Files
Project-Reboot-3.0/Project Reboot 3.0/FortGameModeAthena.cpp
2023-03-05 14:01:15 -05:00

483 lines
18 KiB
C++

#include "FortGameModeAthena.h"
#include "reboot.h"
#include "NetSerialization.h"
#include "FortPlayerControllerAthena.h"
#include "GameplayStatics.h"
#include "KismetStringLibrary.h"
#include "SoftObjectPtr.h"
#include "FortPickup.h"
#include "FortLootPackage.h"
#include "BuildingContainer.h"
static bool bFirstPlayerJoined = false;
enum class EDynamicFoundationEnabledState : uint8_t
{
Unknown = 0,
Enabled = 1,
Disabled = 2,
EDynamicFoundationEnabledState_MAX = 3
};
// Enum FortniteGame.EDynamicFoundationType
enum class EDynamicFoundationType : uint8_t
{
Static = 0,
StartEnabled_Stationary = 1,
StartEnabled_Dynamic = 2,
StartDisabled = 3,
EDynamicFoundationType_MAX = 4
};
void ShowFoundation(AActor* BuildingFoundation)
{
SetBitfield(BuildingFoundation->GetPtr<PlaceholderBitfield>("bServerStreamedInLevel"), 2, true);
static auto OnRep_ServerStreamedInLevelFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_ServerStreamedInLevel");
BuildingFoundation->ProcessEvent(OnRep_ServerStreamedInLevelFn);
static auto DynamicFoundationRepDataOffset = BuildingFoundation->GetOffset("DynamicFoundationRepData", false);
if (DynamicFoundationRepDataOffset != 0)
{
auto DynamicFoundationRepData = BuildingFoundation->GetPtr(DynamicFoundationRepDataOffset);
static auto EnabledStateOffset = FindOffsetStruct("/Script/FortniteGame.DynamicBuildingFoundationRepData", "EnabledState");
*(EDynamicFoundationEnabledState*)(__int64(DynamicFoundationRepData) + EnabledStateOffset) = EDynamicFoundationEnabledState::Enabled;
static auto OnRep_DynamicFoundationRepDataFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_DynamicFoundationRepData");
BuildingFoundation->ProcessEvent(OnRep_DynamicFoundationRepDataFn);
}
static auto FoundationEnabledStateOffset = BuildingFoundation->GetOffset("FoundationEnabledState");
BuildingFoundation->Get<EDynamicFoundationEnabledState>(FoundationEnabledStateOffset) = EDynamicFoundationEnabledState::Enabled;
}
static void StreamLevel(std::string LevelName, FVector Location = {})
{
static auto BuildingFoundation3x3Class = FindObject<UClass>("/Script/FortniteGame.BuildingFoundation3x3");
FTransform Transform{};
Transform.Scale3D = { 1, 1, 1 };
Transform.Translation = Location;
auto BuildingFoundation = GetWorld()->SpawnActor<ABuildingSMActor>(BuildingFoundation3x3Class, Transform);
BuildingFoundation->InitializeBuildingActor(BuildingFoundation, nullptr, false);
static auto FoundationNameOffset = FindOffsetStruct("/Script/FortniteGame.BuildingFoundationStreamingData", "FoundationName");
static auto FoundationLocationOffset = FindOffsetStruct("/Script/FortniteGame.BuildingFoundationStreamingData", "FoundationLocation");
static auto StreamingDataOffset = BuildingFoundation->GetOffset("StreamingData");
static auto LevelToStreamOffset = BuildingFoundation->GetOffset("LevelToStream");
auto StreamingData = BuildingFoundation->GetPtr<__int64>(StreamingDataOffset);
*(FName*)(__int64(StreamingData) + FoundationNameOffset) = UKismetStringLibrary::Conv_StringToName(std::wstring(LevelName.begin(), LevelName.end()).c_str());
*(FVector*)(__int64(StreamingData) + FoundationLocationOffset) = Location;
*(FName*)(__int64(BuildingFoundation) + LevelToStreamOffset) = UKismetStringLibrary::Conv_StringToName(std::wstring(LevelName.begin(), LevelName.end()).c_str());
static auto OnRep_LevelToStreamFn = FindObject<UFunction>("/Script/FortniteGame.BuildingFoundation.OnRep_LevelToStream");
BuildingFoundation->ProcessEvent(OnRep_LevelToStreamFn);
ShowFoundation(BuildingFoundation);
}
UObject* GetPlaylistToUse()
{
auto Playlist = FindObject("/Game/Athena/Playlists/Playlist_DefaultSolo.Playlist_DefaultSolo");
if (Globals::bCreative)
Playlist = FindObject("/Game/Athena/Playlists/Creative/Playlist_PlaygroundV2.Playlist_PlaygroundV2");
return Playlist;
}
bool AFortGameModeAthena::Athena_ReadyToStartMatchHook(AFortGameModeAthena* GameMode)
{
auto GameState = GameMode->GetGameStateAthena();
auto SetPlaylist = [&GameState](UObject* Playlist) -> void {
if (Fortnite_Version >= 6.10)
{
auto CurrentPlaylistInfo = GameState->GetPtr<FFastArraySerializer>("CurrentPlaylistInfo");
static auto PlaylistReplicationKeyOffset = FindOffsetStruct("/Script/FortniteGame.PlaylistPropertyArray", "PlaylistReplicationKey");
static auto BasePlaylistOffset = FindOffsetStruct("/Script/FortniteGame.PlaylistPropertyArray", "BasePlaylist");
static auto OverridePlaylistOffset = FindOffsetStruct("/Script/FortniteGame.PlaylistPropertyArray", "OverridePlaylist");
*(UObject**)(__int64(CurrentPlaylistInfo) + BasePlaylistOffset) = Playlist;
*(UObject**)(__int64(CurrentPlaylistInfo) + OverridePlaylistOffset) = Playlist;
(*(int*)(__int64(CurrentPlaylistInfo) + PlaylistReplicationKeyOffset))++;
CurrentPlaylistInfo->MarkArrayDirty();
GameState->OnRep_CurrentPlaylistInfo();
}
else
{
GameState->Get("CurrentPlaylistData") = Playlist;
GameState->OnRep_CurrentPlaylistInfo(); // calls OnRep_CurrentPlaylistData
}
};
auto& LocalPlayers = GetLocalPlayers();
if (LocalPlayers.Num() && LocalPlayers.Data)
{
LocalPlayers.Remove(0);
}
static int LastNum2 = 1;
if (AmountOfRestarts != LastNum2)
{
LastNum2 = AmountOfRestarts;
GameMode->Get<int>("WarmupRequiredPlayerCount") = 1;
auto PlaylistToUse = GetPlaylistToUse();
if (PlaylistToUse)
{
static auto AdditionalLevelsOffset = PlaylistToUse->GetOffset("AdditionalLevels");
auto& AdditionalLevels = PlaylistToUse->Get<TArray<TSoftObjectPtr<UClass>>>(AdditionalLevelsOffset);
for (int i = 0; i < AdditionalLevels.Num(); i++)
{
// auto World = Cast<UWorld>(Playlist->AdditionalLevels[i].Get());
// StreamLevel(UKismetSystemLibrary::GetPathName(World->PersistentLevel).ToString());
StreamLevel(AdditionalLevels.at(i).SoftObjectPtr.ObjectID.AssetPathName.ToString());
}
}
}
/* static auto FortPlayerStartWarmupClass = FindObject<UClass>("/Script/FortniteGame.FortPlayerStartWarmup");
TArray<AActor*> Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), FortPlayerStartWarmupClass);
int ActorsNum = Actors.Num();
Actors.Free();
if (ActorsNum == 0)
return false; */
/* static int LastNum4 = 1;
if (AmountOfRestarts != LastNum4)
{
LastNum4 = AmountOfRestarts;
auto Playlist = FindObject("/Game/Athena/Playlists/Playlist_DefaultSolo.Playlist_DefaultSolo");
SetPlaylist(Playlist);
LOG_INFO(LogLoading, "Set playlist!");
} */
static auto MapInfoOffset = GameState->GetOffset("MapInfo");
auto MapInfo = GameState->Get(MapInfoOffset);
if (!MapInfo)
return false;
static auto FlightInfosOffset = MapInfo->GetOffset("FlightInfos");
// if (MapInfo->Get<TArray<__int64>>(FlightInfosOffset).ArrayNum <= 0)
// return false;
static int LastNum3 = 1;
if (AmountOfRestarts != LastNum3)
{
LastNum3 = AmountOfRestarts;
GetWorld()->Listen();
SetBitfield(GameMode->GetPtr<PlaceholderBitfield>("bWorldIsReady"), 1, true);
// GameState->OnRep_CurrentPlaylistInfo();
// return false;
}
// if (GameState->GetPlayersLeft() < GameMode->Get<int>("WarmupRequiredPlayerCount"))
// if (!bFirstPlayerJoined)
// return false;
static int LastNum = 1;
if (AmountOfRestarts != LastNum)
{
LastNum = AmountOfRestarts;
float Duration = 40.f;
float EarlyDuration = Duration;
float TimeSeconds = 35.f; // UGameplayStatics::GetTimeSeconds(GetWorld());
if (Engine_Version >= 424)
{
GameState->GetGamePhase() = EAthenaGamePhase::Warmup;
GameState->OnRep_GamePhase();
}
SetPlaylist(GetPlaylistToUse());
GameState->Get<float>("WarmupCountdownEndTime") = TimeSeconds + Duration;
GameMode->Get<float>("WarmupCountdownDuration") = Duration;
GameState->Get<float>("WarmupCountdownStartTime") = TimeSeconds;
GameMode->Get<float>("WarmupEarlyCountdownDuration") = EarlyDuration;
LOG_INFO(LogDev, "Initialized!");
}
if (Engine_Version >= 424) // returning true is stripped on c2+
{
// if (GameState->GetPlayersLeft() >= GameMode->Get<int>("WarmupRequiredPlayerCount"))
if (MapInfo->Get<TArray<__int64>>(FlightInfosOffset).ArrayNum <= 0)
return true;
}
return Athena_ReadyToStartMatchOriginal(GameMode);
}
int AFortGameModeAthena::Athena_PickTeamHook(AFortGameModeAthena* GameMode, uint8 preferredTeam, AActor* Controller)
{
static auto NextTeamIndex = 3;
return ++NextTeamIndex;
}
enum class EFortCustomPartType : uint8_t // todo move
{
Head = 0,
Body = 1,
Hat = 2,
Backpack = 3,
Charm = 4,
Face = 5,
NumTypes = 6,
EFortCustomPartType_MAX = 7
};
void AFortGameModeAthena::Athena_HandleStartingNewPlayerHook(AFortGameModeAthena* GameMode, AActor* NewPlayerActor)
{
auto SpawnIsland_FloorLoot = FindObject<UClass>("/Game/Athena/Environments/Blueprints/Tiered_Athena_FloorLoot_Warmup.Tiered_Athena_FloorLoot_Warmup_C");
auto BRIsland_FloorLoot = FindObject<UClass>("/Game/Athena/Environments/Blueprints/Tiered_Athena_FloorLoot_01.Tiered_Athena_FloorLoot_01_C");
TArray<AActor*> SpawnIsland_FloorLoot_Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), SpawnIsland_FloorLoot);
TArray<AActor*> BRIsland_FloorLoot_Actors = UGameplayStatics::GetAllActorsOfClass(GetWorld(), BRIsland_FloorLoot);
auto SpawnIslandTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaFloorLoot_Warmup");
auto BRIslandTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaFloorLoot");
float UpZ = 50;
EFortPickupSourceTypeFlag SpawnFlag = EFortPickupSourceTypeFlag::Container;
bool bPrintWarmup = false;
for (int i = 0; i < SpawnIsland_FloorLoot_Actors.Num(); i++)
{
ABuildingContainer* CurrentActor = (ABuildingContainer*)SpawnIsland_FloorLoot_Actors.at(i);
// CurrentActor->K2_DestroyActor();
// continue;
auto Location = CurrentActor->GetActorLocation();
Location.Z += UpZ;
std::vector<std::pair<UFortItemDefinition*, int>> LootDrops = PickLootDrops(SpawnIslandTierGroup, bPrintWarmup);
if (bPrintWarmup)
{
std::cout << "\n\n";
}
if (LootDrops.size())
{
for (auto& LootDrop : LootDrops)
AFortPickup::SpawnPickup(LootDrop.first, Location, LootDrop.second, SpawnFlag);
}
}
bool bPrint = false;
int spawned = 0;
for (int i = 0; i < BRIsland_FloorLoot_Actors.Num(); i++)
{
ABuildingContainer* CurrentActor = (ABuildingContainer*)BRIsland_FloorLoot_Actors.at(i);
// CurrentActor->K2_DestroyActor();
spawned++;
// continue;
auto Location = CurrentActor->GetActorLocation();
Location.Z += UpZ;
std::vector<std::pair<UFortItemDefinition*, int>> LootDrops = PickLootDrops(BRIslandTierGroup, bPrint);
if (bPrint)
std::cout << "\n";
if (LootDrops.size())
{
for (auto& LootDrop : LootDrops)
AFortPickup::SpawnPickup(LootDrop.first, Location, LootDrop.second, SpawnFlag);
}
}
auto GameState = GameMode->GetGameStateAthena();
auto NewPlayer = (AFortPlayerControllerAthena*)NewPlayerActor;
auto WorldInventory = NewPlayer->GetWorldInventory();
static UFortItemDefinition* EditToolItemDefinition = FindObject<UFortItemDefinition>(L"/Game/Items/Weapons/BuildingTools/EditTool.EditTool");
static UFortItemDefinition* PickaxeDefinition = FindObject<UFortItemDefinition>(L"/Game/Athena/Items/Weapons/WID_Harvest_Pickaxe_Athena_C_T01.WID_Harvest_Pickaxe_Athena_C_T01");
static UFortItemDefinition* BuildingItemData_Wall = FindObject<UFortItemDefinition>(L"/Game/Items/Weapons/BuildingTools/BuildingItemData_Wall.BuildingItemData_Wall");
static UFortItemDefinition* BuildingItemData_Floor = FindObject<UFortItemDefinition>(L"/Game/Items/Weapons/BuildingTools/BuildingItemData_Floor.BuildingItemData_Floor");
static UFortItemDefinition* BuildingItemData_Stair_W = FindObject<UFortItemDefinition>(L"/Game/Items/Weapons/BuildingTools/BuildingItemData_Stair_W.BuildingItemData_Stair_W");
static UFortItemDefinition* BuildingItemData_RoofS = FindObject<UFortItemDefinition>(L"/Game/Items/Weapons/BuildingTools/BuildingItemData_RoofS.BuildingItemData_RoofS");
static UFortItemDefinition* WoodItemData = FindObject<UFortItemDefinition>(L"/Game/Items/ResourcePickups/WoodItemData.WoodItemData");
WorldInventory->AddItem(EditToolItemDefinition, nullptr);
WorldInventory->AddItem(PickaxeDefinition, nullptr);
WorldInventory->AddItem(BuildingItemData_Wall, nullptr);
WorldInventory->AddItem(BuildingItemData_Floor, nullptr);
WorldInventory->AddItem(BuildingItemData_Stair_W, nullptr);
WorldInventory->AddItem(BuildingItemData_RoofS, nullptr);
WorldInventory->AddItem(WoodItemData, nullptr, 100);
WorldInventory->Update(true);
auto PlayerStateAthena = NewPlayer->GetPlayerStateAthena();
static auto CharacterPartsOffset = PlayerStateAthena->GetOffset("CharacterParts", false);
if (CharacterPartsOffset != 0)
{
auto CharacterParts = PlayerStateAthena->GetPtr<__int64>("CharacterParts");
static auto PartsOffset = FindOffsetStruct("/Script/FortniteGame.CustomCharacterParts", "Parts");
auto Parts = (UObject**)(__int64(CharacterParts) + PartsOffset); // UCustomCharacterPart* Parts[0x6]
static auto headPart = LoadObject("/Game/Characters/CharacterParts/Female/Medium/Heads/F_Med_Head1.F_Med_Head1");
static auto bodyPart = LoadObject("/Game/Characters/CharacterParts/Female/Medium/Bodies/F_Med_Soldier_01.F_Med_Soldier_01");
Parts[(int)EFortCustomPartType::Head] = headPart;
Parts[(int)EFortCustomPartType::Body] = bodyPart;
static auto OnRep_CharacterPartsFn = FindObject<UFunction>("/Script/FortniteGame.FortPlayerState.OnRep_CharacterParts");
PlayerStateAthena->ProcessEvent(OnRep_CharacterPartsFn);
}
PlayerStateAthena->GetSquadId() = PlayerStateAthena->GetTeamIndex() - 2;
// if (false)
{
// idk if this is needed
static auto bHasServerFinishedLoadingOffset = NewPlayer->GetOffset("bHasServerFinishedLoading");
NewPlayer->Get<bool>(bHasServerFinishedLoadingOffset) = true;
static auto OnRep_bHasServerFinishedLoadingFn = FindObject<UFunction>(L"/Script/FortniteGame.FortPlayerController.OnRep_bHasServerFinishedLoading");
NewPlayer->ProcessEvent(OnRep_bHasServerFinishedLoadingFn);
static auto bHasStartedPlayingOffset = PlayerStateAthena->GetOffset("bHasStartedPlaying");
PlayerStateAthena->Get<bool>(bHasStartedPlayingOffset) = true; // this is a bitfield!!!
static auto OnRep_bHasStartedPlayingFn = FindObject<UFunction>(L"/Script/FortniteGame.FortPlayerState.OnRep_bHasStartedPlaying");
PlayerStateAthena->ProcessEvent(OnRep_bHasStartedPlayingFn);
}
if (false)
{
static auto GameplayAbilitySet = LoadObject<UObject>(L"/Game/Abilities/Player/Generic/Traits/DefaultPlayer/GAS_AthenaPlayer.GAS_AthenaPlayer") ?
LoadObject<UObject>(L"/Game/Abilities/Player/Generic/Traits/DefaultPlayer/GAS_AthenaPlayer.GAS_AthenaPlayer") :
LoadObject<UObject>(L"/Game/Abilities/Player/Generic/Traits/DefaultPlayer/GAS_DefaultPlayer.GAS_DefaultPlayer");
// LOG_INFO(LogDev, "GameplayAbilitySet {}", __int64(GameplayAbilitySet));
if (GameplayAbilitySet)
{
static auto GameplayAbilitiesOffset = GameplayAbilitySet->GetOffset("GameplayAbilities");
auto GameplayAbilities = GameplayAbilitySet->GetPtr<TArray<UClass*>>(GameplayAbilitiesOffset);
for (int i = 0; i < GameplayAbilities->Num(); i++)
{
UClass* AbilityClass = GameplayAbilities->At(i);
// LOG_INFO(LogDev, "AbilityClass {}", __int64(AbilityClass));
if (!AbilityClass)
continue;
// LOG_INFO(LogDev, "AbilityClass Name {}", AbilityClass->GetFullName());
// LOG_INFO(LogDev, "DefaultAbility {}", __int64(DefaultAbility));
// LOG_INFO(LogDev, "DefaultAbility Name {}", DefaultAbility->GetFullName());
PlayerStateAthena->GetAbilitySystemComponent()->GiveAbilityEasy(AbilityClass);
}
}
}
static auto GameMemberInfoArrayOffset = GameState->GetOffset("GameMemberInfoArray", false);
// if (false)
// if (GameMemberInfoArrayOffset != 0)
if (Engine_Version >= 423)
{
struct FUniqueNetIdRepl
{
unsigned char ahh[0x0028];
};
struct FGameMemberInfo : public FFastArraySerializerItem
{
unsigned char SquadId; // 0x000C(0x0001) (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
unsigned char TeamIndex; // 0x000D(0x0001) (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
unsigned char UnknownData00[0x2]; // 0x000E(0x0002) MISSED OFFSET
FUniqueNetIdRepl MemberUniqueId; // 0x0010(0x0028) (HasGetValueTypeHash, NativeAccessSpecifierPublic)
};
static auto GameMemberInfoStructSize = 0x38;
// LOG_INFO(LogDev, "Compare: 0x{:x} 0x{:x}", GameMemberInfoStructSize, sizeof(FGameMemberInfo));
auto GameMemberInfo = Alloc<FGameMemberInfo>(GameMemberInfoStructSize);
((FFastArraySerializerItem*)GameMemberInfo)->MostRecentArrayReplicationKey = -1;
((FFastArraySerializerItem*)GameMemberInfo)->ReplicationID = -1;
((FFastArraySerializerItem*)GameMemberInfo)->ReplicationKey = -1;
if (false)
{
static auto GameMemberInfo_SquadIdOffset = 0x000C;
static auto GameMemberInfo_TeamIndexOffset = 0x000D;
static auto GameMemberInfo_MemberUniqueIdOffset = 0x0010;
static auto UniqueIdSize = 0x0028;
*(uint8*)(__int64(GameMemberInfo) + GameMemberInfo_SquadIdOffset) = PlayerStateAthena->GetSquadId();
*(uint8*)(__int64(GameMemberInfo) + GameMemberInfo_TeamIndexOffset) = PlayerStateAthena->GetTeamIndex();
CopyStruct((void*)(__int64(GameMemberInfo) + GameMemberInfo_MemberUniqueIdOffset), PlayerStateAthena->Get<void*>("UniqueId"), UniqueIdSize);
}
else
{
GameMemberInfo->SquadId = PlayerStateAthena->GetSquadId();
GameMemberInfo->TeamIndex = PlayerStateAthena->GetTeamIndex();
GameMemberInfo->MemberUniqueId = PlayerStateAthena->Get<FUniqueNetIdRepl>("UniqueId");
}
static auto GameMemberInfoArray_MembersOffset = 0x0108;
auto GameMemberInfoArray = GameState->GetPtr<FFastArraySerializer>(GameMemberInfoArrayOffset);
((TArray<FGameMemberInfo>*)(__int64(GameMemberInfoArray) + GameMemberInfoArray_MembersOffset))->Add(*GameMemberInfo, GameMemberInfoStructSize);
GameMemberInfoArray->MarkArrayDirty();
}
return Athena_HandleStartingNewPlayerOriginal(GameMode, NewPlayer);
}