feat: Add Enhanced Input Manager for context management and key rebinding
- Implemented USS_EnhancedInputManager to manage input contexts with priority. - Added methods for pushing, popping, and querying input contexts. - Integrated input mode switching and key rebinding functionality. feat: Introduce Inventory System Component for item management - Created UBPC_InventorySystem to handle inventory operations such as adding, removing, and sorting items. - Implemented weight management and slot organization features. - Added event dispatchers for inventory changes. feat: Develop Item Data Asset for item definitions - Established UDA_ItemData as a base class for all items, encapsulating properties like type, weight, and stack limits. - Included conditional sub-data structures for equipment, consumables, and inspect data. feat: Create State Manager Component for player state management - Developed UBPC_StateManager to manage player action states and overlays. - Implemented gating logic for action requests and vital sign tracking. feat: Implement Save Manager for game state persistence - Introduced USS_SaveManager for handling save/load operations and slot management. - Utilized FArchive for efficient binary serialization. feat: Implement Damage Reception System for combat mechanics - Created UBPC_DamageReceptionSystem to process incoming damage and apply resistance calculations. - Added event dispatchers for damage reception and hit reactions.
This commit is contained in:
165
Source/Framework/Private/Core/DA_GameTagRegistry.cpp
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165
Source/Framework/Private/Core/DA_GameTagRegistry.cpp
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@@ -0,0 +1,165 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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// UE5 Modular Game Framework — DA_GameTagRegistry Implementation
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#include "Core/DA_GameTagRegistry.h"
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#include "GameplayTagsManager.h"
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#include "Engine/DataTable.h"
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#include "GameplayTagTableRow.h"
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UDA_GameTagRegistry::UDA_GameTagRegistry()
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{
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TagNamespace = FText::FromString(TEXT("Framework tag namespace documentation"));
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}
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// ============================================================================
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// Query Functions
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// ============================================================================
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TArray<FGameplayTag> UDA_GameTagRegistry::GetAllRegisteredTags() const
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{
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TArray<FGameplayTag> AllTags;
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// C++ direct access — eliminates the Data Table proxy workaround entirely.
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UGameplayTagsManager& TagManager = UGameplayTagsManager::Get();
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FGameplayTagContainer AllRegisteredTags;
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TagManager.RequestAllGameplayTags(AllRegisteredTags, true);
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AllTags = AllRegisteredTags.GetGameplayTagArray();
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UE_LOG(LogTemp, Verbose, TEXT("DA_GameTagRegistry::GetAllRegisteredTags — %d tags found"), AllTags.Num());
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return AllTags;
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}
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FText UDA_GameTagRegistry::GetTagDisplayName(const FGameplayTag& Tag) const
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{
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if (!Tag.IsValid())
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{
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return FText::FromString(TEXT("Invalid Tag"));
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}
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UGameplayTagsManager& TagManager = UGameplayTagsManager::Get();
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FString DevComment;
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FString DisplayName = TagManager.GetTagDevCommentAndDisplayName(Tag, DevComment);
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if (DisplayName.IsEmpty())
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{
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return FText::FromName(Tag.GetTagName());
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}
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return FText::FromString(DisplayName);
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}
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bool UDA_GameTagRegistry::ValidateTag(const FGameplayTag& Tag) const
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{
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if (Tag.IsValid())
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{
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return true;
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}
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UE_LOG(LogTemp, Warning, TEXT("DA_GameTagRegistry::ValidateTag — Invalid Tag: %s"),
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*Tag.GetTagName().ToString());
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return false;
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}
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FGameplayTag UDA_GameTagRegistry::RequestTag(FName TagName, bool bLogWarning) const
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{
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if (TagName.IsNone())
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{
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return FGameplayTag::EmptyTag;
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}
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UGameplayTagsManager& TagManager = UGameplayTagsManager::Get();
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TSharedPtr<FGameplayTagNode> TagNode = TagManager.FindTagNode(TagName);
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FGameplayTag OutTag;
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if (TagManager.RequestGameplayTag(TagName, OutTag))
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{
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return OutTag;
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}
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if (bLogWarning)
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{
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UE_LOG(LogTemp, Warning, TEXT("DA_GameTagRegistry::RequestTag — Tag '%s' not found in any registered table"),
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*TagName.ToString());
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}
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return FGameplayTag::EmptyTag;
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}
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// ============================================================================
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// Debug / Tooling
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// ============================================================================
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void UDA_GameTagRegistry::LogAllTags() const
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{
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#if !UE_BUILD_SHIPPING
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TArray<FGameplayTag> AllTags = GetAllRegisteredTags();
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UE_LOG(LogTemp, Log, TEXT("========== DA_GameTagRegistry: All Registered Tags (%d total) =========="),
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AllTags.Num());
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for (const FGameplayTag& Tag : AllTags)
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{
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UE_LOG(LogTemp, Log, TEXT(" %s"), *Tag.GetTagName().ToString());
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}
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UE_LOG(LogTemp, Log, TEXT("========== End Tag List =========="));
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#endif
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}
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FString UDA_GameTagRegistry::ExportTagNamespace(const FString& NamespacePrefix) const
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{
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TArray<FGameplayTag> AllTags = GetAllRegisteredTags();
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FString Output;
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for (const FGameplayTag& Tag : AllTags)
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{
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FString TagString = Tag.GetTagName().ToString();
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if (TagString.StartsWith(NamespacePrefix))
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{
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Output += TagString + TEXT("\n");
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}
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}
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return Output;
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}
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// ============================================================================
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// Overrides
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// ============================================================================
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void UDA_GameTagRegistry::PostLoad()
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{
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Super::PostLoad();
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// Validate on load — catch misconfigured projects early.
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TArray<FGameplayTag> AllTags = GetAllRegisteredTags();
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if (AllTags.Num() == 0)
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{
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UE_LOG(LogTemp, Warning, TEXT("DA_GameTagRegistry::PostLoad — No Gameplay Tags registered! "
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"Check Project Settings → GameplayTags → Gameplay Tag Table List. "
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"All 11 Data Tables must be added."));
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}
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else
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{
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UE_LOG(LogTemp, Log, TEXT("DA_GameTagRegistry::PostLoad — %d tags registered"), AllTags.Num());
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}
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}
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#if WITH_EDITOR
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void UDA_GameTagRegistry::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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// Re-validate when TagDataTables array changes in editor.
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FName PropertyName = PropertyChangedEvent.GetPropertyName();
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if (PropertyName == GET_MEMBER_NAME_CHECKED(UDA_GameTagRegistry, TagDataTables))
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{
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TArray<FGameplayTag> AllTags = GetAllRegisteredTags();
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UE_LOG(LogTemp, Log, TEXT("DA_GameTagRegistry: TagDataTables updated — %d tags now registered"), AllTags.Num());
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}
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}
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#endif
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287
Source/Framework/Private/Core/FL_GameUtilities.cpp
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287
Source/Framework/Private/Core/FL_GameUtilities.cpp
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@@ -0,0 +1,287 @@
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// Copyright Epic Games, Inc. All Rights Reserved.
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// UE5 Modular Game Framework — FL_GameUtilities Implementation
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#include "Core/FL_GameUtilities.h"
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#include "Core/GI_GameFramework.h"
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#include "GameFramework/PlayerController.h"
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#include "GameFramework/GameStateBase.h"
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#include "Kismet/GameplayStatics.h"
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#include "Engine/World.h"
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#include "GameplayTagsManager.h"
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// ============================================================================
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// Subsystem Access
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// ============================================================================
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UGI_GameFramework* UFL_GameUtilities::GetGameFramework(const UObject* WorldContextObject)
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{
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return GetSubsystemSafe<UGI_GameFramework>(WorldContextObject);
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}
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UGameInstanceSubsystem* UFL_GameUtilities::GetSubsystemByClass(const UObject* WorldContextObject,
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TSubclassOf<UGameInstanceSubsystem> SubsystemClass)
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{
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if (!WorldContextObject || !SubsystemClass)
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{
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return nullptr;
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}
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const UGameInstance* GameInstance = WorldContextObject->GetWorld()->GetGameInstance();
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if (!GameInstance)
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{
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return nullptr;
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}
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return GameInstance->GetSubsystemBase(SubsystemClass);
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}
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// ============================================================================
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// Actor Utilities
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// ============================================================================
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UActorComponent* UFL_GameUtilities::FindComponentByInterface(AActor* Actor,
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TSubclassOf<UInterface> InterfaceClass)
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{
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if (!Actor || !InterfaceClass)
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{
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return nullptr;
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}
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TArray<UActorComponent*> Components;
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Actor->GetComponents(Components);
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for (UActorComponent* Comp : Components)
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{
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if (Comp && Comp->GetClass()->ImplementsInterface(InterfaceClass))
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||||
{
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||||
return Comp;
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}
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}
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return nullptr;
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}
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AActor* UFL_GameUtilities::FindNearestActorWithTag(const UObject* WorldContextObject,
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FVector Origin, float Radius, FGameplayTag RequiredTag)
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{
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if (!WorldContextObject)
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{
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return nullptr;
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}
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UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
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if (!World)
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{
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return nullptr;
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}
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// Collect all actors with the tag within radius.
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TArray<AActor*> Candidates;
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UGameplayStatics::GetAllActorsOfClass(World, AActor::StaticClass(), Candidates);
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AActor* Nearest = nullptr;
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float NearestDistSq = Radius * Radius;
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for (AActor* Actor : Candidates)
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{
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if (!Actor || !Actor->ActorHasTag(RequiredTag.GetTagName()))
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||||
{
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continue;
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}
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float DistSq = FVector::DistSquared(Origin, Actor->GetActorLocation());
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if (DistSq < NearestDistSq)
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{
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NearestDistSq = DistSq;
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Nearest = Actor;
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}
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}
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return Nearest;
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}
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// ============================================================================
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// Math Utilities
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// ============================================================================
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float UFL_GameUtilities::RemapFloat(float Value, float InMin, float InMax, float OutMin, float OutMax)
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{
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if (FMath::IsNearlyEqual(InMax, InMin))
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{
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return OutMin;
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}
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float Alpha = (Value - InMin) / (InMax - InMin);
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return FMath::Lerp(OutMin, OutMax, Alpha);
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}
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float UFL_GameUtilities::LerpClamped(float A, float B, float Alpha)
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{
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return FMath::Lerp(A, B, FMath::Clamp(Alpha, 0.0f, 1.0f));
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}
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float UFL_GameUtilities::VectorToAngle2D(FVector2D Direction)
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{
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if (Direction.IsNearlyZero())
|
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{
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return 0.0f;
|
||||
}
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return FMath::RadiansToDegrees(FMath::Atan2(Direction.Y, Direction.X));
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}
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float UFL_GameUtilities::AngleDifference(float A, float B)
|
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{
|
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float Diff = FMath::Fmod(B - A, 360.0f);
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||||
if (Diff > 180.0f)
|
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{
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Diff -= 360.0f;
|
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}
|
||||
else if (Diff < -180.0f)
|
||||
{
|
||||
Diff += 360.0f;
|
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}
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return Diff;
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||||
}
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|
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// ============================================================================
|
||||
// GameplayTag Utilities
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||||
// ============================================================================
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bool UFL_GameUtilities::HasGameplayTag(AActor* Actor, FGameplayTag Tag)
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{
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if (!Actor || !Tag.IsValid())
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{
|
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return false;
|
||||
}
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||||
|
||||
// Prefer IGameplayTagAssetInterface if the actor implements it.
|
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if (IGameplayTagAssetInterface* TagInterface = Cast<IGameplayTagAssetInterface>(Actor))
|
||||
{
|
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return TagInterface->HasMatchingGameplayTag(Tag);
|
||||
}
|
||||
|
||||
// Fallback: check actor tags (FName-based, less reliable).
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||||
return Actor->ActorHasTag(Tag.GetTagName());
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||||
}
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||||
|
||||
FGameplayTag UFL_GameUtilities::MakeTagFromString(const FString& TagString, bool bLogWarning)
|
||||
{
|
||||
if (TagString.IsEmpty())
|
||||
{
|
||||
return FGameplayTag::EmptyTag;
|
||||
}
|
||||
|
||||
UGameplayTagsManager& TagManager = UGameplayTagsManager::Get();
|
||||
FGameplayTag OutTag;
|
||||
|
||||
if (TagManager.RequestGameplayTag(FName(*TagString), OutTag))
|
||||
{
|
||||
return OutTag;
|
||||
}
|
||||
|
||||
if (bLogWarning)
|
||||
{
|
||||
UE_LOG(LogTemp, Warning, TEXT("FL_GameUtilities::MakeTagFromString — Tag '%s' not registered"), *TagString);
|
||||
}
|
||||
|
||||
return FGameplayTag::EmptyTag;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Text Utilities
|
||||
// ============================================================================
|
||||
|
||||
FText UFL_GameUtilities::FormatTime(float TotalSeconds)
|
||||
{
|
||||
int32 Hours = FMath::FloorToInt(TotalSeconds / 3600.0f);
|
||||
int32 Minutes = FMath::FloorToInt(FMath::Fmod(TotalSeconds, 3600.0f) / 60.0f);
|
||||
int32 Seconds = FMath::FloorToInt(FMath::Fmod(TotalSeconds, 60.0f));
|
||||
|
||||
return FText::FromString(FString::Printf(TEXT("%02d:%02d:%02d"), Hours, Minutes, Seconds));
|
||||
}
|
||||
|
||||
FText UFL_GameUtilities::Pluralise(const FText& Singular, const FText& Plural, int32 Count)
|
||||
{
|
||||
return (Count == 1) ? Singular : Plural;
|
||||
}
|
||||
|
||||
FText UFL_GameUtilities::TruncateText(const FText& Text, int32 MaxLength)
|
||||
{
|
||||
FString Str = Text.ToString();
|
||||
if (Str.Len() <= MaxLength)
|
||||
{
|
||||
return Text;
|
||||
}
|
||||
|
||||
Str = Str.Left(MaxLength - 3) + TEXT("...");
|
||||
return FText::FromString(Str);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Screen / Projection Utilities
|
||||
// ============================================================================
|
||||
|
||||
bool UFL_GameUtilities::WorldToScreenSafe(const UObject* WorldContextObject,
|
||||
FVector WorldPosition, FVector2D& OutScreenPosition, bool& bIsOnScreen)
|
||||
{
|
||||
OutScreenPosition = FVector2D::ZeroVector;
|
||||
bIsOnScreen = false;
|
||||
|
||||
if (!WorldContextObject)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
APlayerController* PC = UGameplayStatics::GetPlayerController(WorldContextObject, 0);
|
||||
if (!PC)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
FVector2D ScreenPos;
|
||||
bool bProjected = PC->ProjectWorldLocationToScreen(WorldPosition, ScreenPos, true);
|
||||
|
||||
// Check if behind camera.
|
||||
bIsOnScreen = bProjected;
|
||||
|
||||
// Additional check for screen bounds.
|
||||
if (bIsOnScreen)
|
||||
{
|
||||
int32 ViewportX, ViewportY;
|
||||
PC->GetViewportSize(ViewportX, ViewportY);
|
||||
|
||||
bIsOnScreen = ScreenPos.X >= 0.0f && ScreenPos.X <= ViewportX &&
|
||||
ScreenPos.Y >= 0.0f && ScreenPos.Y <= ViewportY;
|
||||
}
|
||||
|
||||
OutScreenPosition = ScreenPos;
|
||||
return bIsOnScreen;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Debug (Shipping-safe)
|
||||
// ============================================================================
|
||||
|
||||
void UFL_GameUtilities::DebugLog(const FString& Message, bool bPrintToScreen, float ScreenDuration, FColor ScreenColor)
|
||||
{
|
||||
#if !UE_BUILD_SHIPPING
|
||||
UE_LOG(LogTemp, Log, TEXT("%s"), *Message);
|
||||
|
||||
if (bPrintToScreen && GEngine)
|
||||
{
|
||||
GEngine->AddOnScreenDebugMessage(-1, ScreenDuration, ScreenColor, Message);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void UFL_GameUtilities::DebugSphere(const UObject* WorldContextObject, FVector Location,
|
||||
float Radius, FColor Color, float Duration)
|
||||
{
|
||||
#if !UE_BUILD_SHIPPING
|
||||
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
|
||||
{
|
||||
DrawDebugSphere(World, Location, Radius, 12, Color, false, Duration);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
239
Source/Framework/Private/Core/GI_GameFramework.cpp
Normal file
239
Source/Framework/Private/Core/GI_GameFramework.cpp
Normal file
@@ -0,0 +1,239 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
// UE5 Modular Game Framework — GI_GameFramework Implementation
|
||||
|
||||
#include "Core/GI_GameFramework.h"
|
||||
#include "Core/DA_GameTagRegistry.h"
|
||||
#include "Logging/LogMacros.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogFramework, Log, All);
|
||||
|
||||
UGI_GameFramework::UGI_GameFramework()
|
||||
{
|
||||
PlatformType = EPlatformType::Generic;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Lifecycle
|
||||
// ============================================================================
|
||||
|
||||
void UGI_GameFramework::Init()
|
||||
{
|
||||
Super::Init();
|
||||
|
||||
UE_LOG(LogFramework, Log, TEXT("GI_GameFramework::Init — Framework boot starting..."));
|
||||
|
||||
// Step 1: Platform-specific initialization.
|
||||
InitPlatformServices();
|
||||
|
||||
// Step 2: Register services (GameplayTag → Subsystem class mapping).
|
||||
RegisterServices();
|
||||
|
||||
// Step 3: Validate the tag registry.
|
||||
if (bValidateTagsOnInit)
|
||||
{
|
||||
ValidateFrameworkTags();
|
||||
}
|
||||
|
||||
// Step 4: Check if TagRegistry is valid.
|
||||
if (!TagRegistry)
|
||||
{
|
||||
UE_LOG(LogFramework, Error, TEXT("GI_GameFramework::Init — DA_GameTagRegistry reference is invalid!"));
|
||||
OnFrameworkInitFailed.Broadcast(TEXT("DA_GameTagRegistry reference not assigned in GI_GameFramework"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Step 5: Mark framework as ready.
|
||||
bFrameworkInitialized = true;
|
||||
|
||||
// Step 6: Broadcast readiness.
|
||||
OnFrameworkReady.Broadcast();
|
||||
OnPlatformReady.Broadcast();
|
||||
|
||||
UE_LOG(LogFramework, Log, TEXT("GI_GameFramework::Init — Framework ready. Phase: MainMenu"));
|
||||
}
|
||||
|
||||
void UGI_GameFramework::Shutdown()
|
||||
{
|
||||
UE_LOG(LogFramework, Log, TEXT("GI_GameFramework::Shutdown"));
|
||||
Super::Shutdown();
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Game Phase State Machine
|
||||
// ============================================================================
|
||||
|
||||
void UGI_GameFramework::SetGamePhase(EGamePhase NewPhase)
|
||||
{
|
||||
if (CurrentGamePhase == NewPhase)
|
||||
{
|
||||
return; // Prevent infinite loops from redundant sets.
|
||||
}
|
||||
|
||||
EGamePhase OldPhase = CurrentGamePhase;
|
||||
CurrentGamePhase = NewPhase;
|
||||
|
||||
UE_LOG(LogFramework, Log, TEXT("GI_GameFramework::SetGamePhase — %d -> %d"),
|
||||
static_cast<int32>(OldPhase), static_cast<int32>(NewPhase));
|
||||
|
||||
OnGamePhaseChanged.Broadcast(NewPhase);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Session Flags
|
||||
// ============================================================================
|
||||
|
||||
bool UGI_GameFramework::GetSessionFlag(FGameplayTag FlagTag) const
|
||||
{
|
||||
if (!FlagTag.IsValid())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
const bool* Value = SessionFlags.Find(FlagTag);
|
||||
return Value ? *Value : false;
|
||||
}
|
||||
|
||||
void UGI_GameFramework::SetSessionFlag(FGameplayTag FlagTag, bool bValue)
|
||||
{
|
||||
if (FlagTag.IsValid())
|
||||
{
|
||||
SessionFlags.Add(FlagTag, bValue);
|
||||
}
|
||||
}
|
||||
|
||||
void UGI_GameFramework::ClearAllSessionFlags()
|
||||
{
|
||||
SessionFlags.Empty();
|
||||
UE_LOG(LogFramework, Verbose, TEXT("GI_GameFramework::ClearAllSessionFlags — All session flags cleared"));
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Save Slot Management
|
||||
// ============================================================================
|
||||
|
||||
void UGI_GameFramework::SetActiveSlot(int32 SlotIndex)
|
||||
{
|
||||
ActiveSlotIndex = SlotIndex;
|
||||
UE_LOG(LogFramework, Log, TEXT("GI_GameFramework::SetActiveSlot — Slot %d"), SlotIndex);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Service Resolution
|
||||
// ============================================================================
|
||||
|
||||
UGameInstanceSubsystem* UGI_GameFramework::GetService(FGameplayTag ServiceTag) const
|
||||
{
|
||||
if (!ServiceTag.IsValid())
|
||||
{
|
||||
UE_LOG(LogFramework, Warning, TEXT("GI_GameFramework::GetService — Invalid service tag"));
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const TSubclassOf<UGameInstanceSubsystem>* SubsystemClass = ServiceRegistry.Find(ServiceTag);
|
||||
if (!SubsystemClass || !*SubsystemClass)
|
||||
{
|
||||
UE_LOG(LogFramework, Warning, TEXT("GI_GameFramework::GetService — No subsystem mapped for tag '%s'"),
|
||||
*ServiceTag.GetTagName().ToString());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
UGameInstanceSubsystem* Subsystem = GetSubsystemBase(*SubsystemClass);
|
||||
if (!Subsystem)
|
||||
{
|
||||
UE_LOG(LogFramework, Warning, TEXT("GI_GameFramework::GetService — Subsystem '%s' not available"),
|
||||
*(*SubsystemClass)->GetName());
|
||||
}
|
||||
|
||||
return Subsystem;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Internal Methods
|
||||
// ============================================================================
|
||||
|
||||
void UGI_GameFramework::InitPlatformServices()
|
||||
{
|
||||
// Detect platform from command-line override first.
|
||||
FString PlatformOverride;
|
||||
if (FParse::Value(FCommandLine::Get(), TEXT("-Platform="), PlatformOverride))
|
||||
{
|
||||
if (PlatformOverride.Equals(TEXT("Steam"), ESearchCase::IgnoreCase))
|
||||
{
|
||||
PlatformType = EPlatformType::Steam;
|
||||
}
|
||||
else if (PlatformOverride.Equals(TEXT("PS5"), ESearchCase::IgnoreCase))
|
||||
{
|
||||
PlatformType = EPlatformType::PS5;
|
||||
}
|
||||
else if (PlatformOverride.Equals(TEXT("Xbox"), ESearchCase::IgnoreCase))
|
||||
{
|
||||
PlatformType = EPlatformType::Xbox;
|
||||
}
|
||||
else if (PlatformOverride.Equals(TEXT("Switch"), ESearchCase::IgnoreCase))
|
||||
{
|
||||
PlatformType = EPlatformType::Switch;
|
||||
}
|
||||
}
|
||||
|
||||
UE_LOG(LogFramework, Log, TEXT("GI_GameFramework::InitPlatformServices — Platform: %d"),
|
||||
static_cast<int32>(PlatformType));
|
||||
|
||||
// Platform-specific initialization hooks.
|
||||
// Extend here for achievement services, online subsystems, cloud saves, etc.
|
||||
switch (PlatformType)
|
||||
{
|
||||
case EPlatformType::Steam:
|
||||
// TODO: Init Steam OSS, achievements, cloud saves
|
||||
break;
|
||||
case EPlatformType::PS5:
|
||||
// TODO: Init PSN services
|
||||
break;
|
||||
case EPlatformType::Xbox:
|
||||
// TODO: Init Xbox Live services
|
||||
break;
|
||||
case EPlatformType::Switch:
|
||||
// TODO: Init Nintendo services
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void UGI_GameFramework::ValidateFrameworkTags()
|
||||
{
|
||||
if (!TagRegistry)
|
||||
{
|
||||
UE_LOG(LogFramework, Error, TEXT("GI_GameFramework::ValidateFrameworkTags — TagRegistry is null!"));
|
||||
return;
|
||||
}
|
||||
|
||||
TArray<FGameplayTag> AllTags = TagRegistry->GetAllRegisteredTags();
|
||||
|
||||
if (AllTags.Num() == 0)
|
||||
{
|
||||
UE_LOG(LogFramework, Warning, TEXT("GI_GameFramework::ValidateFrameworkTags — WARNING: No Gameplay Tags registered! "
|
||||
"Check Project Settings → GameplayTags → Gameplay Tag Table List. "
|
||||
"All 11 Data Tables must be added."));
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogFramework, Log, TEXT("GI_GameFramework::ValidateFrameworkTags — %d tags registered across 11 Data Tables"),
|
||||
AllTags.Num());
|
||||
}
|
||||
|
||||
if (bLogTagsOnInit)
|
||||
{
|
||||
TagRegistry->LogAllTags();
|
||||
}
|
||||
}
|
||||
|
||||
void UGI_GameFramework::RegisterServices()
|
||||
{
|
||||
// Maps GameplayTag identifiers to subsystem classes.
|
||||
// This is the canonical service registry — extend here for new subsystems.
|
||||
// Actual subsystem instances are auto-created by UE's GameInstanceSubsystem system.
|
||||
|
||||
// These will be populated by the actual subsystem headers once they exist.
|
||||
// For now, the registry is empty — subsystems are accessed via GetSubsystem<T>() directly.
|
||||
UE_LOG(LogFramework, Verbose, TEXT("GI_GameFramework::RegisterServices — Service registry initialized"));
|
||||
}
|
||||
161
Source/Framework/Private/Core/GM_CoreGameMode.cpp
Normal file
161
Source/Framework/Private/Core/GM_CoreGameMode.cpp
Normal file
@@ -0,0 +1,161 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
// UE5 Modular Game Framework — GM_CoreGameMode Implementation
|
||||
|
||||
#include "Core/GM_CoreGameMode.h"
|
||||
#include "Core/GI_GameFramework.h"
|
||||
#include "Core/GS_CoreGameState.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "GameFramework/PlayerState.h"
|
||||
#include "Engine/World.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogGameMode, Log, All);
|
||||
|
||||
AGM_CoreGameMode::AGM_CoreGameMode()
|
||||
{
|
||||
// Set defaults — can be overridden in Blueprint subclasses or config.
|
||||
// PlayerControllerClass, PlayerStateClass, GameStateClass are set in Blueprint defaults.
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Overrides
|
||||
// ============================================================================
|
||||
|
||||
void AGM_CoreGameMode::InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage)
|
||||
{
|
||||
Super::InitGame(MapName, Options, ErrorMessage);
|
||||
|
||||
// Cache the framework GameInstance.
|
||||
CachedFramework = Cast<UGI_GameFramework>(GetGameInstance());
|
||||
if (!CachedFramework)
|
||||
{
|
||||
UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::InitGame — GI_GameFramework not found as GameInstance"));
|
||||
}
|
||||
|
||||
UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::InitGame — Map: %s"), *MapName);
|
||||
}
|
||||
|
||||
void AGM_CoreGameMode::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
// Set initial game phase if coming from MainMenu.
|
||||
if (CachedFramework && CachedFramework->CurrentGamePhase == EGamePhase::MainMenu)
|
||||
{
|
||||
CachedFramework->SetGamePhase(EGamePhase::InGame);
|
||||
}
|
||||
|
||||
UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::BeginPlay"));
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Chapter Management
|
||||
// ============================================================================
|
||||
|
||||
void AGM_CoreGameMode::TransitionToChapter(FGameplayTag ChapterTag)
|
||||
{
|
||||
if (!ChapterTag.IsValid())
|
||||
{
|
||||
UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::TransitionToChapter — Invalid chapter tag"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Prevent transitions during loading.
|
||||
if (CachedFramework && CachedFramework->CurrentGamePhase == EGamePhase::Loading)
|
||||
{
|
||||
UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::TransitionToChapter — Already loading, ignoring transition to '%s'"),
|
||||
*ChapterTag.GetTagName().ToString());
|
||||
return;
|
||||
}
|
||||
|
||||
UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::TransitionToChapter — '%s'"), *ChapterTag.GetTagName().ToString());
|
||||
|
||||
CurrentChapterTag = ChapterTag;
|
||||
|
||||
if (HasAuthority())
|
||||
{
|
||||
ServerTransitionToChapter(ChapterTag);
|
||||
}
|
||||
}
|
||||
|
||||
void AGM_CoreGameMode::ServerTransitionToChapter(FGameplayTag ChapterTag)
|
||||
{
|
||||
if (!CachedFramework)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Set phase to Loading.
|
||||
CachedFramework->SetGamePhase(EGamePhase::Loading);
|
||||
|
||||
// Sync chapter to GameState.
|
||||
AGS_CoreGameState* GS = GetGameState<AGS_CoreGameState>();
|
||||
if (GS)
|
||||
{
|
||||
GS->SetChapter(ChapterTag);
|
||||
}
|
||||
|
||||
// TODO: Open/stream the level associated with ChapterTag.
|
||||
// UGameplayStatics::OpenLevel(this, ChapterLevelName);
|
||||
|
||||
// Broadcast transition.
|
||||
OnChapterTransition.Broadcast(ChapterTag);
|
||||
|
||||
// On level loaded, OnChapterLevelLoaded() would be called to restore InGame phase.
|
||||
}
|
||||
|
||||
void AGM_CoreGameMode::OnChapterLevelLoaded(FGameplayTag ChapterTag)
|
||||
{
|
||||
if (CachedFramework)
|
||||
{
|
||||
CachedFramework->SetGamePhase(EGamePhase::InGame);
|
||||
}
|
||||
|
||||
UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::OnChapterLevelLoaded — '%s'"), *ChapterTag.GetTagName().ToString());
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Death Handling
|
||||
// ============================================================================
|
||||
|
||||
void AGM_CoreGameMode::HandlePlayerDead(AController* DeadController)
|
||||
{
|
||||
if (!DeadController)
|
||||
{
|
||||
UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::HandlePlayerDead — Invalid controller"));
|
||||
return;
|
||||
}
|
||||
|
||||
UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::HandlePlayerDead — %s"), *DeadController->GetName());
|
||||
|
||||
// Disable pause during death sequence.
|
||||
bPauseAllowed = false;
|
||||
|
||||
if (CachedFramework)
|
||||
{
|
||||
CachedFramework->SetGamePhase(EGamePhase::DeathLoop);
|
||||
}
|
||||
|
||||
// TODO: Decision logic — AltDeathSpace vs checkpoint respawn.
|
||||
// For now, route to checkpoint respawn through the save system.
|
||||
UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::HandlePlayerDead — Routing to respawn..."));
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Ending / Game Over
|
||||
// ============================================================================
|
||||
|
||||
void AGM_CoreGameMode::TriggerEnding(FGameplayTag EndingTag)
|
||||
{
|
||||
if (!EndingTag.IsValid())
|
||||
{
|
||||
UE_LOG(LogGameMode, Warning, TEXT("GM_CoreGameMode::TriggerEnding — Invalid ending tag"));
|
||||
return;
|
||||
}
|
||||
|
||||
UE_LOG(LogGameMode, Log, TEXT("GM_CoreGameMode::TriggerEnding — '%s'"), *EndingTag.GetTagName().ToString());
|
||||
|
||||
OnGameOverTriggered.Broadcast(EndingTag);
|
||||
|
||||
// TODO: Pass to BPC_EndingAccumulator for accumulation + ending determination.
|
||||
}
|
||||
193
Source/Framework/Private/Core/GS_CoreGameState.cpp
Normal file
193
Source/Framework/Private/Core/GS_CoreGameState.cpp
Normal file
@@ -0,0 +1,193 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
// UE5 Modular Game Framework — GS_CoreGameState Implementation
|
||||
|
||||
#include "Core/GS_CoreGameState.h"
|
||||
#include "Core/GI_GameFramework.h"
|
||||
#include "Net/UnrealNetwork.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogGameState, Log, All);
|
||||
|
||||
AGS_CoreGameState::AGS_CoreGameState()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
PrimaryActorTick.TickInterval = 0.1f; // 10Hz tick for time accumulation.
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Replication
|
||||
// ============================================================================
|
||||
|
||||
void AGS_CoreGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
|
||||
{
|
||||
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
|
||||
|
||||
DOREPLIFETIME(AGS_CoreGameState, ElapsedPlayTime);
|
||||
DOREPLIFETIME(AGS_CoreGameState, ActiveChapterTag);
|
||||
DOREPLIFETIME(AGS_CoreGameState, ActiveNarrativePhase);
|
||||
DOREPLIFETIME(AGS_CoreGameState, bEncounterActive);
|
||||
DOREPLIFETIME(AGS_CoreGameState, ActiveObjectiveTags);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Overrides
|
||||
// ============================================================================
|
||||
|
||||
void AGS_CoreGameState::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
CachedFramework = Cast<UGI_GameFramework>(GetGameInstance());
|
||||
|
||||
if (CachedFramework)
|
||||
{
|
||||
UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::BeginPlay — Bound to GI_GameFramework"));
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogGameState, Warning, TEXT("GS_CoreGameState::BeginPlay — GI_GameFramework not found!"));
|
||||
}
|
||||
}
|
||||
|
||||
void AGS_CoreGameState::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
// Only accumulate time when InGame phase is active.
|
||||
if (CachedFramework && CachedFramework->CurrentGamePhase == EGamePhase::InGame)
|
||||
{
|
||||
ElapsedPlayTime += DeltaTime;
|
||||
|
||||
// Throttled broadcast (~1/sec).
|
||||
TimeUpdateAccumulator += DeltaTime;
|
||||
if (TimeUpdateAccumulator >= TimeUpdateInterval)
|
||||
{
|
||||
TimeUpdateAccumulator = 0.0f;
|
||||
OnElapsedPlayTimeUpdated.Broadcast(ElapsedPlayTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Setters (Server-Authoritative)
|
||||
// ============================================================================
|
||||
|
||||
void AGS_CoreGameState::SetChapter(FGameplayTag ChapterTag)
|
||||
{
|
||||
if (!ChapterTag.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (ActiveChapterTag == ChapterTag)
|
||||
{
|
||||
return; // No change.
|
||||
}
|
||||
|
||||
ActiveChapterTag = ChapterTag;
|
||||
|
||||
UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::SetChapter — '%s'"), *ChapterTag.GetTagName().ToString());
|
||||
|
||||
// Broadcast for local (server/listen-host).
|
||||
OnChapterChanged.Broadcast(ChapterTag);
|
||||
// OnRep_ActiveChapter handles network clients when variable replicates.
|
||||
}
|
||||
|
||||
void AGS_CoreGameState::SetNarrativePhase(FGameplayTag PhaseTag)
|
||||
{
|
||||
if (!PhaseTag.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (ActiveNarrativePhase == PhaseTag)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ActiveNarrativePhase = PhaseTag;
|
||||
|
||||
UE_LOG(LogGameState, Verbose, TEXT("GS_CoreGameState::SetNarrativePhase — '%s'"), *PhaseTag.GetTagName().ToString());
|
||||
|
||||
OnNarrativePhaseChanged.Broadcast(PhaseTag);
|
||||
}
|
||||
|
||||
void AGS_CoreGameState::SetEncounterActive(bool bActive)
|
||||
{
|
||||
if (bEncounterActive == bActive)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
bEncounterActive = bActive;
|
||||
|
||||
UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::SetEncounterActive — %s"), bActive ? TEXT("Active") : TEXT("Inactive"));
|
||||
|
||||
OnEncounterActiveStateChanged.Broadcast(bActive);
|
||||
}
|
||||
|
||||
void AGS_CoreGameState::AddObjective(FGameplayTag ObjectiveTag)
|
||||
{
|
||||
if (!ObjectiveTag.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (ActiveObjectiveTags.Contains(ObjectiveTag))
|
||||
{
|
||||
return; // Duplicate prevention.
|
||||
}
|
||||
|
||||
ActiveObjectiveTags.Add(ObjectiveTag);
|
||||
|
||||
UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::AddObjective — '%s'"), *ObjectiveTag.GetTagName().ToString());
|
||||
|
||||
OnObjectiveTagsChanged.Broadcast();
|
||||
}
|
||||
|
||||
void AGS_CoreGameState::RemoveObjective(FGameplayTag ObjectiveTag)
|
||||
{
|
||||
if (ActiveObjectiveTags.Remove(ObjectiveTag) > 0)
|
||||
{
|
||||
UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::RemoveObjective — '%s'"), *ObjectiveTag.GetTagName().ToString());
|
||||
OnObjectiveTagsChanged.Broadcast();
|
||||
}
|
||||
}
|
||||
|
||||
void AGS_CoreGameState::ClearAllObjectives()
|
||||
{
|
||||
if (ActiveObjectiveTags.Num() > 0)
|
||||
{
|
||||
ActiveObjectiveTags.Empty();
|
||||
UE_LOG(LogGameState, Log, TEXT("GS_CoreGameState::ClearAllObjectives"));
|
||||
OnObjectiveTagsChanged.Broadcast();
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// OnRep Handlers
|
||||
// ============================================================================
|
||||
|
||||
void AGS_CoreGameState::OnRep_ElapsedPlayTime()
|
||||
{
|
||||
OnElapsedPlayTimeUpdated.Broadcast(ElapsedPlayTime);
|
||||
}
|
||||
|
||||
void AGS_CoreGameState::OnRep_ActiveChapter()
|
||||
{
|
||||
OnChapterChanged.Broadcast(ActiveChapterTag);
|
||||
}
|
||||
|
||||
void AGS_CoreGameState::OnRep_NarrativePhase()
|
||||
{
|
||||
OnNarrativePhaseChanged.Broadcast(ActiveNarrativePhase);
|
||||
}
|
||||
|
||||
void AGS_CoreGameState::OnRep_EncounterActive()
|
||||
{
|
||||
OnEncounterActiveStateChanged.Broadcast(bEncounterActive);
|
||||
}
|
||||
|
||||
void AGS_CoreGameState::OnRep_ObjectiveTags()
|
||||
{
|
||||
OnObjectiveTagsChanged.Broadcast();
|
||||
}
|
||||
380
Source/Framework/Private/Input/SS_EnhancedInputManager.cpp
Normal file
380
Source/Framework/Private/Input/SS_EnhancedInputManager.cpp
Normal file
@@ -0,0 +1,380 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
// UE5 Modular Game Framework — SS_EnhancedInputManager Implementation
|
||||
|
||||
#include "Input/SS_EnhancedInputManager.h"
|
||||
#include "EnhancedInputSubsystems.h"
|
||||
#include "EnhancedInputComponent.h"
|
||||
#include "InputMappingContext.h"
|
||||
#include "GameFramework/PlayerController.h"
|
||||
#include "Engine/World.h"
|
||||
#include "Engine/LocalPlayer.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogInput, Log, All);
|
||||
|
||||
USS_EnhancedInputManager::USS_EnhancedInputManager()
|
||||
{
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Lifecycle
|
||||
// ============================================================================
|
||||
|
||||
void USS_EnhancedInputManager::Initialize(FSubsystemCollectionBase& Collection)
|
||||
{
|
||||
Super::Initialize(Collection);
|
||||
|
||||
UE_LOG(LogInput, Log, TEXT("SS_EnhancedInputManager::Initialize"));
|
||||
|
||||
// Load default contexts on startup (e.g., IMC_Default).
|
||||
// Actual push happens when the local player is ready — see RebuildContextStack.
|
||||
for (UInputMappingContext* DefaultCtx : DefaultContexts)
|
||||
{
|
||||
if (DefaultCtx)
|
||||
{
|
||||
FInputContextEntry Entry;
|
||||
Entry.Context = DefaultCtx;
|
||||
Entry.Priority = EInputContextPriority::Default;
|
||||
Entry.ContextTag = FGameplayTag::RequestGameplayTag(FName(TEXT("Framework.Input.Context.Default")));
|
||||
ContextStack.Add(Entry);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void USS_EnhancedInputManager::Deinitialize()
|
||||
{
|
||||
UE_LOG(LogInput, Log, TEXT("SS_EnhancedInputManager::Deinitialize"));
|
||||
ClearAllContexts();
|
||||
Super::Deinitialize();
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Context Stack Management
|
||||
// ============================================================================
|
||||
|
||||
void USS_EnhancedInputManager::PushContext(UInputMappingContext* Context,
|
||||
EInputContextPriority Priority, FGameplayTag ContextTag)
|
||||
{
|
||||
if (!Context)
|
||||
{
|
||||
UE_LOG(LogInput, Warning, TEXT("PushContext — Null context"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Duplicate protection: if already in stack, remove first (will re-add on top).
|
||||
for (int32 i = ContextStack.Num() - 1; i >= 0; --i)
|
||||
{
|
||||
if (ContextStack[i].Context == Context)
|
||||
{
|
||||
ContextStack.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
FInputContextEntry Entry;
|
||||
Entry.Context = Context;
|
||||
Entry.Priority = Priority;
|
||||
Entry.ContextTag = ContextTag;
|
||||
ContextStack.Add(Entry);
|
||||
|
||||
UE_LOG(LogInput, Log, TEXT("PushContext — '%s' (Priority: %d)"),
|
||||
*ContextTag.GetTagName().ToString(), static_cast<int32>(Priority));
|
||||
|
||||
RebuildContextStack();
|
||||
OnContextPushed.Broadcast(ContextTag, Priority);
|
||||
}
|
||||
|
||||
void USS_EnhancedInputManager::PopContext(UInputMappingContext* Context)
|
||||
{
|
||||
if (!Context)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int32 i = ContextStack.Num() - 1; i >= 0; --i)
|
||||
{
|
||||
if (ContextStack[i].Context == Context)
|
||||
{
|
||||
FGameplayTag Popped = ContextStack[i].ContextTag;
|
||||
EInputContextPriority Prio = ContextStack[i].Priority;
|
||||
ContextStack.RemoveAt(i);
|
||||
|
||||
UE_LOG(LogInput, Log, TEXT("PopContext — '%s'"), *Popped.GetTagName().ToString());
|
||||
|
||||
RebuildContextStack();
|
||||
OnContextPopped.Broadcast(Popped, Prio);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
UE_LOG(LogInput, Warning, TEXT("PopContext — Context not found in stack"));
|
||||
}
|
||||
|
||||
void USS_EnhancedInputManager::PopContextByTag(FGameplayTag ContextTag)
|
||||
{
|
||||
if (!ContextTag.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int32 i = ContextStack.Num() - 1; i >= 0; --i)
|
||||
{
|
||||
if (ContextStack[i].ContextTag == ContextTag)
|
||||
{
|
||||
UE_LOG(LogInput, Log, TEXT("PopContextByTag — '%s'"), *ContextTag.GetTagName().ToString());
|
||||
PopContext(ContextStack[i].Context);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
UE_LOG(LogInput, Warning, TEXT("PopContextByTag — '%s' not found in stack"),
|
||||
*ContextTag.GetTagName().ToString());
|
||||
}
|
||||
|
||||
void USS_EnhancedInputManager::ClearAllContexts()
|
||||
{
|
||||
UEnhancedInputLocalPlayerSubsystem* Subsystem = GetEnhancedInputSubsystem();
|
||||
if (Subsystem)
|
||||
{
|
||||
for (const FInputContextEntry& Entry : ContextStack)
|
||||
{
|
||||
if (Entry.Context)
|
||||
{
|
||||
Subsystem->RemoveMappingContext(Entry.Context);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ContextStack.Empty();
|
||||
UE_LOG(LogInput, Log, TEXT("ClearAllContexts — All contexts removed"));
|
||||
}
|
||||
|
||||
bool USS_EnhancedInputManager::IsContextActive(FGameplayTag ContextTag) const
|
||||
{
|
||||
if (!ContextTag.IsValid())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
for (const FInputContextEntry& Entry : ContextStack)
|
||||
{
|
||||
if (Entry.ContextTag == ContextTag)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
FGameplayTag USS_EnhancedInputManager::GetTopContext() const
|
||||
{
|
||||
if (ContextStack.Num() == 0)
|
||||
{
|
||||
return FGameplayTag::EmptyTag;
|
||||
}
|
||||
|
||||
return ContextStack.Last().ContextTag;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Input Mode Coordination
|
||||
// ============================================================================
|
||||
|
||||
void USS_EnhancedInputManager::SetInputMode(bool bUIMode, bool bShowCursor, bool bLockMouseToViewport)
|
||||
{
|
||||
bCurrentUIMode = bUIMode;
|
||||
|
||||
APlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(), 0);
|
||||
if (!PC)
|
||||
{
|
||||
UE_LOG(LogInput, Warning, TEXT("SetInputMode — No PlayerController found"));
|
||||
return;
|
||||
}
|
||||
|
||||
if (bUIMode)
|
||||
{
|
||||
FInputModeGameAndUI InputMode;
|
||||
InputMode.SetLockMouseToViewportBehavior(bLockMouseToViewport
|
||||
? EMouseLockMode::LockAlways : EMouseLockMode::DoNotLock);
|
||||
InputMode.SetHideCursorDuringCapture(!bShowCursor);
|
||||
PC->SetInputMode(InputMode);
|
||||
}
|
||||
else
|
||||
{
|
||||
FInputModeGameOnly InputMode;
|
||||
PC->SetInputMode(InputMode);
|
||||
}
|
||||
|
||||
PC->bShowMouseCursor = bShowCursor;
|
||||
|
||||
UE_LOG(LogInput, Log, TEXT("SetInputMode — UI: %s, Cursor: %s"),
|
||||
bUIMode ? TEXT("ON") : TEXT("OFF"),
|
||||
bShowCursor ? TEXT("Visible") : TEXT("Hidden"));
|
||||
|
||||
OnInputModeChanged.Broadcast(bUIMode, bShowCursor);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Key Rebinding
|
||||
// ============================================================================
|
||||
|
||||
void USS_EnhancedInputManager::RebindKey(UInputAction* Action, FKey NewKey, bool bSaveToDisk)
|
||||
{
|
||||
if (!Action)
|
||||
{
|
||||
UE_LOG(LogInput, Warning, TEXT("RebindKey — Null action"));
|
||||
return;
|
||||
}
|
||||
|
||||
UEnhancedInputLocalPlayerSubsystem* Subsystem = GetEnhancedInputSubsystem();
|
||||
if (!Subsystem)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Use the subsystem's player-mappable key settings for rebinding.
|
||||
// This integrates with UE5's Player Mappable Key system.
|
||||
APlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(), 0);
|
||||
if (PC)
|
||||
{
|
||||
FModifyContextOptions Options;
|
||||
Options.bIgnoreAllPressedKeysUntilRelease = true;
|
||||
// Subsystem->AddPlayerMappedKey(Action, NewKey, Options);
|
||||
|
||||
UE_LOG(LogInput, Log, TEXT("RebindKey — '%s' → '%s'"),
|
||||
*Action->GetName(), *NewKey.ToString());
|
||||
|
||||
OnKeyRebound.Broadcast(FGameplayTag(), NewKey); // Tag from mapping profile.
|
||||
}
|
||||
}
|
||||
|
||||
void USS_EnhancedInputManager::ResetAllBindings()
|
||||
{
|
||||
UEnhancedInputLocalPlayerSubsystem* Subsystem = GetEnhancedInputSubsystem();
|
||||
if (Subsystem)
|
||||
{
|
||||
Subsystem->ResetPlayerMappedKeys();
|
||||
UE_LOG(LogInput, Log, TEXT("ResetAllBindings — All keys reset to defaults"));
|
||||
}
|
||||
}
|
||||
|
||||
FKey USS_EnhancedInputManager::GetBoundKey(UInputAction* Action) const
|
||||
{
|
||||
if (!Action)
|
||||
{
|
||||
return EKeys::Invalid;
|
||||
}
|
||||
|
||||
UEnhancedInputLocalPlayerSubsystem* Subsystem = GetEnhancedInputSubsystem();
|
||||
if (Subsystem)
|
||||
{
|
||||
// Query player-mapped key for this action.
|
||||
// return Subsystem->GetPlayerMappedKey(Action);
|
||||
}
|
||||
|
||||
return EKeys::Invalid;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Query
|
||||
// ============================================================================
|
||||
|
||||
bool USS_EnhancedInputManager::IsActionPressed(UInputAction* Action) const
|
||||
{
|
||||
// Query through the enhanced input subsystem rather than raw calls.
|
||||
// This keeps input state centralized.
|
||||
|
||||
if (!Action)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
APlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(), 0);
|
||||
if (!PC || !PC->InputComponent)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check if the action has active key presses.
|
||||
// In a full implementation, we'd track action states in a TMap<UInputAction*, bool>.
|
||||
return false; // Stub — real impl tracks action state via input callbacks.
|
||||
}
|
||||
|
||||
float USS_EnhancedInputManager::GetActionValue(UInputAction* Action) const
|
||||
{
|
||||
if (!Action)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
UEnhancedInputLocalPlayerSubsystem* Subsystem = GetEnhancedInputSubsystem();
|
||||
if (Subsystem)
|
||||
{
|
||||
APlayerController* PC = UGameplayStatics::GetPlayerController(GetWorld(), 0);
|
||||
if (PC)
|
||||
{
|
||||
// Get the current value from the subsystem.
|
||||
// FInputActionValue Value = Subsystem->GetActionValue(Action);
|
||||
// return Value.Get<float>();
|
||||
}
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Internal
|
||||
// ============================================================================
|
||||
|
||||
void USS_EnhancedInputManager::RebuildContextStack()
|
||||
{
|
||||
UEnhancedInputLocalPlayerSubsystem* Subsystem = GetEnhancedInputSubsystem();
|
||||
if (!Subsystem)
|
||||
{
|
||||
UE_LOG(LogInput, Verbose, TEXT("RebuildContextStack — No local player subsystem available yet"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Sort by priority (ascending — lowest priority first, highest last).
|
||||
ContextStack.StableSort([](const FInputContextEntry& A, const FInputContextEntry& B)
|
||||
{
|
||||
return static_cast<int32>(A.Priority) < static_cast<int32>(B.Priority);
|
||||
});
|
||||
|
||||
// Clear all and re-add in priority order.
|
||||
Subsystem->RemoveAllMappingContexts();
|
||||
|
||||
for (const FInputContextEntry& Entry : ContextStack)
|
||||
{
|
||||
if (Entry.Context)
|
||||
{
|
||||
Subsystem->AddMappingContext(Entry.Context, static_cast<int32>(Entry.Priority));
|
||||
}
|
||||
}
|
||||
|
||||
UE_LOG(LogInput, Verbose, TEXT("RebuildContextStack — %d contexts applied"), ContextStack.Num());
|
||||
}
|
||||
|
||||
UEnhancedInputLocalPlayerSubsystem* USS_EnhancedInputManager::GetEnhancedInputSubsystem() const
|
||||
{
|
||||
// Cache and return the subsystem from the local player.
|
||||
UWorld* World = GetWorld();
|
||||
if (!World)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
APlayerController* PC = UGameplayStatics::GetPlayerController(World, 0);
|
||||
if (!PC)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
ULocalPlayer* LocalPlayer = PC->GetLocalPlayer();
|
||||
if (!LocalPlayer)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return LocalPlayer->GetSubsystem<UEnhancedInputLocalPlayerSubsystem>();
|
||||
}
|
||||
425
Source/Framework/Private/Inventory/BPC_InventorySystem.cpp
Normal file
425
Source/Framework/Private/Inventory/BPC_InventorySystem.cpp
Normal file
@@ -0,0 +1,425 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
// UE5 Modular Game Framework — BPC_InventorySystem Implementation
|
||||
|
||||
#include "Inventory/BPC_InventorySystem.h"
|
||||
#include "Inventory/DA_ItemData.h"
|
||||
#include "Algo/Sort.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogInventory, Log, All);
|
||||
|
||||
UBPC_InventorySystem::UBPC_InventorySystem()
|
||||
{
|
||||
PrimaryComponentTick.bCanEverTick = false;
|
||||
|
||||
GridWidth = 8;
|
||||
GridHeight = 5;
|
||||
MaxWeight = 50.0f;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Overrides
|
||||
// ============================================================================
|
||||
|
||||
void UBPC_InventorySystem::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
// Initialize grid with empty slots.
|
||||
const int32 TotalSlots = GridWidth * GridHeight;
|
||||
Slots.SetNum(TotalSlots);
|
||||
|
||||
for (int32 i = 0; i < TotalSlots; ++i)
|
||||
{
|
||||
Slots[i].GridX = i % GridWidth;
|
||||
Slots[i].GridY = i / GridWidth;
|
||||
}
|
||||
|
||||
RecalculateWeight();
|
||||
|
||||
UE_LOG(LogInventory, Log, TEXT("BPC_InventorySystem::BeginPlay — %d slots (%dx%d), MaxWeight: %.1f"),
|
||||
TotalSlots, GridWidth, GridHeight, MaxWeight);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Core Operations
|
||||
// ============================================================================
|
||||
|
||||
int32 UBPC_InventorySystem::AddItem(UDA_ItemData* Item, int32 Quantity)
|
||||
{
|
||||
if (!Item || Quantity <= 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (!CanAddItem(Item, 1))
|
||||
{
|
||||
UE_LOG(LogInventory, Verbose, TEXT("AddItem — Cannot add '%s': no space or weight capacity"),
|
||||
*Item->ItemTag.GetTagName().ToString());
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32 Remaining = Quantity;
|
||||
int32 Added = 0;
|
||||
|
||||
// Step 1: Try to stack onto existing partial stacks.
|
||||
const int32 ExistingStack = FindExistingStack(Item);
|
||||
if (ExistingStack >= 0)
|
||||
{
|
||||
const int32 Space = Item->StackLimit - Slots[ExistingStack].Quantity;
|
||||
const int32 ToAdd = FMath::Min(Remaining, Space);
|
||||
Slots[ExistingStack].Quantity += ToAdd;
|
||||
Remaining -= ToAdd;
|
||||
Added += ToAdd;
|
||||
}
|
||||
|
||||
// Step 2: Fill empty slots for remaining items.
|
||||
while (Remaining > 0)
|
||||
{
|
||||
const int32 EmptySlot = FindEmptySlot();
|
||||
if (EmptySlot < 0)
|
||||
{
|
||||
break; // Inventory full.
|
||||
}
|
||||
|
||||
const int32 ToAdd = FMath::Min(Remaining, Item->StackLimit);
|
||||
Slots[EmptySlot].Item = Item;
|
||||
Slots[EmptySlot].Quantity = ToAdd;
|
||||
Remaining -= ToAdd;
|
||||
Added += ToAdd;
|
||||
}
|
||||
|
||||
if (Added > 0)
|
||||
{
|
||||
RecalculateWeight();
|
||||
MarkDirty();
|
||||
OnItemAdded.Broadcast(Item, Added);
|
||||
|
||||
UE_LOG(LogInventory, Log, TEXT("AddItem — '%s' x%d added (requested %d)"),
|
||||
*Item->ItemTag.GetTagName().ToString(), Added, Quantity);
|
||||
}
|
||||
|
||||
return Added;
|
||||
}
|
||||
|
||||
int32 UBPC_InventorySystem::RemoveItem(UDA_ItemData* Item, int32 Quantity)
|
||||
{
|
||||
if (!Item || Quantity <= 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32 Remaining = Quantity;
|
||||
int32 Removed = 0;
|
||||
|
||||
// Remove from all stacks of this item (starting from the end to avoid index shifting).
|
||||
for (int32 i = Slots.Num() - 1; i >= 0 && Remaining > 0; --i)
|
||||
{
|
||||
if (Slots[i].Item == Item)
|
||||
{
|
||||
const int32 ToRemove = FMath::Min(Remaining, Slots[i].Quantity);
|
||||
Slots[i].Quantity -= ToRemove;
|
||||
Remaining -= ToRemove;
|
||||
Removed += ToRemove;
|
||||
|
||||
if (Slots[i].Quantity <= 0)
|
||||
{
|
||||
Slots[i].Clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (Removed > 0)
|
||||
{
|
||||
RecalculateWeight();
|
||||
MarkDirty();
|
||||
OnItemRemoved.Broadcast(Item, Removed);
|
||||
}
|
||||
|
||||
return Removed;
|
||||
}
|
||||
|
||||
int32 UBPC_InventorySystem::RemoveItemFromSlot(int32 SlotIndex, int32 Quantity)
|
||||
{
|
||||
if (!Slots.IsValidIndex(SlotIndex) || Slots[SlotIndex].IsEmpty() || Quantity <= 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
UDA_ItemData* Item = Slots[SlotIndex].Item;
|
||||
const int32 ToRemove = FMath::Min(Quantity, Slots[SlotIndex].Quantity);
|
||||
Slots[SlotIndex].Quantity -= ToRemove;
|
||||
|
||||
if (Slots[SlotIndex].Quantity <= 0)
|
||||
{
|
||||
Slots[SlotIndex].Clear();
|
||||
}
|
||||
|
||||
RecalculateWeight();
|
||||
MarkDirty();
|
||||
OnItemRemoved.Broadcast(Item, ToRemove);
|
||||
|
||||
return ToRemove;
|
||||
}
|
||||
|
||||
bool UBPC_InventorySystem::CanAddItem(UDA_ItemData* Item, int32 Quantity) const
|
||||
{
|
||||
if (!Item || Quantity <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check weight capacity (for at least one unit).
|
||||
const float ItemWeight = Item->Weight;
|
||||
if (CurrentWeight + ItemWeight > MaxWeight)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check if there's space.
|
||||
const bool bHasExistingStack = FindExistingStack(Item) >= 0;
|
||||
const bool bHasEmptySlot = FindEmptySlot() >= 0;
|
||||
|
||||
return bHasExistingStack || bHasEmptySlot;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Query
|
||||
// ============================================================================
|
||||
|
||||
int32 UBPC_InventorySystem::GetItemCount(UDA_ItemData* Item) const
|
||||
{
|
||||
if (!Item)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
int32 Count = 0;
|
||||
for (const FInventorySlot& Slot : Slots)
|
||||
{
|
||||
if (Slot.Item == Item)
|
||||
{
|
||||
Count += Slot.Quantity;
|
||||
}
|
||||
}
|
||||
|
||||
return Count;
|
||||
}
|
||||
|
||||
bool UBPC_InventorySystem::HasItem(UDA_ItemData* Item, int32 Quantity) const
|
||||
{
|
||||
return GetItemCount(Item) >= Quantity;
|
||||
}
|
||||
|
||||
int32 UBPC_InventorySystem::FindItemSlot(UDA_ItemData* Item) const
|
||||
{
|
||||
if (!Item)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
for (int32 i = 0; i < Slots.Num(); ++i)
|
||||
{
|
||||
if (Slots[i].Item == Item)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
TArray<UDA_ItemData*> UBPC_InventorySystem::GetAllItems() const
|
||||
{
|
||||
TSet<UDA_ItemData*> UniqueItems;
|
||||
|
||||
for (const FInventorySlot& Slot : Slots)
|
||||
{
|
||||
if (!Slot.IsEmpty())
|
||||
{
|
||||
UniqueItems.Add(Slot.Item);
|
||||
}
|
||||
}
|
||||
|
||||
return UniqueItems.Array();
|
||||
}
|
||||
|
||||
int32 UBPC_InventorySystem::GetEmptySlotCount() const
|
||||
{
|
||||
int32 Count = 0;
|
||||
for (const FInventorySlot& Slot : Slots)
|
||||
{
|
||||
if (Slot.IsEmpty())
|
||||
{
|
||||
++Count;
|
||||
}
|
||||
}
|
||||
return Count;
|
||||
}
|
||||
|
||||
float UBPC_InventorySystem::GetRemainingWeight() const
|
||||
{
|
||||
return FMath::Max(MaxWeight - CurrentWeight, 0.0f);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Organization
|
||||
// ============================================================================
|
||||
|
||||
void UBPC_InventorySystem::SortInventory()
|
||||
{
|
||||
// Separate empty slots from filled ones.
|
||||
TArray<FInventorySlot> FilledSlots;
|
||||
TArray<FInventorySlot> EmptySlots;
|
||||
|
||||
for (const FInventorySlot& Slot : Slots)
|
||||
{
|
||||
if (Slot.IsEmpty())
|
||||
{
|
||||
EmptySlots.Add(Slot);
|
||||
}
|
||||
else
|
||||
{
|
||||
FilledSlots.Add(Slot);
|
||||
}
|
||||
}
|
||||
|
||||
// Sort filled slots by ItemType, then DisplayName.
|
||||
Algo::Sort(FilledSlots, [](const FInventorySlot& A, const FInventorySlot& B)
|
||||
{
|
||||
if (!A.Item || !B.Item) return A.Item != nullptr;
|
||||
|
||||
if (A.Item->ItemType != B.Item->ItemType)
|
||||
{
|
||||
return static_cast<uint8>(A.Item->ItemType) < static_cast<uint8>(B.Item->ItemType);
|
||||
}
|
||||
|
||||
return A.Item->DisplayName.ToString() < B.Item->DisplayName.ToString();
|
||||
});
|
||||
|
||||
// Rebuild slots array: sorted filled + empties.
|
||||
Slots.Empty();
|
||||
Slots.Append(FilledSlots);
|
||||
Slots.Append(EmptySlots);
|
||||
|
||||
// Update grid positions.
|
||||
for (int32 i = 0; i < Slots.Num(); ++i)
|
||||
{
|
||||
Slots[i].GridX = i % GridWidth;
|
||||
Slots[i].GridY = i / GridWidth;
|
||||
}
|
||||
|
||||
MarkDirty();
|
||||
UE_LOG(LogInventory, Log, TEXT("SortInventory — %d filled slots sorted"), FilledSlots.Num());
|
||||
}
|
||||
|
||||
void UBPC_InventorySystem::ConsolidateStacks()
|
||||
{
|
||||
// For each unique item type, merge partial stacks.
|
||||
TArray<UDA_ItemData*> Items = GetAllItems();
|
||||
|
||||
for (UDA_ItemData* Item : Items)
|
||||
{
|
||||
if (!Item || Item->StackLimit <= 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Gather all slots of this item.
|
||||
TArray<int32> SlotsWithItem;
|
||||
int32 TotalQuantity = 0;
|
||||
|
||||
for (int32 i = 0; i < Slots.Num(); ++i)
|
||||
{
|
||||
if (Slots[i].Item == Item && Slots[i].Quantity < Item->StackLimit)
|
||||
{
|
||||
SlotsWithItem.Add(i);
|
||||
TotalQuantity += Slots[i].Quantity;
|
||||
}
|
||||
}
|
||||
|
||||
if (SlotsWithItem.Num() <= 1)
|
||||
{
|
||||
continue; // Nothing to consolidate.
|
||||
}
|
||||
|
||||
// Clear all partial stacks.
|
||||
for (int32 SlotIdx : SlotsWithItem)
|
||||
{
|
||||
Slots[SlotIdx].Clear();
|
||||
}
|
||||
|
||||
// Re-add as consolidated stacks.
|
||||
int32 Remaining = TotalQuantity;
|
||||
for (int32& SlotIdx : SlotsWithItem)
|
||||
{
|
||||
if (Remaining <= 0) break;
|
||||
|
||||
const int32 StackSize = FMath::Min(Remaining, Item->StackLimit);
|
||||
Slots[SlotIdx].Item = Item;
|
||||
Slots[SlotIdx].Quantity = StackSize;
|
||||
Remaining -= StackSize;
|
||||
}
|
||||
}
|
||||
|
||||
MarkDirty();
|
||||
UE_LOG(LogInventory, Log, TEXT("ConsolidateStacks — Complete"));
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Internal
|
||||
// ============================================================================
|
||||
|
||||
void UBPC_InventorySystem::RecalculateWeight()
|
||||
{
|
||||
float Total = 0.0f;
|
||||
for (const FInventorySlot& Slot : Slots)
|
||||
{
|
||||
if (!Slot.IsEmpty() && Slot.Item)
|
||||
{
|
||||
Total += Slot.Item->Weight * Slot.Quantity;
|
||||
}
|
||||
}
|
||||
|
||||
if (!FMath::IsNearlyEqual(CurrentWeight, Total))
|
||||
{
|
||||
CurrentWeight = Total;
|
||||
OnWeightChanged.Broadcast(CurrentWeight, MaxWeight);
|
||||
}
|
||||
}
|
||||
|
||||
int32 UBPC_InventorySystem::FindExistingStack(UDA_ItemData* Item) const
|
||||
{
|
||||
if (!Item)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
for (int32 i = 0; i < Slots.Num(); ++i)
|
||||
{
|
||||
if (Slots[i].Item == Item && Slots[i].Quantity < Item->StackLimit)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
int32 UBPC_InventorySystem::FindEmptySlot() const
|
||||
{
|
||||
for (int32 i = 0; i < Slots.Num(); ++i)
|
||||
{
|
||||
if (Slots[i].IsEmpty())
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
void UBPC_InventorySystem::MarkDirty()
|
||||
{
|
||||
bDirty = true;
|
||||
OnInventoryChanged.Broadcast();
|
||||
}
|
||||
121
Source/Framework/Private/Inventory/DA_ItemData.cpp
Normal file
121
Source/Framework/Private/Inventory/DA_ItemData.cpp
Normal file
@@ -0,0 +1,121 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
// UE5 Modular Game Framework — DA_ItemData Implementation
|
||||
|
||||
#include "Inventory/DA_ItemData.h"
|
||||
#include "GameplayTagsManager.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogItemData, Log, All);
|
||||
|
||||
UDA_ItemData::UDA_ItemData()
|
||||
{
|
||||
ItemType = EItemType::Misc;
|
||||
StackLimit = 1;
|
||||
Weight = 0.0f;
|
||||
bCanBeDropped = true;
|
||||
bIsKeyItem = false;
|
||||
bHasInspectMode = false;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Overrides
|
||||
// ============================================================================
|
||||
|
||||
void UDA_ItemData::PostLoad()
|
||||
{
|
||||
Super::PostLoad();
|
||||
|
||||
// Key items cannot be dropped — enforce.
|
||||
if (bIsKeyItem && bCanBeDropped)
|
||||
{
|
||||
UE_LOG(LogItemData, Warning, TEXT("DA_ItemData::PostLoad — '%s': bIsKeyItem && bCanBeDropped — forcing bCanBeDropped = false"),
|
||||
*ItemTag.GetTagName().ToString());
|
||||
bCanBeDropped = false;
|
||||
}
|
||||
|
||||
// Validate tag registration.
|
||||
if (ItemTag.IsValid())
|
||||
{
|
||||
UGameplayTagsManager& TagManager = UGameplayTagsManager::Get();
|
||||
FGameplayTag CheckTag;
|
||||
if (!TagManager.RequestGameplayTag(ItemTag.GetTagName(), CheckTag))
|
||||
{
|
||||
UE_LOG(LogItemData, Warning, TEXT("DA_ItemData::PostLoad — '%s': ItemTag '%s' is not registered in the tag table!"),
|
||||
*GetName(), *ItemTag.GetTagName().ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if WITH_EDITOR
|
||||
void UDA_ItemData::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
|
||||
{
|
||||
Super::PostEditChangeProperty(PropertyChangedEvent);
|
||||
|
||||
FName PropertyName = PropertyChangedEvent.GetPropertyName();
|
||||
|
||||
// Auto-enforce key item rule.
|
||||
if (PropertyName == GET_MEMBER_NAME_CHECKED(UDA_ItemData, bIsKeyItem) && bIsKeyItem)
|
||||
{
|
||||
bCanBeDropped = false;
|
||||
}
|
||||
}
|
||||
|
||||
bool UDA_ItemData::ValidateItemData(FString& OutErrors) const
|
||||
{
|
||||
TArray<FString> Errors;
|
||||
|
||||
// Check required fields.
|
||||
if (!ItemTag.IsValid())
|
||||
{
|
||||
Errors.Add(TEXT("ItemTag is invalid/empty."));
|
||||
}
|
||||
|
||||
if (DisplayName.IsEmpty())
|
||||
{
|
||||
Errors.Add(TEXT("DisplayName is empty."));
|
||||
}
|
||||
|
||||
if (Description.IsEmpty())
|
||||
{
|
||||
Errors.Add(TEXT("Description is empty."));
|
||||
}
|
||||
|
||||
// Check key item cannot be dropped.
|
||||
if (bIsKeyItem && bCanBeDropped)
|
||||
{
|
||||
Errors.Add(TEXT("bIsKeyItem is true but bCanBeDropped is also true. Key items cannot be dropped."));
|
||||
}
|
||||
|
||||
// Check consumable has valid data.
|
||||
if (ItemType == EItemType::Consumable &&
|
||||
ConsumableData.HealthRestore <= 0.0f && ConsumableData.StressReduce <= 0.0f)
|
||||
{
|
||||
Errors.Add(TEXT("Consumable item has zero HealthRestore and zero StressReduce — this item does nothing."));
|
||||
}
|
||||
|
||||
// Check weapon has damage.
|
||||
if (ItemType == EItemType::Weapon && EquipmentData.Damage <= 0.0f)
|
||||
{
|
||||
Errors.Add(TEXT("Weapon item has zero Damage."));
|
||||
}
|
||||
|
||||
// Check stack limits.
|
||||
if (StackLimit < 1)
|
||||
{
|
||||
Errors.Add(TEXT("StackLimit must be >= 1."));
|
||||
}
|
||||
|
||||
// Build output string.
|
||||
for (const FString& Err : Errors)
|
||||
{
|
||||
OutErrors += TEXT("- ") + Err + TEXT("\n");
|
||||
}
|
||||
|
||||
if (Errors.Num() > 0)
|
||||
{
|
||||
UE_LOG(LogItemData, Warning, TEXT("DA_ItemData::ValidateItemData — '%s' has %d errors:\n%s"),
|
||||
*ItemTag.GetTagName().ToString(), Errors.Num(), *OutErrors);
|
||||
}
|
||||
|
||||
return Errors.Num() == 0;
|
||||
}
|
||||
#endif
|
||||
290
Source/Framework/Private/Player/BPC_StateManager.cpp
Normal file
290
Source/Framework/Private/Player/BPC_StateManager.cpp
Normal file
@@ -0,0 +1,290 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
// UE5 Modular Game Framework — BPC_StateManager Implementation
|
||||
|
||||
#include "Player/BPC_StateManager.h"
|
||||
#include "GameplayTagsManager.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogStateManager, Log, All);
|
||||
|
||||
UBPC_StateManager::UBPC_StateManager()
|
||||
{
|
||||
PrimaryComponentTick.bCanEverTick = true;
|
||||
PrimaryComponentTick.TickInterval = 0.1f; // 10Hz — smooth heart rate without per-frame cost.
|
||||
|
||||
HeartRateSmoothSpeed = 2.0f;
|
||||
TargetHeartRate = 70.0f;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Overrides
|
||||
// ============================================================================
|
||||
|
||||
void UBPC_StateManager::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
// Cache references to sibling components on the owner.
|
||||
AActor* Owner = GetOwner();
|
||||
if (Owner)
|
||||
{
|
||||
CachedHealthSystem = Owner->FindComponentByClass<UBPC_HealthSystem>();
|
||||
CachedStressSystem = Owner->FindComponentByClass<UBPC_StressSystem>();
|
||||
CachedStaminaSystem = Owner->FindComponentByClass<UBPC_StaminaSystem>();
|
||||
CachedMovementSystem = Owner->FindComponentByClass<UBPC_MovementStateSystem>();
|
||||
}
|
||||
|
||||
// Set default states.
|
||||
CurrentActionState = DefaultActionState;
|
||||
CurrentOverlayState = DefaultOverlayState;
|
||||
|
||||
UE_LOG(LogStateManager, Log, TEXT("BPC_StateManager::BeginPlay — Default: %s / %s"),
|
||||
*CurrentActionState.GetTagName().ToString(),
|
||||
*CurrentOverlayState.GetTagName().ToString());
|
||||
}
|
||||
|
||||
void UBPC_StateManager::TickComponent(float DeltaTime, ELevelTick TickType,
|
||||
FActorComponentTickFunction* ThisTickFunction)
|
||||
{
|
||||
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
|
||||
|
||||
// Smooth heart rate toward target.
|
||||
if (!FMath::IsNearlyEqual(HeartRateBPM, TargetHeartRate, 0.5f))
|
||||
{
|
||||
HeartRateBPM = FMath::FInterpTo(HeartRateBPM, TargetHeartRate, DeltaTime, HeartRateSmoothSpeed);
|
||||
|
||||
EHeartRateTier NewTier = GetHeartRateTier(HeartRateBPM);
|
||||
if (NewTier != HeartRateTier)
|
||||
{
|
||||
HeartRateTier = NewTier;
|
||||
OnVitalSignChanged.Broadcast(FGameplayTag::RequestGameplayTag(
|
||||
FName(TEXT("Framework.State.Vital.HeartRate"))), HeartRateBPM);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Core Query — Hot Path
|
||||
// ============================================================================
|
||||
|
||||
bool UBPC_StateManager::IsActionPermitted(FGameplayTag ActionTag) const
|
||||
{
|
||||
if (!ActionTag.IsValid())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Force stack overrides everything — check first.
|
||||
if (IsBlockedByForceStack(ActionTag))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Evaluate gating rules.
|
||||
if (!EvaluateGatingRules(ActionTag))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
EActionRequestResult UBPC_StateManager::RequestStateChange(FGameplayTag NewState, AActor* Requester)
|
||||
{
|
||||
if (!NewState.IsValid())
|
||||
{
|
||||
return EActionRequestResult::InvalidState;
|
||||
}
|
||||
|
||||
if (CurrentActionState == NewState)
|
||||
{
|
||||
return EActionRequestResult::AlreadyActive;
|
||||
}
|
||||
|
||||
// Check force stack override.
|
||||
if (IsBlockedByForceStack(NewState))
|
||||
{
|
||||
UE_LOG(LogStateManager, Verbose, TEXT("RequestStateChange — '%s' blocked by force stack"),
|
||||
*NewState.GetTagName().ToString());
|
||||
return EActionRequestResult::BlockedByForce;
|
||||
}
|
||||
|
||||
// Check gating.
|
||||
if (!EvaluateGatingRules(NewState))
|
||||
{
|
||||
UE_LOG(LogStateManager, Verbose, TEXT("RequestStateChange — '%s' denied by gating rules"),
|
||||
*NewState.GetTagName().ToString());
|
||||
return EActionRequestResult::Denied;
|
||||
}
|
||||
|
||||
// Apply the state change.
|
||||
FGameplayTag OldState = CurrentActionState;
|
||||
CurrentActionState = NewState;
|
||||
|
||||
UE_LOG(LogStateManager, Log, TEXT("RequestStateChange — '%s' → '%s' (by %s)"),
|
||||
*OldState.GetTagName().ToString(),
|
||||
*NewState.GetTagName().ToString(),
|
||||
Requester ? *Requester->GetName() : TEXT("Unknown"));
|
||||
|
||||
OnActionStateChanged.Broadcast(NewState, OldState);
|
||||
|
||||
return EActionRequestResult::Granted;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Force Stack Pattern
|
||||
// ============================================================================
|
||||
|
||||
void UBPC_StateManager::ForceStateChange(FGameplayTag ForceState, FString Reason)
|
||||
{
|
||||
if (!ForceState.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Save current states before overriding.
|
||||
if (ForceStack.Num() == 0)
|
||||
{
|
||||
PreForceActionState = CurrentActionState;
|
||||
PreForceOverlayState = CurrentOverlayState;
|
||||
}
|
||||
|
||||
FForceStackEntry Entry;
|
||||
Entry.State = ForceState;
|
||||
Entry.Reason = Reason;
|
||||
ForceStack.Push(Entry);
|
||||
|
||||
// Override active state.
|
||||
FGameplayTag OldState = CurrentActionState;
|
||||
CurrentActionState = ForceState;
|
||||
|
||||
UE_LOG(LogStateManager, Log, TEXT("ForceStateChange — Pushed '%s' (Reason: %s). Stack depth: %d"),
|
||||
*ForceState.GetTagName().ToString(), *Reason, ForceStack.Num());
|
||||
|
||||
OnForceStackPushed.Broadcast(ForceState);
|
||||
OnActionStateChanged.Broadcast(ForceState, OldState);
|
||||
}
|
||||
|
||||
void UBPC_StateManager::RestorePreviousState()
|
||||
{
|
||||
if (ForceStack.Num() == 0)
|
||||
{
|
||||
UE_LOG(LogStateManager, Warning, TEXT("RestorePreviousState — Force stack is empty!"));
|
||||
return;
|
||||
}
|
||||
|
||||
FForceStackEntry Popped = ForceStack.Pop();
|
||||
|
||||
FGameplayTag RestoredAction;
|
||||
FGameplayTag RestoredOverlay;
|
||||
|
||||
if (ForceStack.Num() > 0)
|
||||
{
|
||||
// Still have forced states — use the next one down.
|
||||
RestoredAction = ForceStack.Top().State;
|
||||
RestoredOverlay = CurrentOverlayState;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Stack is now empty — restore pre-force states.
|
||||
RestoredAction = PreForceActionState;
|
||||
RestoredOverlay = PreForceOverlayState;
|
||||
}
|
||||
|
||||
FGameplayTag OldState = CurrentActionState;
|
||||
CurrentActionState = RestoredAction;
|
||||
CurrentOverlayState = RestoredOverlay;
|
||||
|
||||
UE_LOG(LogStateManager, Log, TEXT("RestorePreviousState — Popped '%s', restored '%s'. Stack depth: %d"),
|
||||
*Popped.State.GetTagName().ToString(),
|
||||
*RestoredAction.GetTagName().ToString(),
|
||||
ForceStack.Num());
|
||||
|
||||
OnForceStackPopped.Broadcast(RestoredAction);
|
||||
OnActionStateChanged.Broadcast(RestoredAction, OldState);
|
||||
OnOverlayStateChanged.Broadcast(RestoredOverlay, CurrentOverlayState);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Gating Logic
|
||||
// ============================================================================
|
||||
|
||||
bool UBPC_StateManager::EvaluateGatingRules(FGameplayTag ActionTag) const
|
||||
{
|
||||
if (!GatingTable)
|
||||
{
|
||||
// No gating table — permit everything (lenient default).
|
||||
return true;
|
||||
}
|
||||
|
||||
// The gating table evaluates: "Can ActionTag be activated given CurrentActionState?"
|
||||
// This delegates to DA_StateGatingTable's native C++ evaluation.
|
||||
// 37 rules iterated in C++ — negligible cost vs BP Chooser Table overhead.
|
||||
|
||||
// For the full implementation, GatingTable would expose:
|
||||
// bool IsActionGated(FGameplayTag Action, FGameplayTag CurrentState) const;
|
||||
// Here we implement the core gating logic inline.
|
||||
|
||||
// Check for explicit blocking rules.
|
||||
// Example: "Block Sprint when Crouching" → Sprint tag blocked if CurrentActionState == Crouch.
|
||||
// Real implementation delegates to DA_StateGatingTable.
|
||||
return true; // Placeholder — full rules in DA_StateGatingTable.
|
||||
}
|
||||
|
||||
bool UBPC_StateManager::IsBlockedByForceStack(FGameplayTag ActionTag) const
|
||||
{
|
||||
if (ForceStack.Num() == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// If the force stack has an active entry, most actions are blocked.
|
||||
// Death state: blocks all actions except menu/cutscene.
|
||||
const FForceStackEntry& Active = ForceStack.Top();
|
||||
|
||||
// Check if the force state explicitly permits this action.
|
||||
// Death permits Menu, Cutscene; Cutscene permits nothing.
|
||||
// This logic can be extended via DA_StateGatingTable force-state rules.
|
||||
return true; // Default: force stack blocks everything unless explicitly allowed.
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Vital Sign Calculation
|
||||
// ============================================================================
|
||||
|
||||
void UBPC_StateManager::RecalculateTargetHeartRate()
|
||||
{
|
||||
float BaseBPM = 70.0f; // Resting heart rate.
|
||||
|
||||
// Stress contribution.
|
||||
if (CachedStressSystem)
|
||||
{
|
||||
// Would query CachedStressSystem->GetStressTier() and add BPM.
|
||||
// Higher stress = higher BPM (up to +50 BPM).
|
||||
}
|
||||
|
||||
// Stamina exhaustion contribution.
|
||||
if (CachedStaminaSystem)
|
||||
{
|
||||
// Low stamina = higher BPM (exhaustion adds +20 BPM).
|
||||
}
|
||||
|
||||
// Combat contribution.
|
||||
if (bEncounterActive)
|
||||
{
|
||||
BaseBPM += 30.0f; // Combat adds stress.
|
||||
}
|
||||
|
||||
TargetHeartRate = FMath::Clamp(BaseBPM, 50.0f, 200.0f);
|
||||
}
|
||||
|
||||
EHeartRateTier UBPC_StateManager::GetHeartRateTier(float BPM)
|
||||
{
|
||||
if (BPM < 80.0f) return EHeartRateTier::Resting;
|
||||
if (BPM < 100.0f) return EHeartRateTier::Elevated;
|
||||
if (BPM < 130.0f) return EHeartRateTier::Stressed;
|
||||
if (BPM < 160.0f) return EHeartRateTier::Panic;
|
||||
return EHeartRateTier::Critical;
|
||||
}
|
||||
|
||||
// Stub variable for combat encounter check (would come from GS_CoreGameState binding).
|
||||
namespace { bool bEncounterActive = false; }
|
||||
371
Source/Framework/Private/Save/SS_SaveManager.cpp
Normal file
371
Source/Framework/Private/Save/SS_SaveManager.cpp
Normal file
@@ -0,0 +1,371 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
// UE5 Modular Game Framework — SS_SaveManager Implementation
|
||||
|
||||
#include "Save/SS_SaveManager.h"
|
||||
#include "Core/GI_GameFramework.h"
|
||||
#include "Misc/FileHelper.h"
|
||||
#include "Misc/Paths.h"
|
||||
#include "HAL/PlatformFileManager.h"
|
||||
#include "Serialization/MemoryReader.h"
|
||||
#include "Serialization/MemoryWriter.h"
|
||||
#include "Serialization/ObjectAndNameAsStringProxyArchive.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogSave, Log, All);
|
||||
|
||||
USS_SaveManager::USS_SaveManager()
|
||||
{
|
||||
MaxSlots = 10;
|
||||
SavePrefix = TEXT("FrameworkSave_");
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Lifecycle
|
||||
// ============================================================================
|
||||
|
||||
void USS_SaveManager::Initialize(FSubsystemCollectionBase& Collection)
|
||||
{
|
||||
Super::Initialize(Collection);
|
||||
|
||||
UE_LOG(LogSave, Log, TEXT("SS_SaveManager::Initialize — Save directory: %s"), *GetSaveDirectory());
|
||||
|
||||
// Ensure save directory exists.
|
||||
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
|
||||
if (!PlatformFile.DirectoryExists(*GetSaveDirectory()))
|
||||
{
|
||||
PlatformFile.CreateDirectoryTree(*GetSaveDirectory());
|
||||
}
|
||||
|
||||
// Broadcast initial manifest.
|
||||
OnSaveManifestUpdated.Broadcast(GetSlotManifest());
|
||||
}
|
||||
|
||||
void USS_SaveManager::Deinitialize()
|
||||
{
|
||||
UE_LOG(LogSave, Log, TEXT("SS_SaveManager::Deinitialize"));
|
||||
Super::Deinitialize();
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Slot Manifest
|
||||
// ============================================================================
|
||||
|
||||
TArray<FSaveSlotInfo> USS_SaveManager::GetSlotManifest() const
|
||||
{
|
||||
TArray<FSaveSlotInfo> Manifest;
|
||||
|
||||
for (int32 i = 0; i < MaxSlots; ++i)
|
||||
{
|
||||
FSaveSlotInfo Info = ReadSlotHeader(i);
|
||||
Info.SlotIndex = i;
|
||||
Manifest.Add(Info);
|
||||
}
|
||||
|
||||
return Manifest;
|
||||
}
|
||||
|
||||
bool USS_SaveManager::DoesSlotExist(int32 SlotIndex) const
|
||||
{
|
||||
if (SlotIndex < 0 || SlotIndex >= MaxSlots)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
FString FilePath = GetSaveDirectory() / GetSlotName(SlotIndex) + TEXT(".sav");
|
||||
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
|
||||
return PlatformFile.FileExists(*FilePath);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Save / Load Operations
|
||||
// ============================================================================
|
||||
|
||||
bool USS_SaveManager::SaveGame(int32 SlotIndex, const FString& Description)
|
||||
{
|
||||
if (SlotIndex < 0 || SlotIndex >= MaxSlots)
|
||||
{
|
||||
UE_LOG(LogSave, Warning, TEXT("SaveGame — Invalid slot index: %d"), SlotIndex);
|
||||
return false;
|
||||
}
|
||||
|
||||
UE_LOG(LogSave, Log, TEXT("SaveGame — Slot %d: '%s'"), SlotIndex, *Description);
|
||||
|
||||
// Build metadata.
|
||||
FSaveSlotInfo Meta;
|
||||
Meta.SlotIndex = SlotIndex;
|
||||
Meta.SlotName = FString::Printf(TEXT("Slot %d"), SlotIndex);
|
||||
Meta.ChapterName = Description; // Simplified — real impl gets chapter from GS_CoreGameState.
|
||||
Meta.Timestamp = FDateTime::Now();
|
||||
|
||||
// Serialize game state to binary buffer.
|
||||
// In a full implementation, this calls I_Persistable::OnSave() on all registered actors.
|
||||
TArray<uint8> SaveData;
|
||||
FMemoryWriter Writer(SaveData);
|
||||
FObjectAndNameAsStringProxyArchive Ar(Writer, true);
|
||||
// Ar << GameStateData...
|
||||
|
||||
bool bSuccess = SaveToFile(SlotIndex, SaveData, Meta);
|
||||
|
||||
OnSaveComplete.Broadcast(SlotIndex, bSuccess);
|
||||
OnSaveManifestUpdated.Broadcast(GetSlotManifest());
|
||||
|
||||
return bSuccess;
|
||||
}
|
||||
|
||||
bool USS_SaveManager::LoadGame(int32 SlotIndex)
|
||||
{
|
||||
if (!DoesSlotExist(SlotIndex))
|
||||
{
|
||||
UE_LOG(LogSave, Warning, TEXT("LoadGame — Slot %d does not exist"), SlotIndex);
|
||||
OnLoadComplete.Broadcast(SlotIndex, false);
|
||||
return false;
|
||||
}
|
||||
|
||||
UE_LOG(LogSave, Log, TEXT("LoadGame — Slot %d"), SlotIndex);
|
||||
|
||||
TArray<uint8> SaveData;
|
||||
FSaveSlotInfo Meta;
|
||||
|
||||
if (!LoadFromFile(SlotIndex, SaveData, Meta))
|
||||
{
|
||||
UE_LOG(LogSave, Error, TEXT("LoadGame — Failed to read slot %d from disk"), SlotIndex);
|
||||
OnLoadComplete.Broadcast(SlotIndex, false);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Deserialize game state.
|
||||
FMemoryReader Reader(SaveData);
|
||||
FObjectAndNameAsStringProxyArchive Ar(Reader, true);
|
||||
// Ar << GameStateData...
|
||||
|
||||
// Set active slot in GameInstance.
|
||||
UGI_GameFramework* GI = Cast<UGI_GameFramework>(GetGameInstance());
|
||||
if (GI)
|
||||
{
|
||||
GI->SetActiveSlot(SlotIndex);
|
||||
}
|
||||
|
||||
OnLoadComplete.Broadcast(SlotIndex, true);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool USS_SaveManager::DeleteSlot(int32 SlotIndex)
|
||||
{
|
||||
if (!DoesSlotExist(SlotIndex))
|
||||
{
|
||||
UE_LOG(LogSave, Warning, TEXT("DeleteSlot — Slot %d does not exist"), SlotIndex);
|
||||
return false;
|
||||
}
|
||||
|
||||
FString FilePath = GetSaveDirectory() / GetSlotName(SlotIndex) + TEXT(".sav");
|
||||
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
|
||||
|
||||
bool bDeleted = PlatformFile.DeleteFile(*FilePath);
|
||||
|
||||
UE_LOG(LogSave, Log, TEXT("DeleteSlot — Slot %d: %s"), SlotIndex, bDeleted ? TEXT("Deleted") : TEXT("Failed"));
|
||||
|
||||
OnSaveManifestUpdated.Broadcast(GetSlotManifest());
|
||||
|
||||
return bDeleted;
|
||||
}
|
||||
|
||||
bool USS_SaveManager::QuickSave()
|
||||
{
|
||||
int32 Slot = GetActiveSlot();
|
||||
if (Slot < 0)
|
||||
{
|
||||
UE_LOG(LogSave, Warning, TEXT("QuickSave — No active slot!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return SaveGame(Slot, TEXT("QuickSave"));
|
||||
}
|
||||
|
||||
bool USS_SaveManager::QuickLoad()
|
||||
{
|
||||
int32 Slot = GetActiveSlot();
|
||||
if (Slot < 0)
|
||||
{
|
||||
UE_LOG(LogSave, Warning, TEXT("QuickLoad — No active slot!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
return LoadGame(Slot);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Checkpoint Management
|
||||
// ============================================================================
|
||||
|
||||
bool USS_SaveManager::LoadCheckpoint(int32 SlotIndex)
|
||||
{
|
||||
// Checkpoints are incremental saves within a slot.
|
||||
// For now, loads the full slot (same as LoadGame).
|
||||
UE_LOG(LogSave, Log, TEXT("LoadCheckpoint — Slot %d"), SlotIndex);
|
||||
return LoadGame(SlotIndex);
|
||||
}
|
||||
|
||||
bool USS_SaveManager::CreateCheckpoint(FGameplayTag CheckpointTag)
|
||||
{
|
||||
int32 Slot = GetActiveSlot();
|
||||
if (Slot < 0)
|
||||
{
|
||||
UE_LOG(LogSave, Warning, TEXT("CreateCheckpoint — No active slot!"));
|
||||
return false;
|
||||
}
|
||||
|
||||
UE_LOG(LogSave, Log, TEXT("CreateCheckpoint — Slot %d, Tag: %s"),
|
||||
Slot, *CheckpointTag.GetTagName().ToString());
|
||||
|
||||
return SaveGame(Slot, FString::Printf(TEXT("Checkpoint: %s"), *CheckpointTag.GetTagName().ToString()));
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Utilities
|
||||
// ============================================================================
|
||||
|
||||
int64 USS_SaveManager::GetTotalSaveSize() const
|
||||
{
|
||||
int64 TotalSize = 0;
|
||||
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
|
||||
|
||||
for (int32 i = 0; i < MaxSlots; ++i)
|
||||
{
|
||||
FString FilePath = GetSaveDirectory() / GetSlotName(i) + TEXT(".sav");
|
||||
if (PlatformFile.FileExists(*FilePath))
|
||||
{
|
||||
TotalSize += PlatformFile.FileSize(*FilePath);
|
||||
}
|
||||
}
|
||||
|
||||
return TotalSize;
|
||||
}
|
||||
|
||||
bool USS_SaveManager::BackupAllSaves(const FString& BackupLabel)
|
||||
{
|
||||
FString BackupDir = GetSaveDirectory() / TEXT("Backups") / BackupLabel;
|
||||
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
|
||||
|
||||
if (!PlatformFile.DirectoryExists(*BackupDir))
|
||||
{
|
||||
PlatformFile.CreateDirectoryTree(*BackupDir);
|
||||
}
|
||||
|
||||
int32 BackedUp = 0;
|
||||
for (int32 i = 0; i < MaxSlots; ++i)
|
||||
{
|
||||
FString SrcPath = GetSaveDirectory() / GetSlotName(i) + TEXT(".sav");
|
||||
FString DstPath = BackupDir / GetSlotName(i) + TEXT(".sav");
|
||||
|
||||
if (PlatformFile.FileExists(*SrcPath))
|
||||
{
|
||||
if (PlatformFile.CopyFile(*DstPath, *SrcPath))
|
||||
{
|
||||
++BackedUp;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
UE_LOG(LogSave, Log, TEXT("BackupAllSaves — '%s': %d slots backed up"), *BackupLabel, BackedUp);
|
||||
return BackedUp > 0;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Internal
|
||||
// ============================================================================
|
||||
|
||||
FString USS_SaveManager::GetSlotName(int32 SlotIndex) const
|
||||
{
|
||||
return FString::Printf(TEXT("%s%d"), *SavePrefix, SlotIndex);
|
||||
}
|
||||
|
||||
FString USS_SaveManager::GetSaveDirectory() const
|
||||
{
|
||||
return FPaths::ProjectSavedDir() / TEXT("SaveGames");
|
||||
}
|
||||
|
||||
int32 USS_SaveManager::GetActiveSlot() const
|
||||
{
|
||||
UGI_GameFramework* GI = Cast<UGI_GameFramework>(GetGameInstance());
|
||||
return GI ? GI->ActiveSlotIndex : -1;
|
||||
}
|
||||
|
||||
FSaveSlotInfo USS_SaveManager::ReadSlotHeader(int32 SlotIndex) const
|
||||
{
|
||||
FSaveSlotInfo Info;
|
||||
Info.SlotIndex = SlotIndex;
|
||||
|
||||
FString FilePath = GetSaveDirectory() / GetSlotName(SlotIndex) + TEXT(".sav");
|
||||
IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
|
||||
|
||||
if (!PlatformFile.FileExists(*FilePath))
|
||||
{
|
||||
Info.bIsEmpty = true;
|
||||
return Info;
|
||||
}
|
||||
|
||||
// Read header only — fast, doesn't deserialize the full save.
|
||||
TArray<uint8> FileData;
|
||||
if (FFileHelper::LoadFileToArray(FileData, *FilePath))
|
||||
{
|
||||
// Simplified header parsing — real impl reads a FSaveSlotInfo struct prefix.
|
||||
Info.bIsEmpty = false;
|
||||
Info.SlotName = FString::Printf(TEXT("Slot %d"), SlotIndex);
|
||||
Info.Timestamp = PlatformFile.GetTimeStamp(*FilePath);
|
||||
// In full impl: deserialize header from FileData.
|
||||
}
|
||||
|
||||
return Info;
|
||||
}
|
||||
|
||||
bool USS_SaveManager::SaveToFile(int32 SlotIndex, const TArray<uint8>& Data, const FSaveSlotInfo& Meta)
|
||||
{
|
||||
FString FilePath = GetSaveDirectory() / GetSlotName(SlotIndex) + TEXT(".sav");
|
||||
|
||||
// Serialize metadata header + save data.
|
||||
TArray<uint8> FileData;
|
||||
FMemoryWriter Writer(FileData);
|
||||
|
||||
// Write metadata header first.
|
||||
Writer << const_cast<FSaveSlotInfo&>(Meta);
|
||||
|
||||
// Then write game state data.
|
||||
Writer.Serialize(const_cast<uint8*>(Data.GetData()), Data.Num());
|
||||
|
||||
bool bSaved = FFileHelper::SaveArrayToFile(FileData, *FilePath);
|
||||
|
||||
if (bSaved)
|
||||
{
|
||||
UE_LOG(LogSave, Log, TEXT("SaveToFile — Slot %d: %d bytes written"), SlotIndex, FileData.Num());
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogSave, Error, TEXT("SaveToFile — Slot %d: FAILED to write!"), SlotIndex);
|
||||
}
|
||||
|
||||
return bSaved;
|
||||
}
|
||||
|
||||
bool USS_SaveManager::LoadFromFile(int32 SlotIndex, TArray<uint8>& OutData, FSaveSlotInfo& OutMeta)
|
||||
{
|
||||
FString FilePath = GetSaveDirectory() / GetSlotName(SlotIndex) + TEXT(".sav");
|
||||
|
||||
TArray<uint8> FileData;
|
||||
if (!FFileHelper::LoadFileToArray(FileData, *FilePath))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Deserialize metadata header.
|
||||
FMemoryReader Reader(FileData);
|
||||
Reader << OutMeta;
|
||||
|
||||
// Remaining bytes are game state data.
|
||||
int32 HeaderSize = Reader.Tell();
|
||||
OutData.SetNum(FileData.Num() - HeaderSize);
|
||||
FMemory::Memcpy(OutData.GetData(), FileData.GetData() + HeaderSize, OutData.Num());
|
||||
|
||||
UE_LOG(LogSave, Log, TEXT("LoadFromFile — Slot %d: %d bytes read"), SlotIndex, FileData.Num());
|
||||
|
||||
return true;
|
||||
}
|
||||
136
Source/Framework/Private/Weapons/BPC_DamageReceptionSystem.cpp
Normal file
136
Source/Framework/Private/Weapons/BPC_DamageReceptionSystem.cpp
Normal file
@@ -0,0 +1,136 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
// UE5 Modular Game Framework — BPC_DamageReceptionSystem Implementation
|
||||
|
||||
#include "Weapons/BPC_DamageReceptionSystem.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogDamage, Log, All);
|
||||
|
||||
UBPC_DamageReceptionSystem::UBPC_DamageReceptionSystem()
|
||||
{
|
||||
PrimaryComponentTick.bCanEverTick = false;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Damage Calculation — Hot Path
|
||||
// ============================================================================
|
||||
|
||||
float UBPC_DamageReceptionSystem::ApplyDamage(float RawDamage, AActor* DamageCauser,
|
||||
FGameplayTag DamageType, FVector HitLocation, FVector HitDirection)
|
||||
{
|
||||
if (RawDamage <= 0.0f || !DamageType.IsValid())
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// Step 1: Calculate damage multiplier from modifiers.
|
||||
float Multiplier = GetDamageMultiplier(DamageType);
|
||||
|
||||
// Step 2: Apply resistance.
|
||||
float Resistance = CalculateResistance(DamageType);
|
||||
float ResistedAmount = RawDamage * Resistance;
|
||||
|
||||
// Step 3: Calculate final damage.
|
||||
float FinalDamage = (RawDamage * Multiplier) - ResistedAmount;
|
||||
FinalDamage = FMath::Max(FinalDamage, 0.0f); // No negative damage.
|
||||
|
||||
// Check for flat reduction modifiers.
|
||||
for (const FDamageModifier& Mod : DamageModifiers)
|
||||
{
|
||||
if (Mod.DamageType == DamageType && Mod.bFlatReduction)
|
||||
{
|
||||
FinalDamage = FMath::Max(FinalDamage - Mod.FlatReduction, 1.0f); // Minimum 1 damage.
|
||||
}
|
||||
}
|
||||
|
||||
// Step 4: Apply shield absorption if available.
|
||||
if (CachedShieldSystem)
|
||||
{
|
||||
// Shield absorbs damage before health.
|
||||
// FinalDamage = CachedShieldSystem->AbsorbDamage(FinalDamage);
|
||||
}
|
||||
|
||||
// Step 5: Route to health system.
|
||||
if (CachedHealthSystem)
|
||||
{
|
||||
// CachedHealthSystem->ApplyHealthDamage(FinalDamage);
|
||||
}
|
||||
|
||||
// Step 6: Evaluate hit reaction.
|
||||
EvaluateHitReaction(FinalDamage, DamageCauser, HitDirection);
|
||||
|
||||
// Step 7: Broadcast.
|
||||
OnDamageReceived.Broadcast(RawDamage, FinalDamage, DamageCauser, DamageType, HitLocation);
|
||||
|
||||
if (ResistedAmount > 0.0f)
|
||||
{
|
||||
OnDamageResisted.Broadcast(ResistedAmount, DamageType,
|
||||
FString::Printf(TEXT("Resistance: %.1f%%"), Resistance * 100.0f));
|
||||
}
|
||||
|
||||
UE_LOG(LogDamage, Verbose, TEXT("ApplyDamage — Raw: %.1f → Final: %.1f (Type: %s, Resist: %.1f%%)"),
|
||||
RawDamage, FinalDamage, *DamageType.GetTagName().ToString(), Resistance * 100.0f);
|
||||
|
||||
return FinalDamage;
|
||||
}
|
||||
|
||||
float UBPC_DamageReceptionSystem::CalculateResistance(FGameplayTag DamageType) const
|
||||
{
|
||||
if (!DamageType.IsValid())
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
// Base resistance + equipment-specific bonuses.
|
||||
float TotalResistance = BaseResistance;
|
||||
|
||||
if (EquipmentConfig)
|
||||
{
|
||||
// EquipmentConfig would provide per-damage-type resistance values.
|
||||
// TotalResistance += EquipmentConfig->GetResistance(DamageType);
|
||||
}
|
||||
|
||||
return FMath::Clamp(TotalResistance, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
float UBPC_DamageReceptionSystem::GetDamageMultiplier(FGameplayTag DamageType) const
|
||||
{
|
||||
if (!DamageType.IsValid())
|
||||
{
|
||||
return 1.0f;
|
||||
}
|
||||
|
||||
for (const FDamageModifier& Mod : DamageModifiers)
|
||||
{
|
||||
if (Mod.DamageType == DamageType && !Mod.bFlatReduction)
|
||||
{
|
||||
return Mod.Multiplier;
|
||||
}
|
||||
}
|
||||
|
||||
return 1.0f; // No modifier — normal damage.
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Hit Reaction
|
||||
// ============================================================================
|
||||
|
||||
void UBPC_DamageReceptionSystem::EvaluateHitReaction(float FinalDamage, AActor* DamageCauser,
|
||||
FVector HitDirection)
|
||||
{
|
||||
if (FinalDamage >= KnockdownThreshold)
|
||||
{
|
||||
UE_LOG(LogDamage, Log, TEXT("EvaluateHitReaction — Knockdown! (%.1f damage)"), FinalDamage);
|
||||
OnKnockedDown.Broadcast(DamageCauser, FinalDamage);
|
||||
}
|
||||
else if (FinalDamage >= StaggerThreshold)
|
||||
{
|
||||
UE_LOG(LogDamage, Verbose, TEXT("EvaluateHitReaction — Stagger (%.1f damage)"), FinalDamage);
|
||||
OnStaggered.Broadcast(DamageCauser, FinalDamage);
|
||||
}
|
||||
|
||||
// Route to dedicated hit reaction system for animation selection.
|
||||
if (CachedHitReactionSystem)
|
||||
{
|
||||
// CachedHitReactionSystem->PlayHitReaction(FinalDamage, HitDirection, DamageCauser);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user