113 lines
4.7 KiB
C++
113 lines
4.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/Map.h"
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#include "Delegates/Delegate.h"
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#include "Engine/EngineTypes.h"
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#include "GameplayAbilitySpec.h"
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#include "GameplayTagContainer.h"
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#include "HAL/Platform.h"
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#include "Subsystems/WorldSubsystem.h"
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#include "Templates/SubclassOf.h"
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#include "UObject/UObjectGlobals.h"
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#include "UObject/WeakObjectPtr.h"
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#include "LyraGamePhaseSubsystem.generated.h"
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class ULyraGamePhaseAbility;
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class UObject;
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struct FFrame;
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struct FGameplayAbilitySpecHandle;
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DECLARE_DYNAMIC_DELEGATE_OneParam(FLyraGamePhaseDynamicDelegate, const ULyraGamePhaseAbility*, Phase);
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DECLARE_DELEGATE_OneParam(FLyraGamePhaseDelegate, const ULyraGamePhaseAbility* Phase);
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DECLARE_DYNAMIC_DELEGATE_OneParam(FLyraGamePhaseTagDynamicDelegate, const FGameplayTag&, PhaseTag);
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DECLARE_DELEGATE_OneParam(FLyraGamePhaseTagDelegate, const FGameplayTag& PhaseTag);
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// Match rule for message receivers
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UENUM(BlueprintType)
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enum class EPhaseTagMatchType : uint8
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{
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// An exact match will only receive messages with exactly the same channel
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// (e.g., registering for "A.B" will match a broadcast of A.B but not A.B.C)
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ExactMatch,
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// A partial match will receive any messages rooted in the same channel
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// (e.g., registering for "A.B" will match a broadcast of A.B as well as A.B.C)
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PartialMatch
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};
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/** Subsystem for managing Lyra's game phases using gameplay tags in a nested manner, which allows parent and child
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* phases to be active at the same time, but not sibling phases.
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* Example: Game.Playing and Game.Playing.WarmUp can coexist, but Game.Playing and Game.ShowingScore cannot.
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* When a new phase is started, any active phases that are not ancestors will be ended.
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* Example: if Game.Playing and Game.Playing.CaptureTheFlag are active when Game.Playing.PostGame is started,
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* Game.Playing will remain active, while Game.Playing.CaptureTheFlag will end.
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*/
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UCLASS()
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class ULyraGamePhaseSubsystem : public UWorldSubsystem
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{
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GENERATED_BODY()
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public:
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ULyraGamePhaseSubsystem();
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virtual void PostInitialize() override;
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virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
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void StartPhase(TSubclassOf<ULyraGamePhaseAbility> PhaseAbility, FLyraGamePhaseDelegate PhaseEndedCallback = FLyraGamePhaseDelegate());
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//TODO Return a handle so folks can delete these. They will just grow until the world resets.
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//TODO Should we just occasionally clean these observers up? It's not as if everyone will properly unhook them even if there is a handle.
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void WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseActive);
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void WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, const FLyraGamePhaseTagDelegate& WhenPhaseEnd);
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, BlueprintPure = false, meta = (AutoCreateRefTerm = "PhaseTag"))
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bool IsPhaseActive(const FGameplayTag& PhaseTag) const;
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protected:
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virtual bool DoesSupportWorldType(const EWorldType::Type WorldType) const override;
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase", meta = (DisplayName="Start Phase", AutoCreateRefTerm = "PhaseEnded"))
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void K2_StartPhase(TSubclassOf<ULyraGamePhaseAbility> Phase, const FLyraGamePhaseDynamicDelegate& PhaseEnded);
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase", meta = (DisplayName = "When Phase Starts or Is Active", AutoCreateRefTerm = "WhenPhaseActive"))
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void K2_WhenPhaseStartsOrIsActive(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseActive);
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UFUNCTION(BlueprintCallable, BlueprintAuthorityOnly, Category = "Game Phase", meta = (DisplayName = "When Phase Ends", AutoCreateRefTerm = "WhenPhaseEnd"))
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void K2_WhenPhaseEnds(FGameplayTag PhaseTag, EPhaseTagMatchType MatchType, FLyraGamePhaseTagDynamicDelegate WhenPhaseEnd);
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void OnBeginPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle);
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void OnEndPhase(const ULyraGamePhaseAbility* PhaseAbility, const FGameplayAbilitySpecHandle PhaseAbilityHandle);
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private:
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struct FLyraGamePhaseEntry
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{
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public:
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FGameplayTag PhaseTag;
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FLyraGamePhaseDelegate PhaseEndedCallback;
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};
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TMap<FGameplayAbilitySpecHandle, FLyraGamePhaseEntry> ActivePhaseMap;
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struct FPhaseObserver
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{
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public:
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bool IsMatch(const FGameplayTag& ComparePhaseTag) const;
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FGameplayTag PhaseTag;
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EPhaseTagMatchType MatchType = EPhaseTagMatchType::ExactMatch;
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FLyraGamePhaseTagDelegate PhaseCallback;
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};
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TArray<FPhaseObserver> PhaseStartObservers;
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TArray<FPhaseObserver> PhaseEndObservers;
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friend class ULyraGamePhaseAbility;
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};
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