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7fd553e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 | // Copyright Epic Games, Inc. All Rights Reserved.
#include "LyraDamageExecution.h"
#include "AbilitySystem/Attributes/LyraHealthSet.h"
#include "AbilitySystem/Attributes/LyraCombatSet.h"
#include "AbilitySystem/LyraGameplayEffectContext.h"
#include "AbilitySystem/LyraAbilitySourceInterface.h"
#include "Engine/World.h"
#include "LyraLogChannels.h"
#include "Teams/LyraTeamSubsystem.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraDamageExecution)
struct FDamageStatics
{
FGameplayEffectAttributeCaptureDefinition BaseDamageDef;
FDamageStatics()
{
BaseDamageDef = FGameplayEffectAttributeCaptureDefinition(ULyraCombatSet::GetBaseDamageAttribute(), EGameplayEffectAttributeCaptureSource::Source, true);
}
};
static FDamageStatics& DamageStatics()
{
static FDamageStatics Statics;
return Statics;
}
ULyraDamageExecution::ULyraDamageExecution()
{
RelevantAttributesToCapture.Add(DamageStatics().BaseDamageDef);
}
void ULyraDamageExecution::Execute_Implementation(const FGameplayEffectCustomExecutionParameters& ExecutionParams, FGameplayEffectCustomExecutionOutput& OutExecutionOutput) const
{
#if WITH_SERVER_CODE
const FGameplayEffectSpec& Spec = ExecutionParams.GetOwningSpec();
FLyraGameplayEffectContext* TypedContext = FLyraGameplayEffectContext::ExtractEffectContext(Spec.GetContext());
check(TypedContext);
const FGameplayTagContainer* SourceTags = Spec.CapturedSourceTags.GetAggregatedTags();
const FGameplayTagContainer* TargetTags = Spec.CapturedTargetTags.GetAggregatedTags();
FAggregatorEvaluateParameters EvaluateParameters;
EvaluateParameters.SourceTags = SourceTags;
EvaluateParameters.TargetTags = TargetTags;
float BaseDamage = 0.0f;
ExecutionParams.AttemptCalculateCapturedAttributeMagnitude(DamageStatics().BaseDamageDef, EvaluateParameters, BaseDamage);
const AActor* EffectCauser = TypedContext->GetEffectCauser();
const FHitResult* HitActorResult = TypedContext->GetHitResult();
AActor* HitActor = nullptr;
FVector ImpactLocation = FVector::ZeroVector;
FVector ImpactNormal = FVector::ZeroVector;
FVector StartTrace = FVector::ZeroVector;
FVector EndTrace = FVector::ZeroVector;
// Calculation of hit actor, surface, zone, and distance all rely on whether the calculation has a hit result or not.
// Effects just being added directly w/o having been targeted will always come in without a hit result, which must default
// to some fallback information.
if (HitActorResult)
{
const FHitResult& CurHitResult = *HitActorResult;
HitActor = CurHitResult.HitObjectHandle.FetchActor();
if (HitActor)
{
ImpactLocation = CurHitResult.ImpactPoint;
ImpactNormal = CurHitResult.ImpactNormal;
StartTrace = CurHitResult.TraceStart;
EndTrace = CurHitResult.TraceEnd;
}
}
// Handle case of no hit result or hit result not actually returning an actor
UAbilitySystemComponent* TargetAbilitySystemComponent = ExecutionParams.GetTargetAbilitySystemComponent();
if (!HitActor)
{
HitActor = TargetAbilitySystemComponent ? TargetAbilitySystemComponent->GetAvatarActor_Direct() : nullptr;
if (HitActor)
{
ImpactLocation = HitActor->GetActorLocation();
}
}
// Apply rules for team damage/self damage/etc...
float DamageInteractionAllowedMultiplier = 0.0f;
if (HitActor)
{
ULyraTeamSubsystem* TeamSubsystem = HitActor->GetWorld()->GetSubsystem<ULyraTeamSubsystem>();
if (ensure(TeamSubsystem))
{
DamageInteractionAllowedMultiplier = TeamSubsystem->CanCauseDamage(EffectCauser, HitActor) ? 1.0 : 0.0;
}
}
// Determine distance
double Distance = WORLD_MAX;
if (TypedContext->HasOrigin())
{
Distance = FVector::Dist(TypedContext->GetOrigin(), ImpactLocation);
}
else if (EffectCauser)
{
Distance = FVector::Dist(EffectCauser->GetActorLocation(), ImpactLocation);
}
else
{
UE_LOG(LogLyraAbilitySystem, Error, TEXT("Damage Calculation cannot deduce a source location for damage coming from %s; Falling back to WORLD_MAX dist!"), *GetPathNameSafe(Spec.Def));
}
// Apply ability source modifiers
float PhysicalMaterialAttenuation = 1.0f;
float DistanceAttenuation = 1.0f;
if (const ILyraAbilitySourceInterface* AbilitySource = TypedContext->GetAbilitySource())
{
if (const UPhysicalMaterial* PhysMat = TypedContext->GetPhysicalMaterial())
{
PhysicalMaterialAttenuation = AbilitySource->GetPhysicalMaterialAttenuation(PhysMat, SourceTags, TargetTags);
}
DistanceAttenuation = AbilitySource->GetDistanceAttenuation(Distance, SourceTags, TargetTags);
}
DistanceAttenuation = FMath::Max(DistanceAttenuation, 0.0f);
// Clamping is done when damage is converted to -health
const float DamageDone = FMath::Max(BaseDamage * DistanceAttenuation * PhysicalMaterialAttenuation * DamageInteractionAllowedMultiplier, 0.0f);
if (DamageDone > 0.0f)
{
// Apply a damage modifier, this gets turned into - health on the target
OutExecutionOutput.AddOutputModifier(FGameplayModifierEvaluatedData(ULyraHealthSet::GetDamageAttribute(), EGameplayModOp::Additive, DamageDone));
}
#endif // #if WITH_SERVER_CODE
}
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