RealtimeStyleTransferRuntime/Source/LyraGame/Character/LyraHealthComponent.cpp

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2022-05-23 18:41:30 +00:00
// Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraHealthComponent.h"
#include "LyraLogChannels.h"
#include "System/LyraAssetManager.h"
#include "System/LyraGameData.h"
#include "LyraGameplayTags.h"
#include "Net/UnrealNetwork.h"
#include "GameplayEffect.h"
#include "GameplayEffectExtension.h"
#include "GameplayPrediction.h"
#include "Abilities/GameplayAbilityTypes.h"
#include "AbilitySystem/LyraAbilitySystemComponent.h"
#include "AbilitySystem/Attributes/LyraHealthSet.h"
#include "Messages/LyraVerbMessage.h"
#include "Messages/LyraVerbMessageHelpers.h"
#include "NativeGameplayTags.h"
#include "Components/GameFrameworkComponentManager.h"
#include "GameFramework/GameplayMessageSubsystem.h"
#include "GameFramework/PlayerState.h"
UE_DEFINE_GAMEPLAY_TAG_STATIC(TAG_Lyra_Elimination_Message, "Lyra.Elimination.Message");
ULyraHealthComponent::ULyraHealthComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
PrimaryComponentTick.bStartWithTickEnabled = false;
PrimaryComponentTick.bCanEverTick = false;
SetIsReplicatedByDefault(true);
AbilitySystemComponent = nullptr;
HealthSet = nullptr;
DeathState = ELyraDeathState::NotDead;
}
void ULyraHealthComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(ULyraHealthComponent, DeathState);
}
void ULyraHealthComponent::OnUnregister()
{
UninitializeFromAbilitySystem();
Super::OnUnregister();
}
void ULyraHealthComponent::InitializeWithAbilitySystem(ULyraAbilitySystemComponent* InASC)
{
AActor* Owner = GetOwner();
check(Owner);
if (AbilitySystemComponent)
{
UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Health component for owner [%s] has already been initialized with an ability system."), *GetNameSafe(Owner));
return;
}
AbilitySystemComponent = InASC;
if (!AbilitySystemComponent)
{
UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Cannot initialize health component for owner [%s] with NULL ability system."), *GetNameSafe(Owner));
return;
}
HealthSet = AbilitySystemComponent->GetSet<ULyraHealthSet>();
if (!HealthSet)
{
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.
AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(ULyraHealthSet::GetHealthAttribute()).AddUObject(this, &ThisClass::HandleHealthChanged);
AbilitySystemComponent->GetGameplayAttributeValueChangeDelegate(ULyraHealthSet::GetMaxHealthAttribute()).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(ULyraHealthSet::GetHealthAttribute(), HealthSet->GetMaxHealth());
ClearGameplayTags();
OnHealthChanged.Broadcast(this, HealthSet->GetHealth(), HealthSet->GetHealth(), nullptr);
OnMaxHealthChanged.Broadcast(this, HealthSet->GetHealth(), HealthSet->GetHealth(), nullptr);
//UGameFrameworkComponentManager::SendGameFrameworkComponentExtensionEvent(GetOwner(), UGameFrameworkComponentManager::NAME_HealthComponentReady);
}
void ULyraHealthComponent::UninitializeFromAbilitySystem()
{
ClearGameplayTags();
if (HealthSet)
{
HealthSet->OnOutOfHealth.RemoveAll(this);
}
HealthSet = nullptr;
AbilitySystemComponent = nullptr;
}
void ULyraHealthComponent::ClearGameplayTags()
{
if (AbilitySystemComponent)
{
const FLyraGameplayTags& GameplayTags = FLyraGameplayTags::Get();
AbilitySystemComponent->SetLooseGameplayTagCount(GameplayTags.Status_Death_Dying, 0);
AbilitySystemComponent->SetLooseGameplayTagCount(GameplayTags.Status_Death_Dead, 0);
}
}
float ULyraHealthComponent::GetHealth() const
{
return (HealthSet ? HealthSet->GetHealth() : 0.0f);
}
float ULyraHealthComponent::GetMaxHealth() const
{
return (HealthSet ? HealthSet->GetMaxHealth() : 0.0f);
}
float ULyraHealthComponent::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;
}
static AActor* GetInstigatorFromAttrChangeData(const FOnAttributeChangeData& ChangeData)
{
if (ChangeData.GEModData != nullptr)
{
const FGameplayEffectContextHandle& EffectContext = ChangeData.GEModData->EffectSpec.GetEffectContext();
return EffectContext.GetOriginalInstigator();
}
return nullptr;
}
void ULyraHealthComponent::HandleHealthChanged(const FOnAttributeChangeData& ChangeData)
{
OnHealthChanged.Broadcast(this, ChangeData.OldValue, ChangeData.NewValue, GetInstigatorFromAttrChangeData(ChangeData));
}
void ULyraHealthComponent::HandleMaxHealthChanged(const FOnAttributeChangeData& ChangeData)
{
OnMaxHealthChanged.Broadcast(this, ChangeData.OldValue, ChangeData.NewValue, GetInstigatorFromAttrChangeData(ChangeData));
}
void ULyraHealthComponent::HandleOutOfHealth(AActor* DamageInstigator, AActor* DamageCauser, const FGameplayEffectSpec& DamageEffectSpec, float DamageMagnitude)
{
#if WITH_SERVER_CODE
if (AbilitySystemComponent)
{
// Send the "GameplayEvent.Death" gameplay event through the owner's ability system. This can be used to trigger a death gameplay ability.
{
FGameplayEventData Payload;
Payload.EventTag = FLyraGameplayTags::Get().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
{
FLyraVerbMessage Message;
Message.Verb = TAG_Lyra_Elimination_Message;
Message.Instigator = DamageInstigator;
Message.InstigatorTags = *DamageEffectSpec.CapturedSourceTags.GetAggregatedTags();
Message.Target = ULyraVerbMessageHelpers::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 ULyraHealthComponent::OnRep_DeathState(ELyraDeathState OldDeathState)
{
const ELyraDeathState 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.
UE_LOG(LogLyra, Warning, TEXT("LyraHealthComponent: Predicted past server death state [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
return;
}
if (OldDeathState == ELyraDeathState::NotDead)
{
if (NewDeathState == ELyraDeathState::DeathStarted)
{
StartDeath();
}
else if (NewDeathState == ELyraDeathState::DeathFinished)
{
StartDeath();
FinishDeath();
}
else
{
UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
}
}
else if (OldDeathState == ELyraDeathState::DeathStarted)
{
if (NewDeathState == ELyraDeathState::DeathFinished)
{
FinishDeath();
}
else
{
UE_LOG(LogLyra, Error, TEXT("LyraHealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
}
}
ensureMsgf((DeathState == NewDeathState), TEXT("LyraHealthComponent: Death transition failed [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
}
void ULyraHealthComponent::StartDeath()
{
if (DeathState != ELyraDeathState::NotDead)
{
return;
}
DeathState = ELyraDeathState::DeathStarted;
if (AbilitySystemComponent)
{
AbilitySystemComponent->SetLooseGameplayTagCount(FLyraGameplayTags::Get().Status_Death_Dying, 1);
}
AActor* Owner = GetOwner();
check(Owner);
OnDeathStarted.Broadcast(Owner);
Owner->ForceNetUpdate();
}
void ULyraHealthComponent::FinishDeath()
{
if (DeathState != ELyraDeathState::DeathStarted)
{
return;
}
DeathState = ELyraDeathState::DeathFinished;
if (AbilitySystemComponent)
{
AbilitySystemComponent->SetLooseGameplayTagCount(FLyraGameplayTags::Get().Status_Death_Dead, 1);
}
AActor* Owner = GetOwner();
check(Owner);
OnDeathFinished.Broadcast(Owner);
Owner->ForceNetUpdate();
}
void ULyraHealthComponent::DamageSelfDestruct(bool bFellOutOfWorld)
{
if ((DeathState == ELyraDeathState::NotDead) && AbilitySystemComponent)
{
const TSubclassOf<UGameplayEffect> DamageGE = ULyraAssetManager::GetSubclass(ULyraGameData::Get().DamageGameplayEffect_SetByCaller);
if (!DamageGE)
{
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)
{
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 (bFellOutOfWorld)
{
Spec->AddDynamicAssetTag(TAG_Gameplay_FellOutOfWorld);
}
const float DamageAmount = GetMaxHealth();
Spec->SetSetByCallerMagnitude(FLyraGameplayTags::Get().SetByCaller_Damage, DamageAmount);
AbilitySystemComponent->ApplyGameplayEffectSpecToSelf(*Spec);
}
}