159 lines
5.5 KiB
C++
159 lines
5.5 KiB
C++
// 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 "RefinedRDApi.h"
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#include "AssetRegistry/AssetRegistryModule.h"
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#include "DataAssets/RRDADataAssetBase.h"
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#include "DataAssets/RRDADirtDataAsset.h"
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#include "DataAssets/RRDABoilerDataAsset.h"
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#include "DataAssets/RRDAGeneratorDataAsset.h"
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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 "Enums/RRDARPEnums.h"
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#include "Resources/FGItemDescriptor.h"
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#include "RRDADataAssetSubsystem.generated.h"
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class IAssetRegistry;
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UCLASS()
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class REFINEDRDAPI_API URRDADataAssetSubsystem : public UGameInstanceSubsystem
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{
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GENERATED_BODY()
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public:
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URRDADataAssetSubsystem();
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static URRDADataAssetSubsystem* Get(UObject* Context);
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static URRDADataAssetSubsystem* GetChecked(UObject* Context);
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/** Implement this for initialization of instances of the system */
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virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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virtual void Deinitialize() override;
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/**
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* Note: call this function only in the constructor of the subsystem OR if you change some mDisabled value in runtime to refresh cached data
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*/
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UFUNCTION(BlueprintCallable, Category = "RRDA|DataAsset")
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void StartScanForDataAssets();
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void ReCacheDirtDataAssets();
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void ReCacheTurbineDataAssets();
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void ReCacheBoilerDataAssets();
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void ReCacheCoolerDataAssets();
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void ReCacheHeaterDataAssets();
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void ReCacheGeneratorDataAssets();
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public:
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// Dirt Functions
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|FF")
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int32 GetAllDirtItems(TArray<TSubclassOf<UFGItemDescriptor>>& Items) const;
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UFUNCTION(BlueprintCallable, Category = "RRDA|DataAsset|FF")
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URRDADirtDataAsset* GetDataForDirtItem(TSubclassOf<UFGItemDescriptor> Item) const;
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
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TArray<URRDADirtDataAsset*> GetAllDirtAssets() 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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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
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URRDATurbineDataAsset* GetTurbineItemData(TSubclassOf<UFGItemDescriptor>Item, int32 Tier) const;
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
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bool GetAllTurbineRelevantItems(TArray<TSubclassOf<UFGItemDescriptor>>& Items, int32 Tier) const;
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
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URRDATurbineDataAsset* GetDefaultTurbineAsset(int32 Tier) const;
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
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TArray<URRDATurbineDataAsset*> GetAllTurbineAssets(int32 Tier) const;
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// Cooler Functions
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
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bool GetAllCoolerItems(TArray<TSubclassOf<UFGItemDescriptor>>& Items, ERRDACoolerType Type) const;
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
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URRDACoolerDataAsset* GetCoolerItemData(TSubclassOf<UFGItemDescriptor>Item, ERRDACoolerType Type) const;
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
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URRDACoolerDataAsset* GetDefaultCoolerAsset(ERRDACoolerType Type) const;
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UFUNCTION(BlueprintPure, Category = "RRDA|DataAsset|RP|MP")
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TArray<URRDACoolerDataAsset*> GetAllCoolerAssets(ERRDACoolerType Type) const;
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public:
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/**
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* Find all data assets of a specific class
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* @param OutDataAssets - Set of data assets
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* @return true if found any data assets
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*/
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template<class T>
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bool FindAllDataAssetsOfClass(TSet<T*>& OutDataAssets);
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private:
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UPROPERTY()
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TMap<TSubclassOf<UFGItemDescriptor>, URRDADirtDataAsset*> mDirtAssets;
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UPROPERTY()
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TMap<int32, URRDAGeneratorDataAsset*> mGeneratorAssets;
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TMap<int32, TMap<TSubclassOf<UFGItemDescriptor>, URRDATurbineDataAsset*>> mTurbineAssets;
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TMap<int32, TMap<TSubclassOf<UFGItemDescriptor>, URRDABoilerDataAsset*>> mBoilerAssets;
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TMap<ERRDACoolerType, TMap<TSubclassOf<UFGItemDescriptor>, URRDACoolerDataAsset*>> mCoolerAssets;
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TMap<ERRDAHeaterType, TMap<TSubclassOf<UFGItemDescriptor>, URRDAHeaterDataAsset*>> mHeaterAssets;
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public:
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UPROPERTY(BlueprintReadOnly, Transient, Category = "RRDA|DataAsset")
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TSet<URRDADataAssetBase*> mDisabledDataAssets;
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UPROPERTY(BlueprintReadOnly, Transient, Category = "RRDA|DataAsset")
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TSet<URRDADataAssetBase*> mEnabledDataAssets;
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};
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template <class T>
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bool URRDADataAssetSubsystem::FindAllDataAssetsOfClass(TSet<T*>& OutDataAssets)
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{
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OutDataAssets.Empty();
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// Find list of all UStat, and USkill assets in Content Browser.
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FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(FName("AssetRegistry"));
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IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
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TArray<FAssetData> AssetList;
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AssetRegistry.GetAssetsByClass(T::StaticClass()->GetClassPathName(), AssetList, true);
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// Split assets into separate arrays.
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for (const FAssetData& Asset : AssetList) {
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UObject* Obj = Asset.GetAsset();
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T* CastedAsset = Cast<T>(Obj);
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if(!CastedAsset)
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{
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UE_LOG(LogRRDApi, Warning, TEXT("Invalid asset type: %s"), *Asset.AssetName.ToString());
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continue;
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}
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if(URRDADataAssetBase* BaseAsset = Cast<URRDADataAssetBase>(Obj))
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{
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if(URRDADataAssetBase::IsEnabled(BaseAsset, GetWorld()))
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{
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UE_LOG(LogRRDApi, Log, TEXT("Found %s"), *BaseAsset->GetPathName());
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OutDataAssets.Add(CastedAsset);
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mEnabledDataAssets.Add(BaseAsset);
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continue;
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}
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UE_LOG(LogRRDApi, Warning, TEXT("Asset Disabled: %s"), *BaseAsset->GetPathName());
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mDisabledDataAssets.Add(BaseAsset);
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}
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}
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return OutDataAssets.Num() > 0;
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} |