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curl -L -o LyraGameplayAbility.cpp https://huggingface.co/datasets/Alexhas2/unitysamples/resolve/main/LyraStarterGame/Source/LyraGame/AbilitySystem/Abilities/LyraGameplayAbility.cpp
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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| { \ | |
| if (!ensure(IsInstantiated())) \ | |
| { \ | |
| ABILITY_LOG(Error, TEXT("%s: " #FunctionName " cannot be called on a non-instanced ability. Check the instancing policy."), *GetPathName()); \ | |
| return ReturnValue; \ | |
| } \ | |
| } | |
| UE_DEFINE_GAMEPLAY_TAG(TAG_ABILITY_SIMPLE_FAILURE_MESSAGE, "Ability.UserFacingSimpleActivateFail.Message"); | |
| UE_DEFINE_GAMEPLAY_TAG(TAG_ABILITY_PLAY_MONTAGE_FAILURE_MESSAGE, "Ability.PlayMontageOnActivateFail.Message"); | |
| ULyraGameplayAbility::ULyraGameplayAbility(const FObjectInitializer& ObjectInitializer) | |
| : Super(ObjectInitializer) | |
| { | |
| ReplicationPolicy = EGameplayAbilityReplicationPolicy::ReplicateNo; | |
| InstancingPolicy = EGameplayAbilityInstancingPolicy::InstancedPerActor; | |
| NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::LocalPredicted; | |
| NetSecurityPolicy = EGameplayAbilityNetSecurityPolicy::ClientOrServer; | |
| ActivationPolicy = ELyraAbilityActivationPolicy::OnInputTriggered; | |
| ActivationGroup = ELyraAbilityActivationGroup::Independent; | |
| bLogCancelation = false; | |
| ActiveCameraMode = nullptr; | |
| } | |
| ULyraAbilitySystemComponent* ULyraGameplayAbility::GetLyraAbilitySystemComponentFromActorInfo() const | |
| { | |
| return (CurrentActorInfo ? Cast<ULyraAbilitySystemComponent>(CurrentActorInfo->AbilitySystemComponent.Get()) : nullptr); | |
| } | |
| ALyraPlayerController* ULyraGameplayAbility::GetLyraPlayerControllerFromActorInfo() const | |
| { | |
| return (CurrentActorInfo ? Cast<ALyraPlayerController>(CurrentActorInfo->PlayerController.Get()) : nullptr); | |
| } | |
| AController* ULyraGameplayAbility::GetControllerFromActorInfo() const | |
| { | |
| if (CurrentActorInfo) | |
| { | |
| if (AController* PC = CurrentActorInfo->PlayerController.Get()) | |
| { | |
| return PC; | |
| } | |
| // Look for a player controller or pawn in the owner chain. | |
| AActor* TestActor = CurrentActorInfo->OwnerActor.Get(); | |
| while (TestActor) | |
| { | |
| if (AController* C = Cast<AController>(TestActor)) | |
| { | |
| return C; | |
| } | |
| if (APawn* Pawn = Cast<APawn>(TestActor)) | |
| { | |
| return Pawn->GetController(); | |
| } | |
| TestActor = TestActor->GetOwner(); | |
| } | |
| } | |
| return nullptr; | |
| } | |
| ALyraCharacter* ULyraGameplayAbility::GetLyraCharacterFromActorInfo() const | |
| { | |
| return (CurrentActorInfo ? Cast<ALyraCharacter>(CurrentActorInfo->AvatarActor.Get()) : nullptr); | |
| } | |
| ULyraHeroComponent* ULyraGameplayAbility::GetHeroComponentFromActorInfo() const | |
| { | |
| return (CurrentActorInfo ? ULyraHeroComponent::FindHeroComponent(CurrentActorInfo->AvatarActor.Get()) : nullptr); | |
| } | |
| void ULyraGameplayAbility::NativeOnAbilityFailedToActivate(const FGameplayTagContainer& FailedReason) const | |
| { | |
| bool bSimpleFailureFound = false; | |
| for (FGameplayTag Reason : FailedReason) | |
| { | |
| if (!bSimpleFailureFound) | |
| { | |
| if (const FText* pUserFacingMessage = FailureTagToUserFacingMessages.Find(Reason)) | |
| { | |
| FLyraAbilitySimpleFailureMessage Message; | |
| Message.PlayerController = GetActorInfo().PlayerController.Get(); | |
| Message.FailureTags = FailedReason; | |
| Message.UserFacingReason = *pUserFacingMessage; | |
| UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(GetWorld()); | |
| MessageSystem.BroadcastMessage(TAG_ABILITY_SIMPLE_FAILURE_MESSAGE, Message); | |
| bSimpleFailureFound = true; | |
| } | |
| } | |
| if (UAnimMontage* pMontage = FailureTagToAnimMontage.FindRef(Reason)) | |
| { | |
| FLyraAbilityMontageFailureMessage Message; | |
| Message.PlayerController = GetActorInfo().PlayerController.Get(); | |
| Message.AvatarActor = GetActorInfo().AvatarActor.Get(); | |
| Message.FailureTags = FailedReason; | |
| Message.FailureMontage = pMontage; | |
| UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(GetWorld()); | |
| MessageSystem.BroadcastMessage(TAG_ABILITY_PLAY_MONTAGE_FAILURE_MESSAGE, Message); | |
| } | |
| } | |
| } | |
| bool ULyraGameplayAbility::CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, FGameplayTagContainer* OptionalRelevantTags) const | |
| { | |
| if (!ActorInfo || !ActorInfo->AbilitySystemComponent.IsValid()) | |
| { | |
| return false; | |
| } | |
| if (!Super::CanActivateAbility(Handle, ActorInfo, SourceTags, TargetTags, OptionalRelevantTags)) | |
| { | |
| return false; | |
| } | |
| //@TODO Possibly remove after setting up tag relationships | |
| ULyraAbilitySystemComponent* LyraASC = CastChecked<ULyraAbilitySystemComponent>(ActorInfo->AbilitySystemComponent.Get()); | |
| if (LyraASC->IsActivationGroupBlocked(ActivationGroup)) | |
| { | |
| if (OptionalRelevantTags) | |
| { | |
| OptionalRelevantTags->AddTag(LyraGameplayTags::Ability_ActivateFail_ActivationGroup); | |
| } | |
| return false; | |
| } | |
| return true; | |
| } | |
| void ULyraGameplayAbility::SetCanBeCanceled(bool bCanBeCanceled) | |
| { | |
| // The ability can not block canceling if it's replaceable. | |
| if (!bCanBeCanceled && (ActivationGroup == ELyraAbilityActivationGroup::Exclusive_Replaceable)) | |
| { | |
| UE_LOG(LogLyraAbilitySystem, Error, TEXT("SetCanBeCanceled: Ability [%s] can not block canceling because its activation group is replaceable."), *GetName()); | |
| return; | |
| } | |
| Super::SetCanBeCanceled(bCanBeCanceled); | |
| } | |
| void ULyraGameplayAbility::OnGiveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) | |
| { | |
| Super::OnGiveAbility(ActorInfo, Spec); | |
| K2_OnAbilityAdded(); | |
| TryActivateAbilityOnSpawn(ActorInfo, Spec); | |
| } | |
| void ULyraGameplayAbility::OnRemoveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) | |
| { | |
| K2_OnAbilityRemoved(); | |
| Super::OnRemoveAbility(ActorInfo, Spec); | |
| } | |
| void ULyraGameplayAbility::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) | |
| { | |
| Super::ActivateAbility(Handle, ActorInfo, ActivationInfo, TriggerEventData); | |
| } | |
| void ULyraGameplayAbility::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) | |
| { | |
| ClearCameraMode(); | |
| Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled); | |
| } | |
| bool ULyraGameplayAbility::CheckCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, OUT FGameplayTagContainer* OptionalRelevantTags) const | |
| { | |
| if (!Super::CheckCost(Handle, ActorInfo, OptionalRelevantTags) || !ActorInfo) | |
| { | |
| return false; | |
| } | |
| // Verify we can afford any additional costs | |
| for (const TObjectPtr<ULyraAbilityCost>& AdditionalCost : AdditionalCosts) | |
| { | |
| if (AdditionalCost != nullptr) | |
| { | |
| if (!AdditionalCost->CheckCost(this, Handle, ActorInfo, /*inout*/ OptionalRelevantTags)) | |
| { | |
| return false; | |
| } | |
| } | |
| } | |
| return true; | |
| } | |
| void ULyraGameplayAbility::ApplyCost(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilityActivationInfo ActivationInfo) const | |
| { | |
| Super::ApplyCost(Handle, ActorInfo, ActivationInfo); | |
| check(ActorInfo); | |
| // Used to determine if the ability actually hit a target (as some costs are only spent on successful attempts) | |
| auto DetermineIfAbilityHitTarget = [&]() | |
| { | |
| if (ActorInfo->IsNetAuthority()) | |
| { | |
| if (ULyraAbilitySystemComponent* ASC = Cast<ULyraAbilitySystemComponent>(ActorInfo->AbilitySystemComponent.Get())) | |
| { | |
| FGameplayAbilityTargetDataHandle TargetData; | |
| ASC->GetAbilityTargetData(Handle, ActivationInfo, TargetData); | |
| for (int32 TargetDataIdx = 0; TargetDataIdx < TargetData.Data.Num(); ++TargetDataIdx) | |
| { | |
| if (UAbilitySystemBlueprintLibrary::TargetDataHasHitResult(TargetData, TargetDataIdx)) | |
| { | |
| return true; | |
| } | |
| } | |
| } | |
| } | |
| return false; | |
| }; | |
| // Pay any additional costs | |
| bool bAbilityHitTarget = false; | |
| bool bHasDeterminedIfAbilityHitTarget = false; | |
| for (const TObjectPtr<ULyraAbilityCost>& AdditionalCost : AdditionalCosts) | |
| { | |
| if (AdditionalCost != nullptr) | |
| { | |
| if (AdditionalCost->ShouldOnlyApplyCostOnHit()) | |
| { | |
| if (!bHasDeterminedIfAbilityHitTarget) | |
| { | |
| bAbilityHitTarget = DetermineIfAbilityHitTarget(); | |
| bHasDeterminedIfAbilityHitTarget = true; | |
| } | |
| if (!bAbilityHitTarget) | |
| { | |
| continue; | |
| } | |
| } | |
| AdditionalCost->ApplyCost(this, Handle, ActorInfo, ActivationInfo); | |
| } | |
| } | |
| } | |
| FGameplayEffectContextHandle ULyraGameplayAbility::MakeEffectContext(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo) const | |
| { | |
| FGameplayEffectContextHandle ContextHandle = Super::MakeEffectContext(Handle, ActorInfo); | |
| FLyraGameplayEffectContext* EffectContext = FLyraGameplayEffectContext::ExtractEffectContext(ContextHandle); | |
| check(EffectContext); | |
| check(ActorInfo); | |
| AActor* EffectCauser = nullptr; | |
| const ILyraAbilitySourceInterface* AbilitySource = nullptr; | |
| float SourceLevel = 0.0f; | |
| GetAbilitySource(Handle, ActorInfo, /*out*/ SourceLevel, /*out*/ AbilitySource, /*out*/ EffectCauser); | |
| UObject* SourceObject = GetSourceObject(Handle, ActorInfo); | |
| AActor* Instigator = ActorInfo ? ActorInfo->OwnerActor.Get() : nullptr; | |
| EffectContext->SetAbilitySource(AbilitySource, SourceLevel); | |
| EffectContext->AddInstigator(Instigator, EffectCauser); | |
| EffectContext->AddSourceObject(SourceObject); | |
| return ContextHandle; | |
| } | |
| void ULyraGameplayAbility::ApplyAbilityTagsToGameplayEffectSpec(FGameplayEffectSpec& Spec, FGameplayAbilitySpec* AbilitySpec) const | |
| { | |
| Super::ApplyAbilityTagsToGameplayEffectSpec(Spec, AbilitySpec); | |
| if (const FHitResult* HitResult = Spec.GetContext().GetHitResult()) | |
| { | |
| if (const UPhysicalMaterialWithTags* PhysMatWithTags = Cast<const UPhysicalMaterialWithTags>(HitResult->PhysMaterial.Get())) | |
| { | |
| Spec.CapturedTargetTags.GetSpecTags().AppendTags(PhysMatWithTags->Tags); | |
| } | |
| } | |
| } | |
| bool ULyraGameplayAbility::DoesAbilitySatisfyTagRequirements(const UAbilitySystemComponent& AbilitySystemComponent, const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, OUT FGameplayTagContainer* OptionalRelevantTags) const | |
| { | |
| // Specialized version to handle death exclusion and AbilityTags expansion via ASC | |
| bool bBlocked = false; | |
| bool bMissing = false; | |
| UAbilitySystemGlobals& AbilitySystemGlobals = UAbilitySystemGlobals::Get(); | |
| const FGameplayTag& BlockedTag = AbilitySystemGlobals.ActivateFailTagsBlockedTag; | |
| const FGameplayTag& MissingTag = AbilitySystemGlobals.ActivateFailTagsMissingTag; | |
| // Check if any of this ability's tags are currently blocked | |
| if (AbilitySystemComponent.AreAbilityTagsBlocked(GetAssetTags())) | |
| { | |
| bBlocked = true; | |
| } | |
| const ULyraAbilitySystemComponent* LyraASC = Cast<ULyraAbilitySystemComponent>(&AbilitySystemComponent); | |
| static FGameplayTagContainer AllRequiredTags; | |
| static FGameplayTagContainer AllBlockedTags; | |
| AllRequiredTags = ActivationRequiredTags; | |
| AllBlockedTags = ActivationBlockedTags; | |
| // Expand our ability tags to add additional required/blocked tags | |
| if (LyraASC) | |
| { | |
| LyraASC->GetAdditionalActivationTagRequirements(GetAssetTags(), AllRequiredTags, AllBlockedTags); | |
| } | |
| // Check to see the required/blocked tags for this ability | |
| if (AllBlockedTags.Num() || AllRequiredTags.Num()) | |
| { | |
| static FGameplayTagContainer AbilitySystemComponentTags; | |
| AbilitySystemComponentTags.Reset(); | |
| AbilitySystemComponent.GetOwnedGameplayTags(AbilitySystemComponentTags); | |
| if (AbilitySystemComponentTags.HasAny(AllBlockedTags)) | |
| { | |
| if (OptionalRelevantTags && AbilitySystemComponentTags.HasTag(LyraGameplayTags::Status_Death)) | |
| { | |
| // If player is dead and was rejected due to blocking tags, give that feedback | |
| OptionalRelevantTags->AddTag(LyraGameplayTags::Ability_ActivateFail_IsDead); | |
| } | |
| bBlocked = true; | |
| } | |
| if (!AbilitySystemComponentTags.HasAll(AllRequiredTags)) | |
| { | |
| bMissing = true; | |
| } | |
| } | |
| if (SourceTags != nullptr) | |
| { | |
| if (SourceBlockedTags.Num() || SourceRequiredTags.Num()) | |
| { | |
| if (SourceTags->HasAny(SourceBlockedTags)) | |
| { | |
| bBlocked = true; | |
| } | |
| if (!SourceTags->HasAll(SourceRequiredTags)) | |
| { | |
| bMissing = true; | |
| } | |
| } | |
| } | |
| if (TargetTags != nullptr) | |
| { | |
| if (TargetBlockedTags.Num() || TargetRequiredTags.Num()) | |
| { | |
| if (TargetTags->HasAny(TargetBlockedTags)) | |
| { | |
| bBlocked = true; | |
| } | |
| if (!TargetTags->HasAll(TargetRequiredTags)) | |
| { | |
| bMissing = true; | |
| } | |
| } | |
| } | |
| if (bBlocked) | |
| { | |
| if (OptionalRelevantTags && BlockedTag.IsValid()) | |
| { | |
| OptionalRelevantTags->AddTag(BlockedTag); | |
| } | |
| return false; | |
| } | |
| if (bMissing) | |
| { | |
| if (OptionalRelevantTags && MissingTag.IsValid()) | |
| { | |
| OptionalRelevantTags->AddTag(MissingTag); | |
| } | |
| return false; | |
| } | |
| return true; | |
| } | |
| void ULyraGameplayAbility::OnPawnAvatarSet() | |
| { | |
| K2_OnPawnAvatarSet(); | |
| } | |
| void ULyraGameplayAbility::GetAbilitySource(FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, float& OutSourceLevel, const ILyraAbilitySourceInterface*& OutAbilitySource, AActor*& OutEffectCauser) const | |
| { | |
| OutSourceLevel = 0.0f; | |
| OutAbilitySource = nullptr; | |
| OutEffectCauser = nullptr; | |
| OutEffectCauser = ActorInfo->AvatarActor.Get(); | |
| // If we were added by something that's an ability info source, use it | |
| UObject* SourceObject = GetSourceObject(Handle, ActorInfo); | |
| OutAbilitySource = Cast<ILyraAbilitySourceInterface>(SourceObject); | |
| } | |
| void ULyraGameplayAbility::TryActivateAbilityOnSpawn(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) const | |
| { | |
| // Try to activate if activation policy is on spawn. | |
| if (ActorInfo && !Spec.IsActive() && (ActivationPolicy == ELyraAbilityActivationPolicy::OnSpawn)) | |
| { | |
| UAbilitySystemComponent* ASC = ActorInfo->AbilitySystemComponent.Get(); | |
| const AActor* AvatarActor = ActorInfo->AvatarActor.Get(); | |
| // If avatar actor is torn off or about to die, don't try to activate until we get the new one. | |
| if (ASC && AvatarActor && !AvatarActor->GetTearOff() && (AvatarActor->GetLifeSpan() <= 0.0f)) | |
| { | |
| const bool bIsLocalExecution = (NetExecutionPolicy == EGameplayAbilityNetExecutionPolicy::LocalPredicted) || (NetExecutionPolicy == EGameplayAbilityNetExecutionPolicy::LocalOnly); | |
| const bool bIsServerExecution = (NetExecutionPolicy == EGameplayAbilityNetExecutionPolicy::ServerOnly) || (NetExecutionPolicy == EGameplayAbilityNetExecutionPolicy::ServerInitiated); | |
| const bool bClientShouldActivate = ActorInfo->IsLocallyControlled() && bIsLocalExecution; | |
| const bool bServerShouldActivate = ActorInfo->IsNetAuthority() && bIsServerExecution; | |
| if (bClientShouldActivate || bServerShouldActivate) | |
| { | |
| ASC->TryActivateAbility(Spec.Handle); | |
| } | |
| } | |
| } | |
| } | |
| bool ULyraGameplayAbility::CanChangeActivationGroup(ELyraAbilityActivationGroup NewGroup) const | |
| { | |
| if (!IsInstantiated() || !IsActive()) | |
| { | |
| return false; | |
| } | |
| if (ActivationGroup == NewGroup) | |
| { | |
| return true; | |
| } | |
| ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponentFromActorInfo(); | |
| check(LyraASC); | |
| if ((ActivationGroup != ELyraAbilityActivationGroup::Exclusive_Blocking) && LyraASC->IsActivationGroupBlocked(NewGroup)) | |
| { | |
| // This ability can't change groups if it's blocked (unless it is the one doing the blocking). | |
| return false; | |
| } | |
| if ((NewGroup == ELyraAbilityActivationGroup::Exclusive_Replaceable) && !CanBeCanceled()) | |
| { | |
| // This ability can't become replaceable if it can't be canceled. | |
| return false; | |
| } | |
| return true; | |
| } | |
| bool ULyraGameplayAbility::ChangeActivationGroup(ELyraAbilityActivationGroup NewGroup) | |
| { | |
| ENSURE_ABILITY_IS_INSTANTIATED_OR_RETURN(ChangeActivationGroup, false); | |
| if (!CanChangeActivationGroup(NewGroup)) | |
| { | |
| return false; | |
| } | |
| if (ActivationGroup != NewGroup) | |
| { | |
| ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponentFromActorInfo(); | |
| check(LyraASC); | |
| LyraASC->RemoveAbilityFromActivationGroup(ActivationGroup, this); | |
| LyraASC->AddAbilityToActivationGroup(NewGroup, this); | |
| ActivationGroup = NewGroup; | |
| } | |
| return true; | |
| } | |
| void ULyraGameplayAbility::SetCameraMode(TSubclassOf<ULyraCameraMode> CameraMode) | |
| { | |
| ENSURE_ABILITY_IS_INSTANTIATED_OR_RETURN(SetCameraMode, ); | |
| if (ULyraHeroComponent* HeroComponent = GetHeroComponentFromActorInfo()) | |
| { | |
| HeroComponent->SetAbilityCameraMode(CameraMode, CurrentSpecHandle); | |
| ActiveCameraMode = CameraMode; | |
| } | |
| } | |
| void ULyraGameplayAbility::ClearCameraMode() | |
| { | |
| ENSURE_ABILITY_IS_INSTANTIATED_OR_RETURN(ClearCameraMode, ); | |
| if (ActiveCameraMode) | |
| { | |
| if (ULyraHeroComponent* HeroComponent = GetHeroComponentFromActorInfo()) | |
| { | |
| HeroComponent->ClearAbilityCameraMode(CurrentSpecHandle); | |
| } | |
| ActiveCameraMode = nullptr; | |
| } | |
| } | |