OLS/Source/ols/Private/Components/OLSHealthComponent.cpp
2025-01-16 11:09:31 -07:00

403 lines
13 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.
#include "Components/OLSHealthComponent.h"
#include "AbilitySystem/OLSAbilitySystemComponent.h"
#include "AbilitySystem/Attributes/OLSHealthAttributeSet.h"
#include "DataAssets/OLSGameDataAsset.h"
#include "GameFramework/GameplayMessageSubsystem.h"
#include "GameFramework/PlayerState.h"
#include "Messages/OLSVerbMessage.h"
#include "Messages/OLSVerbMessageHelpers.h"
#include "Net/UnrealNetwork.h"
#include "Systems/OLSAssetManager.h"
UOLSHealthComponent::UOLSHealthComponent(const FObjectInitializer& objectInitializer)
: Super(objectInitializer)
{
PrimaryComponentTick.bStartWithTickEnabled = false;
PrimaryComponentTick.bCanEverTick = false;
SetIsReplicatedByDefault(true);
AbilitySystemComponent = nullptr;
HealthSet = nullptr;
DeathState = EOLSDeathState::NotDead;
}
void UOLSHealthComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ThisClass, DeathState);
}
UOLSHealthComponent* UOLSHealthComponent::FindHealthComponent(const AActor* actor)
{
return (actor ? actor->FindComponentByClass<UOLSHealthComponent>() : nullptr);
}
void UOLSHealthComponent::InitializeWithAbilitySystem(UOLSAbilitySystemComponent* asc)
{
AActor* owner = GetOwner();
check(owner);
if (AbilitySystemComponent)
{
// @TODO replace this by our custom log.
// UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Health component for owner [%s] has already been initialized with an ability system."), *GetNameSafe(Owner));
return;
}
AbilitySystemComponent = asc;
if (!AbilitySystemComponent)
{
// @TODO replace this by our custom log.
// UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Cannot initialize health component for owner [%s] with NULL ability system."), *GetNameSafe(Owner));
return;
}
HealthSet = AbilitySystemComponent->GetSet<UOLSHealthAttributeSet>();
if (!HealthSet)
{
// @TODO replace this by our custom log.
// UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Cannot initialize health component for owner [%s] with NULL health set on the ability system."), *GetNameSafe(Owner));
return;
}
// Register to listen for attribute changes.
HealthSet->OnHealthChanged.AddUObject(this, &ThisClass::HandleHealthChanged);
HealthSet->OnMaxHealthChanged.AddUObject(this, &ThisClass::HandleMaxHealthChanged);
HealthSet->OnOutOfHealth.AddUObject(this, &ThisClass::HandleOutOfHealth);
// TEMP: Reset attributes to default values. Eventually this will be driven by a spread sheet.
AbilitySystemComponent->SetNumericAttributeBase(UOLSHealthAttributeSet::GetHealthAttribute(), HealthSet->GetMaxHealth());
ClearGameplayTags();
Broadcast_OnHealthChanged(this, HealthSet->GetHealth(), HealthSet->GetHealth(), nullptr);
Broadcast_OnMaxHealthChanged(this, HealthSet->GetHealth(), HealthSet->GetMaxHealth(), nullptr);
}
void UOLSHealthComponent::UninitializeFromAbilitySystem()
{
ClearGameplayTags();
if (HealthSet)
{
HealthSet->OnHealthChanged.RemoveAll(this);
HealthSet->OnMaxHealthChanged.RemoveAll(this);
HealthSet->OnOutOfHealth.RemoveAll(this);
}
HealthSet = nullptr;
AbilitySystemComponent = nullptr;
}
float UOLSHealthComponent::GetHealth() const
{
return (HealthSet ? HealthSet->GetHealth() : 0.0f);
}
float UOLSHealthComponent::GetMaxHealth() const
{
return (HealthSet ? HealthSet->GetMaxHealth() : 0.0f);
}
float UOLSHealthComponent::GetHealthNormalized() const
{
if (HealthSet)
{
const float health = HealthSet->GetHealth();
const float maxHealth = HealthSet->GetMaxHealth();
return ((maxHealth > 0.0f) ? (health / maxHealth) : 0.0f);
}
return 0.0f;
}
EOLSDeathState UOLSHealthComponent::GetDeathState() const
{
return DeathState;
}
bool UOLSHealthComponent::IsDeadOrDying() const
{
return (DeathState > EOLSDeathState::NotDead);
}
void UOLSHealthComponent::StartDeath()
{
if (DeathState != EOLSDeathState::NotDead)
{
return;
}
DeathState = EOLSDeathState::DeathStarted;
if (AbilitySystemComponent)
{
// @TODO: Add LyraGameplayTags::Status_Death_Dying.
// AbilitySystemComponent->SetLooseGameplayTagCount(LyraGameplayTags::Status_Death_Dying, 1);
}
AActor* owner = GetOwner();
check(owner);
Broadcast_OnDeathStarted(owner);
owner->ForceNetUpdate();
}
void UOLSHealthComponent::FinishDeath()
{
if (DeathState != EOLSDeathState::DeathStarted)
{
return;
}
DeathState = EOLSDeathState::DeathFinished;
if (AbilitySystemComponent)
{
// @TODO: Add LyraGameplayTags::Status_Death_Dead.
// AbilitySystemComponent->SetLooseGameplayTagCount(LyraGameplayTags::Status_Death_Dead, 1);
}
AActor* owner = GetOwner();
check(owner);
Broadcast_OnDeathFinished(owner);
owner->ForceNetUpdate();
}
void UOLSHealthComponent::DamageSelfDestruct(bool isFellOutOfWorld)
{
if ((DeathState == EOLSDeathState::NotDead) && AbilitySystemComponent)
{
const TSubclassOf<UGameplayEffect> damageGE = UOLSAssetManager::GetSubclass(UOLSGameDataAsset::Get().DamageGameplayEffect_SetByCaller);
if (!damageGE)
{
// @TODO: replace this with our custom log.
// UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: DamageSelfDestruct failed for owner [%s]. Unable to find gameplay effect [%s]."), *GetNameSafe(GetOwner()), *ULyraGameData::Get().DamageGameplayEffect_SetByCaller.GetAssetName());
return;
}
FGameplayEffectSpecHandle specHandle = AbilitySystemComponent->MakeOutgoingSpec(damageGE, 1.0f, AbilitySystemComponent->MakeEffectContext());
FGameplayEffectSpec* spec = specHandle.Data.Get();
if (!spec)
{
// @TODO: replace this with our custom log.
// UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: DamageSelfDestruct failed for owner [%s]. Unable to make outgoing spec for [%s]."), *GetNameSafe(GetOwner()), *GetNameSafe(DamageGE));
return;
}
spec->AddDynamicAssetTag(TAG_Gameplay_DamageSelfDestruct);
if (isFellOutOfWorld)
{
spec->AddDynamicAssetTag(TAG_Gameplay_FellOutOfWorld);
}
const float damageAmount = GetMaxHealth();
// @TODO: Add LyraGameplayTags::SetByCaller_Damage.
// Spec->SetSetByCallerMagnitude(LyraGameplayTags::SetByCaller_Damage, damageAmount);
AbilitySystemComponent->ApplyGameplayEffectSpecToSelf(*spec);
}
}
void UOLSHealthComponent::Broadcast_OnHealthChanged(UOLSHealthComponent* healthComponent, float oldValue,
float newValue, AActor* instigator) const
{
if (OnHealthChangedDynamicDelegate.IsBound())
{
OnHealthChangedDynamicDelegate.Broadcast(healthComponent, oldValue, newValue, instigator);
}
if (OnHealthChangedNativeDelegate.IsBound())
{
OnHealthChangedNativeDelegate.Broadcast(healthComponent, oldValue, newValue, instigator);
}
}
void UOLSHealthComponent::Broadcast_OnMaxHealthChanged(UOLSHealthComponent* healthComponent, float oldValue,
float newValue, AActor* instigator) const
{
if (OnMaxHealthChangedDynamicDelegate.IsBound())
{
OnMaxHealthChangedDynamicDelegate.Broadcast(healthComponent, oldValue, newValue, instigator);
}
if (OnMaxHealthChangedNativeDelegate.IsBound())
{
OnMaxHealthChangedNativeDelegate.Broadcast(healthComponent, oldValue, newValue, instigator);
}
}
void UOLSHealthComponent::Broadcast_OnDeathStarted(AActor* owningActor) const
{
if (OnDeathStartedDynamicDelegate.IsBound())
{
OnDeathStartedDynamicDelegate.Broadcast(owningActor);
}
if (OnDeathStartNativeDelegate.IsBound())
{
OnDeathStartNativeDelegate.Broadcast(owningActor);
}
}
void UOLSHealthComponent::Broadcast_OnDeathFinished(AActor* owningActor) const
{
if (OnDeathFinishedDynamicDelegate.IsBound())
{
OnDeathFinishedDynamicDelegate.Broadcast(owningActor);
}
if (OnDeathFinishedNativeDelegate.IsBound())
{
OnDeathFinishedNativeDelegate.Broadcast(owningActor);
}
}
void UOLSHealthComponent::OnUnregister()
{
UninitializeFromAbilitySystem();
Super::OnUnregister();
}
void UOLSHealthComponent::ClearGameplayTags()
{
if (HealthSet)
{
HealthSet->OnHealthChanged.RemoveAll(this);
HealthSet->OnMaxHealthChanged.RemoveAll(this);
HealthSet->OnOutOfHealth.RemoveAll(this);
}
HealthSet = nullptr;
AbilitySystemComponent = nullptr;
}
void UOLSHealthComponent::HandleHealthChanged(AActor* damageInstigator, AActor* damageCauser,
const FGameplayEffectSpec* damageEffectSpec, float damageMagnitude,
float oldValue, float newValue)
{
Broadcast_OnHealthChanged(this, oldValue, newValue, damageInstigator);
}
void UOLSHealthComponent::HandleMaxHealthChanged(AActor* damageInstigator, AActor* damageCauser,
const FGameplayEffectSpec* damageEffectSpec, float damageMagnitude,
float oldValue, float newValue)
{
Broadcast_OnMaxHealthChanged(this, oldValue, newValue, damageInstigator);
}
void UOLSHealthComponent::HandleOutOfHealth(AActor* damageInstigator, AActor* damageCauser,
const FGameplayEffectSpec* damageEffectSpec, float damageMagnitude,
float oldValue, float newValue)
{
#if WITH_SERVER_CODE
if (AbilitySystemComponent && damageEffectSpec)
{
// Send the "GameplayEvent.Death" gameplay event through the owner's ability system. This can be used to trigger a death gameplay ability.
{
FGameplayEventData payload;
// @TODO: Add LyraGameplayTags::GameplayEvent_Death.
// payload.EventTag = LyraGameplayTags::GameplayEvent_Death;
payload.Instigator = damageInstigator;
payload.Target = AbilitySystemComponent->GetAvatarActor();
payload.OptionalObject = damageEffectSpec->Def;
payload.ContextHandle = damageEffectSpec->GetEffectContext();
payload.InstigatorTags = *damageEffectSpec->CapturedSourceTags.GetAggregatedTags();
payload.TargetTags = *damageEffectSpec->CapturedTargetTags.GetAggregatedTags();
payload.EventMagnitude = damageMagnitude;
FScopedPredictionWindow newScopedWindow(AbilitySystemComponent, true);
AbilitySystemComponent->HandleGameplayEvent(payload.EventTag, &payload);
}
// Send a standardized verb message that other systems can observe
{
FOLSVerbMessage message;
// @TODO: Add LyraGameplayTags::TAG_Lyra_Elimination_Message.
// message.Verb = TAG_Lyra_Elimination_Message;
message.Instigator = damageInstigator;
message.InstigatorTags = *damageEffectSpec->CapturedSourceTags.GetAggregatedTags();
message.Target = UOLSVerbMessageHelpers::GetPlayerStateFromObject(AbilitySystemComponent->GetAvatarActor());
message.TargetTags = *damageEffectSpec->CapturedTargetTags.GetAggregatedTags();
//@TODO: Fill out context tags, and any non-ability-system source/instigator tags
//@TODO: Determine if it's an opposing team kill, self-own, team kill, etc...
UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(GetWorld());
MessageSystem.BroadcastMessage(message.Verb, message);
}
//@TODO: assist messages (could compute from damage dealt elsewhere)?
}
#endif // #if WITH_SERVER_CODE
}
void UOLSHealthComponent::OnRep_DeathState(EOLSDeathState oldDeathState)
{
const EOLSDeathState newDeathState = DeathState;
// Revert the death state for now since we rely on StartDeath and FinishDeath to change it.
DeathState = oldDeathState;
if (oldDeathState > newDeathState)
{
// The server is trying to set us back but we've already predicted past the server state.
// @TODO replace this with our custom log.
// UE_LOG(LogLyra, Warning,
// TEXT("LyraHealthComponent: Predicted past server death state [%d] -> [%d] for owner [%s]."),
// (uint8)OldDeathState, (uint8)newDeathStateameSafe(GetOwner()));
return;
}
if (oldDeathState == EOLSDeathState::NotDead)
{
if (newDeathState == EOLSDeathState::DeathStarted)
{
StartDeath();
}
else if (newDeathState == EOLSDeathState::DeathFinished)
{
StartDeath();
FinishDeath();
}
else
{
// @TODO replace this with our custom log.
// UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."),
// (uint8)OldDeathState, (uint8)newDeathStateameSafe(GetOwner()));
}
}
else if (oldDeathState == EOLSDeathState::DeathStarted)
{
if (newDeathState == EOLSDeathState::DeathFinished)
{
FinishDeath();
}
else
{
// @TODO replace this with our custom log.
// UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."),
// (uint8)OldDeathState, (uint8)newDeathStateameSafe(GetOwner()));
}
}
ensureMsgf((DeathState == newDeathState),
TEXT("OLSHealthComponent: Death transition failed [%d] -> [%d] for owner [%s]."),
static_cast<uint8>(oldDeathState), static_cast<uint8>(newDeathState), *GetNameSafe(GetOwner()));
}