196 lines
6.5 KiB
C++
196 lines
6.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LyraHealthSet.h"
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#include "LyraGameplayTags.h"
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#include "Net/UnrealNetwork.h"
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#include "AbilitySystem/LyraAbilitySystemComponent.h"
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#include "Engine/World.h"
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#include "GameplayEffectExtension.h"
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#include "GameplayEffectTypes.h"
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#include "Messages/LyraVerbMessage.h"
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#include "GameFramework/GameplayMessageSubsystem.h"
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UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_Damage, "Gameplay.Damage");
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UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_DamageImmunity, "Gameplay.DamageImmunity");
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UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_DamageSelfDestruct, "Gameplay.Damage.SelfDestruct");
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UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_FellOutOfWorld, "Gameplay.Damage.FellOutOfWorld");
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UE_DEFINE_GAMEPLAY_TAG(TAG_Lyra_Damage_Message, "Lyra.Damage.Message");
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ULyraHealthSet::ULyraHealthSet()
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: Health(100.0f)
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, MaxHealth(100.0f)
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{
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bOutOfHealth = false;
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}
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void ULyraHealthSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME_CONDITION_NOTIFY(ULyraHealthSet, Health, COND_None, REPNOTIFY_Always);
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DOREPLIFETIME_CONDITION_NOTIFY(ULyraHealthSet, MaxHealth, COND_None, REPNOTIFY_Always);
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}
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void ULyraHealthSet::OnRep_Health(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(ULyraHealthSet, Health, OldValue);
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}
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void ULyraHealthSet::OnRep_MaxHealth(const FGameplayAttributeData& OldValue)
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{
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GAMEPLAYATTRIBUTE_REPNOTIFY(ULyraHealthSet, MaxHealth, OldValue);
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}
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bool ULyraHealthSet::PreGameplayEffectExecute(FGameplayEffectModCallbackData &Data)
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{
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if (!Super::PreGameplayEffectExecute(Data))
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{
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return false;
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}
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// Handle modifying incoming normal damage
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if (Data.EvaluatedData.Attribute == GetDamageAttribute())
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{
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if (Data.EvaluatedData.Magnitude > 0.0f)
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{
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const bool bIsDamageFromSelfDestruct = Data.EffectSpec.GetDynamicAssetTags().HasTagExact(TAG_Gameplay_DamageSelfDestruct);
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if (Data.Target.HasMatchingGameplayTag(TAG_Gameplay_DamageImmunity) && !bIsDamageFromSelfDestruct)
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{
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// Do not take away any health.
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Data.EvaluatedData.Magnitude = 0.0f;
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return false;
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}
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#if !UE_BUILD_SHIPPING
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// Check GodMode cheat, unlimited health is checked below
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if (Data.Target.HasMatchingGameplayTag(FLyraGameplayTags::Get().Cheat_GodMode) && !bIsDamageFromSelfDestruct)
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{
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// Do not take away any health.
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Data.EvaluatedData.Magnitude = 0.0f;
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return false;
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}
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#endif // #if !UE_BUILD_SHIPPING
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}
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}
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return true;
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}
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void ULyraHealthSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
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{
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Super::PostGameplayEffectExecute(Data);
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const bool bIsDamageFromSelfDestruct = Data.EffectSpec.GetDynamicAssetTags().HasTagExact(TAG_Gameplay_DamageSelfDestruct);
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float MinimumHealth = 0.0f;
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#if !UE_BUILD_SHIPPING
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// Godmode and unlimited health stop death unless it's a self destruct
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if (!bIsDamageFromSelfDestruct &&
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(Data.Target.HasMatchingGameplayTag(FLyraGameplayTags::Get().Cheat_GodMode) || Data.Target.HasMatchingGameplayTag(FLyraGameplayTags::Get().Cheat_UnlimitedHealth) ))
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{
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MinimumHealth = 1.0f;
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}
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#endif // #if !UE_BUILD_SHIPPING
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if (Data.EvaluatedData.Attribute == GetDamageAttribute())
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{
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// Send a standardized verb message that other systems can observe
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if (Data.EvaluatedData.Magnitude < 0.0f)
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{
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FLyraVerbMessage Message;
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Message.Verb = TAG_Lyra_Damage_Message;
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Message.Instigator = Data.EffectSpec.GetEffectContext().GetEffectCauser();
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Message.InstigatorTags = *Data.EffectSpec.CapturedSourceTags.GetAggregatedTags();
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Message.Target = GetOwningActor();
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Message.TargetTags = *Data.EffectSpec.CapturedTargetTags.GetAggregatedTags();
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//@TODO: Fill out context tags, and any non-ability-system source/instigator tags
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//@TODO: Determine if it's an opposing team kill, self-own, team kill, etc...
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Message.Magnitude = Data.EvaluatedData.Magnitude;
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UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(GetWorld());
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MessageSystem.BroadcastMessage(Message.Verb, Message);
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}
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// Convert into -Health and then clamp
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SetHealth(FMath::Clamp(GetHealth() - GetDamage(), MinimumHealth, GetMaxHealth()));
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SetDamage(0.0f);
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}
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else if (Data.EvaluatedData.Attribute == GetHealingAttribute())
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{
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// Convert into +Health and then clamo
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SetHealth(FMath::Clamp(GetHealth() + GetHealing(), MinimumHealth, GetMaxHealth()));
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SetHealing(0.0f);
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}
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else if (Data.EvaluatedData.Attribute == GetHealthAttribute())
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{
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// Clamp and fall into out of health handling below
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SetHealth(FMath::Clamp(GetHealth(), MinimumHealth, GetMaxHealth()));
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}
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if ((GetHealth() <= 0.0f) && !bOutOfHealth)
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{
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if (OnOutOfHealth.IsBound())
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{
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const FGameplayEffectContextHandle& EffectContext = Data.EffectSpec.GetEffectContext();
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AActor* Instigator = EffectContext.GetOriginalInstigator();
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AActor* Causer = EffectContext.GetEffectCauser();
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OnOutOfHealth.Broadcast(Instigator, Causer, Data.EffectSpec, Data.EvaluatedData.Magnitude);
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}
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}
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// Check health again in case an event above changed it.
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bOutOfHealth = (GetHealth() <= 0.0f);
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}
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void ULyraHealthSet::PreAttributeBaseChange(const FGameplayAttribute& Attribute, float& NewValue) const
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{
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Super::PreAttributeBaseChange(Attribute, NewValue);
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ClampAttribute(Attribute, NewValue);
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}
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void ULyraHealthSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue)
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{
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Super::PreAttributeChange(Attribute, NewValue);
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ClampAttribute(Attribute, NewValue);
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}
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void ULyraHealthSet::PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue)
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{
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Super::PostAttributeChange(Attribute, OldValue, NewValue);
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if (Attribute == GetMaxHealthAttribute())
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{
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// Make sure current health is not greater than the new max health.
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if (GetHealth() > NewValue)
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{
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ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent();
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check(LyraASC);
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LyraASC->ApplyModToAttribute(GetHealthAttribute(), EGameplayModOp::Override, NewValue);
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}
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}
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if (bOutOfHealth && (GetHealth() > 0.0f))
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{
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bOutOfHealth = false;
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}
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}
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void ULyraHealthSet::ClampAttribute(const FGameplayAttribute& Attribute, float& NewValue) const
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{
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if (Attribute == GetHealthAttribute())
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{
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// Do not allow health to go negative or above max health.
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NewValue = FMath::Clamp(NewValue, 0.0f, GetMaxHealth());
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}
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else if (Attribute == GetMaxHealthAttribute())
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{
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// Do not allow max health to drop below 1.
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NewValue = FMath::Max(NewValue, 1.0f);
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}
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}
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