Files
Project-Reboot-3.0/Project Reboot 3.0/builder.h
Milxnor 891f45f469 a bit
Fixed MCP on 1.8, Fixed some buildings not showing up on 1.7.2 and 1.8, fixed listplayers crashing on some versions
2023-04-29 20:15:24 -04:00

148 lines
3.8 KiB
C++

#pragma once
#include <filesystem>
#include <fstream>
#include <json.hpp>
#include "FortVolume.h"
#include "FortGameStateAthena.h"
namespace fs = std::filesystem;
namespace Builder
{
static inline bool LoadSave(const std::string& SaveFileName, const FVector& Location, const FRotator& Rotation)
{
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
std::ifstream fileStream(fs::current_path().string() + "\\Islands\\" + SaveFileName + ".save");
if (!fileStream.is_open())
{
// SendMessageToConsole(PlayerController, L"Failed to open filestream (file may not exist)!\n");
return false;
}
nlohmann::json j;
fileStream >> j;
for (const auto& obj : j) {
for (auto it = obj.begin(); it != obj.end(); ++it) {
auto& ClassName = it.key();
auto Class = FindObject<UClass>(ClassName);
if (!Class)
{
continue;
}
std::vector<float> stuff;
auto& value = it.value();
std::vector<std::string> DevicePropertiesStr;
if (value.is_array()) {
for (const auto& elem : value) {
if (!elem.is_array())
{
stuff.push_back(elem);
}
else // Device Properties
{
for (const auto& elem2 : elem) {
for (auto it2 = elem2.begin(); it2 != elem2.end(); ++it2) {
auto& value2z = it2.value();
DevicePropertiesStr.push_back(value2z);
}
}
}
}
}
else
{
}
// std::cout << "stuff.size(): " << stuff.size() << '\n';
if (stuff.size() >= 8)
{
FRotator rot{};
rot.Pitch = stuff[3] + Rotation.Pitch;
rot.Roll = stuff[4] + Rotation.Roll;
rot.Yaw = stuff[5] + Rotation.Yaw;
FVector Scale3D = { 1, 1, 1 };
if (stuff.size() >= 11)
{
Scale3D.X = stuff[8];
Scale3D.Y = stuff[9];
Scale3D.Z = stuff[10];
}
auto NewActor = GetWorld()->SpawnActor<ABuildingActor>(Class, FVector{ stuff[0] + Location.X , stuff[1] + Location.Y, stuff[2] + Location.Z },
rot.Quaternion(), Scale3D);
if (!NewActor)
continue;
// NewActor->bCanBeDamaged = false;
NewActor->InitializeBuildingActor(NewActor, nullptr, false);
// NewActor->GetTeamIndex() = stuff[6];
// NewActor->SetHealth(stuff[7]);
static auto FortActorOptionsComponentClass = FindObject<UClass>("/Script/FortniteGame.FortActorOptionsComponent");
auto ActorOptionsComponent = FortActorOptionsComponentClass ? NewActor->GetComponentByClass(FortActorOptionsComponentClass) : nullptr;
// continue;
/*
if (ActorOptionsComponent)
{
// UE::TMap<FString, FString> Map{};
TArray<FString> PropertyNameStrs;
for (int kl = 0; kl < DevicePropertiesStr.size(); kl += 2)
{
if (kl + 1 >= DevicePropertiesStr.size())
break;
auto PropertyName = DevicePropertiesStr[kl];
auto PropertyData = DevicePropertiesStr[kl + 1];
LOG_INFO(LogCreative, "PropertyName: {}", PropertyName);
LOG_INFO(LogCreative, "PropertyData: {}", PropertyData);
PropertyNameStrs.Add(std::wstring(PropertyName.begin(), PropertyName.end()).c_str());
}
for (int jk = 0; jk < PropertyNameStrs.size(); jk++)
{
LOG_INFO(LogCreative, "[{}] PropertyName: {}", jk, PropertyNameStrs.at(jk).ToString());
}
}
*/
}
}
}
return true;
}
static inline bool LoadSave(const std::string& SaveFileName, AFortVolume* LoadIntoVolume)
{
/* auto AllBuildingActors = LoadIntoVolume->GetActorsWithinVolumeByClass(ABuildingActor::StaticClass());
for (int i = 0; i < AllBuildingActors.Num(); i++)
{
auto CurrentBuildingActor = (ABuildingActor*)AllBuildingActors[i];
CurrentBuildingActor->SilentDie();
} */
return LoadSave(SaveFileName, LoadIntoVolume->GetActorLocation(), LoadIntoVolume->GetActorRotation());
}
}