mirror of
https://github.com/Milxnor/Project-Reboot-3.0.git
synced 2026-01-13 02:42:22 +01:00
313 lines
9.8 KiB
C++
313 lines
9.8 KiB
C++
#pragma once
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#include "FortGameModeAthena.h"
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#include "OnlineReplStructs.h"
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#include "BuildingContainer.h"
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class PlayerBot
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{
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public:
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AController* Controller = nullptr;
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float NextJumpTime = 1.0f;
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void Initialize(const FTransform& SpawnTransform)
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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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static UClass* PawnClass = nullptr;
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static UClass* ControllerClass = nullptr;
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if (!PawnClass)
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{
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if (true)
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PawnClass = FindObject<UClass>("/Game/Athena/PlayerPawn_Athena.PlayerPawn_Athena_C");
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else
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PawnClass = FindObject<UClass>("/Game/Athena/AI/Phoebe/BP_PlayerPawn_Athena_Phoebe.BP_PlayerPawn_Athena_Phoebe_C");
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}
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if (!ControllerClass)
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{
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if (true)
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ControllerClass = AFortPlayerControllerAthena::StaticClass();
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else
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ControllerClass = FindObject<UClass>("/Game/Athena/AI/Phoebe/BP_PhoebePlayerController.BP_PhoebePlayerController_C");
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}
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if (!ControllerClass || !PawnClass)
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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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static auto FortAthenaAIBotControllerClass = FindObject<UClass>("/Script/FortniteGame.FortAthenaAIBotController");
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FActorSpawnParameters PawnSpawnParameters{};
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PawnSpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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Controller = GetWorld()->SpawnActor<AController>(ControllerClass);
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AFortPlayerPawnAthena* Pawn = GetWorld()->SpawnActor<AFortPlayerPawnAthena>(PawnClass, SpawnTransform, PawnSpawnParameters);
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AFortPlayerStateAthena* PlayerState = Cast<AFortPlayerStateAthena>(Controller->GetPlayerState());
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if (!Pawn || !PlayerState)
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return;
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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"RebootBot" + BotNumWStr).c_str();
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if (auto PlayerController = Cast<APlayerController>(Controller))
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PlayerController->ServerChangeName(NewName);
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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() - 2;
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PlayerState->SetIsBot(true);
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/*
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static auto FortRegisteredPlayerInfoClass = FindObject<UClass>("/Script/FortniteGame.FortRegisteredPlayerInfo");
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static auto MyPlayerInfoOffset = PlayerController->GetOffset("MyPlayerInfo");
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PlayerController->Get(MyPlayerInfoOffset) = UGameplayStatics::SpawnObject(FortRegisteredPlayerInfoClass, PlayerController);
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if (!PlayerController->Get(MyPlayerInfoOffset))
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{
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LOG_ERROR(LogBots, "Failed to spawn PlayerInfo!");
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Pawn->K2_DestroyActor();
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PlayerController->K2_DestroyActor();
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return nullptr;
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}
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auto& PlayerInfo = PlayerController->Get(MyPlayerInfoOffset);
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static auto UniqueIdOffset = PlayerState->GetOffset("UniqueId");
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static auto PlayerInfo_PlayerNameOffset = PlayerInfo->GetOffset("PlayerName");
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static auto PlayerIDOffset = PlayerInfo->GetOffset("PlayerID");
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PlayerInfo->GetPtr<FUniqueNetIdRepl>(PlayerIDOffset)->CopyFromAnotherUniqueId(PlayerState->GetPtr<FUniqueNetIdRepl>(UniqueIdOffset));
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PlayerInfo->Get<FString>(PlayerInfo_PlayerNameOffset) = PlayerState->GetPlayerName();
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*/
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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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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 (Controller->IsA(FortAthenaAIBotControllerClass))
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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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FActorSpawnParameters InventorySpawnParameters{};
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InventorySpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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InventorySpawnParameters.Owner = Controller;
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FTransform InventorySpawnTransform{};
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static auto FortInventoryClass = FindObject<UClass>("/Script/FortniteGame.FortInventory"); // AFortInventory::StaticClass()
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*Inventory = GetWorld()->SpawnActor<AFortInventory>(FortInventoryClass, InventorySpawnTransform, InventorySpawnParameters);
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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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/* static auto HeroType = FindObject(L"/Game/Athena/Heroes/HID_115_Athena_Commando_M_CarbideBlue.HID_115_Athena_Commando_M_CarbideBlue");
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static auto HeroTypeOffset = PlayerState->GetOffset("HeroType");
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if (HeroTypeOffset != -1)
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PlayerState->Get(HeroTypeOffset) = HeroType; */
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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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// 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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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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}
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};
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static std::vector<PlayerBot> AllPlayerBotsToTick;
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namespace Bots
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{
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static AController* SpawnBot(FTransform SpawnTransform)
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{
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auto playerBot = PlayerBot();
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playerBot.Initialize(SpawnTransform);
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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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for (int i = 0; i < AmountOfBots; i++)
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{
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FTransform SpawnTransform{};
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SpawnTransform.Translation = FVector(1, 1, 10000);
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SpawnTransform.Rotation = FQuat();
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SpawnTransform.Scale3D = FVector(1, 1, 1);
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auto NewBot = SpawnBot(SpawnTransform);
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auto PlayerStart = GameMode->K2_FindPlayerStart(NewBot, NewBot->GetPlayerState()->GetPlayerName()); // i dont think this works
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if (!PlayerStart)
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{
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LOG_ERROR(LogBots, "Failed to find PlayerStart for bot!");
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NewBot->GetPawn()->K2_DestroyActor();
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NewBot->K2_DestroyActor();
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continue;
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}
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NewBot->TeleportTo(PlayerStart->GetActorLocation(), FRotator());
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NewBot->SetCanBeDamaged(Fortnite_Version < 7); // idk lol for spawn island
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}
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}
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static void Tick()
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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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// 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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auto CurrentPlayerState = Cast<AFortPlayerStateAthena>(CurrentPlayer->GetPlayerState());
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if (!CurrentPlayerState || !CurrentPlayerState->IsBot())
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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 (CurrentPlayerState->IsInAircraft() && !CurrentPlayerState->HasThankedBusDriver())
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{
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static auto ServerThankBusDriverFn = FindObject<UFunction>("/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>("/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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} |