Files
Project-Reboot-3.0/Project Reboot 3.0/vendingmachine.h
Milxnor b64f569551 a bit
proper vending machines like fully, performance
2023-05-08 22:28:32 -04:00

299 lines
10 KiB
C++

#pragma once
#include "reboot.h"
#include "BuildingGameplayActor.h"
#include "GameplayStatics.h"
#include "FortLootPackage.h"
#include "GameplayAbilityTypes.h"
#include "KismetMathLibrary.h"
using ABuildingItemCollectorActor = ABuildingGameplayActor;
struct FCollectorUnitInfo
{
static std::string GetStructName()
{
static std::string StructName = FindObject<UStruct>(L"/Script/FortniteGame.CollectorUnitInfo") ? "/Script/FortniteGame.CollectorUnitInfo" : "/Script/FortniteGame.ColletorUnitInfo"; // nice one fortnite
return StructName;
}
static UStruct* GetStruct()
{
static auto Struct = FindObject<UStruct>(GetStructName());
return Struct;
}
static int GetPropertiesSize()
{
return GetStruct()->GetPropertiesSize();
}
FScalableFloat* GetInputCount()
{
static auto InputCountOffset = FindOffsetStruct(GetStructName(), "InputCount");
return (FScalableFloat*)(__int64(this) + InputCountOffset);
}
TArray<FFortItemEntry>* GetOutputItemEntry()
{
static auto OutputItemEntryOffset = FindOffsetStruct(GetStructName(), "OutputItemEntry");
return (TArray<FFortItemEntry>*)(__int64(this) + OutputItemEntryOffset);
}
UFortWorldItemDefinition*& GetInputItem()
{
static auto InputItemOffset = FindOffsetStruct(GetStructName(), "InputItem");
return *(UFortWorldItemDefinition**)(__int64(this) + InputItemOffset);
}
UFortWorldItemDefinition*& GetOutputItem()
{
static auto OutputItemOffset = FindOffsetStruct(GetStructName(), "OutputItem");
return *(UFortWorldItemDefinition**)(__int64(this) + OutputItemOffset);
}
};
static inline UCurveTable* GetGameData()
{
auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
UCurveTable* FortGameData = nullptr;
auto CurrentPlaylist = GameState->GetCurrentPlaylist();
if (CurrentPlaylist)
{
static auto GameDataOffset = CurrentPlaylist->GetOffset("GameData");
FortGameData = CurrentPlaylist ? CurrentPlaylist->GetPtr<TSoftObjectPtr<UCurveTable>>(GameDataOffset)->Get() : nullptr;
}
if (!FortGameData)
FortGameData = FindObject<UCurveTable>(L"/Game/Athena/Balance/DataTables/AthenaGameData.AthenaGameData"); // uhm so theres one without athena and on newer versions that has it so idk // after i wrote this cokmment idk what i meant
return FortGameData;
}
static inline void FillItemCollector(ABuildingItemCollectorActor* ItemCollector, FName& LootTierGroup, bool bUseInstanceLootValueOverrides, int LootTier, int recursive = 0)
{
if (recursive >= 10)
return;
auto GameModeAthena = (AFortGameModeAthena*)GetWorld()->GetGameMode();
auto GameState = Cast<AFortGameStateAthena>(GameModeAthena->GetGameState());
static auto ItemCollectionsOffset = ItemCollector->GetOffset("ItemCollections");
auto& ItemCollections = ItemCollector->Get<TArray<FCollectorUnitInfo>>(ItemCollectionsOffset);
UCurveTable* FortGameData = GetGameData();
auto WoodName = UKismetStringLibrary::Conv_StringToName(L"Default.VendingMachine.Cost.Wood");
auto StoneName = UKismetStringLibrary::Conv_StringToName(L"Default.VendingMachine.Cost.Stone");
auto MetalName = UKismetStringLibrary::Conv_StringToName(L"Default.VendingMachine.Cost.Metal");
static auto StoneItemData = FindObject<UFortResourceItemDefinition>("/Game/Items/ResourcePickups/StoneItemData.StoneItemData");
static auto MetalItemData = FindObject<UFortResourceItemDefinition>("/Game/Items/ResourcePickups/MetalItemData.MetalItemData");
// TODO: Pull prices from datatables.
bool bLowerPrices = Fortnite_Version >= 5.20;
static int CommonPrice = bLowerPrices ? 75 : 100;
static int UncommonPrice = bLowerPrices ? 150 : 200;
static int RarePrice = bLowerPrices ? 225 : 300;
static int EpicPrice = bLowerPrices ? 300 : 400;
static int LegendaryPrice = bLowerPrices ? 375 : 500;
if (Fortnite_Version >= 8.10)
{
CommonPrice = 0;
UncommonPrice = 0;
RarePrice = 0;
EpicPrice = 0;
LegendaryPrice = 0;
}
for (int ItemCollectorIt = 0; ItemCollectorIt < ItemCollections.Num(); ItemCollectorIt++)
{
auto ItemCollection = ItemCollections.AtPtr(ItemCollectorIt, FCollectorUnitInfo::GetPropertiesSize());
if (ItemCollection->GetOutputItemEntry()->Num() > 0)
{
ItemCollection->GetOutputItemEntry()->Free();
ItemCollection->GetOutputItem() = nullptr;
}
constexpr bool bPrint = false;
std::vector<LootDrop> LootDrops = PickLootDrops(LootTierGroup, LootTier, bPrint);
if (LootDrops.size() == 0)
continue;
for (int LootDropIt = 0; LootDropIt < LootDrops.size(); LootDropIt++)
{
UFortWorldItemDefinition* WorldItemDefinition = Cast<UFortWorldItemDefinition>(LootDrops[LootDropIt]->GetItemDefinition());
if (!WorldItemDefinition)
continue;
if (!IsPrimaryQuickbar(WorldItemDefinition)) // i dont think we need this check
continue;
bool bItemAlreadyInCollector = false;
for (int ItemCollectorIt2 = 0; ItemCollectorIt2 < ItemCollections.Num(); ItemCollectorIt2++)
{
auto ItemCollection2 = ItemCollections.AtPtr(ItemCollectorIt2, FCollectorUnitInfo::GetPropertiesSize());
if (ItemCollection2->GetOutputItem() == WorldItemDefinition)
{
bItemAlreadyInCollector = true;
break;
}
}
if (bItemAlreadyInCollector)
break;
ItemCollection->GetOutputItem() = WorldItemDefinition;
break;
}
if (!ItemCollection->GetOutputItem())
{
ItemCollectorIt--; // retry
continue;
}
for (int LootDropIt = 0; LootDropIt < LootDrops.size(); LootDropIt++)
{
auto ItemEntry = FFortItemEntry::MakeItemEntry(LootDrops[LootDropIt]->GetItemDefinition(), LootDrops[LootDropIt]->GetCount(), LootDrops[LootDropIt]->GetLoadedAmmo());
if (!ItemEntry)
continue;
ItemCollection->GetOutputItemEntry()->AddPtr(ItemEntry, FFortItemEntry::GetStructSize());
}
// The reason I set the curve to 0 is because it will force it to return value, probably not how we are supposed to do it but whatever.
bool bShouldBeNullTable = true; // Fortnite_Version < 5
ItemCollection->GetInputCount()->GetCurve().CurveTable = bShouldBeNullTable ? nullptr : FortGameData; // scuffed idc
ItemCollection->GetInputCount()->GetCurve().RowName = bShouldBeNullTable ? FName(0) : WoodName; // Scuffed idc
ItemCollection->GetInputCount()->GetValue() = LootTier == 0 ? CommonPrice
: LootTier == 1 ? UncommonPrice
: LootTier == 2 ? RarePrice
: LootTier == 3 ? EpicPrice
: LootTier == 4 ? LegendaryPrice
: -1;
}
static auto bUseInstanceLootValueOverridesOffset = ItemCollector->GetOffset("bUseInstanceLootValueOverrides", false);
if (bUseInstanceLootValueOverridesOffset != -1)
ItemCollector->Get<bool>(bUseInstanceLootValueOverridesOffset) = bUseInstanceLootValueOverrides;
// LOG_INFO(LogDev, "LootTier: {}", LootTier);
static auto StartingGoalLevelOffset = ItemCollector->GetOffset("StartingGoalLevel");
if (StartingGoalLevelOffset != -1)
ItemCollector->Get<int32>(StartingGoalLevelOffset) = LootTier;
static auto VendingMachineClass = FindObject<UClass>("/Game/Athena/Items/Gameplay/VendingMachine/B_Athena_VendingMachine.B_Athena_VendingMachine_C");
if (ItemCollector->IsA(VendingMachineClass))
{
static auto OverrideVendingMachineRarityOffset = ItemCollector->GetOffset("OverrideVendingMachineRarity", false);
if (OverrideVendingMachineRarityOffset != -1)
ItemCollector->Get<uint8_t>(OverrideVendingMachineRarityOffset) = LootTier;
static auto OverrideGoalOffset = ItemCollector->GetOffset("OverrideGoal", false);
if (OverrideGoalOffset != -1)
{
ItemCollector->Get<int32>(OverrideGoalOffset) = LootTier == 0 ? CommonPrice
: LootTier == 1 ? UncommonPrice
: LootTier == 2 ? RarePrice
: LootTier == 3 ? EpicPrice
: LootTier == 4 ? LegendaryPrice
: -1;
}
}
}
static inline void FillVendingMachines()
{
auto VendingMachineClass = FindObject<UClass>("/Game/Athena/Items/Gameplay/VendingMachine/B_Athena_VendingMachine.B_Athena_VendingMachine_C");
auto AllVendingMachines = UGameplayStatics::GetAllActorsOfClass(GetWorld(), VendingMachineClass);
auto OverrideLootTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaVending"); // ItemCollector->GetLootTierGroupOverride();
std::map<int, float> ThingAndWeights; // Bro IDK WHat to name it!
auto RarityWeightsName = UKismetStringLibrary::Conv_StringToName(L"Default.VendingMachine.RarityWeights");
auto FortGameData = GetGameData();
float WeightSum = 0;
for (int i = 0; i < 6; i++)
{
auto Weight = UDataTableFunctionLibrary::EvaluateCurveTableRow(FortGameData, RarityWeightsName, i);
ThingAndWeights[i] = Weight;
WeightSum += Weight;
}
for (int i = 0; i < ThingAndWeights.size(); i++)
{
LOG_INFO(LogDev, "[{}] bruh: {}", i, ThingAndWeights.at(i));
}
std::map<int, int> PickedRarities;
for (int i = 0; i < AllVendingMachines.Num(); i++)
{
auto VendingMachine = (ABuildingItemCollectorActor*)AllVendingMachines.at(i);
if (!VendingMachine)
continue;
auto randomFloatGenerator = [&](float Max) -> float { return UKismetMathLibrary::RandomFloatInRange(0, Max); };
int Out;
PickWeightedElement<int, float>(ThingAndWeights, [&](float Weight) -> float { return Weight; }, randomFloatGenerator, WeightSum, false, 1, &Out, false, true);
PickedRarities[Out]++;
if (Out == 0)
{
VendingMachine->K2_DestroyActor();
continue;
}
FillItemCollector(VendingMachine, OverrideLootTierGroup, Out - 1, true, true);
}
auto AllVendingMachinesNum = AllVendingMachines.Num();
AllVendingMachines.Free();
bool bPrintDebug = true;
if (bPrintDebug)
{
LOG_INFO(LogGame, "Destroyed {}/{} vending machines.", PickedRarities[0], AllVendingMachinesNum);
LOG_INFO(LogGame, "Filled {}/{} vending machines with common items.", PickedRarities[1], AllVendingMachinesNum);
LOG_INFO(LogGame, "Filled {}/{} vending machines with uncommon items.", PickedRarities[2], AllVendingMachinesNum);
LOG_INFO(LogGame, "Filled {}/{} vending machines with rare items.", PickedRarities[3], AllVendingMachinesNum);
LOG_INFO(LogGame, "Filled {}/{} vending machines with epic items.", PickedRarities[4], AllVendingMachinesNum);
LOG_INFO(LogGame, "Filled {}/{} vending machines with legendary items.", PickedRarities[5], AllVendingMachinesNum);
}
else
{
LOG_INFO(LogGame, "Filled {} vending machines!", AllVendingMachinesNum);
}
}