintGeneratedClassClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
auto StrongConsumableClass = ConsumableClassSoft->Get(BlueprintGeneratedClassClass, true);
if (!StrongConsumableClass)
{
LOG_INFO(LogDev, "Invalid consumable class!");
continue;
}
bool bDeferConstruction = true; // hm?
FActorSpawnParameters SpawnParameters{};
// SpawnParameters.ObjectFlags = RF_Transactional; // idk fortnite does this i think // i think its acutally suppsoed to be |= RF_Transient
SpawnParameters.bDeferConstruction = bDeferConstruction;
auto ConsumableActor = GetWorld()->SpawnActor<ABuildingGameplayActor>(StrongConsumableClass, SpawnTransform, SpawnParameters);
if (ConsumableActor)
{
FTransform FinalSpawnTransform = SpawnTransform;
if (bAlignSpawnedActorsToSurface)
{
// I DONT KNOW
/* FHitResult* NewHit = Alloc<FHitResult>(FHitResult::GetStructSize());
FVector StartLocation = FinalSpawnTransform.Translation;
FVector EndLocation = StartLocation - FVector(0, 0, 1000);
bool bTraceComplex = true; // idk
FName ProfileName = UKismetStringLibrary::Conv_StringToName(L"FindGroundLocationAt");
UKismetSystemLibrary::LineTraceSingleByProfile(ConsumableActor, StartLocation, EndLocation, ProfileName, bTraceComplex,
TArray<AActor*>(), EDrawDebugTrace::None, &NewHit, true, FLinearColor(), FLinearColor(), 0);
// UKismetSystemLibrary::LineTraceSingle(ConsumableActor, StartLocation, EndLocation,
// ETraceTypeQuery::TraceTypeQuery1, bTraceComplex, TArray<AActor*>(), EDrawDebugTrace::None, true, FLinearColor(), FLinearColor(), 0, &NewHit);
bool IsBlockingHit = NewHit && NewHit->IsBlockingHit(); // Should we check ret of linetracesingle?
if (IsBlockingHit)
{
FinalSpawnTransform.Translation = NewHit->GetLocation();
}
else
{
FinalSpawnTransform.Translation = FVector(0, 0, 0);
}
*/
}
if (FinalSpawnTransform.Translation == FVector(0, 0, 0))
{
LOG_WARN(LogGame, "Invalid BGA spawn location!");
// ConsumableActor->K2_DestroyActor(); // ??
continue;
}
if (bDeferConstruction)
UGameplayStatics::FinishSpawningActor(ConsumableActor, FinalSpawnTransform);
// ConsumableActor->InitializeBuildingActor(nullptr, nullptr, true); // idk UFortKismetLibrary::SpawnBuildingGameplayActor does this
LOG_INFO(LogDev, "Spawned BGA {} at {} {} {}", ConsumableActor->GetName(), FinalSpawnTransform.Translation.X, FinalSpawnTransform.Translation.Y, FinalSpawnTransform.Translation.Z);
}
}
}
AllBGAConsumableSpawners.Free();
LOG_INFO(LogDev, "Spawned BGAS!");
}