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absg/Source/SpaceBattler/Private/PartySubsystem.cpp

131 lines
3.2 KiB

12 months ago
// Fill out your copyright notice in the Description page of Project Settings.
#include "PartySubsystem.h"
#include "Unit.h"
#include "UpgradeSubsystem.h"
#include "Kismet/GameplayStatics.h"
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 (UPartyMember* Unit : PartyMembers)
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{
for(auto i = 0; i < Unit->GetAllocated(); i++)
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{
SpawnQueue.Add(Unit->UnitInfo->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 + FMath::RandRange(-500.0f, 500.0f), -HorizontalOffset * CurrentColumn + FMath::RandRange(-500.0f, 500.0f), 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"));
TObjectPtr<AUnit> NewUnit = Cast<AUnit>(NewActor);
if(NewUnit != nullptr)
{
GetWorld()->GetFirstLocalPlayerFromController()->GetSubsystem<UUpgradeSubsystem>()->ApplyUnitUpgrades(NewUnit);
}
}
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++;
}
void UPartySubsystem::SetCredits(const int32 Amount)
{
Credits = Amount;
}
int32 UPartySubsystem::GetTotalAvailablePartyMembers()
{
int32 Total = 0;
for(auto const Member : PartyMembers)
{
Total += Member->GetAvailable();
}
return Total;
}
int32 UPartySubsystem::GetTotalAllocatedPartyMembers()
{
int32 Total = 0;
for(auto const Member : PartyMembers)
{
Total += Member->GetAllocated();
}
return Total;
}
TArray<UPartyMember*> UPartySubsystem::GetMembersInTier(const int32 Tier)
{
TArray<UPartyMember*> TierMembers;
for(auto Member : PartyMembers)
{
if (Member->UnitInfo->GetTier() == Tier)
{
TierMembers.Add(Member);
}
}
return TierMembers;
}