mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
415 lines
12 KiB
C++
415 lines
12 KiB
C++
#pragma once
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#include "FortGameModeAthena.h"
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#include "OnlineReplStructs.h"
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#include "FortAthenaAIBotController.h"
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#include "BuildingContainer.h"
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class BotPOI
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{
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FVector CenterLocation;
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FVector Range; // this just has to be FVector2D
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};
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class BotPOIEncounter
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{
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public:
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int NumChestsSearched;
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int NumAmmoBoxesSearched;
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int NumPlayersEncountered;
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};
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class PlayerBot
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{
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public:
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static inline UClass* PawnClass = nullptr;
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static inline UClass* ControllerClass = nullptr;
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AController* Controller = nullptr; // This can be 1. AFortAthenaAIBotController OR AFortPlayerControllerAthena
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bool bIsAthenaController = false;
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AFortPlayerPawnAthena* Pawn = nullptr;
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AFortPlayerStateAthena* PlayerState = nullptr;
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BotPOIEncounter currentBotEncounter;
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int TotalPlayersEncountered;
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std::vector<BotPOI> POIsTraveled;
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float NextJumpTime = 1.0f;
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void OnPlayerEncountered()
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{
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currentBotEncounter.NumPlayersEncountered++;
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TotalPlayersEncountered++;
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}
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void MoveToNewPOI()
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{
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}
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static bool ShouldUseAIBotController()
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{
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return Fortnite_Version >= 11 && Engine_Version < 500;
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}
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static void InitializeBotClasses()
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{
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static auto BlueprintGeneratedClassClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
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if (!ShouldUseAIBotController())
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{
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PawnClass = FindObject<UClass>(L"/Game/Athena/PlayerPawn_Athena.PlayerPawn_Athena_C");
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ControllerClass = AFortPlayerControllerAthena::StaticClass();
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}
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else
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{
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PawnClass = LoadObject<UClass>(L"/Game/Athena/AI/Phoebe/BP_PlayerPawn_Athena_Phoebe.BP_PlayerPawn_Athena_Phoebe_C", BlueprintGeneratedClassClass);
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// ControllerClass = PawnClass->CreateDefaultObject()->GetAIControllerClass();
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}
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if (/* !ControllerClass
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|| */ !PawnClass
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)
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{
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LOG_ERROR(LogBots, "Failed to find a class for the bots!");
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return;
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}
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}
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static bool IsReadyToSpawnBot()
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{
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return PawnClass;
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}
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void SetupInventory()
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{
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
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if (!ShouldUseAIBotController()) // TODO REWRITE
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{
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AFortInventory** Inventory = nullptr;
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if (auto FortPlayerController = Cast<AFortPlayerController>(Controller))
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{
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Inventory = &FortPlayerController->GetWorldInventory();
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}
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else
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{
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if (auto FortAthenaAIBotController = Cast<AFortAthenaAIBotController>(Controller))
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{
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static auto InventoryOffset = Controller->GetOffset("Inventory");
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Inventory = Controller->GetPtr<AFortInventory*>(InventoryOffset);
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}
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}
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if (!Inventory)
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{
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LOG_ERROR(LogBots, "No inventory pointer!");
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Pawn->K2_DestroyActor();
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Controller->K2_DestroyActor();
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return;
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}
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static auto FortInventoryClass = FindObject<UClass>(L"/Script/FortniteGame.FortInventory"); // AFortInventory::StaticClass()
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*Inventory = GetWorld()->SpawnActor<AFortInventory>(FortInventoryClass, FTransform{}, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AlwaysSpawn, false, Controller));
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if (!*Inventory)
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{
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LOG_ERROR(LogBots, "Failed to spawn Inventory!");
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Pawn->K2_DestroyActor();
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Controller->K2_DestroyActor();
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return;
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}
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(*Inventory)->GetInventoryType() = EFortInventoryType::World;
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if (auto FortPlayerController = Cast<AFortPlayerController>(Controller))
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{
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static auto bHasInitializedWorldInventoryOffset = FortPlayerController->GetOffset("bHasInitializedWorldInventory");
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FortPlayerController->Get<bool>(bHasInitializedWorldInventoryOffset) = true;
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}
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// if (false)
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{
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if (Inventory)
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{
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auto& StartingItems = GameMode->GetStartingItems();
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for (int i = 0; i < StartingItems.Num(); ++i)
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{
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auto& StartingItem = StartingItems.at(i);
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(*Inventory)->AddItem(StartingItem.GetItem(), nullptr, StartingItem.GetCount());
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}
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if (auto FortPlayerController = Cast<AFortPlayerController>(Controller))
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{
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UFortItem* PickaxeInstance = FortPlayerController->AddPickaxeToInventory();
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if (PickaxeInstance)
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{
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FortPlayerController->ServerExecuteInventoryItemHook(FortPlayerController, PickaxeInstance->GetItemEntry()->GetItemGuid());
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}
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}
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(*Inventory)->Update();
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}
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}
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}
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}
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void Initialize(const FTransform& SpawnTransform, AActor* InSpawnLocator)
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{
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
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if (!IsReadyToSpawnBot())
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{
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LOG_ERROR(LogBots, "We are not prepared to spawn a bot!");
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return;
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}
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if (!ShouldUseAIBotController())
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{
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Controller = GetWorld()->SpawnActor<AController>(ControllerClass);
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Pawn = GetWorld()->SpawnActor<AFortPlayerPawnAthena>(PawnClass, SpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn));
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PlayerState = Cast<AFortPlayerStateAthena>(Controller->GetPlayerState());
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}
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else
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{
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Pawn = GameMode->GetServerBotManager()->GetCachedBotMutator()->SpawnBot(PawnClass, InSpawnLocator, SpawnTransform.Translation, SpawnTransform.Rotation.Rotator(), false);
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if (Fortnite_Version < 17)
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Controller = Cast<AFortAthenaAIBotController>(Pawn->GetController());
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else
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Controller = GetWorld()->SpawnActor<AFortAthenaAIBotController>(Pawn->GetAIControllerClass());
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PlayerState = Cast<AFortPlayerStateAthena>(Controller->GetPlayerState());
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}
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if (!Controller || !Pawn || !PlayerState)
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{
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LOG_ERROR(LogBots, "Failed to spawn controller, pawn or playerstate ({} {})!", bool(__int64(Controller)), bool(__int64(Pawn)), bool(__int64(Controller->GetPlayerState())));
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return;
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}
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PlayerState->SetIsBot(true);
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if (Controller->GetPawn() != Pawn)
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{
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Controller->Possess(Pawn);
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}
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static int CurrentBotNum = 1;
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auto BotNumWStr = std::to_wstring(CurrentBotNum++);
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FString NewName = (L"Jimmy" + BotNumWStr).c_str();
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if (true ||
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Fortnite_Version < 9
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)
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{
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if (auto PlayerController = Cast<APlayerController>(Controller))
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{
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PlayerController->ServerChangeName(NewName);
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}
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}
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else
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{
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GameMode->ChangeName(Controller, NewName, true);
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}
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PlayerState->OnRep_PlayerName();
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PlayerState->GetTeamIndex() = GameMode->Athena_PickTeamHook(GameMode, 0, Controller);
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static auto SquadIdOffset = PlayerState->GetOffset("SquadId", false);
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if (SquadIdOffset != -1)
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PlayerState->GetSquadId() = PlayerState->GetTeamIndex() - NumToSubtractFromSquadId;
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GameState->AddPlayerStateToGameMemberInfo(PlayerState);
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Controller->Possess(Pawn);
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Pawn->SetHealth(100);
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Pawn->SetMaxHealth(100);
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auto PlayerAbilitySet = GetPlayerAbilitySet();
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auto AbilitySystemComponent = PlayerState->GetAbilitySystemComponent();
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if (PlayerAbilitySet)
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{
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PlayerAbilitySet->GiveToAbilitySystem(AbilitySystemComponent);
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}
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SetupInventory();
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// PlayerController->GetCosmeticLoadout()->GetCharacter() = FindObject("/Game/Athena/Items/Cosmetics/Characters/CID_263_Athena_Commando_F_MadCommander.CID_263_Athena_Commando_F_MadCommander");
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// Pawn->GetCosmeticLoadout()->GetCharacter() = PlayerController->GetCosmeticLoadout()->GetCharacter();
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// PlayerController->ApplyCosmeticLoadout();
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auto AllHeroTypes = GetAllObjectsOfClass(FindObject<UClass>(L"/Script/FortniteGame.FortHeroType"));
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std::vector<UFortItemDefinition*> AthenaHeroTypes;
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UFortItemDefinition* HeroType = FindObject<UFortItemDefinition>(L"/Game/Athena/Heroes/HID_030_Athena_Commando_M_Halloween.HID_030_Athena_Commando_M_Halloween");
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for (int i = 0; i < AllHeroTypes.size(); ++i)
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{
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auto CurrentHeroType = (UFortItemDefinition*)AllHeroTypes.at(i);
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if (CurrentHeroType->GetPathName().starts_with("/Game/Athena/Heroes/"))
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AthenaHeroTypes.push_back(CurrentHeroType);
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}
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if (AthenaHeroTypes.size())
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{
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HeroType = AthenaHeroTypes.at(std::rand() % AthenaHeroTypes.size());
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}
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static auto HeroTypeOffset = PlayerState->GetOffset("HeroType");
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if (HeroTypeOffset != -1)
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{
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PlayerState->Get(HeroTypeOffset) = HeroType;
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}
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ApplyHID(Pawn, HeroType, true);
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GameState->GetPlayersLeft()++;
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GameState->OnRep_PlayersLeft();
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if (auto FortPlayerControllerAthena = Cast<AFortPlayerControllerAthena>(Controller))
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GameMode->GetAlivePlayers().Add(FortPlayerControllerAthena);
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LOG_INFO(LogDev, "Finished spawning bot!")
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}
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};
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static inline std::vector<PlayerBot> AllPlayerBotsToTick;
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namespace Bots
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{
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static AController* SpawnBot(FTransform SpawnTransform, AActor* InSpawnLocator)
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{
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auto playerBot = PlayerBot();
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playerBot.Initialize(SpawnTransform, InSpawnLocator);
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AllPlayerBotsToTick.push_back(playerBot);
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return playerBot.Controller;
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}
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static void SpawnBotsAtPlayerStarts(int AmountOfBots)
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{
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return;
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
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static auto FortPlayerStartCreativeClass = FindObject<UClass>(L"/Script/FortniteGame.FortPlayerStartCreative");
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static auto FortPlayerStartWarmupClass = FindObject<UClass>(L"/Script/FortniteGame.FortPlayerStartWarmup");
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TArray<AActor*> PlayerStarts = UGameplayStatics::GetAllActorsOfClass(GetWorld(), Globals::bCreative ? FortPlayerStartCreativeClass : FortPlayerStartWarmupClass);
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int ActorsNum = PlayerStarts.Num();
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// Actors.Free();
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if (ActorsNum == 0)
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{
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// LOG_INFO(LogDev, "No Actors!");
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return;
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}
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// Find playerstart (scuffed)
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for (int i = 0; i < AmountOfBots; ++i)
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{
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AActor* PlayerStart = PlayerStarts.at(std::rand() % (PlayerStarts.size() - 1));
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if (!PlayerStart)
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{
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return;
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}
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auto NewBot = SpawnBot(PlayerStart->GetTransform(), PlayerStart);
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NewBot->SetCanBeDamaged(Fortnite_Version < 7); // idk lol for spawn island
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}
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return;
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}
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static void Tick()
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{
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if (AllPlayerBotsToTick.size() == 0)
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return;
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
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// auto AllBuildingContainers = UGameplayStatics::GetAllActorsOfClass(GetWorld(), ABuildingContainer::StaticClass());
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// for (int i = 0; i < GameMode->GetAlivePlayers().Num(); ++i)
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for (auto& PlayerBot : AllPlayerBotsToTick)
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{
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auto CurrentPlayer = PlayerBot.Controller;
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if (CurrentPlayer->IsActorBeingDestroyed())
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continue;
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auto CurrentPawn = CurrentPlayer->GetPawn();
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if (CurrentPawn->IsActorBeingDestroyed())
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continue;
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auto CurrentPlayerState = Cast<AFortPlayerStateAthena>(CurrentPlayer->GetPlayerState());
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if (!CurrentPlayerState
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// || !CurrentPlayerState->IsBot()
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)
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continue;
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if (GameState->GetGamePhase() == EAthenaGamePhase::Warmup)
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{
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/* if (!CurrentPlayer->IsPlayingEmote())
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{
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static auto AthenaDanceItemDefinitionClass = FindObject<UClass>("/Script/FortniteGame.AthenaDanceItemDefinition");
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auto RandomDanceID = GetRandomObjectOfClass(AthenaDanceItemDefinitionClass);
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CurrentPlayer->ServerPlayEmoteItemHook(CurrentPlayer, RandomDanceID);
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} */
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}
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if (PlayerBot.bIsAthenaController && CurrentPlayerState->IsInAircraft() && !CurrentPlayerState->HasThankedBusDriver())
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{
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static auto ServerThankBusDriverFn = FindObject<UFunction>(L"/Script/FortniteGame.FortPlayerControllerAthena.ServerThankBusDriver");
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CurrentPlayer->ProcessEvent(ServerThankBusDriverFn);
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}
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if (CurrentPawn)
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{
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if (PlayerBot.NextJumpTime <= UGameplayStatics::GetTimeSeconds(GetWorld()))
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{
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static auto JumpFn = FindObject<UFunction>(L"/Script/Engine.Character.Jump");
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CurrentPawn->ProcessEvent(JumpFn);
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PlayerBot.NextJumpTime = UGameplayStatics::GetTimeSeconds(GetWorld()) + (rand() % 4 + 3);
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}
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}
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/* bool bShouldJumpFromBus = CurrentPlayerState->IsInAircraft(); // TODO (Milxnor) add a random percent thing
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if (bShouldJumpFromBus)
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{
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CurrentPlayer->ServerAttemptAircraftJumpHook(CurrentPlayer, FRotator());
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} */
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}
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// AllBuildingContainers.Free();
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}
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}
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namespace Bosses
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{
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} |