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#include "LyraPlayerSpawningManagerComponent.h"
#include "GameFramework/PlayerState.h"
#include "EngineUtils.h"
#include "Engine/PlayerStartPIE.h"
#include "LyraPlayerStart.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(LyraPlayerSpawningManagerComponent)
DEFINE_LOG_CATEGORY_STATIC(LogPlayerSpawning, Log, All);
ULyraPlayerSpawningManagerComponent::ULyraPlayerSpawningManagerComponent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
SetIsReplicatedByDefault(false);
bAutoRegister = true;
bAutoActivate = true;
bWantsInitializeComponent = true;
PrimaryComponentTick.TickGroup = TG_PrePhysics;
PrimaryComponentTick.bCanEverTick = true;
PrimaryComponentTick.bAllowTickOnDedicatedServer = true;
PrimaryComponentTick.bStartWithTickEnabled = false;
}
void ULyraPlayerSpawningManagerComponent::InitializeComponent()
{
Super::InitializeComponent();
FWorldDelegates::LevelAddedToWorld.AddUObject(this, &ThisClass::OnLevelAdded);
UWorld* World = GetWorld();
World->AddOnActorSpawnedHandler(FOnActorSpawned::FDelegate::CreateUObject(this, &ThisClass::HandleOnActorSpawned));
for (TActorIterator<ALyraPlayerStart> It(World); It; ++It)
{
if (ALyraPlayerStart* PlayerStart = *It)
{
CachedPlayerStarts.Add(PlayerStart);
}
}
}
void ULyraPlayerSpawningManagerComponent::OnLevelAdded(ULevel* InLevel, UWorld* InWorld)
{
if (InWorld == GetWorld())
{
for (AActor* Actor : InLevel->Actors)
{
if (ALyraPlayerStart* PlayerStart = Cast<ALyraPlayerStart>(Actor))
{
ensure(!CachedPlayerStarts.Contains(PlayerStart));
CachedPlayerStarts.Add(PlayerStart);
}
}
}
}
void ULyraPlayerSpawningManagerComponent::HandleOnActorSpawned(AActor* SpawnedActor)
{
if (ALyraPlayerStart* PlayerStart = Cast<ALyraPlayerStart>(SpawnedActor))
{
CachedPlayerStarts.Add(PlayerStart);
}
}
// ALyraGameMode Proxied Calls - Need to handle when someone chooses
// to restart a player the normal way in the engine.
//======================================================================
AActor* ULyraPlayerSpawningManagerComponent::ChoosePlayerStart(AController* Player)
{
if (Player)
{
#if WITH_EDITOR
if (APlayerStart* PlayerStart = FindPlayFromHereStart(Player))
{
return PlayerStart;
}
#endif
TArray<ALyraPlayerStart*> StarterPoints;
for (auto StartIt = CachedPlayerStarts.CreateIterator(); StartIt; ++StartIt)
{
if (ALyraPlayerStart* Start = (*StartIt).Get())
{
StarterPoints.Add(Start);
}
else
{
StartIt.RemoveCurrent();
}
}
if (APlayerState* PlayerState = Player->GetPlayerState<APlayerState>())
{
// start dedicated spectators at any random starting location, but they do not claim it
if (PlayerState->IsOnlyASpectator())
{
if (!StarterPoints.IsEmpty())
{
return StarterPoints[FMath::RandRange(0, StarterPoints.Num() - 1)];
}
return nullptr;
}
}
AActor* PlayerStart = OnChoosePlayerStart(Player, StarterPoints);
if (!PlayerStart)
{
PlayerStart = GetFirstRandomUnoccupiedPlayerStart(Player, StarterPoints);
}
if (ALyraPlayerStart* LyraStart = Cast<ALyraPlayerStart>(PlayerStart))
{
LyraStart->TryClaim(Player);
}
return PlayerStart;
}
return nullptr;
}
#if WITH_EDITOR
APlayerStart* ULyraPlayerSpawningManagerComponent::FindPlayFromHereStart(AController* Player)
{
// Only 'Play From Here' for a player controller, bots etc. should all spawn from normal spawn points.
if (Player->IsA<APlayerController>())
{
if (UWorld* World = GetWorld())
{
for (TActorIterator<APlayerStart> It(World); It; ++It)
{
if (APlayerStart* PlayerStart = *It)
{
if (PlayerStart->IsA<APlayerStartPIE>())
{
// Always prefer the first "Play from Here" PlayerStart, if we find one while in PIE mode
return PlayerStart;
}
}
}
}
}
return nullptr;
}
#endif
bool ULyraPlayerSpawningManagerComponent::ControllerCanRestart(AController* Player)
{
bool bCanRestart = true;
// TODO Can they restart?
return bCanRestart;
}
void ULyraPlayerSpawningManagerComponent::FinishRestartPlayer(AController* NewPlayer, const FRotator& StartRotation)
{
OnFinishRestartPlayer(NewPlayer, StartRotation);
K2_OnFinishRestartPlayer(NewPlayer, StartRotation);
}
//================================================================
void ULyraPlayerSpawningManagerComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
}
APlayerStart* ULyraPlayerSpawningManagerComponent::GetFirstRandomUnoccupiedPlayerStart(AController* Controller, const TArray<ALyraPlayerStart*>& StartPoints) const
{
if (Controller)
{
TArray<ALyraPlayerStart*> UnOccupiedStartPoints;
TArray<ALyraPlayerStart*> OccupiedStartPoints;
for (ALyraPlayerStart* StartPoint : StartPoints)
{
ELyraPlayerStartLocationOccupancy State = StartPoint->GetLocationOccupancy(Controller);
switch (State)
{
case ELyraPlayerStartLocationOccupancy::Empty:
UnOccupiedStartPoints.Add(StartPoint);
break;
case ELyraPlayerStartLocationOccupancy::Partial:
OccupiedStartPoints.Add(StartPoint);
break;
}
}
if (UnOccupiedStartPoints.Num() > 0)
{
return UnOccupiedStartPoints[FMath::RandRange(0, UnOccupiedStartPoints.Num() - 1)];
}
else if (OccupiedStartPoints.Num() > 0)
{
return OccupiedStartPoints[FMath::RandRange(0, OccupiedStartPoints.Num() - 1)];
}
}
return nullptr;
}
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