Files
Project-Reboot-3.0/Project Reboot 3.0/ai.h
2023-03-08 01:39:09 -05:00

91 lines
3.4 KiB
C

#pragma once
#include "reboot.h"
#include "Actor.h"
#include "SoftObjectPath.h"
#include "KismetStringLibrary.h"
#include "GameplayStatics.h"
using UNavigationSystemV1 = UObject;
using UNavigationSystemConfig = UObject;
using AAthenaNavSystemConfigOverride = UObject;
using UAthenaNavSystem = UObject;
using UAthenaNavSystemConfig = UObject;
enum class EFNavigationSystemRunMode : uint8_t
{
InvalidMode = 0,
GameMode = 1,
EditorMode = 2,
SimulationMode = 3,
PIEMode = 4,
FNavigationSystemRunMode_MAX = 5
};
enum class ENavSystemOverridePolicy : uint8_t
{
Override = 0,
Append = 1,
Skip = 2,
ENavSystemOverridePolicy_MAX = 3
};
extern inline void (*NavSystemCleanUpOriginal)(UNavigationSystemV1*, uint8) = nullptr;
extern inline void (*AddNavigationSystemToWorldOriginal)(UWorld& WorldOwner, EFNavigationSystemRunMode RunMode, UNavigationSystemConfig* NavigationSystemConfig, char bInitializeForWorld,
char bOverridePreviousNavSys) = nullptr;
static void SetNavigationSystem(AAthenaNavSystemConfigOverride* NavSystemOverride)
{
auto WorldSettings = GetWorld()->K2_GetWorldSettings();
NavSystemOverride->Get<ENavSystemOverridePolicy>("OverridePolicy") = ENavSystemOverridePolicy::Append;
WorldSettings->Get("NavigationSystemConfigOverride") = NavSystemOverride->Get("NavigationSystemConfig");
WorldSettings->Get("NavigationSystemConfig")->Get<bool>("bIsOverriden") = true;
auto NavSystem = (UAthenaNavSystem*)GetWorld()->Get("NavigationSystem");
NavSystemCleanUpOriginal(NavSystem, 0);
GetWorld()->Get("NavigationSystem") = nullptr;
if (!NavSystemOverride->Get("NavigationSystemConfig"))
return;
auto& ClassPath = NavSystemOverride->Get("NavigationSystemConfig")->Get<FSoftObjectPath>("NavigationSystemClass");
auto NewNavSystemClass = FindObject<UClass>(ClassPath.AssetPathName.ToString());
if (!NewNavSystemClass)
return;
LOG_INFO(LogAI, "Setup navigation system.\n");
AddNavigationSystemToWorldOriginal(*GetWorld(), EFNavigationSystemRunMode::GameMode, NavSystemOverride->Get("NavigationSystemConfig"), true, false);
}
static void SetupNavConfig()
{
static auto AthenaNavSystemConfigOverrideClass = FindObject<UClass>("/Script/FortniteGame.AthenaNavSystemConfigOverride");
auto NavSystemOverride = GetWorld()->SpawnActor<AActor>(AthenaNavSystemConfigOverrideClass);
if (!NavSystemOverride)
return;
static auto AthenaNavSystemConfigClass = FindObject<UClass>("/Script/FortniteGame.AthenaNavSystemConfig");
auto AthenaNavConfig = (UAthenaNavSystemConfig*)UGameplayStatics::SpawnObject(AthenaNavSystemConfigClass, NavSystemOverride);
AthenaNavConfig->Get<bool>("bUseBuildingGridAsNavigableSpace") = false;
AthenaNavConfig->Get<bool>("bUsesStreamedInNavLevel") = true;
AthenaNavConfig->Get<bool>("bAllowAutoRebuild") = true;
AthenaNavConfig->Get<bool>("bCreateOnClient") = true; // BITFIELD
AthenaNavConfig->Get<bool>("bAutoSpawnMissingNavData") = true; // BITFIELD
AthenaNavConfig->Get<bool>("bSpawnNavDataInNavBoundsLevel") = true; // BITFIELD
AthenaNavConfig->Get<bool>("bUseNavigationInvokers") = false;
AthenaNavConfig->Get<FName>("DefaultAgentName") = UKismetStringLibrary::Conv_StringToName(L"MANG");
// NavSystemOverride->Get<ENavSystemOverridePolicy>("OverridePolicy") = ENavSystemOverridePolicy::Append;
NavSystemOverride->Get("NavigationSystemConfig") = AthenaNavConfig;
SetNavigationSystem(NavSystemOverride);
}