Exemplo n.º 1
0
void FGAGameEffectContainer::InternalApplyEffectByAggregation(const FGAGameEffectHandle& HandleIn)
{
	EGAEffectAggregation Aggregation = HandleIn.GetEffectRef().GameEffect->EffectAggregation;

	switch (Aggregation)
	{
	case EGAEffectAggregation::AggregateByInstigator:
	{
		TMap<FGAGameEffectHandle, TSharedPtr<FGAGameEffect>>& EffectMap = InstigatorEffects.FindOrAdd(HandleIn.GetContextRef().Instigator.Get());
		EffectMap.Add(HandleIn, HandleIn.GetEffectPtr());
		TMap<FName, TSet<FGAGameEffectHandle>>& EffectByClass = InstigatorEffectHandles.FindOrAdd(HandleIn.GetContextRef().Instigator.Get());
		TSet<FGAGameEffectHandle>& EffectSet = EffectByClass.FindOrAdd(HandleIn.GetEffectSpec()->GetFName());
		EffectSet.Add(HandleIn);

		break;
	}
	case EGAEffectAggregation::AggregateByTarget:
	{
		TSet<FGAGameEffectHandle>& Handles = TargetEffectByType.FindOrAdd(HandleIn.GetEffectSpec()->GetFName());
		Handles.Add(HandleIn);
		//TargetEffects.Add(HandleIn, HandleIn.GetEffectPtr());

		break;
	}
	}
	ActiveEffects.Add(HandleIn, HandleIn.GetEffectPtr());
}
void UGAAttributeComponent::InternalRemoveEffect(FGAGameEffectHandle& HandleIn)
{
	FTimerManager& timer = GetWorld()->GetTimerManager();
	timer.ClearTimer(HandleIn.GetEffectRef().PeriodTimerHandle);
	timer.ClearTimer(HandleIn.GetEffectRef().DurationTimerHandle);
	UE_LOG(GameAttributesEffects, Log, TEXT("UGAAttributeComponent:: Reset Timers and Remove Effect"));
	
	FGAGameEffect& Effect = HandleIn.GetEffectRef();
	TArray<FGAEffectMod> Mods = Effect.GetOnAppliedMods();

	for (FGAEffectMod& mod : Mods)
	{
		FGAAttributeBase* attr = DefaultAttributes->GetAttribute(mod.Attribute);
		if (attr)
		{
			UE_LOG(GameAttributes, Log, TEXT("Value Before bonus of attribute = %f"), attr->GetFinalValue());
			attr->RemoveBonus(HandleIn);
			UE_LOG(GameAttributes, Log, TEXT("Value After bonus of attribute = %f"), attr->GetFinalValue());
			
		}
	}
	
	GameEffectContainer.RemoveEffect(HandleIn);


}
Exemplo n.º 3
0
void FGAGameEffectContainer::InternalCheckPeriodicEffectStacking(const FGAGameEffectHandle& HandleIn)
{
	UGAGameEffectSpec* Spec = HandleIn.GetEffectSpec();
	//sEGAEffectStacking Stacking = Spec->EffectStacking;
	EGAEffectAggregation Aggregation = Spec->EffectAggregation;
	EGAEffectStacking Stacking = HandleIn.GetEffectSpec()->EffectStacking;
	UE_LOG(GameAttributes, Log, TEXT("Stacking Type: %s"), *EnumToString::GetStatckingAsString(Stacking));
	FGAGameEffectHandle* Handle = nullptr;
	switch (Aggregation)
	{
		case EGAEffectAggregation::AggregateByInstigator:
		{
			TMap<FName, TSet<FGAGameEffectHandle>>* EffectHandle = InstigatorEffectHandles.Find(HandleIn.GetContextRef().Instigator.Get());
			TSet<FGAGameEffectHandle>* HandleSet = nullptr;
			if (EffectHandle)
			{
				HandleSet = EffectHandle->Find(HandleIn.GetEffectSpec()->GetFName());
				if (HandleSet)
				{
					Handle = HandleSet->Find(HandleIn);
				}
			}
		}
		case EGAEffectAggregation::AggregateByTarget:
		{
			TSet<FGAGameEffectHandle>* HandleSet = TargetEffectByType.Find(HandleIn.GetEffectSpec()->GetFName());
			if (HandleSet)
			{
				Handle = HandleSet->Find(HandleIn);
			}
			break;
		}
	}
	switch (Stacking)
	{
		case EGAEffectStacking::Add:
		{
			break;
		}
		case EGAEffectStacking::Duration:
		{
			break;
		}
		case EGAEffectStacking::Intensity:
		{
			break;
		}
		case EGAEffectStacking::Override:
		{
			break;
		}
		case EGAEffectStacking::StrongerOverride:
		{
			InternalApplyPeriodic(HandleIn);
			break;
		}
	}
	InternalApplyEffectByAggregation(HandleIn);
}
Exemplo n.º 4
0
void FGAGameEffectContainer::InternalApplyEffectTags(const FGAGameEffectHandle& HandleIn)
{
	//wayt to few dereferences!
	UGAAttributeComponent* Target = HandleIn.GetContextRef().TargetComp.Get();
	FGAGameEffect& Effect = HandleIn.GetEffectRef();

	Target->AppliedTags.AddTagContainer(Effect.ApplyTags);
}
Exemplo n.º 5
0
void FGAGameEffectContainer::RemoveEffect(FGAGameEffectHandle& HandleIn)
{
	EGAEffectAggregation aggregatiopn = HandleIn.GetEffectRef().GameEffect->EffectAggregation;
	UObject* Instigator = HandleIn.GetContextRef().Instigator.Get();
	TSharedPtr<FGAGameEffect> effect = ActiveEffects.FindAndRemoveChecked(HandleIn);

	if (effect.IsValid())
	{
		switch (aggregatiopn)
		{
			case EGAEffectAggregation::AggregateByInstigator:
			{
				TMap<FGAGameEffectHandle, TSharedPtr<FGAGameEffect>>* effects = InstigatorEffects.Find(Instigator);
				TMap<FName, TSet<FGAGameEffectHandle>>* EffectByClass = InstigatorEffectHandles.Find(Instigator);
				if (EffectByClass)
				{
					//Probabaly need another path for removing just single effect from stack.
					EffectByClass->Remove(HandleIn.GetEffectSpec()->GetFName());
				}
				if (effects)
				{
					effects->FindAndRemoveChecked(HandleIn);
					if (effects->Num() == 0)
					{
						InstigatorEffects.Remove(Instigator);
					}
				}
				break;
			}
			case EGAEffectAggregation::AggregateByTarget:
			{
				//TargetEffects.FindAndRemoveChecked(HandleIn);
				TSet<FGAGameEffectHandle>* Handles = TargetEffectByType.Find(HandleIn.GetEffectSpec()->GetFName());
				//check aggregation type to know which effect to remove exactly ?
				TargetEffectByType.Remove(HandleIn.GetEffectSpec()->GetFName());
				break;
			}
		}
		for (FGAGameEffectModifier& Modifier : effect->GameEffect->Modifiers)
		{
			if (Modifier.Attribute.IsValid())
			{
				FGAAttributeBase* Attribute = OwningComp->GetAttribute(Modifier.Attribute);
				if (Attribute)
				{
					Attribute->RemoveBonus(HandleIn);
				}
			}
		}
		UE_LOG(GameAttributesEffects, Log, TEXT("FGAGameEffectContainer:: Removing Effect"))
			effect.Reset();
	}
}
Exemplo n.º 6
0
void FGAGameEffectContainer::InternalApplyDuration(const FGAGameEffectHandle& HandleIn)
{
	FTimerDelegate delDuration = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExpireEffect, HandleIn);
	FTimerManager& timerDuration = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();

	timerDuration.SetTimer(HandleIn.GetEffectRef().DurationTimerHandle, delDuration,
		HandleIn.GetEffectSpec()->Duration, false, HandleIn.GetEffectSpec()->Duration);

	TArray<FGAEffectMod> Modifiers = HandleIn.GetEffectRef().GetAttributeModifiers();
	EGAEffectStacking Stacking = HandleIn.GetEffectSpec()->EffectStacking;
	InternalApplyEffectTags(HandleIn);
	for (FGAEffectMod& Modifier : Modifiers)
	{
		if (Modifier.Attribute.IsValid())
		{
			UGAAttributesBase* attr = HandleIn.GetContextRef().GetTargetAttributes();
			FGAAttributeBase* Attribute = attr->GetAttribute(Modifier.Attribute);

			if (Attribute)
			{
				Attribute->AddBonus(FGAModifier(Modifier.AttributeMod, Modifier.Value), HandleIn, Stacking);
			}
		}
	}
}
Exemplo n.º 7
0
void FGAGameEffectContainer::ApplyEffect(const FGAGameEffect& EffectIn
	, const FGAGameEffectHandle& HandleIn)
{
	//instant effect goes trough simplest application path
	//just make effect and run it trough modifiers.

	//FGAGameEffect Effect = EfNoConst.Calculation->ModiifyEffect(EffectIn);
	switch (EffectIn.GameEffect->EffectType)
	{
	case EGAEffectType::Instant:
	{
		//dont do anything fancy now simply execute effect and forget about it.
		HandleIn.GetContext().TargetComp->ExecuteEffect(HandleIn);
		break;
	}
	case EGAEffectType::Periodic:
	{

		UE_LOG(GameAttributesEffects, Log, TEXT("UGAAttributeComponent:: Apply periodic effect"));
		InternalCheckPeriodicEffectStacking(HandleIn);
		break;
	}
	case EGAEffectType::Duration:
	{

		UE_LOG(GameAttributesEffects, Log, TEXT("UGAAttributeComponent:: Apply effect for duration"));
		InternalCheckDurationEffectStacking(HandleIn);
		break;
	}
	case EGAEffectType::Infinite:
	{
		break;
	}
	default:
		break;
	}
	//apply additonal effect applied with this effect.
	for (TSubclassOf<UGAGameEffectSpec> Spec : EffectIn.GameEffect->OnAppliedEffects)
	{
		FGAGameEffectHandle Handle = EffectIn.Context.TargetComp->MakeGameEffect(Spec, EffectIn.Context);

		EffectIn.Context.InstigatorComp->ApplyEffectToTarget(Handle.GetEffect(), Handle);
	}
	//regardless of what happen try to apply effect modifiers
	for (FGAGameEffectModifier& mod : EffectIn.GameEffect->Modifiers)
	{
		ApplyEffectModifier(mod, HandleIn);
	}

}
Exemplo n.º 8
0
void FGAGameEffectContainer::RemoveEffect(FGAGameEffectHandle& HandleIn)
{
	EGAEffectAggregation aggregatiopn = HandleIn.GetEffectRef().GameEffect->EffectAggregation;
	UObject* Instigator = HandleIn.GetContextRef().Instigator.Get();
	TSharedPtr<FGAGameEffect> effect = ActiveEffects.FindAndRemoveChecked(HandleIn);

	if (effect.IsValid())
	{
		switch (aggregatiopn)
		{
		case EGAEffectAggregation::AggregateByInstigator:
		{
			TMap<FGAGameEffectHandle, TSharedPtr<FGAGameEffect>>* effects = InstigatorEffects.Find(Instigator);
			TMap<UClass*, FGAGameEffectHandle>* EffectByClass = InstigatorEffectHandles.Find(Instigator);
			if (EffectByClass)
			{
				EffectByClass->Remove(HandleIn.GetEffectSpec()->StaticClass());
			}
			if (effects)
			{
				effects->FindAndRemoveChecked(HandleIn);
				if (effects->Num() == 0)
				{
					InstigatorEffects.Remove(Instigator);
				}
			}
			break;
		}
		case EGAEffectAggregation::AggregateByTarget:
		{
			TargetEffects.FindAndRemoveChecked(HandleIn);
			break;
		}
		}
		for (FGAGameEffectModifier& Modifier : effect->GameEffect->Modifiers)
		{
			if (Modifier.Attribute.IsValid())
			{
				FGAAttributeBase* Attribute = OwningComp->GetAttribute(Modifier.Attribute);
				if (Attribute)
				{
					Attribute->RemoveBonus(HandleIn);
				}
			}
		}
		UE_LOG(GameAttributesEffects, Log, TEXT("FGAGameEffectContainer:: Removing Effect"))
			effect.Reset();
	}
}
Exemplo n.º 9
0
void FGAGameEffectContainer::InternalApplyModifiers(const FGAGameEffectHandle& HandleIn)
{
	TArray<FGAGameEffectModifier>& Modifiers = HandleIn.GetEffectSpec()->Modifiers;
	EGAEffectStacking Stacking = HandleIn.GetEffectSpec()->EffectStacking;
	for (FGAGameEffectModifier& Modifier : Modifiers)
	{
		if (Modifier.Attribute.IsValid())
		{
			UGAAttributesBase* attr = HandleIn.GetContextRef().GetTargetAttributes();
			FGAAttributeBase* Attribute = attr->GetAttribute(Modifier.Attribute);

			if (Attribute)
			{
				Attribute->AddBonus(FGAModifier(Modifier.ModType, Modifier.Value), HandleIn, Stacking);
			}
		}
	}
}
Exemplo n.º 10
0
void UGAAttributeComponent::ExecuteEffect(FGAGameEffectHandle HandleIn)
{
	/* 
		this patth will give effects chance to do any replicated events, like applying cues. 
		WE do not make any replication at the ApplyEffect because some effect might want to apply cues
		on periods on expiration etc, and all those will go trouch ExecuteEffect path.
	*/
	OnEffectExecuted.Broadcast(HandleIn);
	
	FGAGameEffect Effect = HandleIn.GetEffect();
	TArray<FGAEffectMod> Mods = Effect.GetOnAppliedMods();
	FGAExecutionContext ExecContext(Effect.Context.TargetComp.Get(), Effect.Context.TargetComp->DefaultAttributes,
		Effect.Context.InstigatorComp.Get(), Effect.Context.InstigatorComp->DefaultAttributes);
	for (FGAEffectMod& mod : Mods)
	{
		HandleIn.ExecuteEffect(HandleIn, mod, ExecContext);
	}

	//GameEffectContainer.ExecuteEffect(HandleIn, HandleIn.GetEffectRef());
}
Exemplo n.º 11
0
void FGAGameEffectContainer::InternalApplyEffect(const FGAGameEffectHandle& HandleIn)
{
	UE_LOG(GameAttributesEffects, Log, TEXT("InternalApplyEffect"));
	if (HandleIn.GetEffectSpec()->EffectType == EGAEffectType::Periodic)
	{
		FTimerDelegate delPeriod = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExecuteEffect, HandleIn);
		FTimerManager& PeriodicTimer = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();

		PeriodicTimer.SetTimer(HandleIn.GetEffectRef().PeriodTimerHandle, delPeriod,
			HandleIn.GetEffectSpec()->Period, true, 0);
	}
	FTimerDelegate delDuration = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExpireEffect, HandleIn);
	FTimerManager& timerDuration = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();

	timerDuration.SetTimer(HandleIn.GetEffectRef().DurationTimerHandle, delDuration,
		HandleIn.GetEffectSpec()->Duration, false);
}
Exemplo n.º 12
0
void FGAGameEffectContainer::InternalApplyPeriodic(const FGAGameEffectHandle& HandleIn)
{
	FTimerDelegate delPeriod = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExecuteEffect, HandleIn);
	FTimerManager& PeriodicTimer = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();
	float period = HandleIn.GetEffectSpec()->Period;
	PeriodicTimer.SetTimer(HandleIn.GetEffectRef().PeriodTimerHandle, delPeriod,
		period, true, 0);

	FTimerDelegate delDuration = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExpireEffect, HandleIn);
	FTimerManager& timerDuration = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();
	float Duration = HandleIn.GetEffectSpec()->Duration;
	timerDuration.SetTimer(HandleIn.GetEffectRef().DurationTimerHandle, delDuration,
		Duration, false, Duration);

	InternalApplyEffectTags(HandleIn);
}
Exemplo n.º 13
0
void UGAAttributeComponent::ApplyEffectForDuration(FGAGameEffectHandle& HandleIn)
{
	FGAGameEffect& Effect = HandleIn.GetEffectRef();
	TArray<FGAEffectMod> Mods = Effect.GetOnAppliedMods();

	for (FGAEffectMod& mod : Mods)
	{
		FGAAttributeBase* attr = DefaultAttributes->GetAttribute(mod.Attribute);
		if (attr)
		{
			FGAModifier Modifier(mod.AttributeMod, mod.Value);
			float val = attr->GetFinalValue();
			UE_LOG(GameAttributes, Log, TEXT("Value Before bonus of attribute = %f"), val);
			attr->AddBonus(Modifier, HandleIn, EGAEffectStacking::Override);
			val = attr->GetFinalValue();
			UE_LOG(GameAttributes, Log, TEXT("Value After bonus of attribute = %f"), val);
		}
	}
}
Exemplo n.º 14
0
void FGAGameEffectContainer::InternalExtendEffectDuration(const FGAGameEffectHandle& HandleIn, const FGAGameEffectHandle& ExtendingHandleIn)
{
	if (ExtendingHandleIn.IsValid())
	{
		FTimerManager& DurationTimer = HandleIn.GetContextRef().TargetComp->GetWorld()->GetTimerManager();
		float RemainingTime = DurationTimer.GetTimerRemaining(HandleIn.GetEffectRef().DurationTimerHandle);
		float NewDuration = RemainingTime + ExtendingHandleIn.GetEffectSpec()->Duration;
		DurationTimer.ClearTimer(HandleIn.GetEffectRef().DurationTimerHandle);

		FTimerDelegate delDuration = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExpireEffect, HandleIn);
		DurationTimer.SetTimer(HandleIn.GetEffectRef().DurationTimerHandle, delDuration,
			NewDuration, false);
	}
	else
	{
		InternalApplyEffect(HandleIn);
	}
}
Exemplo n.º 15
0
void FGAGameEffectContainer::ApplyEffect(const FGAGameEffect& EffectIn
	, const FGAGameEffectHandle& HandleIn)
{
	//instant effect goes trough simplest application path
	//just make effect and run it trough modifiers.

	//FGAGameEffect Effect = EfNoConst.Calculation->ModiifyEffect(EffectIn);
	switch (EffectIn.GameEffect->EffectType)
	{
	case EGAEffectType::Instant:
	{
		//dont do anything fancy now simply execute effect and forget about it.
		HandleIn.GetContext().TargetComp->ExecuteEffect(HandleIn);
		break;
	}
	case EGAEffectType::Periodic:
	{

		UE_LOG(GameAttributesEffects, Log, TEXT("UGAAttributeComponent:: Apply periodic effect"));
		/*FTimerDelegate del = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExecuteEffect, HandleIn);
		FTimerManager& timer = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();

		timer.SetTimer(HandleIn.GetEffectRef().PeriodTimerHandle, del,
			EffectIn.GameEffect->Period, true, 0);

		FTimerDelegate delDuration = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExpireEffect, HandleIn);
		FTimerManager& timerDuration = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();

		timerDuration.SetTimer(HandleIn.GetEffectRef().DurationTimerHandle, delDuration,
			EffectIn.GameEffect->Duration, false);*/

		InternalCheckEffectStacking(HandleIn);
		InternalApplyModifiers(HandleIn);
		break;
	}
	case EGAEffectType::Duration:
	{

		UE_LOG(GameAttributesEffects, Log, TEXT("UGAAttributeComponent:: Apply effect for duration"));
		HandleIn.GetContextRef().TargetComp->ApplyEffectForDuration(HandleIn);

		FTimerDelegate delDuration = FTimerDelegate::CreateUObject(HandleIn.GetContext().TargetComp.Get(), &UGAAttributeComponent::ExpireEffect, HandleIn);
		FTimerManager& timerDuration = HandleIn.GetEffectRef().Context.TargetComp->GetWorld()->GetTimerManager();

		timerDuration.SetTimer(HandleIn.GetEffectRef().DurationTimerHandle, delDuration,
			EffectIn.GameEffect->Duration, false);

		InternalCheckEffectStacking(HandleIn);
		InternalApplyModifiers(HandleIn);
		break;
	}
	default:
		break;
	}
	//apply additonal effect applied with this effect.
	for (TSubclassOf<UGAGameEffectSpec> Spec : EffectIn.GameEffect->OnAppliedEffects)
	{
		FGAGameEffectHandle Handle = EffectIn.Context.TargetComp->MakeGameEffect(Spec, EffectIn.Context);

		EffectIn.Context.TargetComp->ApplyEffectToSelf(Handle.GetEffect(), Handle);
	}
	//regardless of what happen try to apply effect modifiers
	for (FGAGameEffectModifier& mod : EffectIn.GameEffect->Modifiers)
	{
		ApplyModifier(mod, EffectIn);
	}

}
Exemplo n.º 16
0
void FGAGameEffectContainer::InternalCheckEffectStacking(const FGAGameEffectHandle& HandleIn)
{
	UGAGameEffectSpec* Spec = HandleIn.GetEffectSpec();
	//sEGAEffectStacking Stacking = Spec->EffectStacking;
	EGAEffectAggregation Aggregation = Spec->EffectAggregation;
	EGAEffectStacking Stacking = HandleIn.GetEffectSpec()->EffectStacking;
	UE_LOG(GameAttributes, Log, TEXT("Stacking Type: %s"), *EnumToString::GetStatckingAsString(Stacking));
	switch (Aggregation)
	{
	case EGAEffectAggregation::AggregateByInstigator:
	{
		TMap<UClass*, FGAGameEffectHandle>* EffectHandle = InstigatorEffectHandles.Find(HandleIn.GetContextRef().Instigator.Get());
		FGAGameEffectHandle* Handle = nullptr;
		if(EffectHandle)
			Handle = EffectHandle->Find(HandleIn.GetEffectSpec()->StaticClass());
		
		switch (Stacking)
		{
		case EGAEffectStacking::Add:
		{
			InternalApplyEffect(HandleIn);
			break;
		}
		case EGAEffectStacking::Duration:
		{
			if (Handle)
			{
				InternalExtendEffectDuration(*Handle, HandleIn);
			}
			else
			{
				FGAGameEffectHandle InvalidHandle;
				InternalExtendEffectDuration(HandleIn, InvalidHandle);
			}
			break;
		}
		case EGAEffectStacking::Intensity:
		{
			break;
		}
		case EGAEffectStacking::Override:
		{
			if (Handle)
			{
				RemoveEffect(*Handle);
			}
			InternalApplyEffect(HandleIn);
			break;
		}
		case EGAEffectStacking::StrongerOverride:
		{
			if (Handle)
			{
				RemoveEffect(*Handle);
			}
			InternalApplyEffect(HandleIn);
			break;
		}
		}
		break;
	}
	case EGAEffectAggregation::AggregateByTarget:
	{
		break;
	}
	}
	InternalApplyEffectByAggregation(HandleIn);
}