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GDPlayerState.cpp
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GDPlayerState.cpp
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// Copyright 2020 Dan Kestranek.
#include "Player/GDPlayerState.h"
#include "Characters/Abilities/AttributeSets/GDAttributeSetBase.h"
#include "Characters/Abilities/GDAbilitySystemComponent.h"
#include "Characters/Heroes/GDHeroCharacter.h"
#include "Player/GDPlayerController.h"
#include "UI/GDFloatingStatusBarWidget.h"
#include "UI/GDHUDWidget.h"
AGDPlayerState::AGDPlayerState()
{
// Create ability system component, and set it to be explicitly replicated
AbilitySystemComponent = CreateDefaultSubobject<UGDAbilitySystemComponent>(TEXT("AbilitySystemComponent"));
AbilitySystemComponent->SetIsReplicated(true);
// Mixed mode means we only are replicated the GEs to ourself, not the GEs to simulated proxies. If another GDPlayerState (Hero) receives a GE,
// we won't be told about it by the Server. Attributes, GameplayTags, and GameplayCues will still replicate to us.
AbilitySystemComponent->SetReplicationMode(EGameplayEffectReplicationMode::Mixed);
// Create the attribute set, this replicates by default
// Adding it as a subobject of the owning actor of an AbilitySystemComponent
// automatically registers the AttributeSet with the AbilitySystemComponent
AttributeSetBase = CreateDefaultSubobject<UGDAttributeSetBase>(TEXT("AttributeSetBase"));
// Set PlayerState's NetUpdateFrequency to the same as the Character.
// Default is very low for PlayerStates and introduces perceived lag in the ability system.
// 100 is probably way too high for a shipping game, you can adjust to fit your needs.
NetUpdateFrequency = 100.0f;
// Cache tags
DeadTag = FGameplayTag::RequestGameplayTag(FName("State.Dead"));
}
UAbilitySystemComponent * AGDPlayerState::GetAbilitySystemComponent() const
{
return AbilitySystemComponent;
}
UGDAttributeSetBase * AGDPlayerState::GetAttributeSetBase() const
{
return AttributeSetBase;
}
bool AGDPlayerState::IsAlive() const
{
return GetHealth() > 0.0f;
}
void AGDPlayerState::ShowAbilityConfirmCancelText(bool ShowText)
{
AGDPlayerController* PC = Cast<AGDPlayerController>(GetOwner());
if (PC)
{
UGDHUDWidget* HUD = PC->GetHUD();
if (HUD)
{
HUD->ShowAbilityConfirmCancelText(ShowText);
}
}
}
float AGDPlayerState::GetHealth() const
{
return AttributeSetBase->GetHealth();
}
float AGDPlayerState::GetMaxHealth() const
{
return AttributeSetBase->GetMaxHealth();
}
float AGDPlayerState::GetHealthRegenRate() const
{
return AttributeSetBase->GetHealthRegenRate();
}
float AGDPlayerState::GetMana() const
{
return AttributeSetBase->GetMana();
}
float AGDPlayerState::GetMaxMana() const
{
return AttributeSetBase->GetMaxMana();
}
float AGDPlayerState::GetManaRegenRate() const
{
return AttributeSetBase->GetManaRegenRate();
}
float AGDPlayerState::GetStamina() const
{
return AttributeSetBase->GetStamina();
}
float AGDPlayerState::GetMaxStamina() const
{
return AttributeSetBase->GetMaxStamina();
}
float AGDPlayerState::GetStaminaRegenRate() const
{
return AttributeSetBase->GetStaminaRegenRate();
}
float AGDPlayerState::GetArmor() const
{
return AttributeSetBase->GetArmor();
}
float AGDPlayerState::GetMoveSpeed() const
{
return AttributeSetBase->GetMoveSpeed();
}
int32 AGDPlayerState::GetCharacterLevel() const
{
return AttributeSetBase->GetCharacterLevel();
}
int32 AGDPlayerState::GetXP() const
{
return AttributeSetBase->GetXP();
}
int32 AGDPlayerState::GetXPBounty() const
{
return AttributeSetBase->GetXPBounty();
}
int32 AGDPlayerState::GetGold() const
{
return AttributeSetBase->GetGold();
}
int32 AGDPlayerState::GetGoldBounty() const
{
return AttributeSetBase->GetGoldBounty();
}
void AGDPlayerState::BeginPlay()
{
Super::BeginPlay();
if (AbilitySystemComponent)
{
// Attribute change callbacks
HealthChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetHealthAttribute()).AddUObject(this, &AGDPlayerState::HealthChanged);
MaxHealthChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetMaxHealthAttribute()).AddUObject(this, &AGDPlayerState::MaxHealthChanged);
HealthRegenRateChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetHealthRegenRateAttribute()).AddUObject(this, &AGDPlayerState::HealthRegenRateChanged);
ManaChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetManaAttribute()).AddUObject(this, &AGDPlayerState::ManaChanged);
MaxManaChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetMaxManaAttribute()).AddUObject(this, &AGDPlayerState::MaxManaChanged);
ManaRegenRateChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetManaRegenRateAttribute()).AddUObject(this, &AGDPlayerState::ManaRegenRateChanged);
StaminaChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetStaminaAttribute()).AddUObject(this, &AGDPlayerState::StaminaChanged);
MaxStaminaChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetMaxStaminaAttribute()).AddUObject(this, &AGDPlayerState::MaxStaminaChanged);
StaminaRegenRateChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetStaminaRegenRateAttribute()).AddUObject(this, &AGDPlayerState::StaminaRegenRateChanged);
XPChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetXPAttribute()).AddUObject(this, &AGDPlayerState::XPChanged);
GoldChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetGoldAttribute()).AddUObject(this, &AGDPlayerState::GoldChanged);
CharacterLevelChangedDelegateHandle = AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(AttributeSetBase->GetCharacterLevelAttribute()).AddUObject(this, &AGDPlayerState::CharacterLevelChanged);
// Tag change callbacks
AbilitySystemComponent->RegisterGameplayTagEvent(FGameplayTag::RequestGameplayTag(FName("State.Debuff.Stun")), EGameplayTagEventType::NewOrRemoved).AddUObject(this, &AGDPlayerState::StunTagChanged);
}
}
void AGDPlayerState::HealthChanged(const FOnAttributeChangeData & Data)
{
float Health = Data.NewValue;
// Update floating status bar
AGDHeroCharacter* Hero = Cast<AGDHeroCharacter>(GetPawn());
if (Hero)
{
UGDFloatingStatusBarWidget* HeroFloatingStatusBar = Hero->GetFloatingStatusBar();
if (HeroFloatingStatusBar)
{
HeroFloatingStatusBar->SetHealthPercentage(Health / GetMaxHealth());
}
}
// Update the HUD
// Handled in the UI itself using the AsyncTaskAttributeChanged node as an example how to do it in Blueprint
// If the player died, handle death
if (!IsAlive() && !AbilitySystemComponent->HasMatchingGameplayTag(DeadTag))
{
if (Hero)
{
Hero->Die();
}
}
}
void AGDPlayerState::MaxHealthChanged(const FOnAttributeChangeData & Data)
{
float MaxHealth = Data.NewValue;
// Update floating status bar
AGDHeroCharacter* Hero = Cast<AGDHeroCharacter>(GetPawn());
if (Hero)
{
UGDFloatingStatusBarWidget* HeroFloatingStatusBar = Hero->GetFloatingStatusBar();
if (HeroFloatingStatusBar)
{
HeroFloatingStatusBar->SetHealthPercentage(GetHealth() / MaxHealth);
}
}
// Update the HUD
AGDPlayerController* PC = Cast<AGDPlayerController>(GetOwner());
if (PC)
{
UGDHUDWidget* HUD = PC->GetHUD();
if (HUD)
{
HUD->SetMaxHealth(MaxHealth);
}
}
}
void AGDPlayerState::HealthRegenRateChanged(const FOnAttributeChangeData & Data)
{
float HealthRegenRate = Data.NewValue;
// Update the HUD
AGDPlayerController* PC = Cast<AGDPlayerController>(GetOwner());
if (PC)
{
UGDHUDWidget* HUD = PC->GetHUD();
if (HUD)
{
HUD->SetHealthRegenRate(HealthRegenRate);
}
}
}
void AGDPlayerState::ManaChanged(const FOnAttributeChangeData & Data)
{
float Mana = Data.NewValue;
// Update floating status bar
AGDHeroCharacter* Hero = Cast<AGDHeroCharacter>(GetPawn());
if (Hero)
{
UGDFloatingStatusBarWidget* HeroFloatingStatusBar = Hero->GetFloatingStatusBar();
if (HeroFloatingStatusBar)
{
HeroFloatingStatusBar->SetManaPercentage(Mana / GetMaxMana());
}
}
// Update the HUD
// Handled in the UI itself using the AsyncTaskAttributeChanged node as an example how to do it in Blueprint
}
void AGDPlayerState::MaxManaChanged(const FOnAttributeChangeData & Data)
{
float MaxMana = Data.NewValue;
// Update floating status bar
AGDHeroCharacter* Hero = Cast<AGDHeroCharacter>(GetPawn());
if (Hero)
{
UGDFloatingStatusBarWidget* HeroFloatingStatusBar = Hero->GetFloatingStatusBar();
if (HeroFloatingStatusBar)
{
HeroFloatingStatusBar->SetManaPercentage(GetMana() / MaxMana);
}
}
// Update the HUD
AGDPlayerController* PC = Cast<AGDPlayerController>(GetOwner());
if (PC)
{
UGDHUDWidget* HUD = PC->GetHUD();
if (HUD)
{
HUD->SetMaxMana(MaxMana);
}
}
}
void AGDPlayerState::ManaRegenRateChanged(const FOnAttributeChangeData & Data)
{
float ManaRegenRate = Data.NewValue;
// Update the HUD
AGDPlayerController* PC = Cast<AGDPlayerController>(GetOwner());
if (PC)
{
UGDHUDWidget* HUD = PC->GetHUD();
if (HUD)
{
HUD->SetManaRegenRate(ManaRegenRate);
}
}
}
void AGDPlayerState::StaminaChanged(const FOnAttributeChangeData & Data)
{
float Stamina = Data.NewValue;
// Update the HUD
// Handled in the UI itself using the AsyncTaskAttributeChanged node as an example how to do it in Blueprint
}
void AGDPlayerState::MaxStaminaChanged(const FOnAttributeChangeData & Data)
{
float MaxStamina = Data.NewValue;
// Update the HUD
AGDPlayerController* PC = Cast<AGDPlayerController>(GetOwner());
if (PC)
{
UGDHUDWidget* HUD = PC->GetHUD();
if (HUD)
{
HUD->SetMaxStamina(MaxStamina);
}
}
}
void AGDPlayerState::StaminaRegenRateChanged(const FOnAttributeChangeData & Data)
{
float StaminaRegenRate = Data.NewValue;
// Update the HUD
AGDPlayerController* PC = Cast<AGDPlayerController>(GetOwner());
if (PC)
{
UGDHUDWidget* HUD = PC->GetHUD();
if (HUD)
{
HUD->SetStaminaRegenRate(StaminaRegenRate);
}
}
}
void AGDPlayerState::XPChanged(const FOnAttributeChangeData & Data)
{
float XP = Data.NewValue;
// Update the HUD
AGDPlayerController* PC = Cast<AGDPlayerController>(GetOwner());
if (PC)
{
UGDHUDWidget* HUD = PC->GetHUD();
if (HUD)
{
HUD->SetExperience(XP);
}
}
}
void AGDPlayerState::GoldChanged(const FOnAttributeChangeData & Data)
{
float Gold = Data.NewValue;
// Update the HUD
AGDPlayerController* PC = Cast<AGDPlayerController>(GetOwner());
if (PC)
{
UGDHUDWidget* HUD = PC->GetHUD();
if (HUD)
{
HUD->SetGold(Gold);
}
}
}
void AGDPlayerState::CharacterLevelChanged(const FOnAttributeChangeData & Data)
{
float CharacterLevel = Data.NewValue;
// Update the HUD
AGDPlayerController* PC = Cast<AGDPlayerController>(GetOwner());
if (PC)
{
UGDHUDWidget* HUD = PC->GetHUD();
if (HUD)
{
HUD->SetHeroLevel(CharacterLevel);
}
}
}
void AGDPlayerState::StunTagChanged(const FGameplayTag CallbackTag, int32 NewCount)
{
if (NewCount > 0)
{
FGameplayTagContainer AbilityTagsToCancel;
AbilityTagsToCancel.AddTag(FGameplayTag::RequestGameplayTag(FName("Ability")));
FGameplayTagContainer AbilityTagsToIgnore;
AbilityTagsToIgnore.AddTag(FGameplayTag::RequestGameplayTag(FName("Ability.NotCanceledByStun")));
AbilitySystemComponent->CancelAbilities(&AbilityTagsToCancel, &AbilityTagsToIgnore);
}
}