Files
UnrealEngineUWP/Engine/Source/Runtime/SkillSystem/Private/GameplayEffectTests.cpp
2014-03-14 14:13:41 -04:00

1769 lines
87 KiB
C++

// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
#include "SkillSystemModulePrivatePCH.h"
//#include "SkillSystemTestPawn.h"
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FGameplayEffectsTest, "SkillSystem.GameplayEffects", EAutomationTestFlags::ATF_Editor)
#define SKILL_TEST_TEXT( Format, ... ) FString::Printf(TEXT("%s - %d: %s"), TEXT(__FILE__) , __LINE__ , *FString::Printf(TEXT(Format), ##__VA_ARGS__) )
void GameplayTest_TickWorld(UWorld *World, float Time)
{
const float step = 0.1f;
while(Time > 0.f)
{
World->Tick(ELevelTick::LEVELTICK_All, FMath::Min(Time, step) );
Time-=step;
// This is terrible but required for subticking like this.
// we could always cache the real GFrameCounter at the start of our tests and restore it when finished.
GFrameCounter++;
}
}
void MySharedPointerTest()
{
// Test that outside will be invalid after inside goes out of scope
{
FAggregatorRef Outside;
check(!Outside.IsValid());
{
FAggregatorRef Inside(new FAggregator());
check(Inside.IsValid());
Outside.SetSoftRef(&Inside);
check(Outside.IsValid());
}
check(!Outside.IsValid());
}
// Test that outside will valid since it calls MakeHardRef
{
FAggregatorRef Outside;
check(!Outside.IsValid());
{
FAggregatorRef Inside(new FAggregator());
check(Inside.IsValid());
Outside.SetSoftRef(&Inside);
check(Outside.IsValid());
// The difference
Outside.MakeHardRef();
}
check(Outside.IsValid());
}
// TArray test
TArray< FAggregatorRef > Array;
TArray< FAggregatorRef > Array2;
Array2.SetNum(640);
{
FAggregatorRef Inside(new FAggregator());
Array.SetNum(1);
Array[0].SetSoftRef(&Inside);
Array[0].MakeHardRef();
}
check(Array[0].IsValid());
Array.SetNum(1024);
check(Array[0].IsValid());
}
void MySharedPointerTest_Array()
{
TArray< TSharedPtr<FAggregator> > Array1;
TArray< TSharedPtr<FAggregator> > Array2;
Array1.Emplace( TSharedPtr<FAggregator>( new FAggregator() ) );
Array2 = Array1;
Array1[0].Reset();
Array2[0] = TSharedPtr<FAggregator>( new FAggregator(*Array2[0].Get()) );
check( Array2[0].IsValid() );
}
bool GameplayEffectsTest_InstantDamage(UWorld *World, FAutomationTestBase * Test)
{
const float StartHealth = 100.f;
const float DamageValue = -5.f;
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
{
SKILL_LOG_SCOPE(TEXT("Apply InstantDamage"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BaseDmgEffect"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
Test->TestTrue(TEXT("Basic Instant Damage Applied"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == (StartHealth + DamageValue)));
SKILL_LOG(Log, TEXT("Final Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
}
return true;
}
bool GameplayEffectsTest_InstantDamage_Buffed(UWorld *World, FAutomationTestBase * Test)
{
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float BonusDamageMultiplier = 2.f;
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Setup a GE to modify OutgoingGEs
{
SKILL_LOG_SCOPE(TEXT("Apply DamageBuff"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("DamageBuff"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(BonusDamageMultiplier);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::OutgoingGE;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Multiplicitive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.SetValue(UGameplayEffect::INFINITE_DURATION);
// Apply to self
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, SourceComponent, 1.f);
}
// Apply Damage
{
SKILL_LOG_SCOPE(TEXT("Apply InstantDamage"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Damage"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
// Apply to target
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + (DamageValue * BonusDamageMultiplier));
Test->TestTrue(TEXT("Buff Instant Damage Applied"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("Final Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
}
return true;
}
bool GameplayEffectsTest_TemporaryDamage(UWorld *World, FAutomationTestBase * Test)
{
/**
* This test applies a temporary -10 Health GE then removes it to show Health goes back to start
*/
const float StartHealth = 100.f;
const float DamageValue = -5.f;
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Apply "Damage" but set to INFINITE_DURATION
// (An odd example for damage, but would make sense for something like run speed, etc)
FActiveGameplayEffectHandle AppliedHandle;
{
SKILL_LOG_SCOPE(TEXT("Apply Permanent Damage"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Damage"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
// Apply to target
AppliedHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + DamageValue);
Test->TestTrue(TEXT("INFINITE_DURATION Damage Applied"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("After Damage Applied: Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
}
// Now remove the GameplayEffect we just added and confirm Health goes back to starting value
{
bool RemovedEffect = DestComponent->RemoveActiveGameplayEffect(AppliedHandle);
float ExpectedValue = StartHealth;
Test->TestTrue(TEXT("INFINITE_DURATION Damage Applied"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("After Removal. Health: %.2f. RemovedEffecte: %d"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health, RemovedEffect);
}
return true;
}
bool GameplayEffectsTest_TemporaryDamageBuffed(UWorld *World, FAutomationTestBase * Test)
{
/**
* This test applies a temporary -10 Health GE then buffs it with an executed (ActiveGE) GE, then removes it to show Health goes back to initial value
*/
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float DamageBuffMultiplier = 2.f;
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Apply "Damage" but set to INFINITE_DURATION
// (An odd example for damage, but would make sense for something like run speed, etc)
FActiveGameplayEffectHandle AppliedHandle;
{
SKILL_LOG_SCOPE(TEXT("Apply Permanent Damage"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Damage"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
// Apply to target
AppliedHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + DamageValue);
Test->TestTrue(TEXT("INFINITE_DURATION Damage Applied"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("After Damage Applied: Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
Test->TestTrue(TEXT("Number of GameplayEffects=1"), DestComponent->GetNumActiveGameplayEffect() == 1);
}
// Now Buff the GameplayEffect we just added and confirm the health removal is increased 2x
{
SKILL_LOG_SCOPE(TEXT("Buff Permanent Damage"))
UGameplayEffect * BuffDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BuffDamage"))));
BuffDmgEffect->Modifiers.SetNum(1);
BuffDmgEffect->Modifiers[0].Magnitude.SetValue(DamageBuffMultiplier);
BuffDmgEffect->Modifiers[0].ModifierType = EGameplayMod::ActiveGE;
BuffDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Multiplicitive;
BuffDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BuffDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BuffDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
// Apply to target
SourceComponent->ApplyGameplayEffectSpecToTarget(BuffDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + (DamageValue * DamageBuffMultiplier));
Test->TestTrue(TEXT("INFINITE_DURATION Buffed Damage Applied"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("After Damage Applied: Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
// Confirm still only 1 active GE (since this was instant application
Test->TestTrue(TEXT("Number of GameplayEffects=1"), DestComponent->GetNumActiveGameplayEffect() == 1);
}
// Now remove the GameplayEffect we just added and confirm Health goes back to starting value
{
bool RemovedEffect = DestComponent->RemoveActiveGameplayEffect(AppliedHandle);
float ExpectedValue = StartHealth;
Test->TestTrue(TEXT("INFINITE_DURATION Damage Applied"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("After Removal. Health: %.2f. RemovedEffecte: %d"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health, RemovedEffect);
// Confirm no more GEs
Test->TestTrue(TEXT("Number of GameplayEffects=0"), DestComponent->GetNumActiveGameplayEffect() == 0);
}
return true;
}
bool GameplayEffectsTest_TemporaryDamageTemporaryBuff(UWorld *World, FAutomationTestBase * Test)
{
/**
* This test applies a temporary -10 Health GE then applies a temporary buff to the health modification. It then removes the buff, then the damage, and checks the health values return to what is expected
*/
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float DamageBuffMultiplier = 2.f;
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Apply "Damage" but set to INFINITE_DURATION
// (An odd example for damage, but would make sense for something like run speed, etc)
FActiveGameplayEffectHandle AppliedHandle;
FActiveGameplayEffectHandle AppliedHandleBuff;
{
SKILL_LOG_SCOPE(TEXT("Apply Permanent Damage"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Damage"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
// Apply to target
AppliedHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + DamageValue);
Test->TestTrue(TEXT("GameplayEffectsTest_TemporaryDamageTemporaryBuff INFINITE_DURATION Damage Applied"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("After Damage Applied: Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
Test->TestTrue(TEXT("GameplayEffectsTest_TemporaryDamageTemporaryBuff Number of GameplayEffects=1"), DestComponent->GetNumActiveGameplayEffect() == 1);
}
// Now Buff the GameplayEffect we just added and confirm the health removal is increased 2x
{
SKILL_LOG_SCOPE(TEXT("Buff Permanent Damage"))
UGameplayEffect * BuffDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BuffDamage"))));
BuffDmgEffect->Modifiers.SetNum(1);
BuffDmgEffect->Modifiers[0].Magnitude.SetValue(DamageBuffMultiplier);
BuffDmgEffect->Modifiers[0].ModifierType = EGameplayMod::ActiveGE;
BuffDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Multiplicitive;
BuffDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BuffDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BuffDmgEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BuffDmgEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysLink; // Force this to link, so that when we remove it it will go away to any modifier it was applied to
// Apply to target
AppliedHandleBuff = SourceComponent->ApplyGameplayEffectSpecToTarget(BuffDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + (DamageValue * DamageBuffMultiplier));
Test->TestTrue(TEXT("GameplayEffectsTest_TemporaryDamageTemporaryBuff INFINITE_DURATION Buffed Damage Applied"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("After Damage Applied: Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
// Confirm there are 2 GEs
Test->TestTrue(TEXT("GameplayEffectsTest_TemporaryDamageTemporaryBuff Number of GameplayEffects=1"), DestComponent->GetNumActiveGameplayEffect() == 2);
}
// Print out the whole enchillada
{
// DestComponent->PrintAllGameplayEffects();
}
// Remove the buff GE
{
bool RemovedEffect = DestComponent->RemoveActiveGameplayEffect(AppliedHandleBuff);
float ExpectedValue = StartHealth + DamageValue;
Test->TestTrue(TEXT("GameplayEffectsTest_TemporaryDamageTemporaryBuff INFINITE_DURATION Damage Buff Removed"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("After Buff Removal. Health: %.2f. RemovedEffecte: %d"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health, RemovedEffect);
// Confirm 1 more GEs
Test->TestTrue(TEXT("Number of GameplayEffects=1"), DestComponent->GetNumActiveGameplayEffect() == 1);
}
// Remove the damage GE
{
bool RemovedEffect = DestComponent->RemoveActiveGameplayEffect(AppliedHandle);
float ExpectedValue = StartHealth;
Test->TestTrue(TEXT("GameplayEffectsTest_TemporaryDamageTemporaryBuff INFINITE_DURATION Damage Removed"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("After Removal. Health: %.2f. RemovedEffecte: %d"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health, RemovedEffect);
// Confirm no more GEs
Test->TestTrue(TEXT("GameplayEffectsTest_TemporaryDamageTemporaryBuff Number of GameplayEffects=0"), DestComponent->GetNumActiveGameplayEffect() == 0);
}
return true;
}
bool GameplayEffectsTest_LinkedBuffDestroy(UWorld *World, FAutomationTestBase * Test)
{
/**
* Apply a perm health reduction that is buffed by an outgoing GE buff. Then destroy the buff and see what happens to the perm applied Ge.
*/
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float DamageBuffMultiplier = 2.f;
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Apply "Damage" but set to INFINITE_DURATION
// (An odd example for damage, but would make sense for something like run speed, etc)
FActiveGameplayEffectHandle AppliedHandle;
FActiveGameplayEffectHandle AppliedHandleBuff;
{
SKILL_LOG_SCOPE(TEXT("Apply Damage Buff"))
UGameplayEffect * BuffEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BuffOutgoingDamage"))));
BuffEffect->Modifiers.SetNum(1);
BuffEffect->Modifiers[0].Magnitude.SetValue(DamageBuffMultiplier);
BuffEffect->Modifiers[0].ModifierType = EGameplayMod::OutgoingGE;
BuffEffect->Modifiers[0].ModifierOp = EGameplayModOp::Multiplicitive;
BuffEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BuffEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BuffEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysLink; // Always link so that when this is destroyed, health return to normal
// Apply to target
AppliedHandleBuff = SourceComponent->ApplyGameplayEffectSpecToTarget(BuffEffect, SourceComponent, 1.f);
Test->TestTrue(SKILL_TEST_TEXT("Number of Source GameplayEffect: %d == 1", SourceComponent->GetNumActiveGameplayEffect()), SourceComponent->GetNumActiveGameplayEffect() == 1);
}
{
SKILL_LOG_SCOPE(TEXT("Apply Permanent (infinite duration) Damage"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Damage"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
// Apply to target
AppliedHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + (DamageValue * DamageBuffMultiplier));
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
Test->TestTrue(SKILL_TEST_TEXT("NumberOfActive GameplayEffects GameplayEffects %d == 1", DestComponent->GetNumActiveGameplayEffect() ), DestComponent->GetNumActiveGameplayEffect() == 1);
}
// Remove the buff GE
{
bool RemovedEffect = SourceComponent->RemoveActiveGameplayEffect(AppliedHandleBuff);
float ExpectedValue = StartHealth + DamageValue;
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
// Confirm we regained healtht
Test->TestTrue(SKILL_TEST_TEXT("After Buff Removal. ActualValue: %.2f. ExpectedValue: %.2f. RemovedEffecte: %d", ActualValue, ExpectedValue, RemovedEffect), (ActualValue == ExpectedValue));
// Confirm number of GEs
Test->TestTrue(SKILL_TEST_TEXT("Dest Number of GameplayEffects=%d", SourceComponent->GetNumActiveGameplayEffect()), SourceComponent->GetNumActiveGameplayEffect() == 0);
Test->TestTrue(SKILL_TEST_TEXT("Src Number of GameplayEffects=%d", DestComponent->GetNumActiveGameplayEffect()), DestComponent->GetNumActiveGameplayEffect() == 1);
}
// DestComponent->PrintAllGameplayEffects();
return true;
}
bool GameplayEffectsTest_SnapshotBuffDestroy(UWorld *World, FAutomationTestBase * Test)
{
/**
* Apply a perm health reduction that is buffed by an outgoing GE buff. Then destroy the buff and see what happens to the perm applied Ge.
*/
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float DamageBuffMultiplier = 2.f;
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = Cast<UAttributeComponent>(SourceActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
UAttributeComponent * DestComponent = Cast<UAttributeComponent>(DestActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Apply "Damage" but set to INFINITE_DURATION
// (An odd example for damage, but would make sense for something like run speed, etc)
FActiveGameplayEffectHandle AppliedHandle;
FActiveGameplayEffectHandle AppliedHandleBuff;
{
SKILL_LOG_SCOPE(TEXT("Apply Damage Buff"))
UGameplayEffect * BuffEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BuffOutgoingDamage"))));
BuffEffect->Modifiers.SetNum(1);
BuffEffect->Modifiers[0].Magnitude.SetValue(DamageBuffMultiplier);
BuffEffect->Modifiers[0].ModifierType = EGameplayMod::OutgoingGE;
BuffEffect->Modifiers[0].ModifierOp = EGameplayModOp::Multiplicitive;
BuffEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BuffEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BuffEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysSnapshot; // Always snapshot (though the default for oitgoing should already be snapshot - but this could change per project at some point)
// Apply to target
AppliedHandleBuff = SourceComponent->ApplyGameplayEffectSpecToTarget(BuffEffect, SourceComponent, 1.f);
Test->TestTrue(SKILL_TEST_TEXT("Number of Source GameplayEffect: %d == 1", SourceComponent->GetNumActiveGameplayEffect()), SourceComponent->GetNumActiveGameplayEffect() == 1);
}
{
SKILL_LOG_SCOPE(TEXT("Apply Permanent (infinite duration) Damage"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Damage"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
// Apply to target
AppliedHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + (DamageValue * DamageBuffMultiplier));
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
Test->TestTrue(SKILL_TEST_TEXT("NumberOfActive GameplayEffects GameplayEffects %d == 1", DestComponent->GetNumActiveGameplayEffect()), DestComponent->GetNumActiveGameplayEffect() == 1);
}
// Remove the buff GE
{
bool RemovedEffect = SourceComponent->RemoveActiveGameplayEffect(AppliedHandleBuff);
// Check health again - it shouldn't have changed!
float ExpectedValue = (StartHealth + (DamageValue * DamageBuffMultiplier));
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
// Confirm we regained healtht
Test->TestTrue(SKILL_TEST_TEXT("After Buff Removal. ActualValue: %.2f. ExpectedValue: %.2f. RemovedEffecte: %d", ActualValue, ExpectedValue, RemovedEffect), (ActualValue == ExpectedValue));
// Confirm number of GEs
Test->TestTrue(SKILL_TEST_TEXT("Dest Number of GameplayEffects=%d", SourceComponent->GetNumActiveGameplayEffect()), SourceComponent->GetNumActiveGameplayEffect() == 0);
Test->TestTrue(SKILL_TEST_TEXT("Src Number of GameplayEffects=%d", DestComponent->GetNumActiveGameplayEffect()), DestComponent->GetNumActiveGameplayEffect() == 1);
}
// DestComponent->PrintAllGameplayEffects();
return true;
}
bool GameplayEffectsTest_DurationBuff(UWorld *World, FAutomationTestBase * Test)
{
/**
* Apply a perm health reduction that is buffed by an outgoing GE buff. Then destroy the buff and see what happens to the perm applied Ge.
*/
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float BaseDuration = 30.f;
const float DurationMod = -10.f;
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = Cast<UAttributeComponent>(SourceActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
UAttributeComponent * DestComponent = Cast<UAttributeComponent>(DestActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Apply Damage with 30 duration
FActiveGameplayEffectHandle AppliedDamageHandle;
FActiveGameplayEffectHandle AppliedDurationHandle;
{
SKILL_LOG_SCOPE(TEXT("Apply Damage mod that lasts 10 seconds"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Damage"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.SetValue(BaseDuration);
// Apply to target
AppliedDamageHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedHealthValue = (StartHealth + (DamageValue));
float ActualHealthValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedDuration = BaseDuration;
float ActualDuration = DestComponent->GetGameplayEffectDuration(AppliedDamageHandle);
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. %.2f == %.2f", ActualHealthValue, ExpectedHealthValue), ActualHealthValue == ExpectedHealthValue);
Test->TestTrue(SKILL_TEST_TEXT("Duration of GameplayEffect. %.2f == %.2f", ActualDuration, ExpectedDuration), ActualDuration == ExpectedDuration);
}
// Modify the duration of the effect
{
UGameplayEffect * DurationEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Duration Mod"))));
DurationEffect->Modifiers.SetNum(1);
DurationEffect->Modifiers[0].Magnitude.SetValue(DurationMod);
DurationEffect->Modifiers[0].ModifierType = EGameplayMod::ActiveGE;
DurationEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
DurationEffect->Modifiers[0].EffectType = EGameplayModEffect::Duration;
DurationEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
DurationEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
DurationEffect->Duration.SetValue(UGameplayEffect::INFINITE_DURATION);
// Apply to target
AppliedDurationHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(DurationEffect, DestComponent, 1.f);
float ExpectedDuration = BaseDuration + DurationMod;
float ActualDuration = DestComponent->GetGameplayEffectDuration(AppliedDamageHandle);
// Confirm that our duration changed
Test->TestTrue(SKILL_TEST_TEXT("Duration of GameplayEffect PostMod. %.2f == %.2f", ActualDuration, ExpectedDuration), ActualDuration == ExpectedDuration);
}
// Remove the duration effect and see if the duration goes back to the original duration
{
bool RemovedEffect = DestComponent->RemoveActiveGameplayEffect(AppliedDurationHandle);
float ExpectedDuration = BaseDuration;
float ActualDuration = DestComponent->GetGameplayEffectDuration(AppliedDamageHandle);
Test->TestTrue(SKILL_TEST_TEXT("Duration of GameplayEffect Post Mod Remove. %.2f == %.2f", ActualDuration, ExpectedDuration), ActualDuration == ExpectedDuration);
}
//DestComponent->PrintAllGameplayEffects();
return true;
}
bool GameplayEffectsTest_DamageBuffBuff_Basic(UWorld *World, FAutomationTestBase * Test)
{
/**
* Buff a Damage Buff, then apply damage
*/
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float DamageBuffMultiplier = 2.f; // Damage is buff and multiplied by 2
const float DamageBuffMultiplierBonus = 1.f; // The above multiplier receives a +1 bonus (we expect a final multiplier of 3)
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = Cast<UAttributeComponent>(SourceActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
UAttributeComponent * DestComponent = Cast<UAttributeComponent>(DestActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Apply "Damage" but set to INFINITE_DURATION
// (An odd example for damage, but would make sense for something like run speed, etc)
FActiveGameplayEffectHandle BuffBuffHandle;
FActiveGameplayEffectHandle BuffHandle;
FActiveGameplayEffectHandle DamageHandle;
{
SKILL_LOG_SCOPE(TEXT("Apply Buff Buff"))
// Here we are choosing to do this by adding an perm IncomingGE buff first. There are other ways to do this.
UGameplayEffect * BuffEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BuffBuff"))));
BuffEffect->Modifiers.SetNum(1);
BuffEffect->Modifiers[0].Magnitude.SetValue(DamageBuffMultiplierBonus);
BuffEffect->Modifiers[0].ModifierType = EGameplayMod::IncomingGE;
BuffEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BuffEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BuffEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BuffEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysLink;
// Apply to target
BuffBuffHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BuffEffect, SourceComponent, 1.f);
Test->TestTrue(SKILL_TEST_TEXT("Number of Source GameplayEffect: %d == 1", SourceComponent->GetNumActiveGameplayEffect()), SourceComponent->GetNumActiveGameplayEffect() == 1);
}
{
SKILL_LOG_SCOPE(TEXT("Apply Damage Buff"))
UGameplayEffect * BuffEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Buff"))));
BuffEffect->Modifiers.SetNum(1);
BuffEffect->Modifiers[0].Magnitude.SetValue(DamageBuffMultiplier);
BuffEffect->Modifiers[0].ModifierType = EGameplayMod::OutgoingGE;
BuffEffect->Modifiers[0].ModifierOp = EGameplayModOp::Multiplicitive;
BuffEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BuffEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BuffEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysSnapshot;
// Apply to target
BuffHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BuffEffect, SourceComponent, 1.f);
Test->TestTrue(SKILL_TEST_TEXT("Number of Source GameplayEffect: %d == 2", SourceComponent->GetNumActiveGameplayEffect()), SourceComponent->GetNumActiveGameplayEffect() == 2);
// Check that the buff was buffed
float ExpectedBuffMagnitude = DamageBuffMultiplier + DamageBuffMultiplierBonus;
float ActualBuffMagnitude = SourceComponent->GetGameplayEffectMagnitude(BuffHandle, FGameplayAttribute(HealthProperty));
Test->TestTrue(SKILL_TEST_TEXT("Buff Applied. Check Magnitude. ActualValue: %.2f. ExpectedValue: %.2f.", ActualBuffMagnitude, ExpectedBuffMagnitude), (ActualBuffMagnitude == ExpectedBuffMagnitude));
}
{
SKILL_LOG_SCOPE(TEXT("Apply Permanent (infinite duration) Damage"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Damage"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
// Apply to target
DamageHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + (DamageValue * (DamageBuffMultiplier + DamageBuffMultiplierBonus)));
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
Test->TestTrue(SKILL_TEST_TEXT("NumberOfActive Dest GameplayEffects %d == 1", DestComponent->GetNumActiveGameplayEffect()), DestComponent->GetNumActiveGameplayEffect() == 1);
}
{
// Clear DependantsUpdates stat
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
FAggregator::AllocationStats.DependantsUpdated = 0;
#endif
// Remove the original buff buff
bool RemovedEffect = SourceComponent->RemoveActiveGameplayEffect(BuffBuffHandle);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = (StartHealth + (DamageValue * (DamageBuffMultiplier + DamageBuffMultiplierBonus)));
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
// Check that we updated exactly 1 dependant by removing the BuffBuff (it should have forced the Buff to update - but not the applied Damage GE)
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
Test->TestTrue(SKILL_TEST_TEXT("DependantsUpdated %d == 1", FAggregator::AllocationStats.DependantsUpdated), (FAggregator::AllocationStats.DependantsUpdated == 1));
#endif
}
{
SKILL_LOG_SCOPE(TEXT("Remove Buff"));
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
FAggregator::AllocationStats.DependantsUpdated = 0;
#endif
// Remove the buff
bool RemovedEffect = SourceComponent->RemoveActiveGameplayEffect(BuffHandle);
// No change to health since we applied a snapshot of the buff to the damage GE
float ExpectedValue = (StartHealth + (DamageValue * (DamageBuffMultiplier + DamageBuffMultiplierBonus)));
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
// Check that we updated 0 dependants
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
Test->TestTrue(SKILL_TEST_TEXT("DependantsUpdated %d == 0", FAggregator::AllocationStats.DependantsUpdated), (FAggregator::AllocationStats.DependantsUpdated == 0));
#endif
}
// DestComponent->PrintAllGameplayEffects();
return true;
}
bool GameplayEffectsTest_DamageBuffBuff_FullLink(UWorld *World, FAutomationTestBase * Test)
{
/**
* Buff a Damage Buff, then apply damage
*/
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float DamageBuffMultiplier = 2.f; // Damage is buff and multiplied by 2
const float DamageBuffMultiplierBonus = 1.f; // The above multiplier receives a +1 bonus (we expect a final multiplier of 3)
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = Cast<UAttributeComponent>(SourceActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
UAttributeComponent * DestComponent = Cast<UAttributeComponent>(DestActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Apply "Damage" but set to INFINITE_DURATION
// (An odd example for damage, but would make sense for something like run speed, etc)
FActiveGameplayEffectHandle BuffBuffHandle;
FActiveGameplayEffectHandle BuffHandle;
FActiveGameplayEffectHandle DamageHandle;
{
SKILL_LOG_SCOPE(TEXT("Apply Buff Buff"))
// Here we are choosing to do this by adding an perm IncomingGE buff first. There are other ways to do this.
UGameplayEffect * BuffEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BuffBuff"))));
BuffEffect->Modifiers.SetNum(1);
BuffEffect->Modifiers[0].Magnitude.SetValue(DamageBuffMultiplierBonus);
BuffEffect->Modifiers[0].ModifierType = EGameplayMod::IncomingGE;
BuffEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BuffEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BuffEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BuffEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysLink;
// Apply to target
BuffBuffHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BuffEffect, SourceComponent, 1.f);
Test->TestTrue(SKILL_TEST_TEXT("Number of Source GameplayEffect: %d == 1", SourceComponent->GetNumActiveGameplayEffect()), SourceComponent->GetNumActiveGameplayEffect() == 1);
}
{
SKILL_LOG_SCOPE(TEXT("Apply Damage Buff"))
UGameplayEffect * BuffEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Buff"))));
BuffEffect->Modifiers.SetNum(1);
BuffEffect->Modifiers[0].Magnitude.SetValue(DamageBuffMultiplier);
BuffEffect->Modifiers[0].ModifierType = EGameplayMod::OutgoingGE;
BuffEffect->Modifiers[0].ModifierOp = EGameplayModOp::Multiplicitive;
BuffEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BuffEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BuffEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysLink;
// Apply to target
BuffHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BuffEffect, SourceComponent, 1.f);
Test->TestTrue(SKILL_TEST_TEXT("Number of Source GameplayEffect: %d == 2", SourceComponent->GetNumActiveGameplayEffect()), SourceComponent->GetNumActiveGameplayEffect() == 2);
// Check that the buff was buffed
float ExpectedBuffMagnitude = DamageBuffMultiplier + DamageBuffMultiplierBonus;
float ActualBuffMagnitude = SourceComponent->GetGameplayEffectMagnitude(BuffHandle, FGameplayAttribute(HealthProperty));
Test->TestTrue(SKILL_TEST_TEXT("Buff Applied. Check Magnitude. ActualValue: %.2f. ExpectedValue: %.2f.", ActualBuffMagnitude, ExpectedBuffMagnitude), (ActualBuffMagnitude == ExpectedBuffMagnitude));
}
{
SKILL_LOG_SCOPE(TEXT("Apply Permanent (infinite duration) Damage"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Damage"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
// Apply to target
DamageHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + (DamageValue * (DamageBuffMultiplier + DamageBuffMultiplierBonus)));
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
Test->TestTrue(SKILL_TEST_TEXT("NumberOfActive Dest GameplayEffects %d == 1", DestComponent->GetNumActiveGameplayEffect()), DestComponent->GetNumActiveGameplayEffect() == 1);
}
{
// Clear DependantsUpdates stat
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
FAggregator::AllocationStats.DependantsUpdated = 0;
#endif
// Remove the original buff buff
bool RemovedEffect = SourceComponent->RemoveActiveGameplayEffect(BuffBuffHandle);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = (StartHealth + (DamageValue * (DamageBuffMultiplier)));
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
// Check that we updated exactly 3 dependant by removing the BuffBuff (it should have forced the Buff, the applied damage GE, and the attribute aggregator to update)
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
Test->TestTrue(SKILL_TEST_TEXT("DependantsUpdated %d == 2", FAggregator::AllocationStats.DependantsUpdated), (FAggregator::AllocationStats.DependantsUpdated == 3));
#endif
}
{
SKILL_LOG_SCOPE(TEXT("Remove Buff"));
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
FAggregator::AllocationStats.DependantsUpdated = 0;
#endif
// Remove the buff
bool RemovedEffect = SourceComponent->RemoveActiveGameplayEffect(BuffHandle);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth + DamageValue;
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
// Check that we updated 2 dependants - the damage GE and the attribute aggregator
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
Test->TestTrue(SKILL_TEST_TEXT("DependantsUpdated %d == 2", FAggregator::AllocationStats.DependantsUpdated), (FAggregator::AllocationStats.DependantsUpdated == 2));
#endif
}
// DestComponent->PrintAllGameplayEffects();
return true;
}
bool GameplayEffectsTest_DamageBuffBuff_FullSnapshot(UWorld *World, FAutomationTestBase * Test)
{
/**
* Buff a Damage Buff, then apply damage
*/
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float DamageBuffMultiplier = 2.f; // Damage is buff and multiplied by 2
const float DamageBuffMultiplierBonus = 1.f; // The above multiplier receives a +1 bonus (we expect a final multiplier of 3)
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = Cast<UAttributeComponent>(SourceActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
UAttributeComponent * DestComponent = Cast<UAttributeComponent>(DestActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Apply "Damage" but set to INFINITE_DURATION
// (An odd example for damage, but would make sense for something like run speed, etc)
FActiveGameplayEffectHandle BuffBuffHandle;
FActiveGameplayEffectHandle BuffHandle;
FActiveGameplayEffectHandle DamageHandle;
{
SKILL_LOG_SCOPE(TEXT("Apply Buff Buff"))
// Here we are choosing to do this by adding an perm IncomingGE buff first. There are other ways to do this.
UGameplayEffect * BuffEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BuffBuff"))));
BuffEffect->Modifiers.SetNum(1);
BuffEffect->Modifiers[0].Magnitude.SetValue(DamageBuffMultiplierBonus);
BuffEffect->Modifiers[0].ModifierType = EGameplayMod::IncomingGE;
BuffEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BuffEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BuffEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BuffEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysSnapshot;
// Apply to target
BuffBuffHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BuffEffect, SourceComponent, 1.f);
Test->TestTrue(SKILL_TEST_TEXT("Number of Source GameplayEffect: %d == 1", SourceComponent->GetNumActiveGameplayEffect()), SourceComponent->GetNumActiveGameplayEffect() == 1);
}
{
SKILL_LOG_SCOPE(TEXT("Apply Damage Buff"))
UGameplayEffect * BuffEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Buff"))));
BuffEffect->Modifiers.SetNum(1);
BuffEffect->Modifiers[0].Magnitude.SetValue(DamageBuffMultiplier);
BuffEffect->Modifiers[0].ModifierType = EGameplayMod::OutgoingGE;
BuffEffect->Modifiers[0].ModifierOp = EGameplayModOp::Multiplicitive;
BuffEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BuffEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BuffEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysSnapshot;
// Apply to target
BuffHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BuffEffect, SourceComponent, 1.f);
Test->TestTrue(SKILL_TEST_TEXT("Number of Source GameplayEffect: %d == 2", SourceComponent->GetNumActiveGameplayEffect()), SourceComponent->GetNumActiveGameplayEffect() == 2);
// Check that the buff was buffed
float ExpectedBuffMagnitude = DamageBuffMultiplier + DamageBuffMultiplierBonus;
float ActualBuffMagnitude = SourceComponent->GetGameplayEffectMagnitude(BuffHandle, FGameplayAttribute(HealthProperty));
Test->TestTrue(SKILL_TEST_TEXT("Buff Applied. Check Magnitude. ActualValue: %.2f. ExpectedValue: %.2f.", ActualBuffMagnitude, ExpectedBuffMagnitude), (ActualBuffMagnitude == ExpectedBuffMagnitude));
}
{
SKILL_LOG_SCOPE(TEXT("Apply Permanent (infinite duration) Damage"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Damage"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
// Apply to target
DamageHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + (DamageValue * (DamageBuffMultiplier + DamageBuffMultiplierBonus)));
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
Test->TestTrue(SKILL_TEST_TEXT("NumberOfActive Dest GameplayEffects %d == 1", DestComponent->GetNumActiveGameplayEffect()), DestComponent->GetNumActiveGameplayEffect() == 1);
}
{
// Clear DependantsUpdates stat
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
FAggregator::AllocationStats.DependantsUpdated = 0;
#endif
// Remove the original buff buff
bool RemovedEffect = SourceComponent->RemoveActiveGameplayEffect(BuffBuffHandle);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = (StartHealth + (DamageValue * (DamageBuffMultiplier + DamageBuffMultiplierBonus)));
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
// Check that we updated 0 dependants - since everything was applied via snapshot, no dependants should be updated
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
Test->TestTrue(SKILL_TEST_TEXT("DependantsUpdated %d == 2", FAggregator::AllocationStats.DependantsUpdated), (FAggregator::AllocationStats.DependantsUpdated == 0));
#endif
}
{
SKILL_LOG_SCOPE(TEXT("Remove Buff"));
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
FAggregator::AllocationStats.DependantsUpdated = 0;
#endif
// Remove the buff
bool RemovedEffect = SourceComponent->RemoveActiveGameplayEffect(BuffHandle);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = (StartHealth + (DamageValue * (DamageBuffMultiplier + DamageBuffMultiplierBonus)));
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
// Check that we updated 0 dependants
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
Test->TestTrue(SKILL_TEST_TEXT("DependantsUpdated %d == 0", FAggregator::AllocationStats.DependantsUpdated), (FAggregator::AllocationStats.DependantsUpdated == 0));
#endif
}
// DestComponent->PrintAllGameplayEffects();
return true;
}
bool GameplayEffectsTest_DamageBuffBuff_SnapshotLink(UWorld *World, FAutomationTestBase * Test)
{
/**
* Buff a Damage Buff, then apply damage
*/
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float DamageBuffMultiplier = 2.f; // Damage is buff and multiplied by 2
const float DamageBuffMultiplierBonus = 1.f; // The above multiplier receives a +1 bonus (we expect a final multiplier of 3)
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = Cast<UAttributeComponent>(SourceActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
UAttributeComponent * DestComponent = Cast<UAttributeComponent>(DestActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Apply "Damage" but set to INFINITE_DURATION
// (An odd example for damage, but would make sense for something like run speed, etc)
FActiveGameplayEffectHandle BuffBuffHandle;
FActiveGameplayEffectHandle BuffHandle;
FActiveGameplayEffectHandle DamageHandle;
{
SKILL_LOG_SCOPE(TEXT("Apply Buff Buff"))
// Here we are choosing to do this by adding an perm IncomingGE buff first. There are other ways to do this.
UGameplayEffect * BuffEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BuffBuff"))));
BuffEffect->Modifiers.SetNum(1);
BuffEffect->Modifiers[0].Magnitude.SetValue(DamageBuffMultiplierBonus);
BuffEffect->Modifiers[0].ModifierType = EGameplayMod::IncomingGE;
BuffEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BuffEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BuffEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BuffEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysSnapshot;
// Apply to target
BuffBuffHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BuffEffect, SourceComponent, 1.f);
Test->TestTrue(SKILL_TEST_TEXT("Number of Source GameplayEffect: %d == 1", SourceComponent->GetNumActiveGameplayEffect()), SourceComponent->GetNumActiveGameplayEffect() == 1);
}
{
SKILL_LOG_SCOPE(TEXT("Apply Damage Buff"))
UGameplayEffect * BuffEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Buff"))));
BuffEffect->Modifiers.SetNum(1);
BuffEffect->Modifiers[0].Magnitude.SetValue(DamageBuffMultiplier);
BuffEffect->Modifiers[0].ModifierType = EGameplayMod::OutgoingGE;
BuffEffect->Modifiers[0].ModifierOp = EGameplayModOp::Multiplicitive;
BuffEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BuffEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BuffEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysLink;
// Apply to target
BuffHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BuffEffect, SourceComponent, 1.f);
Test->TestTrue(SKILL_TEST_TEXT("Number of Source GameplayEffect: %d == 2", SourceComponent->GetNumActiveGameplayEffect()), SourceComponent->GetNumActiveGameplayEffect() == 2);
// Check that the buff was buffed
float ExpectedBuffMagnitude = DamageBuffMultiplier + DamageBuffMultiplierBonus;
float ActualBuffMagnitude = SourceComponent->GetGameplayEffectMagnitude(BuffHandle, FGameplayAttribute(HealthProperty));
Test->TestTrue(SKILL_TEST_TEXT("Buff Applied. Check Magnitude. ActualValue: %.2f. ExpectedValue: %.2f.", ActualBuffMagnitude, ExpectedBuffMagnitude), (ActualBuffMagnitude == ExpectedBuffMagnitude));
}
{
SKILL_LOG_SCOPE(TEXT("Apply Permanent (infinite duration) Damage"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("Damage"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
// Apply to target
DamageHandle = SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + (DamageValue * (DamageBuffMultiplier + DamageBuffMultiplierBonus)));
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
Test->TestTrue(SKILL_TEST_TEXT("NumberOfActive Dest GameplayEffects %d == 1", DestComponent->GetNumActiveGameplayEffect()), DestComponent->GetNumActiveGameplayEffect() == 1);
}
{
SKILL_LOG_SCOPE(TEXT("Remove Buff Buff"));
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
FAggregator::AllocationStats.DependantsUpdated = 0;
#endif
// Remove the original buff buff
bool RemovedEffect = SourceComponent->RemoveActiveGameplayEffect(BuffBuffHandle);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = (StartHealth + (DamageValue * (DamageBuffMultiplier + DamageBuffMultiplierBonus)));
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
// Check that we updated 0 dependants - since everything was applied via snapshot, no dependants should be updated
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
Test->TestTrue(SKILL_TEST_TEXT("DependantsUpdated %d == 2", FAggregator::AllocationStats.DependantsUpdated), (FAggregator::AllocationStats.DependantsUpdated == 0));
#endif
}
{
SKILL_LOG_SCOPE(TEXT("Remove Buff"));
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
FAggregator::AllocationStats.DependantsUpdated = 0;
#endif
// Remove the buff
bool RemovedEffect = SourceComponent->RemoveActiveGameplayEffect(BuffHandle);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth + DamageValue;
Test->TestTrue(SKILL_TEST_TEXT("Damaged Applied. ActualValue: %.2f. ExpectedValue: %.2f.", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
// Check that we updated 2 dependants - the damage GE and the attribute aggregator
#if SKILL_SYSTEM_AGGREGATOR_DEBUG
Test->TestTrue(SKILL_TEST_TEXT("DependantsUpdated %d == 2", FAggregator::AllocationStats.DependantsUpdated), (FAggregator::AllocationStats.DependantsUpdated == 2));
#endif
}
// DestComponent->PrintAllGameplayEffects();
return true;
}
bool TimerTest(UWorld *World, FAutomationTestBase * Test)
{
const float StartHealth = 100.f;
const float DamageValue = -5.f;
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
SourceActor->SetActorTickEnabled(true);
DestActor->SetActorTickEnabled(true);
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = Cast<UAttributeComponent>(SourceActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
UAttributeComponent * DestComponent = Cast<UAttributeComponent>(DestActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
SourceComponent->RegisterComponentWithWorld(World);
DestComponent->RegisterComponentWithWorld(World);
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
//SourceComponent->TEMP_TimerTest();
World->Tick(ELevelTick::LEVELTICK_All, 3.f);
World->Tick(ELevelTick::LEVELTICK_All, 3.f);
World->Tick(ELevelTick::LEVELTICK_All, 3.f);
return true;
}
bool GameplayEffectsTest_DurationDamage(UWorld *World, FAutomationTestBase * Test)
{
const float StartHealth = 100.f;
const float DamageValue = -5.f;
float Duration = 5.f;
float StartTime = World->GetTimeSeconds();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = Cast<UAttributeComponent>(SourceActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
UAttributeComponent * DestComponent = Cast<UAttributeComponent>(DestActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
SourceComponent->RegisterComponentWithWorld(World);
DestComponent->RegisterComponentWithWorld(World);
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
{
SKILL_LOG_SCOPE(TEXT("Apply Dot"));
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BaseDmgEffect"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = Duration;
BaseDmgEffect->Period.Value = UGameplayEffect::NO_PERIOD;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
// The effect should instantly execute one time without ticking (for now at least)
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth + (DamageValue);
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
// Tick until the effect should expire
for (int32 i = 0; i < 10; ++i)
{
GameplayTest_TickWorld(World, 1.f);
if (World->GetTimeSeconds() > StartTime + Duration)
{
break;
}
// The effect should instantly execute one time without ticking (for now at least)
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth + (DamageValue);
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Duration (left) %.2f. Actual: %.2f == Exected: %.2f", Duration, ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
// Ensure the effect expired
{
// The effect should instantly execute one time without ticking (for now at least)
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth;
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Duration (left) %.2f. Actual: %.2f == Exected: %.2f", Duration, ActualValue, ExpectedValue), ActualValue == ExpectedValue);
int32 NumEffects = DestComponent->GetNumActiveGameplayEffect();
Test->TestTrue(SKILL_TEST_TEXT("NumberOfActive Dest GameplayEffects %d == 0", NumEffects), NumEffects == 0);
}
return true;
}
bool GameplayEffectsTest_PeriodicDamage(UWorld *World, FAutomationTestBase * Test)
{
const float StartHealth = 100.f;
const float DamageValue = -5.f;
float Duration = 5.f;
float StartTime = World->GetTimeSeconds();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UAttributeComponent * SourceComponent = Cast<UAttributeComponent>(SourceActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
UAttributeComponent * DestComponent = Cast<UAttributeComponent>(DestActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
SourceComponent->RegisterComponentWithWorld(World);
DestComponent->RegisterComponentWithWorld(World);
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
float ApplyCount = 0;
{
SKILL_LOG_SCOPE(TEXT("Apply Dot"))
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BaseDmgEffect"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = Duration;
BaseDmgEffect->Period.Value = 1.f; // Apply every 1 second
BaseDmgEffect->GameplayCues.Add( FGameplayEffectCue(FName(TEXT("GameplayCue.Burning")), 1.f, 10.f) );
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 5.f);
ApplyCount++;
// The effect should instantly execute one time without ticking (for now at least)
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth + (DamageValue * ApplyCount);
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue );
}
for (int32 i=0; i < 10; ++i)
{
GameplayTest_TickWorld(World, 1.f);
if (World->GetTimeSeconds() <= StartTime + Duration + KINDA_SMALL_NUMBER)
{
// We should have applied as long as there was still some duration left
ApplyCount++;
}
// The effect should instantly execute one time without ticking (for now at least)
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth + (DamageValue * ApplyCount);
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Duration (left) %.2f. Actual: %.2f == Exected: %.2f", Duration, ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
// Ensure the effect expired
{
int32 NumEffects = DestComponent->GetNumActiveGameplayEffect();
Test->TestTrue(SKILL_TEST_TEXT("NumberOfActive Dest GameplayEffects %d == 0", NumEffects), NumEffects == 0);
}
return true;
}
bool GameplayEffectsTest_LifestealExtension(UWorld *World, FAutomationTestBase * Test)
{
const float StartHealth = 100.f;
const float DamageValue = -10.f;
const float LifestealPCT = 0.20f;
float StartTime = World->GetTimeSeconds();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UProperty *DamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage));
UAttributeComponent * SourceComponent = Cast<UAttributeComponent>(SourceActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
UAttributeComponent * DestComponent = Cast<UAttributeComponent>(DestActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
SourceComponent->RegisterComponentWithWorld(World);
DestComponent->RegisterComponentWithWorld(World);
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
{
SKILL_LOG_SCOPE(TEXT("Apply Lifesteal"));
UGameplayEffect * LifestealEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("LifestealPassive"))));
LifestealEffect->Modifiers.SetNum(1);
LifestealEffect->Modifiers[0].Magnitude.SetValue(LifestealPCT);
LifestealEffect->Modifiers[0].ModifierType = EGameplayMod::OutgoingGE;
LifestealEffect->Modifiers[0].ModifierOp = EGameplayModOp::Callback;
LifestealEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
LifestealEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Lifesteal")));
LifestealEffect->Modifiers[0].Callbacks.ExtensionClasses.Add( UGameplayEffectExtension_LifestealTest::StaticClass() );
LifestealEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
LifestealEffect->Period.Value = UGameplayEffect::NO_PERIOD;
SourceComponent->ApplyGameplayEffectToSelf(LifestealEffect, 1.f, SourceActor);
}
{
SKILL_LOG_SCOPE(TEXT("Apply Damage"));
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BaseDmgEffect"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
BaseDmgEffect->Period.Value = UGameplayEffect::NO_PERIOD;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 5.f);
// The effect should instantly execute one time without ticking (for now at least)
{
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth + (DamageValue);
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
// Test that the source received extra health back
{
float ActualValue = SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth + (-DamageValue * LifestealPCT);
Test->TestTrue(SKILL_TEST_TEXT("Health after lifesteal. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
}
return true;
}
bool GameplayEffectsTest_ShieldlExtension(UWorld *World, FAutomationTestBase * Test)
{
const float StartHealth = 100.f;
const float DamageValue = -10.f;
const float ShieldAmount = 20.0f;
float StartTime = World->GetTimeSeconds();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UProperty *DamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage));
UAttributeComponent * SourceComponent = Cast<UAttributeComponent>(SourceActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
UAttributeComponent * DestComponent = Cast<UAttributeComponent>(DestActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
SourceComponent->RegisterComponentWithWorld(World);
DestComponent->RegisterComponentWithWorld(World);
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
FActiveGameplayEffectHandle AppliedHandle;
{
SKILL_LOG_SCOPE(TEXT("Apply Shield"));
UGameplayEffect * ShieldEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("ShieldPassive"))));
ShieldEffect->Modifiers.SetNum(1);
ShieldEffect->Modifiers[0].Magnitude.SetValue(ShieldAmount);
ShieldEffect->Modifiers[0].ModifierType = EGameplayMod::IncomingGE;
ShieldEffect->Modifiers[0].ModifierOp = EGameplayModOp::Callback;
ShieldEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
ShieldEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Shield")));
ShieldEffect->Modifiers[0].Callbacks.ExtensionClasses.Add(UGameplayEffectExtension_ShieldTest::StaticClass());
ShieldEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
ShieldEffect->Period.Value = UGameplayEffect::NO_PERIOD;
AppliedHandle = DestComponent->ApplyGameplayEffectToSelf(ShieldEffect, 1.f, DestActor);
}
{
SKILL_LOG_SCOPE(TEXT("Apply Damage"));
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BaseDmgEffect"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
BaseDmgEffect->Period.Value = UGameplayEffect::NO_PERIOD;
// Apply 1
{
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 5.f);
// Health should be the same
{
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth;
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
// Shield still up but weakened
{
float ActualValue = DestComponent->GetGameplayEffectMagnitude(AppliedHandle, FGameplayAttribute(HealthProperty));
float ExpectedValue = ShieldAmount + DamageValue;
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
}
// Apply 2
{
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 5.f);
// Health should be the same
{
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth;
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
// Shield should be done now (it absorbed the damage and then removed itself)
{
bool Removed = DestComponent->IsGameplayEffectActive(AppliedHandle);
Test->TestTrue(SKILL_TEST_TEXT("Shield removed (Expected: 0 Actual: %d", Removed), !Removed);
}
}
// Apply 3
{
// Now we lose health
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 5.f);
// Now we should have lost some health
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth + DamageValue;;
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
// For funsies, confirm shield is still definitely not there
{
bool Removed = DestComponent->IsGameplayEffectActive(AppliedHandle);
Test->TestTrue(SKILL_TEST_TEXT("Shield removed (Expected: 0 Actual: %d", Removed), !Removed);
}
}
}
return true;
}
bool GameplayEffectsTest_ShieldlExtensionMultiple(UWorld *World, FAutomationTestBase * Test)
{
// This applies 2 instances of the shield and confirms that only 1 will absorb damage at at time
const float StartHealth = 100.f;
const float DamageValueSmall = -10.f;
const float DamageValueLarge = -20.f;
const float ShieldAmount = 20.0f;
float StartTime = World->GetTimeSeconds();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *HealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Health));
UProperty *DamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage));
UAttributeComponent * SourceComponent = Cast<UAttributeComponent>(SourceActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
UAttributeComponent * DestComponent = Cast<UAttributeComponent>(DestActor->CreateComponentFromTemplate(UAttributeComponent::StaticClass()->GetDefaultObject<UAttributeComponent>(), FString(TEXT("AttributeComponent"))));
SourceComponent->RegisterComponentWithWorld(World);
DestComponent->RegisterComponentWithWorld(World);
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
FActiveGameplayEffectHandle AppliedHandle_1;
FActiveGameplayEffectHandle AppliedHandle_2;
{
SKILL_LOG_SCOPE(TEXT("Apply Shields"));
UGameplayEffect * ShieldEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("ShieldPassive"))));
ShieldEffect->Modifiers.SetNum(1);
ShieldEffect->Modifiers[0].Magnitude.SetValue(ShieldAmount);
ShieldEffect->Modifiers[0].ModifierType = EGameplayMod::IncomingGE;
ShieldEffect->Modifiers[0].ModifierOp = EGameplayModOp::Callback;
ShieldEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
ShieldEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Shield")));
ShieldEffect->Modifiers[0].Callbacks.ExtensionClasses.Add(UGameplayEffectExtension_ShieldTest::StaticClass());
ShieldEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
ShieldEffect->Period.Value = UGameplayEffect::NO_PERIOD;
AppliedHandle_1 = DestComponent->ApplyGameplayEffectToSelf(ShieldEffect, 1.f, DestActor);
AppliedHandle_2 = DestComponent->ApplyGameplayEffectToSelf(ShieldEffect, 1.f, DestActor);
}
{
SKILL_LOG_SCOPE(TEXT("Apply Damage"));
UGameplayEffect * SmallDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("SmallDmgEffect"))));
SmallDmgEffect->Modifiers.SetNum(1);
SmallDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValueSmall);
SmallDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
SmallDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
SmallDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
SmallDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
SmallDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
SmallDmgEffect->Period.Value = UGameplayEffect::NO_PERIOD;
UGameplayEffect * LargeDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("LargeDmgEffect"))));
LargeDmgEffect->Modifiers.SetNum(1);
LargeDmgEffect->Modifiers[0].Magnitude.SetValue(DamageValueLarge);
LargeDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
LargeDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
LargeDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
LargeDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
LargeDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
LargeDmgEffect->Period.Value = UGameplayEffect::NO_PERIOD;
// Apply small damage
{
SourceComponent->ApplyGameplayEffectSpecToTarget(SmallDmgEffect, DestComponent, 5.f);
// Health should be the same
{
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth;
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
// Shield 1 still up but weakened
{
float ActualValue = DestComponent->GetGameplayEffectMagnitude(AppliedHandle_1, FGameplayAttribute(HealthProperty));
float ExpectedValue = ShieldAmount + DamageValueSmall;
Test->TestTrue(SKILL_TEST_TEXT("Shield 1. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
// Shield 2 untouched
{
float ActualValue = DestComponent->GetGameplayEffectMagnitude(AppliedHandle_2, FGameplayAttribute(HealthProperty));
float ExpectedValue = ShieldAmount;
Test->TestTrue(SKILL_TEST_TEXT("Shield 1. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
}
// Apply large damage
{
SourceComponent->ApplyGameplayEffectSpecToTarget(LargeDmgEffect, DestComponent, 5.f);
// Health should still be the same
{
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth;
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
// Shield 1 should be gone
{
bool Exists = DestComponent->IsGameplayEffectActive(AppliedHandle_1);
Test->TestTrue(SKILL_TEST_TEXT("Shield removed (Expected: 0 Actual: %d", Exists), !Exists);
}
// Shield 2 should be weakened
{
float DamageShield2Took = ShieldAmount + DamageValueSmall + DamageValueLarge;
float ActualValue = DestComponent->GetGameplayEffectMagnitude(AppliedHandle_2, FGameplayAttribute(HealthProperty));
float ExpectedValue = ShieldAmount + DamageShield2Took;
Test->TestTrue(SKILL_TEST_TEXT("Shield 1. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
}
// Apply large damage again
{
// Now we lose health
SourceComponent->ApplyGameplayEffectSpecToTarget(LargeDmgEffect, DestComponent, 5.f);
float HealthDelta = ShieldAmount + ShieldAmount + DamageValueSmall + DamageValueLarge + DamageValueLarge;
// Now we should have lost some health
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth + HealthDelta;
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
// For funsies, confirm shield is still definitely not there
{
bool Exists = DestComponent->IsGameplayEffectActive(AppliedHandle_2);
Test->TestTrue(SKILL_TEST_TEXT("Shield removed (Expected: 0 Actual: %d", Exists), !Exists);
}
}
}
return true;
}
bool FGameplayEffectsTest::RunTest( const FString& Parameters )
{
UWorld *World = UWorld::CreateWorld( EWorldType::Game, false );
FURL URL;
World->BeginPlay(URL);
GameplayEffectsTest_InstantDamage(World, this);
GameplayEffectsTest_InstantDamage_Buffed(World, this);
GameplayEffectsTest_TemporaryDamage(World, this);
GameplayEffectsTest_TemporaryDamageBuffed(World, this);
GameplayEffectsTest_TemporaryDamageTemporaryBuff(World, this);
GameplayEffectsTest_LinkedBuffDestroy(World, this);
GameplayEffectsTest_SnapshotBuffDestroy(World, this);
GameplayEffectsTest_DurationBuff(World, this);
GameplayEffectsTest_DamageBuffBuff_Basic(World, this);
GameplayEffectsTest_DamageBuffBuff_FullLink(World, this);
GameplayEffectsTest_DamageBuffBuff_FullSnapshot(World, this);
GameplayEffectsTest_DamageBuffBuff_SnapshotLink(World, this);
GameplayEffectsTest_DurationDamage(World, this);
GameplayEffectsTest_PeriodicDamage(World, this);
GameplayEffectsTest_LifestealExtension(World, this);
GameplayEffectsTest_ShieldlExtension(World, this);
GameplayEffectsTest_ShieldlExtensionMultiple(World, this);
World->DestroyWorld(false);
return true;
}