Files
UnrealEngineUWP/Engine/Source/Runtime/SkillSystem/Private/GameplayEffectTests.cpp
Fred Kimberley afe8c6722c Add stacking rules for gameplay effects.
#ue4

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

#codereview Dave.Ratti

[CL 2055992 by Fred Kimberley in Main branch]
2014-04-24 19:35:28 -04:00

4080 lines
197 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(SKILL_TEST_TEXT("Basic Instant Damage Applied"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == (StartHealth + DamageValue)));
SKILL_LOG(Log, TEXT("Final Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_InstantDamageRemap(UWorld *World, FAutomationTestBase * Test)
{
// This is the same as GameplayEffectsTest_InstantDamage but modifies the Damage attribute and confirms it is remapped to -Health by USkillSystemTestAttributeSet::PostAttributeModify
const float StartHealth = 100.f;
const float DamageValue = 5.f; // Note: Damage is positive, mapped to -Health in USkillSystemTestAttributeSet::PostAttributeModify
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 = 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(DamageProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.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);
}
// Confirm the damage attribute itself was reset to 0 when it was applied to health
{
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Damage;
float ExpectedValue = 0.f;
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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(SKILL_TEST_TEXT("Buff Instant Damage Applied"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("Final Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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(SKILL_TEST_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(SKILL_TEST_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);
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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(SKILL_TEST_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(SKILL_TEST_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(SKILL_TEST_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(SKILL_TEST_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(SKILL_TEST_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(SKILL_TEST_TEXT("Number of GameplayEffects=0"), DestComponent->GetNumActiveGameplayEffect() == 0);
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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(SKILL_TEST_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(SKILL_TEST_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(SKILL_TEST_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(SKILL_TEST_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(SKILL_TEST_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(SKILL_TEST_TEXT("Number of GameplayEffects=1"), DestComponent->GetNumActiveGameplayEffect() == 1);
}
// Remove the damage GE
{
bool RemovedEffect = DestComponent->RemoveActiveGameplayEffect(AppliedHandle);
float ExpectedValue = StartHealth;
Test->TestTrue(SKILL_TEST_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(SKILL_TEST_TEXT("GameplayEffectsTest_TemporaryDamageTemporaryBuff Number of GameplayEffects=0"), DestComponent->GetNumActiveGameplayEffect() == 0);
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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);
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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);
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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);
// The effect should execute on the next tick
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 );
}
ApplyCount++; // the effect will execute as soon as we tick any amount of time
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);
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
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);
}
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_ShieldExtension(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);
}
}
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_ShieldExtensionMultiple(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);
}
}
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
UCurveTable * SetGlobalCurveTable()
{
FString CSV(TEXT(", 0, 1, 100\r\nStandardHealth, 0, 1, 100\r\nStandardDamage, 0, 1, 100\r\nLinearCurve, 0, 1, 100"));
UCurveTable * CurveTable = Cast<UCurveTable>(StaticConstructObject(UCurveTable::StaticClass(), GetTransientPackage(), FName(TEXT("TempCurveTable"))));
CurveTable->CreateTableFromCSVString(CSV);
FRichCurve * RichCurve = CurveTable->FindCurve(FName(TEXT("StandardHealth")), TEXT("Test"));
if (RichCurve)
{
float Value = RichCurve->Eval(5.f);
check(Value == 5.f);
}
ISkillSystemModule::Get().GetSkillSystemGlobals().AutomationTestOnly_SetGlobalCurveTable(CurveTable);
return CurveTable;
}
void ClearGlobalCurveTable()
{
ISkillSystemModule::Get().GetSkillSystemGlobals().AutomationTestOnly_SetGlobalCurveTable(NULL);
}
UCurveTable * GetStandardDamageOverrideCurveTable(float Factor)
{
FString CSV = FString::Printf(TEXT(", 0, 1, 100\r\nStandardDamage, 0, %.2f, %.2f"), Factor * 1.f, Factor * 100.f);
UCurveTable * CurveTable = Cast<UCurveTable>(StaticConstructObject(UCurveTable::StaticClass(), GetTransientPackage(), FName(TEXT("TempCurveTable"))));
CurveTable->CreateTableFromCSVString(CSV);
FRichCurve * RichCurve = CurveTable->FindCurve(FName(TEXT("StandardDamage")), TEXT("Test"));
if (RichCurve)
{
float Value = RichCurve->Eval(5.f);
check(Value == 5.f * Factor);
}
return CurveTable;
}
UDataTable * SetGlobalDataTable()
{
// set up a test table where SpellDamage stacks and PhysicalDamage does not.
FString CSV(TEXT(",BaseValue,MinValue,MaxValue,DerivedAttributeInfo,bCanStack\r\nStackingAttribute1,0.0,-999.9,999.9,,True\r\nStackingAttribute2,0.0,-999.9,999.9,,True\r\nNoStackAttribute,0.0,-999.9,999.9,,False\r\n"));
UDataTable * DataTable = Cast<UDataTable>(StaticConstructObject(UDataTable::StaticClass(), GetTransientPackage(), FName(TEXT("TempDataTable"))));
DataTable->RowStruct = FAttributeMetaData::StaticStruct();
DataTable->CreateTableFromCSVString(CSV);
FAttributeMetaData * Row = (FAttributeMetaData*)DataTable->RowMap["StackingAttribute1"];
if (Row)
{
check(Row->bCanStack);
}
Row = (FAttributeMetaData*)DataTable->RowMap["NoStackAttribute"];
if (Row)
{
check(!Row->bCanStack);
}
ISkillSystemModule::Get().GetSkillSystemGlobals().AutomationTestOnly_SetGlobalAttributeDataTable(DataTable);
return DataTable;
}
void ClearGlobalDataTable()
{
ISkillSystemModule::Get().GetSkillSystemGlobals().AutomationTestOnly_SetGlobalAttributeDataTable(NULL);
}
bool GameplayEffectsTest_InstantDamage_ScalingExplicit(UWorld *World, FAutomationTestBase * Test)
{
// This example uses explicit scaling in a GameplayEffect. We explicitly specify the curve table to use in the GameplayEffect
const float StartHealth = 100.f;
const float SourceDamageScale = 1.f;
const float LevelOfDamage = 5.f;
// Make sure no global curve table is setup
ClearGlobalCurveTable();
// Sets up a linear curve table f(x)=x for StandardDamage
UCurveTable * SourceCurveTableOverrides = GetStandardDamageOverrideCurveTable(SourceDamageScale);
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *DamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Source now has SourceDamageScale (2x) damage over standard damage
SourceComponent->PushGlobalCurveOveride(SourceCurveTableOverrides);
{
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.SetScalingValue(1.f, FName(TEXT("StandardDamage")), SourceCurveTableOverrides); // do "1*StandardDamage[Level]"
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(DamageProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, LevelOfDamage);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth - (LevelOfDamage * SourceDamageScale);
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Health: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_InstantDamage_ScalingGlobal(UWorld *World, FAutomationTestBase * Test)
{
// This example uses global scaling. The gameplay effect doesn't specify which table it uses, just that its StandardDamage.
// The GameplayEffects code will fall back to the GlobalCurveTable.
const float StartHealth = 100.f;
const float SourceDamageScale = 2.f;
const float LevelOfDamage = 5.f;
SetGlobalCurveTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *DamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage));
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.SetScalingValue(1.f, FName(TEXT("StandardDamage")), NULL); // do "1*StandardDamage[Level]"
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(DamageProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, LevelOfDamage);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth - (LevelOfDamage);
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Health: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_InstantDamage_Override(UWorld *World, FAutomationTestBase * Test)
{
// This example overrides global scaling. The setup is the same as GameplayEffectsTest_InstantDamage_ScalingGlobal except now the source
// has an explicit override table that will take precedent of the global table.
const float StartHealth = 100.f;
const float SourceDamageScale = 2.f;
const float LevelOfDamage = 5.f;
SetGlobalCurveTable();
UCurveTable * SourceCurveTableOverrides = GetStandardDamageOverrideCurveTable(SourceDamageScale);
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *DamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// Source now has SourceDamageScale (2x) damage over standard damage
SourceComponent->PushGlobalCurveOveride(SourceCurveTableOverrides);
{
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.SetScalingValue(1.f, FName(TEXT("StandardDamage")), NULL); // do "1*StandardDamage[Level]"
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(DamageProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, LevelOfDamage);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth - (LevelOfDamage * SourceDamageScale);
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Health: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_InstantDamageRequiredTag(UWorld *World, FAutomationTestBase * Test)
{
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float DamageProtectionDivisor = 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 IncomingGEs
{
SKILL_LOG_SCOPE(TEXT("Apply ProtectionBuff"))
UGameplayEffect* BaseProtectEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("ProtectBuff"))));
BaseProtectEffect->Modifiers.SetNum(1);
BaseProtectEffect->Modifiers[0].Magnitude.SetValue(DamageProtectionDivisor);
BaseProtectEffect->Modifiers[0].ModifierType = EGameplayMod::IncomingGE;
BaseProtectEffect->Modifiers[0].ModifierOp = EGameplayModOp::Division;
BaseProtectEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseProtectEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Protect.Damage")));
BaseProtectEffect->Duration.SetValue(UGameplayEffect::INFINITE_DURATION);
BaseProtectEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysLink;
BaseProtectEffect->GameplayEffectRequiredTags.AddTag(FName(TEXT("Damage.Type2")));
// Apply to self
DestComponent->ApplyGameplayEffectSpecToTarget(BaseProtectEffect, DestComponent, 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;
BaseDmgEffect->GameplayEffectTags.AddTag(FName(TEXT("Damage.Type1")));
// Apply to target
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + DamageValue);
Test->TestTrue(SKILL_TEST_TEXT("Instant Damage Required Tag No Protection"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("Final Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
}
// reset health
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// 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;
BaseDmgEffect->GameplayEffectTags.AddTag(FName(TEXT("Damage.Type2")));
// Apply to target
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + (DamageValue / DamageProtectionDivisor));
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Health: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_InstantDamageIgnoreTag(UWorld *World, FAutomationTestBase * Test)
{
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float DamageProtectionDivisor = 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 IncomingGEs
{
SKILL_LOG_SCOPE(TEXT("Apply ProtectionBuff"))
UGameplayEffect* BaseProtectEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("ProtectBuff"))));
BaseProtectEffect->Modifiers.SetNum(1);
BaseProtectEffect->Modifiers[0].Magnitude.SetValue(DamageProtectionDivisor);
BaseProtectEffect->Modifiers[0].ModifierType = EGameplayMod::IncomingGE;
BaseProtectEffect->Modifiers[0].ModifierOp = EGameplayModOp::Division;
BaseProtectEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseProtectEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Protect.Damage")));
BaseProtectEffect->Duration.SetValue(UGameplayEffect::INFINITE_DURATION);
BaseProtectEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysLink;
BaseProtectEffect->GameplayEffectIgnoreTags.AddTag(FName(TEXT("Damage.Type1")));
// Apply to self
DestComponent->ApplyGameplayEffectSpecToTarget(BaseProtectEffect, DestComponent, 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;
BaseDmgEffect->GameplayEffectTags.AddTag(FName(TEXT("Damage.Type1")));
// Apply to target
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + DamageValue);
Test->TestTrue(SKILL_TEST_TEXT("Instant Damage Ignore Tag No Protection"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("Final Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
}
// reset health
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
// 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;
BaseDmgEffect->GameplayEffectTags.AddTag(FName(TEXT("Damage.Type2")));
// Apply to target
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth + (DamageValue / DamageProtectionDivisor));
Test->TestTrue(SKILL_TEST_TEXT("Instant Damage Ignore Tag Protected"), (DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health == ExpectedValue));
SKILL_LOG(Log, TEXT("Final Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_InstantDamageModifierPassesTag(UWorld *World, FAutomationTestBase * Test)
{
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float BonusDamageMultiplier = 2.f;
const float DamageProtectionDivisor = 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.Type1"))); // When I am applied, the damage modifier gets this tag.
BaseDmgEffect->Duration.SetValue(UGameplayEffect::INFINITE_DURATION);
// Apply to self
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, SourceComponent, 1.f);
}
// Setup a GE to modify IncomingGEs
{
SKILL_LOG_SCOPE(TEXT("Apply ProtectionBuff"))
UGameplayEffect* BaseProtectEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("ProtectBuff"))));
BaseProtectEffect->Modifiers.SetNum(1);
BaseProtectEffect->Modifiers[0].Magnitude.SetValue(DamageProtectionDivisor);
BaseProtectEffect->Modifiers[0].ModifierType = EGameplayMod::IncomingGE;
BaseProtectEffect->Modifiers[0].ModifierOp = EGameplayModOp::Division;
BaseProtectEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseProtectEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Protect.Damage")));
BaseProtectEffect->Modifiers[0].RequiredTags.AddTag(FName(TEXT("Damage.Type1")));
BaseProtectEffect->Duration.SetValue(UGameplayEffect::INFINITE_DURATION);
BaseProtectEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysLink;
// Apply to self
DestComponent->ApplyGameplayEffectSpecToTarget(BaseProtectEffect, DestComponent, 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) / DamageProtectionDivisor));
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
Test->TestTrue(SKILL_TEST_TEXT("Instant Damage Required Tag No Protection. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
SKILL_LOG(Log, TEXT("Final Health: %.2f"), DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health);
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_InstantDamageModifierTag(UWorld *World, FAutomationTestBase * Test)
{
const float StartHealth = 100.f;
const float DamageValue = -5.f;
const float BonusDamageValue = -10.f;
const float DamageProtectionDivisor = 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(BonusDamageValue);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::OutgoingGE;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Type1")));
BaseDmgEffect->Duration.SetValue(UGameplayEffect::INFINITE_DURATION);
// Apply to self
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, SourceComponent, 1.f);
}
// Setup a GE to modify IncomingGEs
{
SKILL_LOG_SCOPE(TEXT("Apply ProtectionBuff"))
UGameplayEffect* BaseProtectEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("ProtectBuff"))));
BaseProtectEffect->Modifiers.SetNum(1);
BaseProtectEffect->Modifiers[0].Magnitude.SetValue(DamageProtectionDivisor);
BaseProtectEffect->Modifiers[0].ModifierType = EGameplayMod::IncomingGE;
BaseProtectEffect->Modifiers[0].ModifierOp = EGameplayModOp::Division;
BaseProtectEffect->Modifiers[0].Attribute.SetUProperty(HealthProperty);
BaseProtectEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Protect.Damage")));
BaseProtectEffect->Modifiers[0].RequiredTags.AddTag(FName(TEXT("Damage.Type1")));
BaseProtectEffect->Duration.SetValue(UGameplayEffect::INFINITE_DURATION);
BaseProtectEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysLink;
// Apply to self
DestComponent->ApplyGameplayEffectSpecToTarget(BaseProtectEffect, DestComponent, 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 + BonusDamageValue) / DamageProtectionDivisor));
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
Test->TestTrue(SKILL_TEST_TEXT("Buff Instant Damage Applied. Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), (ActualValue == ExpectedValue));
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_InstantDamage_ScalingProperty(UWorld *World, FAutomationTestBase * Test)
{
// This example we scale Damage based off the instigator's PhysicalDamage attribute
const float StartHealth = 100.f;
const float PhysicalDamage = 10.f;
const float GameplayEffectScaling = 1.f;
SetGlobalCurveTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *DamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage));
UProperty *PhysicalDamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, PhysicalDamage));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->PhysicalDamage = PhysicalDamage;
{
SKILL_LOG_SCOPE(TEXT("Apply InstantDamage"));
// This effects do Damage = 1.f * LinearCurve[LevelOfGameplayEffect].
// This translate into 1.f * PhysicalDamage.
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BaseDmgEffect"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetScalingValue(GameplayEffectScaling, FName(TEXT("LinearCurve")), NULL); // do "1*StandardDamage[Level]"
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(DamageProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
BaseDmgEffect->LevelInfo.Attribute.SetUProperty(PhysicalDamageProperty);
BaseDmgEffect->LevelInfo.InheritLevelFromOwner = false;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth - (PhysicalDamage * GameplayEffectScaling);
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Health: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_InstantDamage_ScalingPropertyNested(UWorld *World, FAutomationTestBase * Test)
{
// This accomplishes the same as GameplayEffectsTest_InstantDamage_ScalingProperty but the leveling info is specified at the modifier, not gameplayeffect, level.
const float StartHealth = 100.f;
const float PhysicalDamage = 10.f;
const float GameplayEffectScaling = 1.f;
SetGlobalCurveTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *DamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage));
UProperty *PhysicalDamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, PhysicalDamage));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->PhysicalDamage = PhysicalDamage;
{
SKILL_LOG_SCOPE(TEXT("Apply InstantDamage"));
// This effects do Damage = 1.f * LinearCurve[LevelOfGameplayEffect].
// This translate into 1.f * PhysicalDamage.
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BaseDmgEffect"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetScalingValue(GameplayEffectScaling, FName(TEXT("LinearCurve")), NULL); // do "1*StandardDamage[Level]"
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(DamageProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Modifiers[0].LevelInfo.Attribute.SetUProperty(PhysicalDamageProperty);
BaseDmgEffect->Modifiers[0].LevelInfo.InheritLevelFromOwner = false;
BaseDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth - (PhysicalDamage * GameplayEffectScaling);
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Health: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_DotDamage_ScalingProperty_Snapshot(UWorld *World, FAutomationTestBase * Test)
{
// Add a dot that is powered by SpellDamage. Increase SpellDamage after applying, confirm it doesn't add extra damage to subsequent ticks.
const float StartHealth = 100.f;
const float SpellDamage = 10.f;
const float SpellDamage2 = 50.f;
const float GameplayEffectScaling = 1.f;
SetGlobalCurveTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *DamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage));
UProperty *SpellDamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, SpellDamage));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->SpellDamage = SpellDamage;
{
SKILL_LOG_SCOPE(TEXT("Apply InstantDamage"));
// This effects do Damage = 1.f * LinearCurve[LevelOfGameplayEffect].
// This translate into 1.f * PhysicalDamage.
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BaseDmgEffect"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetScalingValue(GameplayEffectScaling, FName(TEXT("LinearCurve")), NULL); // do "1*StandardDamage[Level]"
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(DamageProperty); // Modifies target's "Damage" attribute (-health)
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseDmgEffect->Period.Value = 1.f;
BaseDmgEffect->LevelInfo.Attribute.SetUProperty(SpellDamageProperty); // Powered by instigators SpellDamage
BaseDmgEffect->LevelInfo.InheritLevelFromOwner = false;
BaseDmgEffect->LevelInfo.TakeSnapshotOnInit = true; // But just a snapshot of their SpellDamage when we are applied
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent);
}
{
// Increase spell damage on instigator (after we already applied the DOT)
UGameplayEffect * SpellDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("SpellDmgEffect"))));
SpellDmgEffect->Modifiers.SetNum(1);
SpellDmgEffect->Modifiers[0].Magnitude.SetValue(SpellDamage2);
SpellDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
SpellDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Override;
SpellDmgEffect->Modifiers[0].Attribute.SetUProperty(SpellDamageProperty); // Modifies target's "Damage" attribute (-health)
SpellDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("SpellDmg.Buff")));
SpellDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
SourceComponent->ApplyGameplayEffectSpecToTarget(SpellDmgEffect, SourceComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth - (SpellDamage * GameplayEffectScaling) * 2.f; // we trigger twice on this tick
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Health: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_DotDamage_ScalingProperty_Dynamic(UWorld *World, FAutomationTestBase * Test)
{
// Add a dot that is powered by SpellDamage. Increase SpellDamage after applying, confirm it doesn't add extra damage to subsequent ticks.
const float StartHealth = 100.f;
const float SpellDamage = 10.f;
const float SpellDamage2 = 50.f;
const float GameplayEffectScaling = 1.f;
SetGlobalCurveTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *DamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage));
UProperty *SpellDamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, SpellDamage));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health = StartHealth;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->SpellDamage = SpellDamage;
{
SKILL_LOG_SCOPE(TEXT("Apply InstantDamage"));
// This effects do Damage = 1.f * LinearCurve[LevelOfGameplayEffect].
// This translate into 1.f * PhysicalDamage.
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("BaseDmgEffect"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetScalingValue(GameplayEffectScaling, FName(TEXT("LinearCurve")), NULL); // do "1*StandardDamage[Level]"
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(DamageProperty); // Modifies target's "Damage" attribute (-health)
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseDmgEffect->Period.Value = 1.f;
BaseDmgEffect->LevelInfo.Attribute.SetUProperty(SpellDamageProperty); // Powered by instigators SpellDamage
BaseDmgEffect->LevelInfo.InheritLevelFromOwner = false;
BaseDmgEffect->LevelInfo.TakeSnapshotOnInit = false; // But level is dynamic, if SpellDamage changers after we apply, we update.
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent);
float SpellDamageTest = SourceComponent->GetSet<USkillSystemTestAttributeSet>()->SpellDamage;
check(SpellDamageTest == SpellDamage);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth - (SpellDamage * GameplayEffectScaling * 2); // We've ticked twice
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Health: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
{
// Increase spell damage on instigator (after we already applied the DOT)
UGameplayEffect * SpellDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("SpellDmgEffect"))));
SpellDmgEffect->Modifiers.SetNum(1);
SpellDmgEffect->Modifiers[0].Magnitude.SetValue(SpellDamage2);
SpellDmgEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
SpellDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Override;
SpellDmgEffect->Modifiers[0].Attribute.SetUProperty(SpellDamageProperty); // Modifies target's "Damage" attribute (-health)
SpellDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("SpellDmg.Buff")));
SpellDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
SourceComponent->ApplyGameplayEffectSpecToTarget(SpellDmgEffect, SourceComponent);
float ActualValue = SourceComponent->GetSet<USkillSystemTestAttributeSet>()->SpellDamage;
float ExpectedValue = SpellDamage2;
Test->TestTrue(SKILL_TEST_TEXT("Spell Damage Mod: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
float ExpectedValue = StartHealth - (SpellDamage * GameplayEffectScaling * 2) - (SpellDamage2 * GameplayEffectScaling); // two unbuffed ticks, one buffed tick
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Health: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool GameplayEffectsTest_MetaAttributes(UWorld *World, FAutomationTestBase * Test)
{
// Sets up a GameplayEffect to give the source a constant +Health powered by the source's strength
const float StartHealth = 100.f;
const float MaxHealthPerStrength = 3.f;
const float StrengthValue = 10.f;
SetGlobalCurveTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *MaxHealthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, MaxHealth));
UProperty *StrengthProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Strength));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->MaxHealth = StartHealth;
SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Strength = 0.f;
{
SKILL_LOG_SCOPE(TEXT("Setup meta stat"));
// This effects do Damage = 1.f * LinearCurve[LevelOfGameplayEffect].
// This translate into 1.f * PhysicalDamage.
UGameplayEffect * StrengthMaxHealhEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StrengthMaxHealhEffect"))));
StrengthMaxHealhEffect->Modifiers.SetNum(1);
StrengthMaxHealhEffect->Modifiers[0].Magnitude.SetScalingValue(MaxHealthPerStrength, FName(TEXT("LinearCurve")), NULL); // do "1*StandardDamage[Level]"
StrengthMaxHealhEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
StrengthMaxHealhEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
StrengthMaxHealhEffect->Modifiers[0].Attribute.SetUProperty(MaxHealthProperty); // Modifies target's "Damage" attribute (-health)
StrengthMaxHealhEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Basic")));
StrengthMaxHealhEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
StrengthMaxHealhEffect->Period.Value = UGameplayEffect::NO_PERIOD;
StrengthMaxHealhEffect->LevelInfo.Attribute.SetUProperty(StrengthProperty); // Powered by instigators SpellDamage
StrengthMaxHealhEffect->LevelInfo.InheritLevelFromOwner = false;
StrengthMaxHealhEffect->LevelInfo.TakeSnapshotOnInit = false; // But level is dynamic, if SpellDamage changers after we apply, we update.
SourceComponent->ApplyGameplayEffectSpecToTarget(StrengthMaxHealhEffect, SourceComponent);
// Strength starts at 0, so confirm it did nothing yet.
float ActualValue = SourceComponent->GetSet<USkillSystemTestAttributeSet>()->MaxHealth;
float ExpectedValue = StartHealth;
Test->TestTrue(SKILL_TEST_TEXT("Damage Applied. Health: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
{
// Set strength to 10. Confirm this adds 30 to MaxHeatlh.
UGameplayEffect * StrEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StrEffect"))));
StrEffect->Modifiers.SetNum(1);
StrEffect->Modifiers[0].Magnitude.SetValue(StrengthValue);
StrEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
StrEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
StrEffect->Modifiers[0].Attribute.SetUProperty(StrengthProperty); // Modifies target's "Damage" attribute (-health)
StrEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("SpellDmg.Buff")));
StrEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
SourceComponent->ApplyGameplayEffectSpecToTarget(StrEffect, SourceComponent);
{
float ActualValue = SourceComponent->GetSet<USkillSystemTestAttributeSet>()->Strength;
float ExpectedValue = StrengthValue;
Test->TestTrue(SKILL_TEST_TEXT("Strength: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
{
float ActualValue = SourceComponent->GetSet<USkillSystemTestAttributeSet>()->MaxHealth;
float ExpectedValue = StartHealth + (MaxHealthPerStrength * StrengthValue);
Test->TestTrue(SKILL_TEST_TEXT("MaxHealth: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
}
ClearGlobalCurveTable();
World->EditorDestroyActor(SourceActor, false);
return true;
}
bool GameplayEffectsTest_TagOrdering(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));
UProperty *DamageProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, Damage));
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("FireDamageBuff"));
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("FireDamageBuff"))));
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(DamageProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Buffed.FireBuff")));
BaseDmgEffect->Modifiers[0].RequiredTags.AddTag(FName(TEXT("Damage.Fire")));
BaseDmgEffect->Duration.SetValue(UGameplayEffect::INFINITE_DURATION);
BaseDmgEffect->GameplayEffectTags.AddTag(FName(TEXT("Buff")));
BaseDmgEffect->GameplayEffectRequiredTags.AddTag(FName(TEXT("Damage")));
// Apply to self
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, SourceComponent, 1.f);
}
{
SKILL_LOG_SCOPE(TEXT("MakeFireDamage"));
UGameplayEffect * BaseDmgEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("MakeFireDamage"))));
BaseDmgEffect->Modifiers.SetNum(1);
BaseDmgEffect->Modifiers[0].Magnitude.SetValue(0.f);
BaseDmgEffect->Modifiers[0].ModifierType = EGameplayMod::OutgoingGE;
BaseDmgEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseDmgEffect->Modifiers[0].Attribute.SetUProperty(DamageProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Fire")));
BaseDmgEffect->Modifiers[0].RequiredTags.AddTag(FName(TEXT("Damage.Physical")));
BaseDmgEffect->Duration.SetValue(UGameplayEffect::INFINITE_DURATION);
BaseDmgEffect->GameplayEffectTags.AddTag(FName(TEXT("Buff")));
BaseDmgEffect->GameplayEffectRequiredTags.AddTag(FName(TEXT("Damage")));
// 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(DamageProperty);
BaseDmgEffect->Modifiers[0].OwnedTags.AddTag(FName(TEXT("Damage.Physical")));
BaseDmgEffect->Duration.Value = UGameplayEffect::INSTANT_APPLICATION;
BaseDmgEffect->GameplayEffectTags.AddTag(FName(TEXT("Damage")));
// Apply to target
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseDmgEffect, DestComponent, 1.f);
float ExpectedValue = (StartHealth - (DamageValue * BonusDamageMultiplier));
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->Health;
Test->TestTrue(SKILL_TEST_TEXT("MaxHealth: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// test the rule that stacks based on the highest gameplay effect
bool GameplayEffectsTest_StackingHighest(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 5.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *StackingProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute1));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect1"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 2.f; // effect will execute twice
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect2"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue * 2.f);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 6.f; // 2 for first effect, 4 for second effect executing twice
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// test the rule that stacks based on the smallest gameplay effect
bool GameplayEffectsTest_StackingLowest(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 5.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *StackingProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute1));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect1"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Lowest;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 2.f; // the effect should execute twice here
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect2"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue * 2.f);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Lowest;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 3.f; // the first effect has executed 3 times, the second hasn't executed
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// test the rule that ignores stacking
bool GameplayEffectsTest_StackingUnlimited(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 5.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *StackingProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute1));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect1"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Unlimited;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect2"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue * 2.f);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Unlimited;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 6.f; // 1 for first GE, 2 for the second GE, 3 for both GEs during the tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// test to make sure that stacking updates correctly when a gameplay effect is removed
bool GameplayEffectsTest_StackingRemoval(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 5.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *StackingProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute1));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect1"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect2"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue * 2.f);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = 1.f;// UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 4.f; // 2 for second effect, 2 for second effect during tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
// Tick once
GameplayTest_TickWorld(World, 1.f);
ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
ExpectedValue = StackingValue * 5.f; // 2 for second effect, 2 for second effect during first tick, 1 for first effect during second tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// test that attributes that aren't allowed to stack won't stack even if the stacking rule says they should
bool GameplayEffectsTest_StackingNoStack(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 5.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *NoStackProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, NoStackAttribute));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * UnstackableEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("NoStackEffect1"))));
UnstackableEffect->Modifiers.SetNum(1);
UnstackableEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
UnstackableEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
UnstackableEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
UnstackableEffect->Modifiers[0].Attribute.SetUProperty(NoStackProperty);
UnstackableEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
UnstackableEffect->Period.Value = 1.f;
UnstackableEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
SourceComponent->ApplyGameplayEffectSpecToTarget(UnstackableEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * UnstackableEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("NoStackEffect2"))));
UnstackableEffect->Modifiers.SetNum(1);
UnstackableEffect->Modifiers[0].Magnitude.SetValue(StackingValue * 2.f);
UnstackableEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
UnstackableEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
UnstackableEffect->Modifiers[0].Attribute.SetUProperty(NoStackProperty);
UnstackableEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
UnstackableEffect->Period.Value = 1.f;
UnstackableEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
SourceComponent->ApplyGameplayEffectSpecToTarget(UnstackableEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->NoStackAttribute;
float ExpectedValue = StackingValue * 6.f; // 1 for first effect, 2 for second effect, 3 for both effects during tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// test the custom rule that stacks based on capping the number of effects applied
bool GameplayEffectsTest_StackingCustomCapped(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 5.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *StackingProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute1));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect1"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = 2.f;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_CappedNumberTest::StaticClass();
// BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_DiminishingReturnsTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect2"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = 2.f;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_CappedNumberTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect3"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = 2.f;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_CappedNumberTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 4.f; // 2 for effects being applied at the start of the tick, 2 for effects being applied at the end of this tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect4"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = 2.f;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_CappedNumberTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 6.f; // 2 for effects being applied, 2 for tick, 2 for tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 8.f; // the last GE should have refreshed the timer so we should have 2 for GEs applied and 3 * 2 for ticks
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 8.f; // the effects should have timed out so we should have 2 for GEs applied and 3 * 2 for ticks
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// test the custom rule that stacks based on diminishing returns
bool GameplayEffectsTest_StackingCustomDiminishingReturns(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 1.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *StackingProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute1));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect1"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_DiminishingReturnsTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * (5.f * 2); // first application gets five times the result and will be applied at the start and end of the tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect2"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_DiminishingReturnsTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * ((5.f * 2) + 7.f); // second application gets seven times the result
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect3"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_DiminishingReturnsTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * ((5.f * 2) + 7.f + 8.f); // third application gets eight times the result
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect4"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_DiminishingReturnsTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * ((5.f * 2) + 7.f + 8.f + 9.f); // fourth application gets nine times the result
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// Gameplay effects that change the same attribute but have different stacking rules shouldn't interfere with each other
bool GameplayEffectsTest_StackingDifferentRules(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 5.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *StackingProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute1));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect1"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect2"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue * 2.f);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Lowest;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 6.f; // 1 for first effect, 2 for the second effect, 3 during tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// different attributes with the same stacking rule shouldn't interfere with each other
bool GameplayEffectsTest_StackingDifferentAttributes(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 5.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *StackingProperty1 = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute1));
UProperty *StackingProperty2 = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute2));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect1"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty1);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect2"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue * 2.f);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty2);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 2.f; // 1 for first effect, 1 for first effect during tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute 1: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute2;
ExpectedValue = StackingValue * 4.f; // 2 for the second effect, 2 for the second effect during tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute 2: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// test to make sure that two different custom rules don't interfere with each other
bool GameplayEffectsTest_StackingCustomTwoRules(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 1.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *StackingProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute1));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect1"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_CappedNumberTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect2"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_DiminishingReturnsTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect3"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_DiminishingReturnsTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * ((1 + 7) * 2); // the capped stacking rule will apply one, the diminishing returns rule will apply seven, both rules are applied twice
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// test to make sure that a custom rules applied to different attributes doesn't interfere with itself
bool GameplayEffectsTest_StackingCustomTwoAttributes(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 1.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *StackingProperty1 = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute1));
UProperty *StackingProperty2 = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute2));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect1"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty1);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_CappedNumberTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect2"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty1);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_CappedNumberTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect3"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty2);
BaseStackedEffect->Modifiers[0].OwnedTags.AddTag("Stackable");
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Callback;
BaseStackedEffect->StackingExtension = UGameplayEffectStackingExtension_CappedNumberTest::StaticClass();
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * (2 * 2); // two effects should be applied to the first attribute, both apply twice
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute2;
ExpectedValue = StackingValue * (1 * 2); // one effect should be applied twice to the second attribute
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// Test to make sure that removing a modifier causes stacks to be recalculated correctly
bool GameplayEffectsTest_StackingRemovingModifiers(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 5.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *StackingProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute1));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
// Setup a GE to modify IncomingGEs
{
SKILL_LOG_SCOPE(TEXT("Apply modifier to incoming, tagged GEs"));
UGameplayEffect* BaseModEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("ProtectBuff"))));
BaseModEffect->Modifiers.SetNum(1);
BaseModEffect->Modifiers[0].Magnitude.SetValue(4.f);
BaseModEffect->Modifiers[0].ModifierType = EGameplayMod::IncomingGE;
BaseModEffect->Modifiers[0].ModifierOp = EGameplayModOp::Multiplicitive;
BaseModEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseModEffect->Duration.SetValue(1.f);
BaseModEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysLink;
BaseModEffect->GameplayEffectRequiredTags.AddTag(FName(TEXT("Stack")));
// Apply to self
DestComponent->ApplyGameplayEffectSpecToTarget(BaseModEffect, DestComponent, 1.f);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect1"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
BaseStackedEffect->GameplayEffectTags.AddTag(FName(TEXT("Stack")));
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect2"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue * 2.f);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 8.f; // 4 for the first GE, 4 for first GE during tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
// At this point the modifier should be removed and the second GE should be the best match for the stacking rule
// Tick once
GameplayTest_TickWorld(World, 1.f);
ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
ExpectedValue = StackingValue * 10.f; // 4 for the first GE, 4 for first GE during first tick, 2 for the second GE during second tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
// test to make sure that adding a modifier causes stacks to be recalculated correctly
bool GameplayEffectsTest_StackingAddingModifiers(UWorld *World, FAutomationTestBase * Test)
{
const float StackingValue = 5.f;
SetGlobalCurveTable();
SetGlobalDataTable();
ASkillSystemTestPawn *SourceActor = World->SpawnActor<ASkillSystemTestPawn>();
ASkillSystemTestPawn *DestActor = World->SpawnActor<ASkillSystemTestPawn>();
UProperty *StackingProperty = FindFieldChecked<UProperty>(USkillSystemTestAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(USkillSystemTestAttributeSet, StackingAttribute1));
UAttributeComponent * SourceComponent = SourceActor->AttributeComponent;
UAttributeComponent * DestComponent = DestActor->AttributeComponent;
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect1"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
BaseStackedEffect->GameplayEffectTags.AddTag(FName(TEXT("Stack")));
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
SKILL_LOG_SCOPE(TEXT("Apply StackingEffect"));
UGameplayEffect * BaseStackedEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("StackingEffect2"))));
BaseStackedEffect->Modifiers.SetNum(1);
BaseStackedEffect->Modifiers[0].Magnitude.SetValue(StackingValue * 2.f);
BaseStackedEffect->Modifiers[0].ModifierType = EGameplayMod::Attribute;
BaseStackedEffect->Modifiers[0].ModifierOp = EGameplayModOp::Additive;
BaseStackedEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseStackedEffect->Duration.Value = UGameplayEffect::INFINITE_DURATION;
BaseStackedEffect->Period.Value = 1.f;
BaseStackedEffect->StackingPolicy = EGameplayEffectStackingPolicy::Highest;
SourceComponent->ApplyGameplayEffectSpecToTarget(BaseStackedEffect, DestComponent);
}
{
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 4.f; // 4 for the second GE executing twice
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
// Setup a GE to modify IncomingGEs
{
SKILL_LOG_SCOPE(TEXT("Apply modifier to incoming, tagged GEs"));
UGameplayEffect* BaseModEffect = Cast<UGameplayEffect>(StaticConstructObject(UGameplayEffect::StaticClass(), GetTransientPackage(), FName(TEXT("ProtectBuff"))));
BaseModEffect->Modifiers.SetNum(1);
BaseModEffect->Modifiers[0].Magnitude.SetValue(3.f);
BaseModEffect->Modifiers[0].ModifierType = EGameplayMod::ActiveGE;
BaseModEffect->Modifiers[0].ModifierOp = EGameplayModOp::Multiplicitive;
BaseModEffect->Modifiers[0].Attribute.SetUProperty(StackingProperty);
BaseModEffect->Duration.SetValue(UGameplayEffect::INFINITE_DURATION);
BaseModEffect->CopyPolicy = EGameplayEffectCopyPolicy::AlwaysLink;
BaseModEffect->GameplayEffectRequiredTags.AddTag(FName(TEXT("Stack")));
// Apply to self
DestComponent->ApplyGameplayEffectSpecToTarget(BaseModEffect, DestComponent, 1.f);
}
{
// At this point the modifier should be removed and the second GE should be the best match for the stacking rule
// Tick once
GameplayTest_TickWorld(World, 1.f);
float ActualValue = DestComponent->GetSet<USkillSystemTestAttributeSet>()->StackingAttribute1;
float ExpectedValue = StackingValue * 7.f; // 2 for the second GE, 2 for second GE during tick, 3 for the modified first GE during second tick
Test->TestTrue(SKILL_TEST_TEXT("Stacking Attribute: Actual: %.2f == Exected: %.2f", ActualValue, ExpectedValue), ActualValue == ExpectedValue);
}
ClearGlobalCurveTable();
ClearGlobalDataTable();
World->EditorDestroyActor(SourceActor, false);
World->EditorDestroyActor(DestActor, false);
return true;
}
bool FGameplayEffectsTest::RunTest( const FString& Parameters )
{
UCurveTable *CurveTable = ISkillSystemModule::Get().GetSkillSystemGlobals().GetGlobalCurveTable();
UDataTable *DataTable = ISkillSystemModule::Get().GetSkillSystemGlobals().GetGlobalAttributeDataTable();
UWorld *World = UWorld::CreateWorld(EWorldType::Game, false);
FWorldContext &WorldContext = GEngine->CreateNewWorldContext(EWorldType::Game);
WorldContext.SetCurrentWorld(World);
FURL URL;
World->BeginPlay(URL);
GameplayEffectsTest_InstantDamage(World, this);
GameplayEffectsTest_InstantDamageRemap(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_ShieldExtension(World, this);
GameplayEffectsTest_ShieldExtensionMultiple(World, this);
GameplayEffectsTest_InstantDamage_ScalingExplicit(World, this);
GameplayEffectsTest_InstantDamage_ScalingGlobal(World, this);
GameplayEffectsTest_InstantDamage_Override(World, this);
// Tagging tests
GameplayEffectsTest_InstantDamageRequiredTag(World, this);
GameplayEffectsTest_InstantDamageIgnoreTag(World, this);
GameplayEffectsTest_InstantDamageModifierPassesTag(World, this);
GameplayEffectsTest_InstantDamageModifierTag(World, this);
GameplayEffectsTest_InstantDamage_ScalingProperty(World, this);
GameplayEffectsTest_InstantDamage_ScalingPropertyNested(World, this);
GameplayEffectsTest_DotDamage_ScalingProperty_Snapshot(World, this);
GameplayEffectsTest_DotDamage_ScalingProperty_Dynamic(World, this);
GameplayEffectsTest_MetaAttributes(World, this);
GameplayEffectsTest_TagOrdering(World, this);
//
// Stacking GE tests
//
// basic rules
GameplayEffectsTest_StackingHighest(World, this);
GameplayEffectsTest_StackingLowest(World, this);
GameplayEffectsTest_StackingUnlimited(World, this);
GameplayEffectsTest_StackingRemoval(World, this);
GameplayEffectsTest_StackingNoStack(World, this);
// custom rules
GameplayEffectsTest_StackingCustomCapped(World, this);
GameplayEffectsTest_StackingCustomDiminishingReturns(World, this);
// interactions between different rules/attributes
GameplayEffectsTest_StackingDifferentRules(World, this);
GameplayEffectsTest_StackingDifferentAttributes(World, this);
GameplayEffectsTest_StackingCustomTwoRules(World, this);
GameplayEffectsTest_StackingCustomTwoAttributes(World, this);
// interactions between stacking and modifiers
GameplayEffectsTest_StackingRemovingModifiers(World, this);
GameplayEffectsTest_StackingAddingModifiers(World, this);
GEngine->DestroyWorldContext(World);
World->DestroyWorld(false);
ISkillSystemModule::Get().GetSkillSystemGlobals().AutomationTestOnly_SetGlobalCurveTable(CurveTable);
ISkillSystemModule::Get().GetSkillSystemGlobals().AutomationTestOnly_SetGlobalAttributeDataTable(DataTable);
return true;
}