Files
Project-Reboot-3.0/Project Reboot 3.0/FortPickup.cpp
Milxnor f49f166c2d great
pickup combining, almost finish shadow stones, fix some bugs with gadgets, clean up some code.
2023-05-02 23:48:05 -04:00

420 lines
14 KiB
C++

#include "FortPickup.h"
#include "FortPawn.h"
#include "FortItemDefinition.h"
#include "FortPlayerState.h"
#include "FortPlayerPawn.h"
#include "FortGameModePickup.h"
#include "FortPlayerController.h"
#include <memcury.h>
#include "GameplayStatics.h"
void AFortPickup::TossPickup(FVector FinalLocation, AFortPawn* ItemOwner, int OverrideMaxStackCount, bool bToss, EFortPickupSourceTypeFlag InPickupSourceTypeFlags, EFortPickupSpawnSource InPickupSpawnSource)
{
static auto fn = FindObject<UFunction>(L"/Script/FortniteGame.FortPickup.TossPickup");
struct { FVector FinalLocation; AFortPawn* ItemOwner; int OverrideMaxStackCount; bool bToss;
EFortPickupSourceTypeFlag InPickupSourceTypeFlags; EFortPickupSpawnSource InPickupSpawnSource; }
AFortPickup_TossPickup_Params{FinalLocation, ItemOwner, OverrideMaxStackCount, bToss, InPickupSourceTypeFlags, InPickupSpawnSource};
this->ProcessEvent(fn, &AFortPickup_TossPickup_Params);
}
void AFortPickup::SpawnMovementComponent()
{
static auto ProjectileMovementComponentClass = FindObject<UClass>("/Script/Engine.ProjectileMovementComponent"); // UFortProjectileMovementComponent
static auto MovementComponentOffset = this->GetOffset("MovementComponent");
this->Get(MovementComponentOffset) = UGameplayStatics::SpawnObject(ProjectileMovementComponentClass, this);
}
AFortPickup* AFortPickup::SpawnPickup(FFortItemEntry* ItemEntry, FVector Location,
EFortPickupSourceTypeFlag PickupSource, EFortPickupSpawnSource SpawnSource,
class AFortPawn* Pawn, UClass* OverrideClass, bool bToss, int OverrideCount)
{
if (bToss)
{
PickupSource |= EFortPickupSourceTypeFlag::Tossed;
}
// static auto FortPickupClass = FindObject<UClass>(L"/Script/FortniteGame.FortPickup");
static auto FortPickupAthenaClass = FindObject<UClass>(L"/Script/FortniteGame.FortPickupAthena");
auto PlayerState = Pawn ? Cast<AFortPlayerState>(Pawn->GetPlayerState()) : nullptr;
FActorSpawnParameters SpawnParameters{};
// SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
if (auto Pickup = GetWorld()->SpawnActor<AFortPickup>(OverrideClass ? OverrideClass : FortPickupAthenaClass, Location, FQuat(), FVector(1, 1, 1), SpawnParameters))
{
static auto PawnWhoDroppedPickupOffset = Pickup->GetOffset("PawnWhoDroppedPickup");
Pickup->Get<AFortPawn*>(PawnWhoDroppedPickupOffset) = Pawn;
auto PrimaryPickupItemEntry = Pickup->GetPrimaryPickupItemEntry();
if (Addresses::PickupInitialize)
{
static void (*SetupPickup)(AFortPickup* Pickup, __int64 ItemEntry, TArray<FFortItemEntry> MultiItemPickupEntriesIGuess, bool bSplitOnPickup)
= decltype(SetupPickup)(Addresses::PickupInitialize);
TArray<FFortItemEntry> MultiItemPickupEntriesIGuess{};
SetupPickup(Pickup, __int64(ItemEntry), MultiItemPickupEntriesIGuess, false);
FFortItemEntry::FreeArrayOfEntries(MultiItemPickupEntriesIGuess);
}
else
{
PrimaryPickupItemEntry->CopyFromAnotherItemEntry(ItemEntry);
}
static auto PickupSourceTypeFlagsOffset = Pickup->GetOffset("PickupSourceTypeFlags", false);
if (PickupSourceTypeFlagsOffset != -1)
Pickup->Get<int32>(PickupSourceTypeFlagsOffset) |= (int)PickupSource; // Assuming its the same enum on older versions.
PrimaryPickupItemEntry->GetCount() = OverrideCount == -1 ? ItemEntry->GetCount() : OverrideCount;
// PrimaryPickupItemEntry->GetItemGuid() = OldGuid;
// Pickup->OnRep_PrimaryPickupItemEntry();
// static auto OptionalOwnerIDOffset = Pickup->GetOffset("OptionalOwnerID");
// Pickup->Get<int>(OptionalOwnerIDOffset) = PlayerState ? PlayerState->GetWorldPlayerId() : -1;
auto PickupLocationData = Pickup->GetPickupLocationData();
auto CanCombineWithPickup = [&](AActor* OtherPickupActor) -> bool
{
auto OtherPickup = (AFortPickup*)OtherPickupActor;
if (OtherPickup->GetPickupLocationData()->GetCombineTarget())
return false;
if (PrimaryPickupItemEntry->GetItemDefinition() == OtherPickup->GetPrimaryPickupItemEntry()->GetItemDefinition())
{
auto IncomingCount = OtherPickup->GetPrimaryPickupItemEntry()->GetCount();
if (PrimaryPickupItemEntry->GetCount() + IncomingCount > PrimaryPickupItemEntry->GetItemDefinition()->GetMaxStackSize())
return false;
return true;
}
return false;
};
if (Addresses::CombinePickupLea)
{
PickupLocationData->GetCombineTarget() = (AFortPickup*)Pickup->GetClosestActor(AFortPickup::StaticClass(), 4, CanCombineWithPickup);
}
// our little remake of tosspickup
Pickup->GetPickupLocationData()->GetLootFinalPosition() = Location;
Pickup->GetPickupLocationData()->GetLootInitialPosition() = Pickup->GetActorLocation();
Pickup->GetPickupLocationData()->GetFlyTime() = 1.4f; // not right really
Pickup->GetPickupLocationData()->GetItemOwner() = Pawn;
Pickup->GetPickupLocationData()->GetFinalTossRestLocation() = Pickup->GetActorLocation(); // ong ong proper
if (!PickupLocationData->GetCombineTarget()) // I don't think we should call TossPickup for every pickup.
{
Pickup->TossPickup(Location, Pawn, 0, bToss, PickupSource, SpawnSource);
}
else
{
Pickup->OnRep_PickupLocationData();
}
if (PickupSource == EFortPickupSourceTypeFlag::Container) // crashes if we do this then tosspickup
{
static auto bTossedFromContainerOffset = Pickup->GetOffset("bTossedFromContainer");
Pickup->Get<bool>(bTossedFromContainerOffset) = true;
// Pickup->OnRep_TossedFromContainer();
}
if (Fortnite_Version < 6)
{
Pickup->SpawnMovementComponent();
}
return Pickup;
}
return nullptr;
}
AFortPickup* AFortPickup::SpawnPickup(UFortItemDefinition* ItemDef, FVector Location, int Count, EFortPickupSourceTypeFlag PickupSource, EFortPickupSpawnSource SpawnSource,
int LoadedAmmo, AFortPawn* Pawn, UClass* OverrideClass, bool bToss)
{
if (LoadedAmmo == -1)
{
if (auto WeaponDef = Cast<UFortWeaponItemDefinition>(ItemDef)) // bPreventDefaultPreload ?
LoadedAmmo = WeaponDef->GetClipSize();
else
LoadedAmmo = 0;
}
auto ItemEntry = FFortItemEntry::MakeItemEntry(ItemDef, Count, LoadedAmmo);
auto Pickup = SpawnPickup(ItemEntry, Location, PickupSource, SpawnSource, Pawn, OverrideClass, bToss);
// VirtualFree(ItemEntry);
return Pickup;
}
void AFortPickup::CombinePickupHook(AFortPickup* Pickup)
{
// LOG_INFO(LogDev, "CombinePickupHook!");
auto PickupToCombineInto = (AFortPickup*)Pickup->GetPickupLocationData()->GetCombineTarget();
if (!PickupToCombineInto->IsActorBeingDestroyed())
{
// TODO Add more checks
PickupToCombineInto->GetPrimaryPickupItemEntry()->GetCount() += Pickup->GetPrimaryPickupItemEntry()->GetCount();
PickupToCombineInto->OnRep_PrimaryPickupItemEntry();
PickupToCombineInto->ForceNetUpdate();
PickupToCombineInto->FlushNetDormancy();
Pickup->K2_DestroyActor();
}
}
char AFortPickup::CompletePickupAnimationHook(AFortPickup* Pickup)
{
constexpr bool bTestPrinting = false; // we could just use our own logger but eh
if constexpr (bTestPrinting)
LOG_INFO(LogDev, "CompletePickupAnimationHook!");
auto Pawn = Cast<AFortPlayerPawn>(Pickup->GetPickupLocationData()->GetPickupTarget());
if (!Pawn)
return CompletePickupAnimationOriginal(Pickup);
auto PlayerController = Cast<AFortPlayerController>(Pawn->GetController());
if (!PlayerController)
return CompletePickupAnimationOriginal(Pickup);
auto WorldInventory = PlayerController->GetWorldInventory();
if (!WorldInventory)
return CompletePickupAnimationOriginal(Pickup);
auto PickupEntry = Pickup->GetPrimaryPickupItemEntry();
auto PickupItemDefinition = Cast<UFortWorldItemDefinition>(PickupEntry->GetItemDefinition());
auto IncomingCount = PickupEntry->GetCount();
if (!PickupItemDefinition)
return CompletePickupAnimationOriginal(Pickup);
if (auto GameModePickup = Cast<AFortGameModePickup>(Pickup))
{
LOG_INFO(LogDev, "GameModePickup!");
return CompletePickupAnimationOriginal(Pickup);
}
auto& ItemInstances = WorldInventory->GetItemList().GetItemInstances();
auto& CurrentItemGuid = Pickup->GetPickupLocationData()->GetPickupGuid(); // Pawn->CurrentWeapon->ItemEntryGuid;
auto ItemInstanceToSwap = WorldInventory->FindItemInstance(CurrentItemGuid);
// if (!ItemInstanceToSwap)
// return CompletePickupAnimationOriginal(Pickup);
auto ItemEntryToSwap = ItemInstanceToSwap ? ItemInstanceToSwap->GetItemEntry() : nullptr;
auto ItemDefinitionToSwap = ItemEntryToSwap ? Cast<UFortWorldItemDefinition>(ItemEntryToSwap->GetItemDefinition()) : nullptr;
bool bHasSwapped = false;
int cpyCount = IncomingCount;
auto PawnLoc = Pawn->GetActorLocation();
auto ItemDefGoingInPrimary = IsPrimaryQuickbar(PickupItemDefinition);
std::vector<std::pair<FFortItemEntry*, FFortItemEntry*>> PairsToMarkDirty; // vector of sets or something so no duplicates??
if constexpr (bTestPrinting)
LOG_INFO(LogDev, "Start cpyCount: {}", cpyCount);
bool bWasHoldingSameItemWhenSwap = false;
FGuid NewSwappedItem = FGuid(-1, -1, -1, -1);
bool bForceDontAddItem = false;
bool bForceOverflow = false;
while (cpyCount > 0)
{
int PrimarySlotsFilled = 0;
bool bEverStacked = false;
bool bDoesStackExist = false;
bool bIsInventoryFull = false;
for (int i = 0; i < ItemInstances.Num(); i++)
{
auto ItemInstance = ItemInstances.at(i);
auto CurrentItemEntry = ItemInstance->GetItemEntry();
if (ItemDefGoingInPrimary && IsPrimaryQuickbar(CurrentItemEntry->GetItemDefinition()))
{
int AmountOfSlotsTakenUp = 1; // TODO
PrimarySlotsFilled += AmountOfSlotsTakenUp;
}
// LOG_INFO(LogDev, "[{}] PrimarySlotsFilled: {}", i, PrimarySlotsFilled);
bIsInventoryFull = (PrimarySlotsFilled /* - 6 */) >= 5;
if (bIsInventoryFull || (PlayerController->HasTryPickupSwap() ? PlayerController->ShouldTryPickupSwap() : false)) // probs shouldnt do in loop but alr
{
if (PlayerController->HasTryPickupSwap())
PlayerController->ShouldTryPickupSwap() = false;
if (ItemInstanceToSwap && ItemDefinitionToSwap->CanBeDropped() && !bHasSwapped && ItemDefGoingInPrimary) // swap
{
auto SwappedPickup = SpawnPickup(ItemEntryToSwap, PawnLoc,
EFortPickupSourceTypeFlag::Player, EFortPickupSpawnSource::Unset, Pawn);
auto CurrentWeapon = Pawn->GetCurrentWeapon();
if (CurrentWeapon)
{
bWasHoldingSameItemWhenSwap = CurrentWeapon->GetItemEntryGuid() == ItemInstanceToSwap->GetItemEntry()->GetItemGuid();
}
// THIS IS NOT PROPER! We should use the commented code but there are some bugs idk why.
WorldInventory->RemoveItem(CurrentItemGuid, nullptr, ItemEntryToSwap->GetCount(), true);
/*
auto NewItemCount = cpyCount > PickupItemDefinition->GetMaxStackSize() ? PickupItemDefinition->GetMaxStackSize() : cpyCount;
std::pair<FFortItemEntry*, FFortItemEntry*> Pairs;
WorldInventory->SwapItem(CurrentItemGuid, PickupEntry, cpyCount, &Pairs);
PairsToMarkDirty.push_back(Pairs);
cpyCount -= NewItemCount;
*/
bHasSwapped = true;
if constexpr (bTestPrinting)
LOG_INFO(LogDev, "[{}] Swapping: {}", i, ItemDefinitionToSwap->GetFullName());
// bForceDontAddItem = true;
continue; // ???
}
}
if (CurrentItemEntry->GetItemDefinition() == PickupItemDefinition)
{
if constexpr (bTestPrinting)
LOG_INFO(LogDev, "[{}] Found stack of item!", i);
if (CurrentItemEntry->GetCount() < PickupItemDefinition->GetMaxStackSize())
{
int OverStack = CurrentItemEntry->GetCount() + cpyCount - PickupItemDefinition->GetMaxStackSize();
int AmountToStack = OverStack > 0 ? cpyCount - OverStack : cpyCount;
cpyCount -= AmountToStack;
std::pair<FFortItemEntry*, FFortItemEntry*> Pairs;
WorldInventory->ModifyCount(ItemInstance, AmountToStack, false, &Pairs, false, true);
PairsToMarkDirty.push_back(Pairs);
bEverStacked = true;
if constexpr (bTestPrinting)
LOG_INFO(LogDev, "[{}] We are stacking {}.", i, AmountToStack);
// if (cpyCount > 0)
// break;
}
bDoesStackExist = true;
}
if ((bIsInventoryFull || bForceOverflow) && cpyCount > 0) // overflow
{
if constexpr (bTestPrinting)
LOG_INFO(LogDev, "[{}] Overflow", i);
UFortWorldItemDefinition* ItemDefinitionToSpawn = PickupItemDefinition;
int AmountToSpawn = cpyCount > PickupItemDefinition->GetMaxStackSize() ? PickupItemDefinition->GetMaxStackSize() : cpyCount;
int LoadedAmmo = 0;
// SpawnPickup(ItemDefinitionToSpawn, PawnLoc, AmountToSpawn, EFortPickupSourceTypeFlag::Player, EFortPickupSpawnSource::Unset, -1, Pawn);
SpawnPickup(PickupEntry, PawnLoc, EFortPickupSourceTypeFlag::Player, EFortPickupSpawnSource::Unset, Pawn, nullptr, true, AmountToSpawn);
cpyCount -= AmountToSpawn;
bForceOverflow = false;
}
if (cpyCount <= 0)
break;
}
if (cpyCount > 0 && !bIsInventoryFull && !bForceDontAddItem)
{
if constexpr (bTestPrinting)
LOG_INFO(LogDev, "Attempting to add to inventory.");
if (bDoesStackExist ? PickupItemDefinition->DoesAllowMultipleStacks() : true)
{
auto NewItemCount = cpyCount > PickupItemDefinition->GetMaxStackSize() ? PickupItemDefinition->GetMaxStackSize() : cpyCount;
auto NewAndModifiedInstances = WorldInventory->AddItem(PickupEntry, nullptr, true, NewItemCount);
auto NewVehicleInstance = NewAndModifiedInstances.first[0];
if (!NewVehicleInstance)
continue;
else
cpyCount -= NewItemCount;
if constexpr (bTestPrinting)
LOG_INFO(LogDev, "Added item with count {} to inventory.", NewItemCount);
if (bHasSwapped && NewSwappedItem == FGuid(-1, -1, -1, -1))
{
NewSwappedItem = NewVehicleInstance->GetItemEntry()->GetItemGuid();
}
}
else
{
bForceOverflow = true;
}
}
}
// auto Item = GiveItem(PlayerController, ItemDef, cpyCount, CurrentPickup->PrimaryPickupItemEntry.LoadedAmmo, true);
/* for (int i = 0; i < Pawn->IncomingPickups.Num(); i++)
{
Pawn->IncomingPickups[i]->PickupLocationData.PickupGuid = Item->ItemEntry.ItemGuid;
} */
WorldInventory->Update(PairsToMarkDirty.size() == 0);
for (auto& [key, value] : PairsToMarkDirty)
{
WorldInventory->GetItemList().MarkItemDirty(key);
WorldInventory->GetItemList().MarkItemDirty(value);
}
if (bWasHoldingSameItemWhenSwap && NewSwappedItem != FGuid(-1, -1, -1, -1))
{
PlayerController->ClientEquipItem(NewSwappedItem, true);
}
return CompletePickupAnimationOriginal(Pickup);
}
UClass* AFortPickup::StaticClass()
{
static auto Class = FindObject<UClass>("/Script/FortniteGame.FortPickup");
return Class;
}