OLS/Source/ols/Private/DataAssets/OLSAbilitySetDataAsset.cpp
2025-01-16 12:05:19 -07:00

157 lines
4.5 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 "DataAssets/OLSAbilitySetDataAsset.h"
#include "ActiveGameplayEffectHandle.h"
#include "GameplayAbilitySpecHandle.h"
#include "OLSLog.h"
#include "AbilitySystem/OLSAbilitySystemComponent.h"
#include "AbilitySystem/Abilities/OLSGameplayAbility.h"
#include "AbilitySystem/Attributes/OLSAttributeSetBase.h"
DEFINE_LOG_CATEGORY(LogOLSAbilitySetDataAsset);
void FOLSAbilitySet_GrantedHandles::AddAbilitySpecHandle(const FGameplayAbilitySpecHandle& handle)
{
if (handle.IsValid())
{
AbilitySpecHandles.Add(handle);
}
}
void FOLSAbilitySet_GrantedHandles::AddGameplayEffectHandle(const FActiveGameplayEffectHandle& handle)
{
if (handle.IsValid())
{
GameplayEffectHandles.Add(handle);
}
}
void FOLSAbilitySet_GrantedHandles::AddAttributeSet(UAttributeSet* set)
{
GrantedAttributeSets.Add(set);
}
void FOLSAbilitySet_GrantedHandles::TakeFromAbilitySystem(UOLSAbilitySystemComponent* olsASC)
{
check(olsASC);
if (!olsASC->IsOwnerActorAuthoritative())
{
// Must be authoritative to give or take ability sets.
return;
}
for (const FGameplayAbilitySpecHandle& handle : AbilitySpecHandles)
{
if (handle.IsValid())
{
olsASC->ClearAbility(handle);
}
}
for (const FActiveGameplayEffectHandle& handle : GameplayEffectHandles)
{
if (handle.IsValid())
{
olsASC->RemoveActiveGameplayEffect(handle);
}
}
for (UAttributeSet* set : GrantedAttributeSets)
{
olsASC->RemoveSpawnedAttribute(set);
}
AbilitySpecHandles.Reset();
GameplayEffectHandles.Reset();
GrantedAttributeSets.Reset();
}
UOLSAbilitySetDataAsset::UOLSAbilitySetDataAsset(const FObjectInitializer& objectInitializer) : Super(objectInitializer)
{
}
void UOLSAbilitySetDataAsset::GiveToAbilitySystem(
UOLSAbilitySystemComponent* olsASC,
FOLSAbilitySet_GrantedHandles* outGrantedHandlePtrs,
UObject* sourceObject) const
{
check(olsASC);
if (!olsASC->IsOwnerActorAuthoritative())
{
// Must be authoritative to give or take ability sets.
return;
}
// Grant the attribute sets.
for (int32 setIndex = 0; setIndex < GrantedAttributes.Num(); ++setIndex)
{
const FOLSAbilitySet_AttributeSet& setToGrant = GrantedAttributes[setIndex];
if (!IsValid(setToGrant.AttributeSet))
{
OLS_LOG(LogOLSAbilitySetDataAsset, Error, TEXT("GrantedAttributes[%d] on ability set [%s] is not valid"),
setIndex, GET_UOBJECT_NAME(this));
continue;
}
UAttributeSet* newSet = NewObject<UAttributeSet>(olsASC->GetOwner(), setToGrant.AttributeSet);
olsASC->AddAttributeSetSubobject(newSet);
if (outGrantedHandlePtrs)
{
outGrantedHandlePtrs->AddAttributeSet(newSet);
}
}
// Grant the gameplay abilities.
for (int32 abilityIndex = 0; abilityIndex < GrantedGameplayAbilities.Num(); ++abilityIndex)
{
const FOLSAbilitySet_GameplayAbility& AbilityToGrant = GrantedGameplayAbilities[abilityIndex];
if (!IsValid(AbilityToGrant.Ability))
{
OLS_LOG(LogOLSAbilitySetDataAsset, Error, TEXT("GrantedGameplayAbilities[%d] on ability set [%s] is not valid"),
abilityIndex, GET_UOBJECT_NAME(this));
continue;
}
UOLSGameplayAbility* abilityCDO = AbilityToGrant.Ability->GetDefaultObject<UOLSGameplayAbility>();
FGameplayAbilitySpec abilitySpec(abilityCDO, AbilityToGrant.AbilityLevel);
abilitySpec.SourceObject = sourceObject;
abilitySpec.GetDynamicSpecSourceTags().AddTag(AbilityToGrant.InputTag);
const FGameplayAbilitySpecHandle abilitySpecHandle = olsASC->GiveAbility(abilitySpec);
if (outGrantedHandlePtrs)
{
outGrantedHandlePtrs->AddAbilitySpecHandle(abilitySpecHandle);
}
}
// Grant the gameplay effects.
for (int32 effectIndex = 0; effectIndex < GrantedGameplayEffects.Num(); ++effectIndex)
{
const FOLSAbilitySet_GameplayEffect& EffectToGrant = GrantedGameplayEffects[effectIndex];
if (!IsValid(EffectToGrant.GameplayEffect))
{
OLS_LOG(LogOLSAbilitySetDataAsset, Error, TEXT("GrantedGameplayEffects[%d] on ability set [%s] is not valid"),
effectIndex, GET_UOBJECT_NAME(this));
continue;
}
const UGameplayEffect* gameplayEffect = EffectToGrant.GameplayEffect->GetDefaultObject<UGameplayEffect>();
const FActiveGameplayEffectHandle gameplayEffectHandle = olsASC->ApplyGameplayEffectToSelf(gameplayEffect, EffectToGrant.EffectLevel, olsASC->MakeEffectContext());
if (outGrantedHandlePtrs)
{
outGrantedHandlePtrs->AddGameplayEffectHandle(gameplayEffectHandle);
}
}
}