180 lines
4.8 KiB
C++
180 lines
4.8 KiB
C++
// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
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#include "GIS_EquipmentStructLibrary.h"
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#include "GIS_EquipmentInstance.h"
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#include "GIS_EquipmentSystemComponent.h"
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#include "GIS_ItemFragment_Equippable.h"
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#include "GIS_ItemInstance.h"
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#include "GIS_LogChannels.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(GIS_EquipmentStructLibrary)
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FString FGIS_EquipmentEntry::GetDebugString() const
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{
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return FString::Printf(TEXT("%s"), *GetNameSafe(Instance));
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}
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bool FGIS_EquipmentEntry::CheckClientDataReady() const
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{
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bool bDataReady = Instance != nullptr && ItemInstance != nullptr && EquippedSlot.IsValid();
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if (!bDataReady)
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{
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return false;
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}
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UGIS_EquipmentInstance* EquipmentInstance = Cast<UGIS_EquipmentInstance>(Instance);
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if (!EquipmentInstance)
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return true;
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const UGIS_ItemFragment_Equippable* Equippable = ItemInstance->FindFragmentByClass<UGIS_ItemFragment_Equippable>();
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if (!Equippable || Equippable->bActorBased || Equippable->ActorsToSpawn.IsEmpty())
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return true;
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TArray<AActor*> EquipmentActors = EquipmentInstance->GetEquipmentActors();
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// actor num doesn't match.
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if (EquipmentActors.Num() != Equippable->ActorsToSpawn.Num())
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{
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return false;
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}
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bool bValid = true;
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for (int32 i = 0; i < EquipmentActors.Num(); i++)
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{
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if (!::IsValid(EquipmentActors[i]))
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{
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bValid = false;
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break;
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}
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}
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return bValid;
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}
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bool FGIS_EquipmentEntry::IsValidEntry() const
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{
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return Instance != nullptr && ItemInstance != nullptr && EquippedSlot.IsValid();
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}
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void FGIS_EquipmentContainer::PreReplicatedRemove(const TArrayView<int32> RemovedIndices, int32 FinalSize)
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{
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for (int32 Index : RemovedIndices)
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{
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FGIS_EquipmentEntry& Entry = Entries[Index];
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// already in the list.
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if (OwningComponent->SlotToInstanceMap.Contains(Entry.EquippedSlot))
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{
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OwningComponent->OnEquipmentEntryRemoved(Entry, Index);
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}
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else if (OwningComponent->PendingEquipmentEntries.Contains(Index))
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{
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GIS_OWNED_CLOG(OwningComponent, Warning, "Discard pending equipment(%s).", *OwningComponent->PendingEquipmentEntries[Index].GetDebugString())
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OwningComponent->PendingEquipmentEntries.Remove(Index);
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}
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Entry.bPrevActive = Entry.bActive;
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Entry.PrevEquippedGroup = Entry.EquippedGroup;
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}
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}
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void FGIS_EquipmentContainer::PostReplicatedAdd(const TArrayView<int32> AddedIndices, int32 FinalSize)
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{
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for (int32 Index : AddedIndices)
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{
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FGIS_EquipmentEntry& Entry = Entries[Index];
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if (OwningComponent)
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{
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if (OwningComponent->GetOwner() && OwningComponent->IsEquipmentSystemInitialized() && Entry.CheckClientDataReady())
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{
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OwningComponent->OnEquipmentEntryAdded(Entry, Index);
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}
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else
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{
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OwningComponent->PendingEquipmentEntries.Add(Index, Entry);
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}
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}
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Entry.bPrevActive = Entry.bActive;
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}
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}
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void FGIS_EquipmentContainer::PostReplicatedChange(const TArrayView<int32> ChangedIndices, int32 FinalSize)
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{
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for (int32 Index : ChangedIndices)
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{
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FGIS_EquipmentEntry& Entry = Entries[Index];
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if (OwningComponent->SlotToInstanceMap.Contains(Entry.EquippedSlot)) // Already Added.
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{
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OwningComponent->OnEquipmentEntryChanged(Entry, Index);
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}
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else if (OwningComponent->PendingEquipmentEntries.Contains(Index)) // In pending list.
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{
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OwningComponent->PendingEquipmentEntries.Emplace(Index, Entry);
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}
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else
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{
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OwningComponent->PendingEquipmentEntries.Add(Index, Entry); // Add to pending list.
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}
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Entry.bPrevActive = Entry.bActive;
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Entry.PrevEquippedGroup = Entry.EquippedGroup;
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}
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}
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int32 FGIS_EquipmentContainer::IndexOfBySlot(const FGameplayTag& Slot) const
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{
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if (!Slot.IsValid())
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{
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return INDEX_NONE;
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}
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return Entries.IndexOfByPredicate([Slot](const FGIS_EquipmentEntry& Entry)
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{
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return Entry.EquippedSlot == Slot;
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});
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}
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int32 FGIS_EquipmentContainer::IndexOfByGroup(const FGameplayTag& Group) const
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{
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if (!Group.IsValid())
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{
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return INDEX_NONE;
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}
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return Entries.IndexOfByPredicate([Group](const FGIS_EquipmentEntry& Entry)
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{
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return Entry.EquippedGroup.IsValid() && Entry.EquippedGroup == Group;
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});
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}
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int32 FGIS_EquipmentContainer::IndexOfByInstance(const UObject* Instance) const
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{
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if (!IsValid(Instance))
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{
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return INDEX_NONE;
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}
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return Entries.IndexOfByPredicate([Instance](const FGIS_EquipmentEntry& Entry)
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{
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return Entry.Instance && Entry.Instance == Instance;
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});
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}
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int32 FGIS_EquipmentContainer::IndexOfByItem(const UGIS_ItemInstance* Item) const
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{
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if (!IsValid(Item))
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{
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return INDEX_NONE;
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}
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return Entries.IndexOfByPredicate([Item](const FGIS_EquipmentEntry& Entry)
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{
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return Entry.ItemInstance && Entry.ItemInstance == Item;
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});
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}
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int32 FGIS_EquipmentContainer::IndexOfByItemId(const FGuid& ItemId) const
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{
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if (!ItemId.IsValid())
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{
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return INDEX_NONE;
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}
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return Entries.IndexOfByPredicate([ItemId](const FGIS_EquipmentEntry& Entry)
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{
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return Entry.ItemInstance && Entry.ItemInstance->GetItemId() == ItemId;
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});
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}
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