Commit Graph

11 Commits

Author SHA1 Message Date
Fred Kimberley
93c28f802c Cast enums to int32s before comparing values.
Some compilers get upset when comparing enums of different types for equality.

[CL 2081304 by Fred Kimberley in Main branch]
2014-05-21 18:58:18 -04:00
Fred Kimberley
95cc83e99e Gameplay effects may provide immunity and have a probability to apply/execute.
Gameplay effects can provide immunity from other gameplay effects and modifiers to gameplay effects. Immunity can be applied to incoming, outgoing or active gameplay effects independently.
Gameplay effects have a probability of applying to a target or executing on another gameplay effect. For non-instant gameplay effects with no period we apply the probability of affecting another gameplay effect at application time since these effects never execute. Instant and periodic gameplay effects determine if they will affect other gameplay effects at execution time. The probabilty of a gameplay effect applying/executing can be changed via modifiers.
Additional tests have been added to cover probability of applying/executing and immunity.

[CL 2081005 by Fred Kimberley in Main branch]
2014-05-21 16:32:35 -04:00
Billy Bramer
8dd6c092d2 Second batch of merging of gameplay tag changes.
#codereview Fred.Kimberley

[AUTOMERGE]

fixed smasher picking first non tagged skill for wall attacks

#codereview Billy.Bramer

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2070195 by Lukasz.Furman on 2014/05/12 06:41:54.

[AUTOMERGE]

- Back out changelist 2070195, which caused bugs in other areas (player skills not working correctly)
- Fix bug in MatchesAll in tag container (only care that filter results > 0)
- Allow MatchesAny/All in tag container to specify whether an empty container should count as a match or not

- Fortnite AI still afflicted with issues due to content problem with interface nodes. Email pending re: how to resolve

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2071165 by Billy.Bramer on 2014/05/12 22:31:32.

[AUTOMERGE]

- Remove deprecated function usage from tag asset interface
- Remove deprecated function usage from Fortnite
#fortress

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2071193 by Billy.Bramer on 2014/05/12 23:18:16.

[AUTOMERGE]

- Minor commenting/clean-up on recent gameplay tag stuff

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2072435 by Billy.Bramer on 2014/05/13 22:04:18.

[AUTOMERGE]

- Clean up on some tag refactor stuff; Give the tag module a static function for requesting tags

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2072475 by Billy.Bramer on 2014/05/13 22:50:45.

[CL 2079409 by Billy Bramer in Main branch]
2014-05-20 16:40:26 -04:00
Billy Bramer
b8d692da28 Merge CLs with refactor of GameplayTags to main. Largely WIP, more changes coming.
[AUTOMERGE]

- Step one of gameplay tag refactor: deletion of un-used and unfixed content

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067362 by Billy.Bramer on 2014/05/08 16:08:55.

[AUTOMERGE]

Gameplay Tag Refactor

Unshelved from AntonyC's pending changelist '2003772':

#TTP 322200 - Gameplay Tags: Refactor how tags are stored/queried

#proj Fortnite.Editor

#summary Refactored Tags from FName array to a FGamplayTag

#change removed all FName Tags and replaces with FGameplayTag
#added added tag verification so that new tags are not created at runtime
#added added new object version for data upgrade on all tagcontainers to be in new format and only store leaf most tags
#added requestgameplaytag function to FortGlobals, so that the tag manager can be started up before first use
#added New GraphPin for single tags
#change Added mode to SGamplayTagWidget to allow single select
#change PropertyArray fixed to now support empty arrays in the ImportText

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Additional Changes/Modifications
- Add new BlueprintGameplayTagLibrary to expose tag container functions to blueprints; Will add more in future post-refactor
- Fix bug with AddLeafTagToContainer incorrectly clearing the wrong container
- Remove default parameters for TagContainer.HasTag and fix call-sites to remain logically consistent with old behavior
- Make FName constructor for tag explicit
- Fix incorrect requirements check in combat effect
- Expose tag asset interface to blueprints
- Remove serialization fix-up from game data (manually fixed up)
- Remove version bump and serialization fix-up on tag container (will be re-done from main branch post merge)

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067378 by Billy.Bramer on 2014/05/08 16:15:42.

[AUTOMERGE]

#UE4 Fixed up GameplayTag usage in the SkillSystem module

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067576 by Bob.Tellez on 2014/05/08 18:38:58.

[AUTOMERGE]

- Linker build fix on gameplay tags

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067708 by Billy.Bramer on 2014/05/08 21:18:36.

[AUTOMERGE]

- Minor optimization in header

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067709 by Billy.Bramer on 2014/05/08 21:22:27.

[AUTOMERGE]

- Gameplay tag refactor, round 3
- Fortnite asset conversion/update

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2068202 by Billy.Bramer on 2014/05/09 11:13:36.

[AUTOMERGE]

- Fix gameplay tag reimporting failing to reinitialize the tag table

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2068787 by Billy.Bramer on 2014/05/09 18:11:23.

[AUTOMERGE]

#UE4 Fixed up GameplayTag usage in the SkillSystem module after merge from main

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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2070710 by Fred.Kimberley on 2014/05/12 15:57:13.

#codereview Fred.Kimberley, David.Ratti

[CL 2078452 by Billy Bramer in Main branch]
2014-05-19 23:21:13 -04:00
Fred Kimberley
6666a1dc97 Allow GameplayEffects to pass other GameplayEffects to their target.
[CL 2064937 by Fred Kimberley in Main branch]
2014-05-06 17:34:59 -04:00
David Ratti
0852b4edac SkillSystem GameplayAbilities WIP
[CL 2059092 by David Ratti in Main branch]
2014-04-29 21:55:02 -04:00
Fred Kimberley
afe8c6722c Add stacking rules for gameplay effects.
#ue4

 - Added stacking rules and tests.
 - Changed effects with a period to execute on the next tick instead of instantly and updated gameplay effect tests to account for these changes.
 - Changed ticking of active effects to allow effects to execute multiple times in a single tick.
 - Make sure we're cleaning up actors between gameplay effect tests

#codereview Dave.Ratti

[CL 2055992 by Fred Kimberley in Main branch]
2014-04-24 19:35:28 -04:00
David Ratti
5b7752ba63 #SkillSystem
-GameplayEffect leveling
-Global curve tables
-Changes to gameplayeffect tagging

[CL 2041698 by David Ratti in Main branch]
2014-04-23 17:55:41 -04:00
UnrealBot
db494a6e69 Engine source (Main branch up to CL 2037954) 2014-04-02 18:09:23 -04:00
TimSweeney
3a75fe0114 Engine source (Main branch up to CL 2027006) 2014-03-15 01:14:25 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00