OLS/Source/ols/Public/AbilitySystem/Abilities/OLSGameplayAbility.h
LongLy 57b53b9c0c Implemented OLSCameraMode.
Addressed @TODOs related to custom logs and OLSCameraMode
2025-01-20 14:08:07 -07:00

193 lines
8.3 KiB
C++

// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action.
#pragma once
#include "CoreMinimal.h"
#include "Abilities/GameplayAbility.h"
#include "OLSGameplayAbility.generated.h"
DECLARE_LOG_CATEGORY_EXTERN(LogOLSGameplayAbility, Verbose, All);
/**
* ELyraAbilityActivationPolicy
*
* Defines how an ability is meant to activate.
*/
UENUM(BlueprintType)
enum class EOLSAbilityActivationPolicy : uint8
{
// Try to activate the ability when the input is triggered.
OnInputTriggered,
// Continually try to activate the ability while the input is active.
WhileInputActive,
// Try to activate the ability when an avatar is assigned.
OnSpawn
};
/**
* ELyraAbilityActivationGroup
*
* Defines how an ability activates in relation to other abilities.
*/
UENUM(BlueprintType)
enum class EOLSAbilityActivationGroup : uint8
{
// Ability runs independently of all other abilities.
Independent,
// Ability is canceled and replaced by other exclusive abilities.
Exclusive_Replaceable,
// Ability blocks all other exclusive abilities from activating.
Exclusive_Blocking,
MAX UMETA(Hidden)
};
/** Failure reason that can be used to play an animation montage when a failure occurs */
USTRUCT(BlueprintType)
struct FOLSAbilityMontageFailureMessage
{
GENERATED_BODY()
public:
// Player controller that failed to activate the ability, if the AbilitySystemComponent was player owned
UPROPERTY(BlueprintReadWrite)
TObjectPtr<APlayerController> PlayerController = nullptr;
// Avatar actor that failed to activate the ability
UPROPERTY(BlueprintReadWrite)
TObjectPtr<AActor> AvatarActor = nullptr;
// All the reasons why this ability has failed
UPROPERTY(BlueprintReadWrite)
FGameplayTagContainer FailureTags;
UPROPERTY(BlueprintReadWrite)
TObjectPtr<UAnimMontage> FailureMontage = nullptr;
};
/**
* UOLSGameplayAbility
*
* The base gameplay ability class used by this project.
*/
UCLASS(Abstract, HideCategories = Input, Meta = (ShortTooltip = "The base gameplay ability class used by this project."))
class OLS_API UOLSGameplayAbility : public UGameplayAbility
{
GENERATED_BODY()
public:
UOLSGameplayAbility(const FObjectInitializer& objectInitializer);
protected:
//~UGameplayAbility interface
virtual bool CanActivateAbility(const FGameplayAbilitySpecHandle handle, const FGameplayAbilityActorInfo* actorInfo, const FGameplayTagContainer* sourceTags, const FGameplayTagContainer* targetTags, FGameplayTagContainer* optionalRelevantTags) const override;
virtual void SetCanBeCanceled(bool canBeCanceled) override;
virtual void OnGiveAbility(const FGameplayAbilityActorInfo* actorInfo, const FGameplayAbilitySpec& spec) override;
virtual void OnRemoveAbility(const FGameplayAbilityActorInfo* actorInfo, const FGameplayAbilitySpec& spec) override;
virtual void ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) override;
virtual void EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) override;
virtual bool CheckCost(const FGameplayAbilitySpecHandle handle, const FGameplayAbilityActorInfo* actorInfo, OUT FGameplayTagContainer* optionalRelevantTags = nullptr) const override;
virtual void ApplyCost(const FGameplayAbilitySpecHandle handle, const FGameplayAbilityActorInfo* actorInfo, const FGameplayAbilityActivationInfo activationInfo) const override;
virtual FGameplayEffectContextHandle MakeEffectContext(const FGameplayAbilitySpecHandle handle, const FGameplayAbilityActorInfo* actorInfo) const override;
virtual void ApplyAbilityTagsToGameplayEffectSpec(FGameplayEffectSpec& spec, FGameplayAbilitySpec* abilitySpec) const override;
virtual bool DoesAbilitySatisfyTagRequirements(const UAbilitySystemComponent& abilitySystemComponent, const FGameplayTagContainer* sourceTags = nullptr, const FGameplayTagContainer* targetTags = nullptr, OUT FGameplayTagContainer* optionalRelevantTags = nullptr) const override;
//~End of UGameplayAbility interface
public:
UFUNCTION(BlueprintCallable, Category = "OLS|Ability")
class UOLSAbilitySystemComponent* GetOLSAbilitySystemComponentFromActorInfo() const;
UFUNCTION(BlueprintCallable, Category = "OLS|Ability")
AController* GetControllerFromActorInfo() const;
UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
class UOLSHeroComponent* GetHeroComponentFromActorInfo() const;
// Returns true if the requested activation group is a valid transition.
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "OLS|Ability", Meta = (ExpandBoolAsExecs = "ReturnValue"))
bool CanChangeActivationGroup(EOLSAbilityActivationGroup newGroup) const;
// Tries to change the activation group. Returns true if it successfully changed.
UFUNCTION(BlueprintCallable, BlueprintPure = false, Category = "OLS|Ability", Meta = (ExpandBoolAsExecs = "ReturnValue"))
bool ChangeActivationGroup(EOLSAbilityActivationGroup newGroup);
// Sets the ability's camera mode.
UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
void SetCameraMode(TSubclassOf<class UOLSCameraMode> cameraMode);
// Clears the ability's camera mode. Automatically called if needed when the ability ends.
UFUNCTION(BlueprintCallable, Category = "Lyra|Ability")
void ClearCameraMode();
public:
EOLSAbilityActivationPolicy GetActivationPolicy() const;
EOLSAbilityActivationGroup GetActivationGroup() const;
void TryActivateAbilityOnSpawn(const FGameplayAbilityActorInfo* actorInfo, const FGameplayAbilitySpec& spec) const;
void OnAbilityFailedToActivate(const FGameplayTagContainer& failedReason) const;
protected:
virtual void OnPawnAvatarSet();
virtual void GetAbilitySource(FGameplayAbilitySpecHandle handle, const FGameplayAbilityActorInfo* actorInfo,
float& outSourceLevel, const class IOLSAbilitySourceInterface*& outAbilitySource,
AActor*& outEffectCauser) const;
// Called when the ability fails to activate
virtual void NativeOnAbilityFailedToActivate(const FGameplayTagContainer& failedReason) const;
// Called when the ability fails to activate
UFUNCTION(BlueprintImplementableEvent, DisplayName = "OnAbilityFailedToActivate")
void K2_OnAbilityFailedToActivate(const FGameplayTagContainer& FailedReason) const;
/** Called when this ability is granted to the ability system component. */
UFUNCTION(BlueprintImplementableEvent, Category = Ability, DisplayName = "OnAbilityAdded")
void K2_OnAbilityAdded();
/** Called when this ability is removed from the ability system component. */
UFUNCTION(BlueprintImplementableEvent, Category = Ability, DisplayName = "OnAbilityRemoved")
void K2_OnAbilityRemoved();
/** Called when the ability system is initialized with a pawn avatar. */
UFUNCTION(BlueprintImplementableEvent, Category = Ability, DisplayName = "OnPawnAvatarSet")
void K2_OnPawnAvatarSet();
protected:
// Defines how this ability is meant to activate.
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "OLS|Ability Activation")
EOLSAbilityActivationPolicy ActivationPolicy;
// Defines the relationship between this ability activating and other abilities activating.
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "OLS|Ability Activation")
EOLSAbilityActivationGroup ActivationGroup;
// Additional costs that must be paid to activate this ability
UPROPERTY(EditDefaultsOnly, Instanced, Category = Costs)
TArray<TObjectPtr<class UOLSAbilityCost>> AdditionalCosts;
// Map of failure tags to simple error messages
UPROPERTY(EditDefaultsOnly, Category = "Advanced")
TMap<FGameplayTag, FText> FailureTagToUserFacingMessages;
// Map of failure tags to anim montages that should be played with them
UPROPERTY(EditDefaultsOnly, Category = "Advanced")
TMap<FGameplayTag, TObjectPtr<UAnimMontage>> FailureTagToAnimMontage;
// If true, extra information should be logged when this ability is canceled. This is temporary, used for tracking a bug.
UPROPERTY(EditDefaultsOnly, Category = "Advanced")
uint8 bShouldLogCancellation : 1 = false;
// Current camera mode set by the ability.
TSubclassOf<class UOLSCameraMode> ActiveCameraMode;
};