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absg/Source/SpaceBattler/Private/PartySubsystem.cpp

208 lines
4.5 KiB

12 months ago
// Fill out your copyright notice in the Description page of Project Settings.
#include "PartySubsystem.h"
#include "Kismet/GameplayStatics.h"
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void UPartySubsystem::AddToParty(UUnitInfo* UnitInfo)
{
for (FPartyMember &Unit : Members)
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{
if(Unit.UnitInfo == UnitInfo)
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{
const bool UpdateAllocated = GetMemberAvailable(Unit) == GetMemberAllocated(Unit);
SetMemberAvailable(Unit, GetMemberAvailable(Unit) + 1);
if (UpdateAllocated)
{
AllocateMember(Unit);
}
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return;
}
}
}
TArray<FPartyMember> UPartySubsystem::GetMembers()
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{
return Members;
}
int32 UPartySubsystem::SpawnParty(const float InVerticalSpacing, const float InHorizontalOffset, const float InHorizontalSpacing, const int InNumRows)
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{
this->VerticalSpacing = InVerticalSpacing;
this->HorizontalOffset = InHorizontalOffset;
this->NumRows = InNumRows;
this->HorizontalSpacing = InHorizontalSpacing;
CurrentColumn = 0;
LastSpawnIndex = 0;
SpawnQueue.Empty();
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TArray<AActor*> SpawnPoints;
UGameplayStatics::GetAllActorsWithTag(GetWorld(), "PlayerSpawn", SpawnPoints);
SpawnPoint = SpawnPoints[0];
for (FPartyMember &Unit : GetMembers())
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{
const int32 Allocated = GetMemberAllocated(Unit);
for(auto i = 0; i < Allocated; i++)
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{
SpawnQueue.Add(GetMemberUnitInfo(Unit)->GetCharacterClass());
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}
}
const int32 NumUnits = SpawnQueue.Num();
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SpawnUnits();
GetWorld()->GetTimerManager().SetTimer(
SpawnTimerHandle,
this,
&UPartySubsystem::SpawnUnits,
0.5f,
true);
return NumUnits;
}
void UPartySubsystem::SpawnUnits()
{
for(auto i = 0; i < NumRows; i++)
{
if(i + LastSpawnIndex >= SpawnQueue.Num())
{
GetWorld()->GetTimerManager().ClearTimer(SpawnTimerHandle);
LastSpawnIndex += i;
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return;
}
FActorSpawnParameters SpawnActorParameters = {};
SpawnActorParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
FVector Location = SpawnPoint->GetActorLocation() + FVector(i * -VerticalSpacing, -HorizontalOffset * CurrentColumn, 300);
FRotator Rotation = FRotator(0, 90.0f, 0);
AActor* NewActor = GetWorld()->SpawnActor(SpawnQueue[i + LastSpawnIndex], &Location, &Rotation, SpawnActorParameters);
if(NewActor != nullptr)
{
NewActor->Tags.Add(TEXT("player"));
}
FHitResult Hit;
FVector TraceStart = NewActor->GetActorLocation();
FVector TraceEnd = -NewActor->GetActorUpVector() * 10000.0f;
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(NewActor);
NewActor->GetWorld()->LineTraceSingleByChannel(Hit, TraceStart, TraceEnd, ECC_WorldStatic, QueryParams);
if(Hit.bBlockingHit)
{
NewActor->SetActorLocation(Hit.Location, true, nullptr, ETeleportType::ResetPhysics);
}
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}
LastSpawnIndex += NumRows;
CurrentColumn++;
}
TArray<UUnitInfo*> UPartySubsystem::GetUnitsByTier(const int32 Tier) const
{
TArray<UUnitInfo*> TierMembers;
for(FPartyMember Member : Members)
{
if(GetMemberUnitInfo(Member)->GetTier() == Tier)
{
TierMembers.Add(GetMemberUnitInfo(Member));
}
}
return TierMembers;
}
void UPartySubsystem::SetCredits(const int32 Amount)
{
Credits = Amount;
}
bool UPartySubsystem::AllocateMember(FPartyMember& Member)
{
Member.Allocated++;
if(Member.Allocated > Member.Available)
{
Member.Allocated = Member.Available;
return false;
}
return true;
}
bool UPartySubsystem::DeallocateMember(FPartyMember &Member)
{
Member.Allocated--;
if (Member.Allocated < 0)
{
Member.Allocated = 0;
return false;
}
return true;
}
void UPartySubsystem::SetMemberMax(FPartyMember& Member)
{
Member.Allocated = Member.Available;
}
void UPartySubsystem::ClearMember(FPartyMember& Member)
{
Member.Allocated = 0;
}
int32 UPartySubsystem::GetMemberAllocated(FPartyMember& Member) const
{
return Member.Allocated;
}
int32 UPartySubsystem::GetMemberAvailable(FPartyMember& Member) const
{
return Member.Available;
}
void UPartySubsystem::SetMemberAvailable(FPartyMember& Member, int32 const Amount)
{
Member.Available = Amount;
}
void UPartySubsystem::SetMemberUnitInfo(FPartyMember& Member, UUnitInfo* InUnitInfo)
{
Member.UnitInfo = InUnitInfo;
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}
UUnitInfo* UPartySubsystem::GetMemberUnitInfo(FPartyMember& Member) const
{
return Member.UnitInfo;
}
int32 UPartySubsystem::GetTotalAvailablePartyMembers()
{
int32 Total = 0;
for(auto const Member : Members)
{
Total += Member.Available;
}
return Total;
}
int32 UPartySubsystem::GetTotalAllocatedPartyMembers()
{
int32 Total = 0;
for(auto const Member : Members)
{
Total += Member.Allocated;
}
return Total;
}