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https://github.com/Auties00/Reboot-Launcher.git
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<feat: New project structure>
<feat: New release>
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125
dependencies/reboot/Project Reboot 3.0/BGA.h
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125
dependencies/reboot/Project Reboot 3.0/BGA.h
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#pragma once
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#include "reboot.h"
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#include "GameplayStatics.h"
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#include "FortLootPackage.h"
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#include "FortPickup.h"
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#include "BuildingGameplayActor.h"
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#include "KismetSystemLibrary.h"
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static inline void SpawnBGAs() // hahah not "proper", there's a function that we can hook and it gets called on each spawner whenever playlist gets set, but it's fine.
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{
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static auto BGAConsumableSpawnerClass = FindObject<UClass>(L"/Script/FortniteGame.BGAConsumableSpawner");
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if (!BGAConsumableSpawnerClass)
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return;
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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auto AllBGAConsumableSpawners = UGameplayStatics::GetAllActorsOfClass(GetWorld(), BGAConsumableSpawnerClass);
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LOG_INFO(LogDev, "AllBGAConsumableSpawners.Num(): {}", (int)AllBGAConsumableSpawners.Num());
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for (int i = 0; i < AllBGAConsumableSpawners.Num(); ++i)
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{
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auto BGAConsumableSpawner = AllBGAConsumableSpawners.at(i);
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auto SpawnLocation = BGAConsumableSpawner->GetActorLocation();
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static auto bAlignSpawnedActorsToSurfaceOffset = BGAConsumableSpawner->GetOffset("bAlignSpawnedActorsToSurface");
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const bool bAlignSpawnedActorsToSurface = BGAConsumableSpawner->Get<bool>(bAlignSpawnedActorsToSurfaceOffset);
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FTransform SpawnTransform{};
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SpawnTransform.Translation = SpawnLocation;
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SpawnTransform.Scale3D = FVector{ 1, 1, 1 };
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SpawnTransform.Rotation = FQuat();
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if (FBuildingGameplayActorSpawnDetails::GetStruct())
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{
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// todo handle?
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auto MapInfo = GameState->GetMapInfo();
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}
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static auto SpawnLootTierGroupOffset = BGAConsumableSpawner->GetOffset("SpawnLootTierGroup");
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auto& SpawnLootTierGroup = BGAConsumableSpawner->Get<FName>(SpawnLootTierGroupOffset);
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auto LootDrops = PickLootDrops(SpawnLootTierGroup, GameState->GetWorldLevel());
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for (int z = 0; z < LootDrops.size(); z++)
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{
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auto& LootDrop = LootDrops.at(z);
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static auto ConsumableClassOffset = LootDrop->GetItemDefinition()->GetOffset("ConsumableClass");
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auto ConsumableClassSoft = LootDrop->GetItemDefinition()->GetPtr<TSoftObjectPtr<UClass>>(ConsumableClassOffset);
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static auto BlueprintGeneratedClassClass = FindObject<UClass>(L"/Script/Engine.BlueprintGeneratedClass");
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auto StrongConsumableClass = ConsumableClassSoft->Get(BlueprintGeneratedClassClass, true);
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if (!StrongConsumableClass)
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{
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LOG_INFO(LogDev, "Invalid consumable class!");
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continue;
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}
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bool bDeferConstruction = true; // hm?
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auto ConsumableActor = GetWorld()->SpawnActor<ABuildingGameplayActor>(StrongConsumableClass, SpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn, bDeferConstruction));
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if (ConsumableActor)
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{
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FTransform FinalSpawnTransform = SpawnTransform;
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if (bAlignSpawnedActorsToSurface)
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{
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// I DONT KNOW
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/* FHitResult* NewHit = Alloc<FHitResult>(FHitResult::GetStructSize());
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FVector StartLocation = FinalSpawnTransform.Translation;
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FVector EndLocation = StartLocation - FVector(0, 0, 1000);
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bool bTraceComplex = true; // idk
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FName ProfileName = UKismetStringLibrary::Conv_StringToName(L"FindGroundLocationAt");
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UKismetSystemLibrary::LineTraceSingleByProfile(ConsumableActor, StartLocation, EndLocation, ProfileName, bTraceComplex,
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TArray<AActor*>(), EDrawDebugTrace::None, &NewHit, true, FLinearColor(), FLinearColor(), 0);
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// UKismetSystemLibrary::LineTraceSingle(ConsumableActor, StartLocation, EndLocation,
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// ETraceTypeQuery::TraceTypeQuery1, bTraceComplex, TArray<AActor*>(), EDrawDebugTrace::None, true, FLinearColor(), FLinearColor(), 0, &NewHit);
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bool IsBlockingHit = NewHit && NewHit->IsBlockingHit(); // Should we check ret of linetracesingle?
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if (IsBlockingHit)
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{
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FinalSpawnTransform.Translation = NewHit->GetLocation();
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}
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else
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{
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FinalSpawnTransform.Translation = FVector(0, 0, 0);
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}
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*/
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}
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if (FinalSpawnTransform.Translation.CompareVectors(FVector(0, 0, 0)))
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{
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LOG_WARN(LogGame, "Invalid BGA spawn location!");
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// ConsumableActor->K2_DestroyActor(); // ??
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continue;
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}
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if (bDeferConstruction)
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UGameplayStatics::FinishSpawningActor(ConsumableActor, FinalSpawnTransform);
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// ConsumableActor->InitializeBuildingActor(nullptr, nullptr, true); // idk UFortKismetLibrary::SpawnBuildingGameplayActor does this
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LOG_INFO(LogDev, "[{}/{}] Spawned BGA {} at {} {} {}", z, LootDrops.size(), ConsumableActor->GetName(), FinalSpawnTransform.Translation.X, FinalSpawnTransform.Translation.Y, FinalSpawnTransform.Translation.Z);
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break; // ?
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}
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}
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}
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AllBGAConsumableSpawners.Free();
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LOG_INFO(LogDev, "Spawned BGAS!");
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}
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