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

248 lines
8.4 KiB
C++

#pragma once
#include "FortGameModeAthena.h"
#include "OnlineReplStructs.h"
#include "BuildingContainer.h"
class PlayerBot
{
public:
AFortPlayerControllerAthena* PlayerController = nullptr;
float NextJumpTime = 1.0f;
void Initialize(FTransform SpawnTransform)
{
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
static auto PawnClass = FindObject<UClass>("/Game/Athena/PlayerPawn_Athena.PlayerPawn_Athena_C");
FActorSpawnParameters PawnSpawnParameters{};
PawnSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
PlayerController = GetWorld()->SpawnActor<AFortPlayerControllerAthena>(AFortPlayerControllerAthena::StaticClass());
AFortPlayerPawnAthena* Pawn = GetWorld()->SpawnActor<AFortPlayerPawnAthena>(PawnClass, SpawnTransform, PawnSpawnParameters);
AFortPlayerStateAthena* PlayerState = Cast<AFortPlayerStateAthena>(PlayerController->GetPlayerState());
if (!Pawn || !PlayerState)
return;
static int CurrentBotNum = 1;
auto BotNumWStr = std::to_wstring(CurrentBotNum++);
FString NewName = (L"RebootBot" + BotNumWStr).c_str();
PlayerController->ServerChangeName(NewName);
PlayerState->OnRep_PlayerName();
PlayerState->GetTeamIndex() = GameMode->Athena_PickTeamHook(GameMode, 0, PlayerController);
static auto SquadIdOffset = PlayerState->GetOffset("SquadId", false);
if (SquadIdOffset != -1)
PlayerState->GetSquadId() = PlayerState->GetTeamIndex() - 2;
PlayerState->SetIsBot(true);
/*
static auto FortRegisteredPlayerInfoClass = FindObject<UClass>("/Script/FortniteGame.FortRegisteredPlayerInfo");
static auto MyPlayerInfoOffset = PlayerController->GetOffset("MyPlayerInfo");
PlayerController->Get(MyPlayerInfoOffset) = UGameplayStatics::SpawnObject(FortRegisteredPlayerInfoClass, PlayerController);
if (!PlayerController->Get(MyPlayerInfoOffset))
{
LOG_ERROR(LogBots, "Failed to spawn PlayerInfo!");
Pawn->K2_DestroyActor();
PlayerController->K2_DestroyActor();
return nullptr;
}
auto& PlayerInfo = PlayerController->Get(MyPlayerInfoOffset);
static auto UniqueIdOffset = PlayerState->GetOffset("UniqueId");
static auto PlayerInfo_PlayerNameOffset = PlayerInfo->GetOffset("PlayerName");
static auto PlayerIDOffset = PlayerInfo->GetOffset("PlayerID");
PlayerInfo->GetPtr<FUniqueNetIdRepl>(PlayerIDOffset)->CopyFromAnotherUniqueId(PlayerState->GetPtr<FUniqueNetIdRepl>(UniqueIdOffset));
PlayerInfo->Get<FString>(PlayerInfo_PlayerNameOffset) = PlayerState->GetPlayerName();
*/
PlayerController->Possess(Pawn);
Pawn->SetHealth(100);
Pawn->SetMaxHealth(100);
FActorSpawnParameters WorldInventorySpawnParameters{};
WorldInventorySpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
WorldInventorySpawnParameters.Owner = PlayerController;
FTransform WorldInventorySpawnTransform{};
static auto FortInventoryClass = FindObject<UClass>("/Script/FortniteGame.FortInventory"); // AFortInventory::StaticClass()
PlayerController->GetWorldInventory() = GetWorld()->SpawnActor<AFortInventory>(FortInventoryClass, WorldInventorySpawnTransform, WorldInventorySpawnParameters);
if (!PlayerController->GetWorldInventory())
{
LOG_ERROR(LogBots, "Failed to spawn WorldInventory!");
Pawn->K2_DestroyActor();
PlayerController->K2_DestroyActor();
return;
}
PlayerController->GetWorldInventory()->GetInventoryType() = EFortInventoryType::World;
static auto bHasInitializedWorldInventoryOffset = PlayerController->GetOffset("bHasInitializedWorldInventory");
PlayerController->Get<bool>(bHasInitializedWorldInventoryOffset) = true;
auto& StartingItems = GameMode->GetStartingItems();
auto PickaxeInstance = PlayerController->AddPickaxeToInventory();
for (int i = 0; i < StartingItems.Num(); i++)
{
auto& StartingItem = StartingItems.at(i);
PlayerController->GetWorldInventory()->AddItem(StartingItem.GetItem(), nullptr, StartingItem.GetCount());
}
if (PickaxeInstance)
{
PlayerController->ServerExecuteInventoryItemHook(PlayerController, PickaxeInstance->GetItemEntry()->GetItemGuid());
}
PlayerController->GetWorldInventory()->Update();
/* static auto HeroType = FindObject(L"/Game/Athena/Heroes/HID_115_Athena_Commando_M_CarbideBlue.HID_115_Athena_Commando_M_CarbideBlue");
static auto HeroTypeOffset = PlayerState->GetOffset("HeroType");
if (HeroTypeOffset != -1)
PlayerState->Get(HeroTypeOffset) = HeroType; */
auto PlayerAbilitySet = GetPlayerAbilitySet();
auto AbilitySystemComponent = PlayerState->GetAbilitySystemComponent();
if (PlayerAbilitySet)
{
PlayerAbilitySet->GiveToAbilitySystem(AbilitySystemComponent);
}
PlayerController->GetCosmeticLoadout()->GetCharacter() = FindObject("/Game/Athena/Items/Cosmetics/Characters/CID_263_Athena_Commando_F_MadCommander.CID_263_Athena_Commando_F_MadCommander");
Pawn->GetCosmeticLoadout()->GetCharacter() = PlayerController->GetCosmeticLoadout()->GetCharacter();
PlayerController->ApplyCosmeticLoadout();
GameState->GetPlayersLeft()++;
GameState->OnRep_PlayersLeft();
GameMode->GetAlivePlayers().Add(PlayerController);
}
};
static std::vector<PlayerBot> AllPlayerBotsToTick;
namespace Bots
{
static AFortPlayerControllerAthena* SpawnBot(FTransform SpawnTransform)
{
auto playerBot = PlayerBot();
playerBot.Initialize(SpawnTransform);
AllPlayerBotsToTick.push_back(playerBot);
return playerBot.PlayerController;
}
static void SpawnBotsAtPlayerStarts(int AmountOfBots)
{
return;
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
for (int i = 0; i < AmountOfBots; i++)
{
FTransform SpawnTransform{};
SpawnTransform.Translation = FVector(1, 1, 10000);
SpawnTransform.Rotation = FQuat();
SpawnTransform.Scale3D = FVector(1, 1, 1);
auto NewBot = SpawnBot(SpawnTransform);
auto PlayerStart = GameMode->K2_FindPlayerStart(NewBot, NewBot->GetPlayerState()->GetPlayerName()); // i dont think this works
if (!PlayerStart)
{
LOG_ERROR(LogBots, "Failed to find PlayerStart for bot!");
NewBot->GetPawn()->K2_DestroyActor();
NewBot->K2_DestroyActor();
continue;
}
NewBot->TeleportTo(PlayerStart->GetActorLocation(), FRotator());
NewBot->SetCanBeDamaged(Fortnite_Version < 7); // idk lol for spawn island
}
}
static void Tick()
{
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
auto AllBuildingContainers = UGameplayStatics::GetAllActorsOfClass(GetWorld(), ABuildingContainer::StaticClass());
// for (int i = 0; i < GameMode->GetAlivePlayers().Num(); i++)
for (auto& PlayerBot : AllPlayerBotsToTick)
{
auto CurrentPlayer = PlayerBot.PlayerController;
if (CurrentPlayer->IsActorBeingDestroyed())
continue;
auto CurrentPawn = CurrentPlayer->GetMyFortPawn();
auto CurrentPlayerState = Cast<AFortPlayerStateAthena>(CurrentPlayer->GetPlayerState());
if (!CurrentPlayerState || !CurrentPlayerState->IsBot())
continue;
if (GameState->GetGamePhase() == EAthenaGamePhase::Warmup)
{
/* if (!CurrentPlayer->IsPlayingEmote())
{
static auto AthenaDanceItemDefinitionClass = FindObject<UClass>("/Script/FortniteGame.AthenaDanceItemDefinition");
auto RandomDanceID = GetRandomObjectOfClass(AthenaDanceItemDefinitionClass);
CurrentPlayer->ServerPlayEmoteItemHook(CurrentPlayer, RandomDanceID);
} */
}
if (CurrentPlayerState->IsInAircraft() && !CurrentPlayerState->HasThankedBusDriver())
{
static auto ServerThankBusDriverFn = FindObject<UFunction>("/Script/FortniteGame.FortPlayerControllerAthena.ServerThankBusDriver");
CurrentPlayer->ProcessEvent(ServerThankBusDriverFn);
}
if (CurrentPawn)
{
if (PlayerBot.NextJumpTime <= UGameplayStatics::GetTimeSeconds(GetWorld()))
{
static auto JumpFn = FindObject<UFunction>("/Script/Engine.Character.Jump");
CurrentPawn->ProcessEvent(JumpFn);
PlayerBot.NextJumpTime = UGameplayStatics::GetTimeSeconds(GetWorld()) + (rand() % 4 + 3);
}
}
/* bool bShouldJumpFromBus = CurrentPlayerState->IsInAircraft(); // TODO (Milxnor) add a random percent thing
if (bShouldJumpFromBus)
{
CurrentPlayer->ServerAttemptAircraftJumpHook(CurrentPlayer, FRotator());
} */
}
AllBuildingContainers.Free();
}
}