2021-09-28 13:33:17 -04:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SmartObjectBlueprintFunctionLibrary.h"
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#include "SmartObjectSubsystem.h"
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#include "BlackboardKeyType_SOClaimHandle.h"
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#include "Blueprint/AIBlueprintHelperLibrary.h"
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#include "AI/AITask_UseSmartObject.h"
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#include "AbilitySystemBlueprintLibrary.h"
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#include "BehaviorTree/BlackboardComponent.h"
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2021-09-28 13:33:17 -04:00
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//----------------------------------------------------------------------//
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// USmartObjectBlueprintFunctionLibrary
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//----------------------------------------------------------------------//
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2021-11-22 16:32:17 -05:00
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FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::GetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName)
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{
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if (BlackboardComponent == nullptr)
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{
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return {};
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}
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return BlackboardComponent->GetValue<UBlackboardKeyType_SOClaimHandle>(KeyName);
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}
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void USmartObjectBlueprintFunctionLibrary::SetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName, const FSmartObjectClaimHandle Value)
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{
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if (BlackboardComponent == nullptr)
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{
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return;
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}
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const FBlackboard::FKey KeyID = BlackboardComponent->GetKeyID(KeyName);
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BlackboardComponent->SetValue<UBlackboardKeyType_SOClaimHandle>(KeyID, Value);
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}
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2021-09-28 13:33:17 -04:00
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bool USmartObjectBlueprintFunctionLibrary::K2_UseSmartObject(AActor* Avatar, AActor* SmartObject)
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{
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if (Avatar == nullptr || SmartObject == nullptr)
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{
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return false;
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}
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AAIController* AIController = UAIBlueprintHelperLibrary::GetAIController(Avatar);
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if (AIController != nullptr)
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{
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UAITask_UseSmartObject* Task = UAITask_UseSmartObject::UseSmartObject(AIController, SmartObject, nullptr);
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if (Task != nullptr)
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{
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Task->ReadyForActivation();
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}
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return Task != nullptr;
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}
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return false;
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}
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bool USmartObjectBlueprintFunctionLibrary::K2_SetSmartObjectEnabled(AActor* SmartObject, const bool bEnabled)
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{
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if (SmartObject == nullptr)
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{
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return false;
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}
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UWorld* World = SmartObject->GetWorld();
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if (World == nullptr)
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{
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return false;
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}
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USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World);
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if (Subsystem == nullptr)
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{
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return false;
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}
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return bEnabled ? Subsystem->RegisterSmartObjectActor(*SmartObject)
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: Subsystem->UnregisterSmartObjectActor(*SmartObject);
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}
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//----------------------------------------------------------------------//
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// DEPRECATED
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//----------------------------------------------------------------------//
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bool USmartObjectBlueprintFunctionLibrary::K2_AddLooseGameplayTags(AActor* Actor, const FGameplayTagContainer& GameplayTags)
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{
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return UAbilitySystemBlueprintLibrary::AddLooseGameplayTags(Actor, GameplayTags);
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}
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bool USmartObjectBlueprintFunctionLibrary::K2_RemoveLooseGameplayTags(AActor* Actor, const FGameplayTagContainer& GameplayTags)
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{
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return UAbilitySystemBlueprintLibrary::RemoveLooseGameplayTags(Actor, GameplayTags);
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}
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