mirror of
https://github.com/Auties00/Reboot-Launcher.git
synced 2026-01-13 19:22:22 +01:00
148 lines
3.8 KiB
C++
148 lines
3.8 KiB
C++
#pragma once
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#include <filesystem>
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#include <fstream>
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#include <json.hpp>
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#include "FortVolume.h"
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#include "FortGameStateAthena.h"
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namespace fs = std::filesystem;
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namespace Builder
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{
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static inline bool LoadSave(const std::string& SaveFileName, const FVector& Location, const FRotator& Rotation)
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{
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auto GameState = Cast<AFortGameStateAthena>(GetWorld()->GetGameState());
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std::ifstream fileStream(fs::current_path().string() + "\\Islands\\" + SaveFileName + ".save");
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if (!fileStream.is_open())
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{
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// SendMessageToConsole(PlayerController, L"Failed to open filestream (file may not exist)!\n");
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return false;
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}
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nlohmann::json j;
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fileStream >> j;
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for (const auto& obj : j) {
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for (auto it = obj.begin(); it != obj.end(); ++it) {
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auto& ClassName = it.key();
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auto Class = FindObject<UClass>(ClassName);
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if (!Class)
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{
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continue;
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}
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std::vector<float> stuff;
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auto& value = it.value();
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std::vector<std::string> DevicePropertiesStr;
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if (value.is_array()) {
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for (const auto& elem : value) {
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if (!elem.is_array())
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{
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stuff.push_back(elem);
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}
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else // Device Properties
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{
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for (const auto& elem2 : elem) {
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for (auto it2 = elem2.begin(); it2 != elem2.end(); ++it2) {
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auto& value2z = it2.value();
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DevicePropertiesStr.push_back(value2z);
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}
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}
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}
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}
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}
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else
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{
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}
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// std::cout << "stuff.size(): " << stuff.size() << '\n';
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if (stuff.size() >= 8)
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{
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FRotator rot{};
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rot.Pitch = stuff[3] + Rotation.Pitch;
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rot.Roll = stuff[4] + Rotation.Roll;
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rot.Yaw = stuff[5] + Rotation.Yaw;
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FVector Scale3D = { 1, 1, 1 };
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if (stuff.size() >= 11)
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{
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Scale3D.X = stuff[8];
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Scale3D.Y = stuff[9];
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Scale3D.Z = stuff[10];
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}
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auto NewActor = GetWorld()->SpawnActor<ABuildingActor>(Class, FVector{ stuff[0] + Location.X , stuff[1] + Location.Y, stuff[2] + Location.Z },
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rot.Quaternion(), Scale3D);
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if (!NewActor)
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continue;
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// NewActor->bCanBeDamaged = false;
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NewActor->InitializeBuildingActor(NewActor, nullptr, false);
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// NewActor->GetTeamIndex() = stuff[6];
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// NewActor->SetHealth(stuff[7]);
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static auto FortActorOptionsComponentClass = FindObject<UClass>(L"/Script/FortniteGame.FortActorOptionsComponent");
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auto ActorOptionsComponent = FortActorOptionsComponentClass ? NewActor->GetComponentByClass(FortActorOptionsComponentClass) : nullptr;
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// continue;
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/*
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if (ActorOptionsComponent)
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{
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// UE::TMap<FString, FString> Map{};
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TArray<FString> PropertyNameStrs;
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for (int kl = 0; kl < DevicePropertiesStr.size(); kl += 2)
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{
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if (kl + 1 >= DevicePropertiesStr.size())
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break;
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auto PropertyName = DevicePropertiesStr[kl];
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auto PropertyData = DevicePropertiesStr[kl + 1];
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LOG_INFO(LogCreative, "PropertyName: {}", PropertyName);
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LOG_INFO(LogCreative, "PropertyData: {}", PropertyData);
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PropertyNameStrs.Add(std::wstring(PropertyName.begin(), PropertyName.end()).c_str());
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}
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for (int jk = 0; jk < PropertyNameStrs.size(); jk++)
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{
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LOG_INFO(LogCreative, "[{}] PropertyName: {}", jk, PropertyNameStrs.at(jk).ToString());
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}
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}
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*/
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}
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}
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}
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return true;
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}
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static inline bool LoadSave(const std::string& SaveFileName, AFortVolume* LoadIntoVolume)
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{
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/* auto AllBuildingActors = LoadIntoVolume->GetActorsWithinVolumeByClass(ABuildingActor::StaticClass());
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for (int i = 0; i < AllBuildingActors.Num(); ++i)
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{
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auto CurrentBuildingActor = (ABuildingActor*)AllBuildingActors[i];
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CurrentBuildingActor->SilentDie();
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} */
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return LoadSave(SaveFileName, LoadIntoVolume->GetActorLocation(), LoadIntoVolume->GetActorRotation());
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}
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} |