mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
add option for auto restart, fix some bugs with auto restart, fix a crash with having no playlist set, fix double pleasant and hlod buildings on 7.30, fix 6.21 hlod buildings, performance
260 lines
8.4 KiB
C++
260 lines
8.4 KiB
C++
#pragma once
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#include "reboot.h"
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#include "BuildingGameplayActor.h"
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#include "GameplayStatics.h"
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#include "FortLootPackage.h"
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#include "GameplayAbilityTypes.h"
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using ABuildingItemCollectorActor = ABuildingGameplayActor;
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struct FCollectorUnitInfo
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{
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static std::string GetStructName()
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{
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static std::string StructName = FindObject<UStruct>("/Script/FortniteGame.CollectorUnitInfo") ? "/Script/FortniteGame.CollectorUnitInfo" : "/Script/FortniteGame.ColletorUnitInfo"; // nice one fortnite
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return StructName;
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}
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static UStruct* GetStruct()
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{
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static auto Struct = FindObject<UStruct>(GetStructName());
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return Struct;
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}
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static int GetPropertiesSize()
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{
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return GetStruct()->GetPropertiesSize();
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}
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FScalableFloat* GetInputCount()
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{
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static auto InputCountOffset = FindOffsetStruct(GetStructName(), "InputCount");
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return (FScalableFloat*)(__int64(this) + InputCountOffset);
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}
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TArray<FFortItemEntry>* GetOutputItemEntry()
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{
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static auto OutputItemEntryOffset = FindOffsetStruct(GetStructName(), "OutputItemEntry");
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return (TArray<FFortItemEntry>*)(__int64(this) + OutputItemEntryOffset);
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}
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UFortWorldItemDefinition*& GetInputItem()
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{
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static auto InputItemOffset = FindOffsetStruct(GetStructName(), "InputItem");
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return *(UFortWorldItemDefinition**)(__int64(this) + InputItemOffset);
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}
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UFortWorldItemDefinition*& GetOutputItem()
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{
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static auto OutputItemOffset = FindOffsetStruct(GetStructName(), "OutputItem");
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return *(UFortWorldItemDefinition**)(__int64(this) + OutputItemOffset);
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}
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};
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static inline void FillItemCollector(ABuildingItemCollectorActor* ItemCollector, FName& LootTierGroup, bool bUseInstanceLootValueOverrides, bool bEnsureRarity = false, int recursive = 0)
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{
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if (recursive >= 10)
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return;
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auto GameModeAthena = (AFortGameModeAthena*)GetWorld()->GetGameMode();
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auto GameState = Cast<AFortGameStateAthena>(GameModeAthena->GetGameState());
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static auto ItemCollectionsOffset = ItemCollector->GetOffset("ItemCollections");
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auto& ItemCollections = ItemCollector->Get<TArray<FCollectorUnitInfo>>(ItemCollectionsOffset);
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UCurveTable* FortGameData = nullptr;
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auto CurrentPlaylist = GameState->GetCurrentPlaylist();
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if (CurrentPlaylist)
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{
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static auto GameDataOffset = CurrentPlaylist->GetOffset("GameData");
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FortGameData = CurrentPlaylist ? CurrentPlaylist->GetPtr<TSoftObjectPtr<UCurveTable>>(GameDataOffset)->Get() : nullptr;
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}
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if (!FortGameData)
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FortGameData = FindObject<UCurveTable>("/Game/Athena/Balance/AthenaGameData.AthenaGameData"); // uhm so theres one without athena and on newer versions that has it so idk
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auto WoodName = UKismetStringLibrary::Conv_StringToName(L"Default.VendingMachine.Cost.Wood");
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auto StoneName = UKismetStringLibrary::Conv_StringToName(L"Default.VendingMachine.Cost.Stone");
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auto MetalName = UKismetStringLibrary::Conv_StringToName(L"Default.VendingMachine.Cost.Metal");
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static auto StoneItemData = FindObject<UFortResourceItemDefinition>("/Game/Items/ResourcePickups/StoneItemData.StoneItemData");
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static auto MetalItemData = FindObject<UFortResourceItemDefinition>("/Game/Items/ResourcePickups/MetalItemData.MetalItemData");
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uint8_t RarityToUse = 69;
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// TODO: Pull prices from datatables.
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bool bLowerPrices = Fortnite_Version >= 5.20;
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static int CommonPrice = bLowerPrices ? 75 : 100;
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static int UncommonPrice = bLowerPrices ? 150 : 200;
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static int RarePrice = bLowerPrices ? 225 : 300;
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static int EpicPrice = bLowerPrices ? 300 : 400;
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static int LegendaryPrice = bLowerPrices ? 375 : 500;
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if (Fortnite_Version >= 8.10)
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{
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CommonPrice = 0;
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UncommonPrice = 0;
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RarePrice = 0;
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EpicPrice = 0;
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LegendaryPrice = 0;
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}
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for (int ItemCollectorIt = 0; ItemCollectorIt < ItemCollections.Num(); ItemCollectorIt++)
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{
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auto ItemCollection = ItemCollections.AtPtr(ItemCollectorIt, FCollectorUnitInfo::GetPropertiesSize());
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if (ItemCollection->GetOutputItemEntry()->Num() > 0)
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{
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ItemCollection->GetOutputItemEntry()->Free();
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ItemCollection->GetOutputItem() = nullptr;
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}
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constexpr bool bPrint = false;
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std::vector<LootDrop> LootDrops = PickLootDrops(LootTierGroup, bPrint);
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int tries = 0;
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while (LootDrops.size() == 0)
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{
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tries++;
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LootDrops = PickLootDrops(LootTierGroup, bPrint);
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if (tries >= 10)
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break;
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}
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if (LootDrops.size() == 0)
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continue;
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for (int LootDropIt = 0; LootDropIt < LootDrops.size(); LootDropIt++)
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{
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auto WorldItemDefinition = Cast<UFortWorldItemDefinition>(LootDrops[LootDropIt].ItemDefinition);
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if (!WorldItemDefinition)
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continue;
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if (!IsPrimaryQuickbar(WorldItemDefinition))
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continue;
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if (bEnsureRarity)
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{
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static auto RarityOffset = WorldItemDefinition->GetOffset("Rarity");
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if (RarityToUse == 69)
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RarityToUse = WorldItemDefinition->Get<uint8_t>(RarityOffset);
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if (WorldItemDefinition->Get<uint8_t>(RarityOffset) != RarityToUse)
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continue;
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}
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bool bItemAlreadyInCollector = false;
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for (int ItemCollectorIt2 = 0; ItemCollectorIt2 < ItemCollections.Num(); ItemCollectorIt2++)
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{
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auto ItemCollection2 = ItemCollections.AtPtr(ItemCollectorIt2, FCollectorUnitInfo::GetPropertiesSize());
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if (ItemCollection2->GetOutputItem() == WorldItemDefinition)
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{
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bItemAlreadyInCollector = true;
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break;
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}
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}
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if (bItemAlreadyInCollector)
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break;
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ItemCollection->GetOutputItem() = WorldItemDefinition;
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break;
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}
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if (!ItemCollection->GetOutputItem())
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{
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ItemCollectorIt--; // retry
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continue;
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}
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for (int LootDropIt = 0; LootDropIt < LootDrops.size(); LootDropIt++)
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{
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auto ItemEntry = FFortItemEntry::MakeItemEntry(LootDrops[LootDropIt].ItemDefinition, LootDrops[LootDropIt].Count, LootDrops[LootDropIt].LoadedAmmo);
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if (!ItemEntry)
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continue;
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ItemCollection->GetOutputItemEntry()->AddPtr(ItemEntry, FFortItemEntry::GetStructSize());
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}
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// The reason I set the curve to 0 is because it will force it to return value, probably not how we are supposed to do it but whatever.
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bool bShouldBeNullTable = true; // Fortnite_Version < 5
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ItemCollection->GetInputCount()->GetCurve().CurveTable = bShouldBeNullTable ? nullptr : FortGameData; // scuffed idc
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ItemCollection->GetInputCount()->GetCurve().RowName = bShouldBeNullTable ? FName(0) : WoodName; // Scuffed idc
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ItemCollection->GetInputCount()->GetValue() = RarityToUse == 0 ? CommonPrice
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: RarityToUse == 1 ? UncommonPrice
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: RarityToUse == 2 ? RarePrice
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: RarityToUse == 3 ? EpicPrice
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: RarityToUse == 4 ? LegendaryPrice
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: -1;
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}
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static auto bUseInstanceLootValueOverridesOffset = ItemCollector->GetOffset("bUseInstanceLootValueOverrides", false);
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if (bUseInstanceLootValueOverridesOffset != -1)
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ItemCollector->Get<bool>(bUseInstanceLootValueOverridesOffset) = bUseInstanceLootValueOverrides;
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LOG_INFO(LogDev, "RarityToUse: {}", (int)RarityToUse);
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static auto StartingGoalLevelOffset = ItemCollector->GetOffset("StartingGoalLevel");
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if (StartingGoalLevelOffset != -1)
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ItemCollector->Get<int32>(StartingGoalLevelOffset) = (int)RarityToUse;
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static auto VendingMachineClass = FindObject<UClass>("/Game/Athena/Items/Gameplay/VendingMachine/B_Athena_VendingMachine.B_Athena_VendingMachine_C");
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if (ItemCollector->IsA(VendingMachineClass))
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{
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static auto OverrideVendingMachineRarityOffset = ItemCollector->GetOffset("OverrideVendingMachineRarity", false);
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if (OverrideVendingMachineRarityOffset != -1)
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ItemCollector->Get<uint8_t>(OverrideVendingMachineRarityOffset) = RarityToUse;
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static auto OverrideGoalOffset = ItemCollector->GetOffset("OverrideGoal", false);
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if (OverrideGoalOffset != -1)
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{
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ItemCollector->Get<int32>(OverrideGoalOffset) = RarityToUse == 0 ? CommonPrice
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: RarityToUse == 1 ? UncommonPrice
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: RarityToUse == 2 ? RarePrice
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: RarityToUse == 3 ? EpicPrice
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: RarityToUse == 4 ? LegendaryPrice
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: -1;
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}
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}
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}
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static inline void FillVendingMachines()
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{
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auto VendingMachineClass = FindObject<UClass>("/Game/Athena/Items/Gameplay/VendingMachine/B_Athena_VendingMachine.B_Athena_VendingMachine_C");
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auto AllVendingMachines = UGameplayStatics::GetAllActorsOfClass(GetWorld(), VendingMachineClass);
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auto OverrideLootTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaVending"); // ItemCollector->GetLootTierGroupOverride();
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for (int i = 0; i < AllVendingMachines.Num(); i++)
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{
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auto VendingMachine = (ABuildingItemCollectorActor*)AllVendingMachines.at(i);
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if (!VendingMachine)
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continue;
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FillItemCollector(VendingMachine, OverrideLootTierGroup, true, true);
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}
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AllVendingMachines.Free();
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} |