Files
Reboot-Launcher/dependencies/reboot/Project Reboot 3.0/BuildingActor.cpp
Alessandro Autiero b41e22adeb <feat: New project structure>
<feat: New release>
2023-09-02 15:34:15 +02:00

121 lines
5.0 KiB
C++

#include "BuildingActor.h"
#include "FortWeapon.h"
#include "BuildingSMActor.h"
#include "FortPlayerControllerAthena.h"
#include "FortPawn.h"
#include "FortWeaponMeleeItemDefinition.h"
#include "CurveTable.h"
#include "DataTable.h"
#include "FortResourceItemDefinition.h"
#include "FortKismetLibrary.h"
#include "DataTableFunctionLibrary.h"
void ABuildingActor::OnDamageServerHook(ABuildingActor* BuildingActor, float Damage, FGameplayTagContainer DamageTags,
FVector Momentum, /* FHitResult */ __int64 HitInfo, APlayerController* InstigatedBy, AActor* DamageCauser,
/* FGameplayEffectContextHandle */ __int64 EffectContext)
{
// LOG_INFO(LogDev, "Befor3e");
auto BuildingSMActor = Cast<ABuildingSMActor>(BuildingActor);
auto PlayerController = Cast<AFortPlayerControllerAthena>(InstigatedBy);
// auto Pawn = PlayerController ? PlayerController->GetMyFortPawn() : nullptr;
auto Weapon = Cast<AFortWeapon>(DamageCauser);
if (!BuildingSMActor)
return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext);
if (BuildingSMActor->IsDestroyed())
return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext);
/*
static auto LastDamageAmountOffset = BuildingSMActor->GetOffset("LastDamageAmount");
static auto LastDamageHitOffset = BuildingSMActor->GetOffset("LastDamageHit", false) != -1 ? BuildingSMActor->GetOffset("LastDamageHit") : BuildingSMActor->GetOffset("LastDamageHitImpulseDir"); // idc
const float PreviousLastDamageAmount = BuildingSMActor->Get<float>(LastDamageAmountOffset);
const float PreviousLastDamageHit = BuildingSMActor->Get<float>(LastDamageHitOffset);
const float CurrentBuildingHealth = BuildingActor->GetHealth();
BuildingSMActor->Get<float>(LastDamageAmountOffset) = Damage;
BuildingSMActor->Get<float>(LastDamageHitOffset) = CurrentBuildingHealth;
*/
if (!PlayerController || !Weapon)
return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext);
// if (!Pawn)
// return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext);
auto WorldInventory = PlayerController->GetWorldInventory();
if (!WorldInventory)
return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext);
auto WeaponData = Cast<UFortWeaponMeleeItemDefinition>(Weapon->GetWeaponData());
if (!WeaponData)
return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext);
UFortResourceItemDefinition* ItemDef = UFortKismetLibrary::K2_GetResourceItemDefinition(BuildingSMActor->GetResourceType());
if (!ItemDef)
return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext);
static auto BuildingResourceAmountOverrideOffset = BuildingSMActor->GetOffset("BuildingResourceAmountOverride");
auto& BuildingResourceAmountOverride = BuildingSMActor->Get<FCurveTableRowHandle>(BuildingResourceAmountOverrideOffset);
int ResourceCount = 0;
if (BuildingResourceAmountOverride.RowName.IsValid())
{
// auto AssetManager = Cast<UFortAssetManager>(GEngine->AssetManager);
// auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameStateAthena);
UCurveTable* CurveTable = nullptr; // GameState->CurrentPlaylistInfo.BasePlaylist ? GameState->CurrentPlaylistInfo.BasePlaylist->ResourceRates.Get() : nullptr;
// LOG_INFO(LogDev, "Before1");
if (!CurveTable)
CurveTable = FindObject<UCurveTable>(L"/Game/Athena/Balance/DataTables/AthenaResourceRates.AthenaResourceRates");
{
// auto curveMap = ((UDataTable*)CurveTable)->GetRowMap();
// LOG_INFO(LogDev, "Before {}", __int64(CurveTable));
float Out = UDataTableFunctionLibrary::EvaluateCurveTableRow(CurveTable, BuildingResourceAmountOverride.RowName, 0.f);
// LOG_INFO(LogDev, "Out: {}", Out);
const float DamageThatWillAffect = /* PreviousLastDamageHit > 0 && Damage > PreviousLastDamageHit ? PreviousLastDamageHit : */ Damage;
float skid = Out / (BuildingActor->GetMaxHealth() / DamageThatWillAffect);
ResourceCount = round(skid);
}
}
if (ResourceCount <= 0)
{
return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext);
}
bool bIsWeakspot = Damage == 100.0f;
PlayerController->ClientReportDamagedResourceBuilding(BuildingSMActor, BuildingSMActor->GetResourceType(), ResourceCount, false, bIsWeakspot);
bool bShouldUpdate = false;
WorldInventory->AddItem(ItemDef, &bShouldUpdate, ResourceCount);
if (bShouldUpdate)
WorldInventory->Update();
return OnDamageServerOriginal(BuildingActor, Damage, DamageTags, Momentum, HitInfo, InstigatedBy, DamageCauser, EffectContext);
}
UClass* ABuildingActor::StaticClass()
{
static auto Class = FindObject<UClass>(L"/Script/FortniteGame.BuildingActor");
return Class;
}