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Inventory.h
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#pragma once
#include "Includes.h"
namespace Inventory {
void Update() {
GPlayerController->WorldInventory->HandleInventoryLocalUpdate();
GPlayerController->HandleWorldInventoryLocalUpdate();
GPlayerController->OnRep_QuickBar();
GPlayerController->QuickBars->OnRep_PrimaryQuickBar();
GPlayerController->QuickBars->OnRep_SecondaryQuickBar();
}
int GetOpenSlot() {
for (int i = 0; i < 6; i++) {
if (GPlayerController->QuickBars->PrimaryQuickBar.Slots[i].Items.Data == nullptr) {
return i;
}
}
return -1;
}
int GetItemSlot(FGuid ItemGuid) {
for (int i = 0; i < 6; i++) {
if (GPlayerController->QuickBars->PrimaryQuickBar.Slots[i].Items.Data != nullptr && GPlayerController->QuickBars->PrimaryQuickBar.Slots[i].Items[0] == ItemGuid) {
return i;
}
}
return -1;
}
void EquipItem(UFortWorldItem* Weapon) {
UFortWeaponItemDefinition* ItemDef = (UFortWeaponItemDefinition*)Weapon->GetItemDefinitionBP();
//AGID Stuff
static UFortAbilitySet* OldAbilitySet = nullptr;
if (OldAbilitySet != nullptr) {
for (int i = 0; i < OldAbilitySet->GameplayAbilities.Num(); i++) {
UGameplayAbility* Ability = OldAbilitySet->GameplayAbilities[i];
Abilities::RemoveAbility(Ability);
}
for (int i = 0; i < OldAbilitySet->GrantedGameplayEffects.Num(); i++) {
FGameplayEffectApplicationInfoHard Effect = OldAbilitySet->GrantedGameplayEffects[i];
Abilities::RemoveEffect((UGameplayEffect*)Effect.GameplayEffect.Get());
}
}
if (ItemDef->IsA(UFortGadgetItemDefinition::StaticClass())) {
UFortGadgetItemDefinition* Gadget = reinterpret_cast<UFortGadgetItemDefinition*>(ItemDef);
ItemDef = (UFortWeaponItemDefinition*)Gadget->GetDecoItemDefinition();
//Doesn't work :(
/*if (Gadget->AbilitySet.Get() != nullptr) {
UFortAbilitySet* AbilitySet = Gadget->AbilitySet.Get();
for (int i = 0; i < AbilitySet->GameplayAbilities.Num(); i++) {
UGameplayAbility* Ability = AbilitySet->GameplayAbilities[i];
Abilities::GrantAbility(Ability);
}
for (int i = 0; i < AbilitySet->GrantedGameplayEffects.Num(); i++) {
FGameplayEffectApplicationInfoHard Effect = AbilitySet->GrantedGameplayEffects[i];
Abilities::GrantEffect(Effect.GameplayEffect, Effect.Level);
}
OldAbilitySet = AbilitySet;
}
else {
OldAbilitySet = nullptr;
}
if (Gadget->AnimBPOverride.Get() != nullptr) {
UClass* AnimBPOverride = GPawn->AnimBPOverride.Get();
AnimBPOverride = Gadget->AnimBPOverride.Get();
}*/
if (Gadget->CharacterParts.Data != nullptr) {
static UCustomCharacterPart* EMPTY_Hat = UObject::FindObject<UCustomCharacterPart>("CustomCharacterPart Empty_Hat.Empty_Hat");
static UCustomCharacterPart* EMPTY_Backpack = UObject::FindObject<UCustomCharacterPart>("CustomCharacterPart NoBackpack.NoBackpack");
for (int i = 0; i < Gadget->CharacterParts.Num(); i++) {
UCustomCharacterPart* Part = Gadget->CharacterParts[i];
if (Part->CharacterPartType == EFortCustomPartType::Head) {
GPawn->ServerChoosePart(EFortCustomPartType::Hat, EMPTY_Hat);
GPawn->ServerChoosePart(EFortCustomPartType::Backpack, EMPTY_Backpack);
}
GPawn->ServerChoosePart(Part->CharacterPartType, Part);
}
}
if (Gadget->GetName() == "AGID_CarminePack") {
static UFortAbilitySet* AbilitySet = UObject::FindObject<UFortAbilitySet>("FortAbilitySet AS_CarminePack.AS_CarminePack");
for (int i = 0; i < AbilitySet->GameplayAbilities.Num(); i++) {
UGameplayAbility* Ability = AbilitySet->GameplayAbilities[i];
Abilities::GrantAbility(Ability);
}
for (int i = 0; i < AbilitySet->GrantedGameplayEffects.Num(); i++) {
FGameplayEffectApplicationInfoHard Effect = AbilitySet->GrantedGameplayEffects[i];
Abilities::GrantEffect(Effect.GameplayEffect, Effect.Level);
}
OldAbilitySet = AbilitySet;
GPawn->SetAnimBPOverride(UObject::FindObject<UClass>("AnimBlueprintGeneratedClass Gauntlet_Player_AnimBlueprint.Gauntlet_Player_AnimBlueprint_C"));
}
}
//Equip the Item
AFortWeapon* WeaponData = GPawn->EquipWeaponDefinition(ItemDef, Weapon->GetItemGuid());
//Weapon Sounds and Stuff like that
WeaponData->OnRep_ReplicatedWeaponData();
WeaponData->ClientGivenTo(GPawn);
GPawn->ClientInternalEquipWeapon(WeaponData);
}
void SpawnPickup(UFortWorldItem* Item) {
FTransform SpawnTransform = BaseTransform;
SpawnTransform.Translation = GPawn->K2_GetActorLocation();
AFortPickupAthena* Pickup = reinterpret_cast<AFortPickupAthena*>(GGameplayStatics->FinishSpawningActor(GGameplayStatics->BeginDeferredActorSpawnFromClass(GEngine->GameViewport->World, AFortPickupAthena::StaticClass(), SpawnTransform, ESpawnActorCollisionHandlingMethod::AlwaysSpawn, GPlayerController), SpawnTransform));
Pickup->PrimaryPickupItemEntry = Item->ItemEntry;
Pickup->OnRep_PrimaryPickupItemEntry();
Pickup->TossPickup(GPawn->K2_GetActorLocation(), GPawn, Pickup->PrimaryPickupItemEntry.Count, true);
}
void DropItem(FGuid ItemGuid) {
//Get the Slot the items in
int ItemSlot = GetItemSlot(ItemGuid);
//Remove the Item (and Spawn the Pickup)
for (int i = 0; i < GPlayerController->WorldInventory->Inventory.ItemInstances.Num(); i++) {
if (GPlayerController->WorldInventory->Inventory.ItemInstances[i]->ItemEntry.ItemGuid == ItemGuid) {
SpawnPickup(GPlayerController->WorldInventory->Inventory.ItemInstances[i]);
GPlayerController->WorldInventory->Inventory.ItemInstances.RemoveAt(i);
break;
}
}
for (int i = 0; i < GPlayerController->WorldInventory->Inventory.ReplicatedEntries.Num(); i++) {
if (GPlayerController->WorldInventory->Inventory.ReplicatedEntries[i].ItemGuid == ItemGuid) {
GPlayerController->WorldInventory->Inventory.ReplicatedEntries.RemoveAt(i);
break;
}
}
GPlayerController->QuickBars->ServerRemoveItemInternal(ItemGuid, false, true);
GPlayerController->QuickBars->EmptySlot(EFortQuickBars::Primary, ItemSlot);
//Free The Slot Data
GPlayerController->QuickBars->PrimaryQuickBar.Slots[ItemSlot].Items.Data = nullptr;
GPlayerController->QuickBars->PrimaryQuickBar.Slots[ItemSlot].Items.ResetNum();
Update();
}
UFortWorldItem* AddItemToInventory(UFortItemDefinition* ItemDef, int Slot, int Count = 1, EFortQuickBars QBs = EFortQuickBars::Primary) {
UFortWorldItem* Weapon = (UFortWorldItem*)ItemDef->CreateTemporaryItemInstanceBP(Count, 1);
GPlayerController->WorldInventory->Inventory.ReplicatedEntries.Add(Weapon->ItemEntry);
GPlayerController->WorldInventory->Inventory.ItemInstances.Add(Weapon);
GPlayerController->QuickBars->ServerAddItemInternal(Weapon->GetItemGuid(), QBs, Slot);
Update();
return Weapon;
}
void HandleNewItem(UFortItemDefinition* ItemDef, int Count = 1) {
int Slot = GetOpenSlot();
if (Slot != -1) {
AddItemToInventory(ItemDef, Slot, Count);
}
else {
//Swap Logic
FGuid CurrentSlot = {};
if (GPlayerController->QuickBars->PrimaryQuickBar.CurrentFocusedSlot != 0) {
CurrentSlot = GPlayerController->QuickBars->PrimaryQuickBar.Slots[GPlayerController->QuickBars->PrimaryQuickBar.CurrentFocusedSlot].Items[0];
}
else {
CurrentSlot = GPlayerController->QuickBars->PrimaryQuickBar.Slots[1].Items[0];
}
DropItem(CurrentSlot);
AddItemToInventory(ItemDef, GPlayerController->QuickBars->PrimaryQuickBar.CurrentFocusedSlot, Count);
}
}
void EquipInventoryItem(FGuid ItemGuid) {
for (int i = 0; i < GPlayerController->WorldInventory->Inventory.ItemInstances.Num(); i++) {
if (GPlayerController->WorldInventory->Inventory.ItemInstances[i]->GetItemGuid() == ItemGuid) {
EquipItem(GPlayerController->WorldInventory->Inventory.ItemInstances[i]);
break;
}
}
}
void SetupInventory() {
GPlayerController->QuickBars = reinterpret_cast<AFortQuickBars*>(GGameplayStatics->FinishSpawningActor(GGameplayStatics->BeginDeferredActorSpawnFromClass(GEngine->GameViewport->World, AFortQuickBars::StaticClass(), BaseTransform, ESpawnActorCollisionHandlingMethod::AlwaysSpawn, GPlayerController), BaseTransform));
auto WorldInventory = GPlayerController->WorldInventory;
auto Inventory = WorldInventory->Inventory;
auto Pickaxe = GPlayerController->CustomizationLoadout.Pickaxe;
UFortWeaponMeleeItemDefinition* PickaxeWeaponDef = nullptr;
if (!Pickaxe) {
Pickaxe = UObject::FindObject<UAthenaPickaxeItemDefinition>("AthenaPickaxeItemDefinition DefaultPickaxe.DefaultPickaxe");
PickaxeWeaponDef = UObject::FindObject<UFortWeaponMeleeItemDefinition>("FortWeaponMeleeItemDefinition WID_Harvest_Pickaxe_Athena_C_T01.WID_Harvest_Pickaxe_Athena_C_T01");
}
else {
if (!Pickaxe->WeaponDefinition || Pickaxe->GetName() == "Pickaxe_Random") {
PickaxeWeaponDef = UObject::FindObject<UFortWeaponMeleeItemDefinition>("FortWeaponMeleeItemDefinition WID_Harvest_Pickaxe_Athena_C_T01.WID_Harvest_Pickaxe_Athena_C_T01");
}
else {
PickaxeWeaponDef = Pickaxe->WeaponDefinition;
}
}
LOG(("Equipping Pickaxe: " + Pickaxe->DisplayName.ToString()));
EquipItem(AddItemToInventory(PickaxeWeaponDef, 0));
}
}