You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- BP functions for checking if slot handles are equal or not - to string functions for slots and handles - is valid functions for slot handles #rb Yoan.StAmant [CL 26642750 by ben hoffman in ue5-main branch]
244 lines
8.0 KiB
C++
244 lines
8.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "SmartObjectBlueprintFunctionLibrary.h"
|
|
#include "Engine/Engine.h"
|
|
#include "SmartObjectSubsystem.h"
|
|
#include "BlackboardKeyType_SOClaimHandle.h"
|
|
#include "BehaviorTree/BlackboardComponent.h"
|
|
#include "BehaviorTree/BTFunctionLibrary.h"
|
|
|
|
#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectBlueprintFunctionLibrary)
|
|
|
|
//----------------------------------------------------------------------//
|
|
// USmartObjectBlueprintFunctionLibrary
|
|
//----------------------------------------------------------------------//
|
|
FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::GetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName)
|
|
{
|
|
if (BlackboardComponent == nullptr)
|
|
{
|
|
return {};
|
|
}
|
|
return BlackboardComponent->GetValue<UBlackboardKeyType_SOClaimHandle>(KeyName);
|
|
}
|
|
|
|
void USmartObjectBlueprintFunctionLibrary::SetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName, const FSmartObjectClaimHandle Value)
|
|
{
|
|
if (BlackboardComponent == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
const FBlackboard::FKey KeyID = BlackboardComponent->GetKeyID(KeyName);
|
|
BlackboardComponent->SetValue<UBlackboardKeyType_SOClaimHandle>(KeyID, Value);
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::AddOrRemoveSmartObject(AActor* SmartObjectActor, const bool bAdd)
|
|
{
|
|
return AddOrRemoveMultipleSmartObjects({SmartObjectActor}, bAdd);
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::AddSmartObject(AActor* SmartObjectActor)
|
|
{
|
|
return AddOrRemoveMultipleSmartObjects({SmartObjectActor}, /*bAdd*/true);
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::AddMultipleSmartObjects(const TArray<AActor*>& SmartObjectActors)
|
|
{
|
|
return AddOrRemoveMultipleSmartObjects(SmartObjectActors, /*bAdd*/true);
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::RemoveSmartObject(AActor* SmartObjectActor)
|
|
{
|
|
return AddOrRemoveMultipleSmartObjects({SmartObjectActor}, /*bAdd*/false);
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::RemoveMultipleSmartObjects(const TArray<AActor*>& SmartObjectActors)
|
|
{
|
|
return AddOrRemoveMultipleSmartObjects(SmartObjectActors, /*bAdd*/false);
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::AddOrRemoveMultipleSmartObjects(const TArray<AActor*>& SmartObjectActors, const bool bAdd)
|
|
{
|
|
bool bSuccess = true;
|
|
if (SmartObjectActors.IsEmpty())
|
|
{
|
|
return bSuccess;
|
|
}
|
|
|
|
USmartObjectSubsystem* Subsystem = nullptr;
|
|
for (const AActor* SmartObjectActor : SmartObjectActors)
|
|
{
|
|
if (SmartObjectActor == nullptr)
|
|
{
|
|
UE_LOG(LogSmartObject, Warning, TEXT("Null actor found and skipped"))
|
|
bSuccess = false;
|
|
continue;
|
|
}
|
|
|
|
if (Subsystem == nullptr)
|
|
{
|
|
Subsystem = USmartObjectSubsystem::GetCurrent(SmartObjectActor->GetWorld());
|
|
if (Subsystem == nullptr)
|
|
{
|
|
UE_LOG(LogSmartObject, Warning, TEXT("Unable to find SmartObjectSubsystem for the provided actors."))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bSuccess = bAdd ? Subsystem->RegisterSmartObjectActor(*SmartObjectActor) : Subsystem->RemoveSmartObjectActor(*SmartObjectActor) && bSuccess;
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::SetSmartObjectEnabled(AActor* SmartObjectActor, const bool bEnabled)
|
|
{
|
|
return SetMultipleSmartObjectsEnabled({SmartObjectActor}, bEnabled);
|
|
}
|
|
|
|
FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsClaimed(
|
|
UObject* WorldContextObject,
|
|
const FSmartObjectSlotHandle SlotHandle,
|
|
const AActor* UserActor)
|
|
{
|
|
const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
|
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
|
|
{
|
|
return Subsystem->MarkSlotAsClaimed(SlotHandle, FConstStructView::Make(FSmartObjectActorUserData(UserActor)));
|
|
}
|
|
|
|
return FSmartObjectClaimHandle::InvalidHandle;
|
|
}
|
|
|
|
const USmartObjectBehaviorDefinition* USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsOccupied(
|
|
UObject* WorldContextObject,
|
|
const FSmartObjectClaimHandle ClaimHandle,
|
|
const TSubclassOf<USmartObjectBehaviorDefinition> DefinitionClass)
|
|
{
|
|
const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
|
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
|
|
{
|
|
Subsystem->MarkSlotAsOccupied(ClaimHandle, DefinitionClass);
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsFree(
|
|
UObject* WorldContextObject,
|
|
const FSmartObjectClaimHandle ClaimHandle)
|
|
{
|
|
const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
|
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
|
|
{
|
|
return Subsystem->MarkSlotAsFree(ClaimHandle);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
FString USmartObjectBlueprintFunctionLibrary::Conv_SmartObjectRequestResultToString(const FSmartObjectRequestResult& Result)
|
|
{
|
|
return LexToString(Result);
|
|
}
|
|
|
|
FString USmartObjectBlueprintFunctionLibrary::Conv_SmartObjectDefinitionToString(const USmartObjectDefinition* Definition)
|
|
{
|
|
if (Definition)
|
|
{
|
|
return LexToString(*Definition);
|
|
}
|
|
|
|
UE_LOG(LogSmartObject, Error, TEXT("Attempted to convert null SmartObjectDefinition to string!"));
|
|
|
|
static const FString InvalidDefinitionString = TEXT("INVALID");
|
|
return InvalidDefinitionString;
|
|
}
|
|
|
|
FString USmartObjectBlueprintFunctionLibrary::Conv_SmartObjectHandleToString(const FSmartObjectHandle& Handle)
|
|
{
|
|
return LexToString(Handle);
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::NotEqual_SmartObjectHandleSmartObjectHandle(const FSmartObjectHandle& A, const FSmartObjectHandle& B)
|
|
{
|
|
return A != B;
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::Equal_SmartObjectHandleSmartObjectHandle(const FSmartObjectHandle& A, const FSmartObjectHandle& B)
|
|
{
|
|
return A == B;
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::IsValidSmartObjectHandle(const FSmartObjectHandle& Handle)
|
|
{
|
|
return Handle.IsValid();
|
|
}
|
|
|
|
FString USmartObjectBlueprintFunctionLibrary::Conv_SmartObjectSlotHandleToString(const FSmartObjectSlotHandle& Handle)
|
|
{
|
|
return LexToString(Handle);
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::Equal_SmartObjectSlotHandleSmartObjectSlotHandle(const FSmartObjectSlotHandle& A, const FSmartObjectSlotHandle& B)
|
|
{
|
|
return A == B;
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::NotEqual_SmartObjectSlotHandleSmartObjectSlotHandle(const FSmartObjectSlotHandle& A, const FSmartObjectSlotHandle& B)
|
|
{
|
|
return A != B;
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::IsValidSmartObjectSlotHandle(const FSmartObjectSlotHandle& Handle)
|
|
{
|
|
return Handle.IsValid();
|
|
}
|
|
|
|
bool USmartObjectBlueprintFunctionLibrary::SetMultipleSmartObjectsEnabled(const TArray<AActor*>& SmartObjectActors, const bool bEnabled)
|
|
{
|
|
bool bSuccess = true;
|
|
if (SmartObjectActors.IsEmpty())
|
|
{
|
|
return bSuccess;
|
|
}
|
|
|
|
USmartObjectSubsystem* Subsystem = nullptr;
|
|
for (const AActor* SmartObjectActor : SmartObjectActors)
|
|
{
|
|
if (SmartObjectActor == nullptr)
|
|
{
|
|
UE_LOG(LogSmartObject, Warning, TEXT("Null actor found and skipped"))
|
|
bSuccess = false;
|
|
continue;
|
|
}
|
|
|
|
if (Subsystem == nullptr)
|
|
{
|
|
Subsystem = USmartObjectSubsystem::GetCurrent(SmartObjectActor->GetWorld());
|
|
if (Subsystem == nullptr)
|
|
{
|
|
UE_LOG(LogSmartObject, Warning, TEXT("Unable to find SmartObjectSubsystem for the provided actors."))
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bSuccess = Subsystem->SetSmartObjectActorEnabled(*SmartObjectActor, bEnabled) && bSuccess;
|
|
}
|
|
|
|
return bSuccess;
|
|
}
|
|
|
|
void USmartObjectBlueprintFunctionLibrary::SetBlackboardValueAsSOClaimHandle(UBTNode* NodeOwner, const FBlackboardKeySelector& Key, const FSmartObjectClaimHandle& Value)
|
|
{
|
|
if (UBlackboardComponent* BlackboardComp = UBTFunctionLibrary::GetOwnersBlackboard(NodeOwner))
|
|
{
|
|
BlackboardComp->SetValue<UBlackboardKeyType_SOClaimHandle>(Key.SelectedKeyName, Value);
|
|
}
|
|
}
|
|
|
|
FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::GetBlackboardValueAsSOClaimHandle(UBTNode* NodeOwner, const FBlackboardKeySelector& Key)
|
|
{
|
|
UBlackboardComponent* BlackboardComp = UBTFunctionLibrary::GetOwnersBlackboard(NodeOwner);
|
|
return BlackboardComp ? BlackboardComp->GetValue<UBlackboardKeyType_SOClaimHandle>(Key.SelectedKeyName) : FSmartObjectClaimHandle::InvalidHandle;
|
|
}
|