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

266 lines
10 KiB
C++

#include "GameModeBase.h"
#include "reboot.h"
#include "FortPlayerControllerAthena.h"
#include "FortGameModeAthena.h"
#include "FortLootPackage.h"
#include "FortAthenaMutator_GiveItemsAtGamePhaseStep.h"
#include "DataTableFunctionLibrary.h"
#include "FortAthenaMutator_GG.h"
#include "FortAthenaMutator_InventoryOverride.h"
void AGameModeBase::RestartPlayerAtTransform(AController* NewPlayer, FTransform SpawnTransform)
{
static auto RestartPlayerAtTransformFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.RestartPlayerAtTransform");
struct
{
AController* NewPlayer; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FTransform SpawnTransform; // (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
} AGameModeBase_RestartPlayerAtTransform_Params{ NewPlayer, SpawnTransform };
this->ProcessEvent(RestartPlayerAtTransformFn, &AGameModeBase_RestartPlayerAtTransform_Params);
}
void AGameModeBase::RestartPlayerAtPlayerStart(AController* NewPlayer, AActor* StartSpot)
{
static auto RestartPlayerAtPlayerStartFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.RestartPlayerAtPlayerStart");
struct
{
AController* NewPlayer; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
AActor* StartSpot; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} AGameModeBase_RestartPlayerAtPlayerStart_Params{ NewPlayer, StartSpot };
this->ProcessEvent(RestartPlayerAtPlayerStartFn, &AGameModeBase_RestartPlayerAtPlayerStart_Params);
}
void AGameModeBase::RestartPlayer(AController* NewPlayer)
{
static auto RestartPlayerFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.RestartPlayer");
this->ProcessEvent(RestartPlayerFn, &NewPlayer);
}
UClass* AGameModeBase::GetDefaultPawnClassForController(AController* InController)
{
static auto GetDefaultPawnClassForControllerFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.GetDefaultPawnClassForController");
struct
{
AController* InController; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
UClass* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} AGameModeBase_GetDefaultPawnClassForController_Params{InController};
this->ProcessEvent(GetDefaultPawnClassForControllerFn, &AGameModeBase_GetDefaultPawnClassForController_Params);
return AGameModeBase_GetDefaultPawnClassForController_Params.ReturnValue;
}
void AGameModeBase::ChangeName(AController* Controller, const FString& NewName, bool bNameChange)
{
static auto ChangeNameFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.ChangeName");
struct
{
AController* Controller; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FString NewName; // (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool bNameChange; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} AGameModeBase_ChangeName_Params{ Controller, NewName, bNameChange };
this->ProcessEvent(ChangeNameFn, &AGameModeBase_ChangeName_Params);
}
AActor* AGameModeBase::K2_FindPlayerStart(AController* Player, FString IncomingName)
{
static auto K2_FindPlayerStartFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.K2_FindPlayerStart");
struct
{
AController* Player; // (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FString IncomingName; // (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
AActor* ReturnValue; // (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
} AGameModeBase_K2_FindPlayerStart_Params{ Player, IncomingName };
this->ProcessEvent(K2_FindPlayerStartFn, &AGameModeBase_K2_FindPlayerStart_Params);
return AGameModeBase_K2_FindPlayerStart_Params.ReturnValue;
}
APawn* AGameModeBase::SpawnDefaultPawnForHook(AGameModeBase* GameMode, AController* NewPlayer, AActor* StartSpot)
{
LOG_INFO(LogDev, "SpawnDefaultPawnForHook!");
auto NewPlayerAsAthena = Cast<AFortPlayerControllerAthena>(NewPlayer);
if (!NewPlayerAsAthena)
return nullptr; // return original?
auto PlayerStateAthena = NewPlayerAsAthena->GetPlayerStateAthena();
if (!PlayerStateAthena)
return nullptr; // return original?
static auto PawnClass = FindObject<UClass>(L"/Game/Athena/PlayerPawn_Athena.PlayerPawn_Athena_C");
static auto DefaultPawnClassOffset = GameMode->GetOffset("DefaultPawnClass");
GameMode->Get<UClass*>(DefaultPawnClassOffset) = PawnClass;
bool bUseSpawnActor = Fortnite_Version >= 20;
static auto SpawnDefaultPawnAtTransformFn = FindObject<UFunction>(L"/Script/Engine.GameModeBase.SpawnDefaultPawnAtTransform");
FTransform SpawnTransform = StartSpot->GetTransform();
APawn* NewPawn = nullptr;
if (bUseSpawnActor)
{
NewPawn = GetWorld()->SpawnActor<APawn>(PawnClass, SpawnTransform, CreateSpawnParameters(ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn));
}
else
{
struct { AController* NewPlayer; FTransform SpawnTransform; APawn* ReturnValue; }
AGameModeBase_SpawnDefaultPawnAtTransform_Params{ NewPlayer, SpawnTransform };
GameMode->ProcessEvent(SpawnDefaultPawnAtTransformFn, &AGameModeBase_SpawnDefaultPawnAtTransform_Params);
NewPawn = AGameModeBase_SpawnDefaultPawnAtTransform_Params.ReturnValue;
}
if (!NewPawn)
return nullptr;
bool bIsRespawning = false; // reel
auto ASC = PlayerStateAthena->GetAbilitySystemComponent();
auto GameState = ((AFortGameModeAthena*)GameMode)->GetGameStateAthena();
GET_PLAYLIST(GameState);
if (CurrentPlaylist) // Apply gameplay effects from playlist // We need to move this maybe?
{
CurrentPlaylist->ApplyModifiersToActor(PlayerStateAthena);
}
auto PlayerAbilitySet = GetPlayerAbilitySet(); // Apply default gameplay effects // We need to move maybe?
if (PlayerAbilitySet && ASC)
{
PlayerAbilitySet->ApplyGrantedGameplayAffectsToAbilitySystem(ASC);
}
if (!bIsRespawning)
{
auto WorldInventory = NewPlayerAsAthena->GetWorldInventory();
if (WorldInventory->IsValidLowLevel())
{
if (!WorldInventory->GetPickaxeInstance())
{
// TODO Check Playlist->bRequirePickaxeInStartingInventory
auto& StartingItems = ((AFortGameModeAthena*)GameMode)->GetStartingItems();
NewPlayerAsAthena->AddPickaxeToInventory();
for (int i = 0; i < StartingItems.Num(); ++i)
{
auto& StartingItem = StartingItems.at(i);
WorldInventory->AddItem(StartingItem.GetItem(), nullptr, StartingItem.GetCount());
}
/* if (Globals::bLateGame)
{
auto SpawnIslandTierGroup = UKismetStringLibrary::Conv_StringToName(L"Loot_AthenaFloorLoot_Warmup");
for (int i = 0; i < 5; ++i)
{
auto LootDrops = PickLootDrops(SpawnIslandTierGroup);
for (auto& LootDrop : LootDrops)
{
WorldInventory->AddItem(LootDrop.ItemDefinition, nullptr, LootDrop.Count, LootDrop.LoadedAmmo);
}
}
} */
auto AddInventoryOverrideTeamLoadouts = [&](AFortAthenaMutator* Mutator)
{
if (auto InventoryOverride = Cast<AFortAthenaMutator_InventoryOverride>(Mutator))
{
auto TeamIndex = PlayerStateAthena->GetTeamIndex();
auto LoadoutTeam = InventoryOverride->GetLoadoutTeamForTeamIndex(TeamIndex);
if (LoadoutTeam.UpdateOverrideType == EAthenaInventorySpawnOverride::Always)
{
auto LoadoutContainer = InventoryOverride->GetLoadoutContainerForTeamIndex(TeamIndex);
for (int i = 0; i < LoadoutContainer.Loadout.Num(); ++i)
{
auto& ItemAndCount = LoadoutContainer.Loadout.at(i);
WorldInventory->AddItem(ItemAndCount.GetItem(), nullptr, ItemAndCount.GetCount());
}
}
}
};
LoopMutators(AddInventoryOverrideTeamLoadouts);
}
const auto& ItemInstances = WorldInventory->GetItemList().GetItemInstances();
const auto& ReplicatedEntries = WorldInventory->GetItemList().GetReplicatedEntries();
for (int i = 0; i < ItemInstances.Num(); ++i)
{
auto ItemInstance = ItemInstances.at(i);
if (!ItemInstance) continue;
auto WeaponItemDefinition = Cast<UFortWeaponItemDefinition>(ItemInstance->GetItemEntry()->GetItemDefinition());
if (!WeaponItemDefinition) continue;
ItemInstance->GetItemEntry()->GetLoadedAmmo() = WeaponItemDefinition->GetClipSize();
WorldInventory->GetItemList().MarkItemDirty(ItemInstance->GetItemEntry());
}
for (int i = 0; i < ReplicatedEntries.Num(); ++i)
{
auto ReplicatedEntry = ReplicatedEntries.AtPtr(i, FFortItemEntry::GetStructSize());
auto WeaponItemDefinition = Cast<UFortWeaponItemDefinition>(ReplicatedEntry->GetItemDefinition());
if (!WeaponItemDefinition) continue;
ReplicatedEntry->GetLoadedAmmo() = WeaponItemDefinition->GetClipSize();
WorldInventory->GetItemList().MarkItemDirty(ReplicatedEntry);
}
WorldInventory->Update();
}
}
else
{
// TODO I DONT KNOW WHEN TO DO THIS
/*
static auto DeathInfoStruct = FindObject<UStruct>(L"/Script/FortniteGame.DeathInfo");
static auto DeathInfoStructSize = DeathInfoStruct->GetPropertiesSize();
RtlSecureZeroMemory(DeathInfo, DeathInfoStructSize); // TODO FREE THE DEATHTAGS
static auto OnRep_DeathInfoFn = FindObject<UFunction>(L"/Script/FortniteGame.FortPlayerStateAthena.OnRep_DeathInfo");
if (OnRep_DeathInfoFn)
{
PlayerStateAthena->ProcessEvent(OnRep_DeathInfoFn);
}
*/
// NewPlayerAsAthena->ClientClearDeathNotification();
// NewPlayerAsAthena->RespawnPlayerAfterDeath(true);
}
// LOG_INFO(LogDev, "Finish SpawnDefaultPawnFor!");
return NewPawn;
}