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| // Copyright Epic Games, Inc. All Rights Reserved. | |
| UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_Damage, "Gameplay.Damage"); | |
| UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_DamageImmunity, "Gameplay.DamageImmunity"); | |
| UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_DamageSelfDestruct, "Gameplay.Damage.SelfDestruct"); | |
| UE_DEFINE_GAMEPLAY_TAG(TAG_Gameplay_FellOutOfWorld, "Gameplay.Damage.FellOutOfWorld"); | |
| UE_DEFINE_GAMEPLAY_TAG(TAG_Lyra_Damage_Message, "Lyra.Damage.Message"); | |
| ULyraHealthSet::ULyraHealthSet() | |
| : Health(100.0f) | |
| , MaxHealth(100.0f) | |
| { | |
| bOutOfHealth = false; | |
| MaxHealthBeforeAttributeChange = 0.0f; | |
| HealthBeforeAttributeChange = 0.0f; | |
| } | |
| void ULyraHealthSet::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const | |
| { | |
| Super::GetLifetimeReplicatedProps(OutLifetimeProps); | |
| DOREPLIFETIME_CONDITION_NOTIFY(ULyraHealthSet, Health, COND_None, REPNOTIFY_Always); | |
| DOREPLIFETIME_CONDITION_NOTIFY(ULyraHealthSet, MaxHealth, COND_None, REPNOTIFY_Always); | |
| } | |
| void ULyraHealthSet::OnRep_Health(const FGameplayAttributeData& OldValue) | |
| { | |
| GAMEPLAYATTRIBUTE_REPNOTIFY(ULyraHealthSet, Health, OldValue); | |
| // Call the change callback, but without an instigator | |
| // This could be changed to an explicit RPC in the future | |
| // These events on the client should not be changing attributes | |
| const float CurrentHealth = GetHealth(); | |
| const float EstimatedMagnitude = CurrentHealth - OldValue.GetCurrentValue(); | |
| OnHealthChanged.Broadcast(nullptr, nullptr, nullptr, EstimatedMagnitude, OldValue.GetCurrentValue(), CurrentHealth); | |
| if (!bOutOfHealth && CurrentHealth <= 0.0f) | |
| { | |
| OnOutOfHealth.Broadcast(nullptr, nullptr, nullptr, EstimatedMagnitude, OldValue.GetCurrentValue(), CurrentHealth); | |
| } | |
| bOutOfHealth = (CurrentHealth <= 0.0f); | |
| } | |
| void ULyraHealthSet::OnRep_MaxHealth(const FGameplayAttributeData& OldValue) | |
| { | |
| GAMEPLAYATTRIBUTE_REPNOTIFY(ULyraHealthSet, MaxHealth, OldValue); | |
| // Call the change callback, but without an instigator | |
| // This could be changed to an explicit RPC in the future | |
| OnMaxHealthChanged.Broadcast(nullptr, nullptr, nullptr, GetMaxHealth() - OldValue.GetCurrentValue(), OldValue.GetCurrentValue(), GetMaxHealth()); | |
| } | |
| bool ULyraHealthSet::PreGameplayEffectExecute(FGameplayEffectModCallbackData &Data) | |
| { | |
| if (!Super::PreGameplayEffectExecute(Data)) | |
| { | |
| return false; | |
| } | |
| // Handle modifying incoming normal damage | |
| if (Data.EvaluatedData.Attribute == GetDamageAttribute()) | |
| { | |
| if (Data.EvaluatedData.Magnitude > 0.0f) | |
| { | |
| const bool bIsDamageFromSelfDestruct = Data.EffectSpec.GetDynamicAssetTags().HasTagExact(TAG_Gameplay_DamageSelfDestruct); | |
| if (Data.Target.HasMatchingGameplayTag(TAG_Gameplay_DamageImmunity) && !bIsDamageFromSelfDestruct) | |
| { | |
| // Do not take away any health. | |
| Data.EvaluatedData.Magnitude = 0.0f; | |
| return false; | |
| } | |
| // Check GodMode cheat, unlimited health is checked below | |
| if (Data.Target.HasMatchingGameplayTag(LyraGameplayTags::Cheat_GodMode) && !bIsDamageFromSelfDestruct) | |
| { | |
| // Do not take away any health. | |
| Data.EvaluatedData.Magnitude = 0.0f; | |
| return false; | |
| } | |
| } | |
| } | |
| // Save the current health | |
| HealthBeforeAttributeChange = GetHealth(); | |
| MaxHealthBeforeAttributeChange = GetMaxHealth(); | |
| return true; | |
| } | |
| void ULyraHealthSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) | |
| { | |
| Super::PostGameplayEffectExecute(Data); | |
| const bool bIsDamageFromSelfDestruct = Data.EffectSpec.GetDynamicAssetTags().HasTagExact(TAG_Gameplay_DamageSelfDestruct); | |
| float MinimumHealth = 0.0f; | |
| // Godmode and unlimited health stop death unless it's a self destruct | |
| if (!bIsDamageFromSelfDestruct && | |
| (Data.Target.HasMatchingGameplayTag(LyraGameplayTags::Cheat_GodMode) || Data.Target.HasMatchingGameplayTag(LyraGameplayTags::Cheat_UnlimitedHealth) )) | |
| { | |
| MinimumHealth = 1.0f; | |
| } | |
| const FGameplayEffectContextHandle& EffectContext = Data.EffectSpec.GetEffectContext(); | |
| AActor* Instigator = EffectContext.GetOriginalInstigator(); | |
| AActor* Causer = EffectContext.GetEffectCauser(); | |
| if (Data.EvaluatedData.Attribute == GetDamageAttribute()) | |
| { | |
| // Send a standardized verb message that other systems can observe | |
| if (Data.EvaluatedData.Magnitude > 0.0f) | |
| { | |
| FLyraVerbMessage Message; | |
| Message.Verb = TAG_Lyra_Damage_Message; | |
| Message.Instigator = Data.EffectSpec.GetEffectContext().GetEffectCauser(); | |
| Message.InstigatorTags = *Data.EffectSpec.CapturedSourceTags.GetAggregatedTags(); | |
| Message.Target = GetOwningActor(); | |
| Message.TargetTags = *Data.EffectSpec.CapturedTargetTags.GetAggregatedTags(); | |
| //@TODO: Fill out context tags, and any non-ability-system source/instigator tags | |
| //@TODO: Determine if it's an opposing team kill, self-own, team kill, etc... | |
| Message.Magnitude = Data.EvaluatedData.Magnitude; | |
| UGameplayMessageSubsystem& MessageSystem = UGameplayMessageSubsystem::Get(GetWorld()); | |
| MessageSystem.BroadcastMessage(Message.Verb, Message); | |
| } | |
| // Convert into -Health and then clamp | |
| SetHealth(FMath::Clamp(GetHealth() - GetDamage(), MinimumHealth, GetMaxHealth())); | |
| SetDamage(0.0f); | |
| } | |
| else if (Data.EvaluatedData.Attribute == GetHealingAttribute()) | |
| { | |
| // Convert into +Health and then clamo | |
| SetHealth(FMath::Clamp(GetHealth() + GetHealing(), MinimumHealth, GetMaxHealth())); | |
| SetHealing(0.0f); | |
| } | |
| else if (Data.EvaluatedData.Attribute == GetHealthAttribute()) | |
| { | |
| // Clamp and fall into out of health handling below | |
| SetHealth(FMath::Clamp(GetHealth(), MinimumHealth, GetMaxHealth())); | |
| } | |
| else if (Data.EvaluatedData.Attribute == GetMaxHealthAttribute()) | |
| { | |
| // TODO clamp current health? | |
| // Notify on any requested max health changes | |
| OnMaxHealthChanged.Broadcast(Instigator, Causer, &Data.EffectSpec, Data.EvaluatedData.Magnitude, MaxHealthBeforeAttributeChange, GetMaxHealth()); | |
| } | |
| // If health has actually changed activate callbacks | |
| if (GetHealth() != HealthBeforeAttributeChange) | |
| { | |
| OnHealthChanged.Broadcast(Instigator, Causer, &Data.EffectSpec, Data.EvaluatedData.Magnitude, HealthBeforeAttributeChange, GetHealth()); | |
| } | |
| if ((GetHealth() <= 0.0f) && !bOutOfHealth) | |
| { | |
| OnOutOfHealth.Broadcast(Instigator, Causer, &Data.EffectSpec, Data.EvaluatedData.Magnitude, HealthBeforeAttributeChange, GetHealth()); | |
| } | |
| // Check health again in case an event above changed it. | |
| bOutOfHealth = (GetHealth() <= 0.0f); | |
| } | |
| void ULyraHealthSet::PreAttributeBaseChange(const FGameplayAttribute& Attribute, float& NewValue) const | |
| { | |
| Super::PreAttributeBaseChange(Attribute, NewValue); | |
| ClampAttribute(Attribute, NewValue); | |
| } | |
| void ULyraHealthSet::PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) | |
| { | |
| Super::PreAttributeChange(Attribute, NewValue); | |
| ClampAttribute(Attribute, NewValue); | |
| } | |
| void ULyraHealthSet::PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue) | |
| { | |
| Super::PostAttributeChange(Attribute, OldValue, NewValue); | |
| if (Attribute == GetMaxHealthAttribute()) | |
| { | |
| // Make sure current health is not greater than the new max health. | |
| if (GetHealth() > NewValue) | |
| { | |
| ULyraAbilitySystemComponent* LyraASC = GetLyraAbilitySystemComponent(); | |
| check(LyraASC); | |
| LyraASC->ApplyModToAttribute(GetHealthAttribute(), EGameplayModOp::Override, NewValue); | |
| } | |
| } | |
| if (bOutOfHealth && (GetHealth() > 0.0f)) | |
| { | |
| bOutOfHealth = false; | |
| } | |
| } | |
| void ULyraHealthSet::ClampAttribute(const FGameplayAttribute& Attribute, float& NewValue) const | |
| { | |
| if (Attribute == GetHealthAttribute()) | |
| { | |
| // Do not allow health to go negative or above max health. | |
| NewValue = FMath::Clamp(NewValue, 0.0f, GetMaxHealth()); | |
| } | |
| else if (Attribute == GetMaxHealthAttribute()) | |
| { | |
| // Do not allow max health to drop below 1. | |
| NewValue = FMath::Max(NewValue, 1.0f); | |
| } | |
| } | |