feat: Item filters
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@ -0,0 +1,5 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "DataAssets/RRDADataAssetDSItemFilter.h"
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@ -67,6 +67,7 @@ void URRDADataAssetSubsystem::StartScanForDataAssets() {
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ReCacheGeneratorDataAssets();
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mDSBuildingData.Empty();
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ReCacheDSItemFilters();
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ReCacheDSModAdapterDataAssets();
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ReCacheDSAdapterCoversDataAssets();
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}
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@ -178,6 +179,8 @@ void URRDADataAssetSubsystem::ReCacheDSModAdapterDataAssets() {
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TSet<URRDADataAssetDSModAdapter*> DataAssets;
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if (FindAllDataAssetsOfClass(DataAssets)) {
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for (URRDADataAssetDSModAdapter* DataAsset : DataAssets) {
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if (DataAsset->mBuildingClass == nullptr) continue;
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FRRDADataHolderDSBuildingData* existingData = mDSBuildingData.Find(DataAsset->mBuildingClass);
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if (existingData == nullptr) {
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FRRDADataHolderDSBuildingData newData = FRRDADataHolderDSBuildingData();
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@ -197,6 +200,8 @@ void URRDADataAssetSubsystem::ReCacheDSAdapterCoversDataAssets() {
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TSet<URRDADataAssetDSAdapterCovers*> DataAssets;
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if (FindAllDataAssetsOfClass(DataAssets)) {
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for (URRDADataAssetDSAdapterCovers* DataAsset : DataAssets) {
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if (DataAsset->mBuildingClass == nullptr) continue;
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FRRDADataHolderDSBuildingData* existingData = mDSBuildingData.Find(DataAsset->mBuildingClass);
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if (existingData == nullptr) {
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FRRDADataHolderDSBuildingData newData = FRRDADataHolderDSBuildingData();
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@ -211,6 +216,26 @@ void URRDADataAssetSubsystem::ReCacheDSAdapterCoversDataAssets() {
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UE_LOGFMT(LogRRDApi, Log, "ReCacheDSAdapterCoversDataAssets: {0}", mDSBuildingData.Num());
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}
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void URRDADataAssetSubsystem::ReCacheDSItemFilters() {
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TSet<URRDADataAssetDSItemFilter*> DataAssets;
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if (FindAllDataAssetsOfClass(DataAssets)) {
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for (URRDADataAssetDSItemFilter* DataAsset : DataAssets) {
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if (DataAsset->mBuildingClass == nullptr) continue;
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FRRDADataHolderDSBuildingData* existingData = mDSBuildingData.Find(DataAsset->mBuildingClass);
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if (existingData == nullptr) {
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FRRDADataHolderDSBuildingData newData = FRRDADataHolderDSBuildingData();
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newData.ItemFilters.AddUnique(DataAsset);
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mDSBuildingData.Add(DataAsset->mBuildingClass, newData);
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}
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else {
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existingData->ItemFilters.AddUnique(DataAsset);
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}
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}
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}
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UE_LOGFMT(LogRRDApi, Log, "ReCacheDSItemFilters: {0}", mDSBuildingData.Num());
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}
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int32 URRDADataAssetSubsystem::GetAllDirtItems(TArray<TSubclassOf<UFGItemDescriptor>>& Items) const {
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if (!mDirtAssets.Num()) {
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UE_LOG(LogRRDApi, Error, TEXT("No Dirts found!"));
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@ -308,6 +333,27 @@ bool URRDADataAssetSubsystem::HasDSAdaperCoversForBuildingClass(TSubclassOf<AFGB
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return IsValid(GetDSAdapterCoverDataAssetForBuildingClass(BuildingClass));
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}
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TArray<URRDADataAssetDSItemFilter*> URRDADataAssetSubsystem::GetDSItemFiltersDataAssetsForBuildingClass(TSubclassOf<AFGBuildableFactory> BuildingClass) const {
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if (!BuildingClass) return TArray<URRDADataAssetDSItemFilter*>{};
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const FRRDADataHolderDSBuildingData* data = mDSBuildingData.Find(BuildingClass);
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if (data == nullptr) return TArray<URRDADataAssetDSItemFilter*>{};
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return data->ItemFilters;
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}
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TArray<URRDADataAssetDSItemFilter*> URRDADataAssetSubsystem::GetAllDSItemFiltersDataAssets() const {
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TArray<URRDADataAssetDSItemFilter*> Assets;
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TArray<FRRDADataHolderDSBuildingData> buildingDatas;
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mDSBuildingData.GenerateValueArray(buildingDatas);
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for (FRRDADataHolderDSBuildingData& buildingData : buildingDatas) {
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Assets.Append(buildingData.ItemFilters);
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}
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return Assets;
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}
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bool URRDADataAssetSubsystem::GetAllTurbineItems(TArray<TSubclassOf<UFGItemDescriptor>>& Items, int32 Tier) const {
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if (!mTurbineAssets.Contains(Tier)) {
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return false;
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@ -0,0 +1,31 @@
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "DataAssets/RRDADataAssetBase.h"
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#include "Resources/FGItemDescriptor.h"
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#include "RRDADataAssetDSItemFilter.generated.h"
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/**
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*
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*/
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UCLASS()
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class REFINEDRDAPI_API URRDADataAssetDSItemFilter : public URRDADataAssetBase
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{
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GENERATED_BODY()
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public:
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/* The Building class this item filter should be used on */
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="ItemFilter")
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TSubclassOf<AFGBuildableFactory> mBuildingClass;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="ItemFilter")
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int mInventoryIndex = 0;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="ItemFilter")
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int mInventorySlotIndex = 0;
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UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="ItemFilter")
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TArray<TSubclassOf<UFGItemDescriptor>> mItemFilterClasses;
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};
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@ -13,6 +13,7 @@
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#include "DataAssets/RRDAHeaterDataAsset.h"
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#include "DataAssets/RRDATurbineDataAsset.h"
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#include "DataAssets/RRDACoolerDataAsset.h"
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#include "DataAssets/RRDADataAssetDSItemFilter.h"
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#include "DataAssets/RRDADataAssetDSModAdapter.h"
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#include "Enums/RRDARPEnums.h"
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#include "Resources/FGItemDescriptor.h"
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@ -66,6 +67,9 @@ struct FRRDADataHolderDSBuildingData
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UPROPERTY()
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URRDADataAssetDSModAdapter* ModAdapter;
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UPROPERTY()
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TArray<URRDADataAssetDSItemFilter*> ItemFilters;
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};
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UCLASS()
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@ -98,6 +102,7 @@ public:
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void ReCacheGeneratorDataAssets();
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void ReCacheDSModAdapterDataAssets();
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void ReCacheDSAdapterCoversDataAssets();
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void ReCacheDSItemFilters();
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public:
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// Dirt Functions
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@ -133,6 +138,14 @@ public:
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UFUNCTION(BlueprintCallable, Category = "RRDA|DataAsset|DS")
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bool HasDSAdaperCoversForBuildingClass(TSubclassOf<AFGBuildableFactory> BuildingClass);
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// DS Item Filters
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UFUNCTION(BlueprintCallable, Category = "RRDA|DataAsset|DS")
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TArray<URRDADataAssetDSItemFilter*> GetDSItemFiltersDataAssetsForBuildingClass(TSubclassOf<AFGBuildableFactory> BuildingClass) const;
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|DS")
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TArray<URRDADataAssetDSItemFilter*> GetAllDSItemFiltersDataAssets() const;
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// Turbine Functions
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
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bool GetAllTurbineItems(TArray<TSubclassOf<UFGItemDescriptor>>& Items, int32 Tier) const;
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