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https://github.com/Auties00/Reboot-Launcher.git
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<feat: New project structure>
<feat: New release>
This commit is contained in:
368
dependencies/reboot/Project Reboot 3.0/ai.h
vendored
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368
dependencies/reboot/Project Reboot 3.0/ai.h
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#pragma once
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#include "reboot.h"
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#include "Actor.h"
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#include "SoftObjectPath.h"
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#include "KismetStringLibrary.h"
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#include "GameplayStatics.h"
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#include "FortPlayerPawn.h"
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#include "FortAthenaMutator.h"
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#include "FortPlayerController.h"
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#include "FortGameModeAthena.h"
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#include "FortGameStateAthena.h"
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#include "FortPlayerControllerAthena.h"
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#include "FortBotNameSettings.h"
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#include "KismetTextLibrary.h"
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#include "FortAthenaAIBotCustomizationData.h"
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using UNavigationSystemV1 = UObject;
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using UNavigationSystemConfig = UObject;
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using AAthenaNavSystemConfigOverride = UObject;
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using UAthenaNavSystem = UObject;
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using UAthenaNavSystemConfig = UObject;
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enum class EFNavigationSystemRunMode : uint8_t
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{
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InvalidMode = 0,
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GameMode = 1,
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EditorMode = 2,
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SimulationMode = 3,
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PIEMode = 4,
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FNavigationSystemRunMode_MAX = 5
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};
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enum class ENavSystemOverridePolicy : uint8_t
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{
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Override = 0,
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Append = 1,
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Skip = 2,
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ENavSystemOverridePolicy_MAX = 3
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};
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extern inline void (*NavSystemCleanUpOriginal)(UNavigationSystemV1*, uint8) = nullptr;
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static bool SetNavigationSystem(AAthenaNavSystemConfigOverride* NavSystemOverride)
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{
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UAthenaNavSystem*& NavSystem = (UAthenaNavSystem*&)GetWorld()->Get("NavigationSystem");
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LOG_INFO(LogDev, "NavSystem: {}", NavSystem->IsValidLowLevel() ? NavSystem->GetFullName() : "BadRead");
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if (NavSystem)
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{
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return false;
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NavSystemCleanUpOriginal(NavSystem, 0);
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GetWorld()->Get("NavigationSystem") = nullptr;
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}
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auto WorldSettings = GetWorld()->GetWorldSettings();
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LOG_INFO(LogDev, "WorldSettings: {}", WorldSettings->IsValidLowLevel() ? WorldSettings->GetFullName() : "BadRead");
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if (!WorldSettings)
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return false;
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static auto OverridePolicyOffset = NavSystemOverride->GetOffset("OverridePolicy", false);
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if (OverridePolicyOffset != -1)
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NavSystemOverride->Get<ENavSystemOverridePolicy>(OverridePolicyOffset) = ENavSystemOverridePolicy::Append;
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static auto NavSystemOverride_NavigationSystemConfigOffset = NavSystemOverride->GetOffset("NavigationSystemConfig");
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WorldSettings->Get("NavigationSystemConfigOverride") = NavSystemOverride->Get(NavSystemOverride_NavigationSystemConfigOffset);
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LOG_INFO(LogDev, "WorldSettings_NavigationSystemConfig: {}", __int64(WorldSettings->Get("NavigationSystemConfig")));
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if (WorldSettings->Get("NavigationSystemConfig"))
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WorldSettings->Get("NavigationSystemConfig")->Get<bool>("bIsOverriden") = true;
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if (!NavSystemOverride->Get("NavigationSystemConfig"))
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{
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LOG_ERROR(LogAI, "No NavigationSystemConfig!");
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return false;
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}
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auto& ClassPath = NavSystemOverride->Get("NavigationSystemConfig")->Get<FSoftObjectPath>("NavigationSystemClass");
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auto NewNavSystemClass = FindObject<UClass>(ClassPath.AssetPathName.ToString());
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if (!NewNavSystemClass)
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{
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LOG_ERROR(LogAI, "No NavigationSystemClass!");
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return false;
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}
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LOG_INFO(LogAI, "Setup navigation system.");
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// if (Fortnite_Version >= 10.40) // idk when they added the fifth arg or does it even matter????
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{
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static void (*AddNavigationSystemToWorldOriginal)(UWorld * WorldOwner, EFNavigationSystemRunMode RunMode, UNavigationSystemConfig * NavigationSystemConfig, char bInitializeForWorld, char bOverridePreviousNavSys) =
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decltype(AddNavigationSystemToWorldOriginal)(Addresses::AddNavigationSystemToWorld);
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AddNavigationSystemToWorldOriginal(GetWorld(), EFNavigationSystemRunMode::GameMode, NavSystemOverride->Get("NavigationSystemConfig"), true, false);
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}
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return true;
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}
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static void SetupServerBotManager()
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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 auto FortServerBotManagerClass = FindObject<UClass>(L"/Script/FortniteGame.FortServerBotManagerAthena"); // Is there a BP for this? // GameMode->ServerBotManagerClass
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if (!FortServerBotManagerClass)
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return;
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static auto ServerBotManagerOffset = GameMode->GetOffset("ServerBotManager");
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UObject*& ServerBotManager = GameMode->Get(ServerBotManagerOffset);
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if (!ServerBotManager)
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ServerBotManager = UGameplayStatics::SpawnObject(FortServerBotManagerClass, GetTransientPackage());
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if (ServerBotManager)
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{
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static auto CachedGameModeOffset = ServerBotManager->GetOffset("CachedGameMode");
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ServerBotManager->Get(CachedGameModeOffset) = GameMode;
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static auto CachedGameStateOffset = ServerBotManager->GetOffset("CachedGameState", false);
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if (CachedGameStateOffset != -1)
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ServerBotManager->Get(CachedGameStateOffset) = GameState;
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static auto CachedBotMutatorOffset = ServerBotManager->GetOffset("CachedBotMutator");
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ServerBotManager->Get(CachedBotMutatorOffset) = FindFirstMutator(FindObject<UClass>(L"/Script/FortniteGame.FortAthenaMutator_Bots"));
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}
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}
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static void SetupAIGoalManager()
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{
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// Playlist->AISettings->bAllowAIGoalManager
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// There is some virtual function in the gamemode that calls a spawner for this, it gets the class from GameData, not sure why this doesn't work automatically or if we should even spawn this.
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auto GameMode = Cast<AFortGameModeAthena>(GetWorld()->GetGameMode());
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static auto AIGoalManagerOffset = GameMode->GetOffset("AIGoalManager");
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static auto AIGoalManagerClass = FindObject<UClass>(L"/Script.FortniteGame.FortAIGoalManager");
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if (!AIGoalManagerClass)
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return;
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LOG_INFO(LogDev, "AIGoalManager Before: {}", __int64(GameMode->Get(AIGoalManagerOffset)));
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if (!GameMode->Get(AIGoalManagerOffset))
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GameMode->Get(AIGoalManagerOffset) = GetWorld()->SpawnActor<AActor>(AIGoalManagerClass);
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if (GameMode->Get(AIGoalManagerOffset))
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{
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LOG_INFO(LogAI, "Successfully spawned AIGoalManager!");
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}
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}
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static void SetupAIDirector()
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{
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// Playlist->AISettings->bAllowAIDirector
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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 auto AIDirectorClass = FindObject<UClass>(L"/Script/FortniteGame.AthenaAIDirector"); // Probably wrong class
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if (!AIDirectorClass)
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return;
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static auto AIDirectorOffset = GameMode->GetOffset("AIDirector");
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LOG_INFO(LogDev, "AIDirector Before: {}", __int64(GameMode->Get(AIDirectorOffset)));
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if (!GameMode->Get(AIDirectorOffset))
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GameMode->Get(AIDirectorOffset) = GetWorld()->SpawnActor<AActor>(AIDirectorClass);
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if (GameMode->Get(AIDirectorOffset))
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{
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LOG_INFO(LogAI, "Successfully spawned AIDirector!");
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// we have to set so much more from data tables..
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static auto OurEncounterClass = FindObject<UClass>(L"/Script/FortniteGame.FortAIEncounterInfo"); // ???
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static auto BaseEncounterClassOffset = GameMode->Get(AIDirectorOffset)->GetOffset("BaseEncounterClass");
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GameMode->Get(AIDirectorOffset)->Get(BaseEncounterClassOffset) = OurEncounterClass;
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static auto ActivateFn = FindObject<UFunction>(L"/Script/FortniteGame.FortAIDirector.Activate");
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if (ActivateFn) // ?
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GameMode->Get(AIDirectorOffset)->ProcessEvent(ActivateFn); // ?
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}
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}
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static void SetupNavConfig(const FName& AgentName)
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{
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static auto AthenaNavSystemConfigOverrideClass = FindObject<UClass>(L"/Script/FortniteGame.AthenaNavSystemConfigOverride");
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auto NavSystemOverride = GetWorld()->SpawnActor<AActor>(AthenaNavSystemConfigOverrideClass);
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if (!NavSystemOverride)
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return;
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static auto AthenaNavSystemConfigClass = FindObject<UClass>(L"/Script/FortniteGame.AthenaNavSystemConfig");
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auto AthenaNavConfig = (UAthenaNavSystemConfig*)UGameplayStatics::SpawnObject(AthenaNavSystemConfigClass, NavSystemOverride);
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AthenaNavConfig->Get<bool>("bUseBuildingGridAsNavigableSpace") = false;
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static auto bUsesStreamedInNavLevelOffset = AthenaNavConfig->GetOffset("bUsesStreamedInNavLevel", false);
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if (bUsesStreamedInNavLevelOffset != -1)
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AthenaNavConfig->Get<bool>(bUsesStreamedInNavLevelOffset) = true;
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AthenaNavConfig->Get<bool>("bAllowAutoRebuild") = true;
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AthenaNavConfig->Get<bool>("bCreateOnClient") = true; // BITFIELD
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AthenaNavConfig->Get<bool>("bAutoSpawnMissingNavData") = true; // BITFIELD
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AthenaNavConfig->Get<bool>("bSpawnNavDataInNavBoundsLevel") = true; // BITFIELD
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static auto bUseNavigationInvokersOffset = AthenaNavConfig->GetOffset("bUseNavigationInvokers", false);
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if (bUseNavigationInvokersOffset != -1)
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AthenaNavConfig->Get<bool>(bUseNavigationInvokersOffset) = false;
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static auto DefaultAgentNameOffset = AthenaNavConfig->GetOffset("DefaultAgentName", false);
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if (DefaultAgentNameOffset != -1)
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AthenaNavConfig->Get<FName>(DefaultAgentNameOffset) = AgentName;
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// NavSystemOverride->Get<ENavSystemOverridePolicy>("OverridePolicy") = ENavSystemOverridePolicy::Append;
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NavSystemOverride->Get("NavigationSystemConfig") = AthenaNavConfig;
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SetNavigationSystem(NavSystemOverride);
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}
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static AFortPlayerPawn* SpawnAIFromCustomizationData(const FVector& Location, UFortAthenaAIBotCustomizationData* CustomizationData)
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{
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static auto PawnClassOffset = CustomizationData->GetOffset("PawnClass");
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auto PawnClass = CustomizationData->Get<UClass*>(PawnClassOffset);
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if (!PawnClass)
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{
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LOG_INFO(LogAI, "Invalid PawnClass for AI!");
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return nullptr;
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}
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auto Pawn = GetWorld()->SpawnActor<AFortPlayerPawn>(PawnClass, Location);
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if (!Pawn)
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{
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LOG_INFO(LogAI, "Failed to spawn pawn!");
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return nullptr;
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}
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auto Controller = Pawn->GetController();
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if (!Controller)
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{
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LOG_INFO(LogAI, "No controller!");
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Pawn->K2_DestroyActor();
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return nullptr;
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}
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auto PlayerState = Controller->GetPlayerState();
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if (!PlayerState)
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{
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LOG_INFO(LogAI, "No PlayerState!");
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Controller->K2_DestroyActor();
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Pawn->K2_DestroyActor();
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return nullptr;
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}
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static auto CharacterCustomizationOffset = CustomizationData->GetOffset("CharacterCustomization");
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auto CharacterCustomization = CustomizationData->Get(CharacterCustomizationOffset);
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auto CharacterCustomizationLoadoutOffset = CharacterCustomization->GetOffset("CustomizationLoadout");
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auto CharacterCustomizationLoadout = CharacterCustomization->GetPtr<FFortAthenaLoadout>(CharacterCustomizationLoadoutOffset);
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auto CharacterToApply = CharacterCustomizationLoadout->GetCharacter();
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ApplyCID(Pawn, CharacterToApply, true); // bruhh
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struct FItemAndCount
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{
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int Count; // 0x0000(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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unsigned char UnknownData00[0x4]; // 0x0004(0x0004) MISSED OFFSET
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UFortItemDefinition* Item; // 0x0008(0x0008) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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};
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static auto StartupInventoryOffset = CustomizationData->GetOffset("StartupInventory");
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auto StartupInventory = CustomizationData->Get(StartupInventoryOffset);
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static auto StartupInventoryItemsOffset = StartupInventory->GetOffset("Items");
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std::vector<std::pair<UFortItemDefinition*, int>> ItemsToGrant;
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if (Fortnite_Version < 13)
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{
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auto& StartupInventoryItems = StartupInventory->Get<TArray<UFortItemDefinition*>>(StartupInventoryItemsOffset);
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for (int i = 0; i < StartupInventoryItems.Num(); ++i)
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{
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ItemsToGrant.push_back({ StartupInventoryItems.at(i), 1 });
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}
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}
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else
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{
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auto& StartupInventoryItems = StartupInventory->Get<TArray<FItemAndCount>>(StartupInventoryItemsOffset);
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for (int i = 0; i < StartupInventoryItems.Num(); ++i)
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{
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ItemsToGrant.push_back({ StartupInventoryItems.at(i).Item, StartupInventoryItems.at(i).Count });
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}
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}
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static auto InventoryOffset = Controller->GetOffset("Inventory");
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auto Inventory = Controller->Get<AFortInventory*>(InventoryOffset);
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if (Inventory)
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{
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for (int i = 0; i < ItemsToGrant.size(); ++i)
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{
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auto pair = Inventory->AddItem(ItemsToGrant.at(i).first, nullptr, ItemsToGrant.at(i).second);
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LOG_INFO(LogDev, "pair.first.size(): {}", pair.first.size());
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if (pair.first.size() > 0)
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{
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if (auto weaponDef = Cast<UFortWeaponItemDefinition>(ItemsToGrant.at(i).first))
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Pawn->EquipWeaponDefinition(weaponDef, pair.first.at(0)->GetItemEntry()->GetItemGuid());
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}
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}
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Inventory->Update();
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}
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static auto BotNameSettingsOffset = CustomizationData->GetOffset("BotNameSettings");
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auto BotNameSettings = CustomizationData->Get<UFortBotNameSettings*>(BotNameSettingsOffset);
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FString Name;
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if (BotNameSettings)
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{
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static int CurrentId = 0; // scuffed!
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static auto DisplayNameOffset = FindOffsetStruct("/Script/FortniteGame.FortItemDefinition", "DisplayName");
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switch (BotNameSettings->GetNamingMode())
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{
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case EBotNamingMode::Custom:
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Name = UKismetTextLibrary::Conv_TextToString(BotNameSettings->GetOverrideName());
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break;
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case EBotNamingMode::SkinName:
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Name = CharacterToApply ? UKismetTextLibrary::Conv_TextToString(*(FText*)(__int64(CharacterCustomizationLoadout->GetCharacter()) + DisplayNameOffset)) : L"InvalidCharacter";
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Name.Set((std::wstring(Name.Data.Data) += std::to_wstring(CurrentId++)).c_str());
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break;
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default:
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Name = L"Unknown";
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break;
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}
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}
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if (Name.Data.Data && Name.Data.Num() > 0)
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{
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Controller->ServerChangeName(Name);
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}
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return Pawn;
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}
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