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| #include "LyraTeamCreationComponent.h"
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| #include "GameModes/LyraExperienceManagerComponent.h"
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| #include "LyraTeamPublicInfo.h"
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| #include "LyraTeamPrivateInfo.h"
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| #include "Player/LyraPlayerState.h"
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| #include "Engine/World.h"
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| #include "GameModes/LyraGameMode.h"
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| #if WITH_EDITOR
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| #include "Misc/DataValidation.h"
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| #endif
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| #include UE_INLINE_GENERATED_CPP_BY_NAME(LyraTeamCreationComponent)
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| ULyraTeamCreationComponent::ULyraTeamCreationComponent(const FObjectInitializer& ObjectInitializer)
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| : Super(ObjectInitializer)
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| {
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| PublicTeamInfoClass = ALyraTeamPublicInfo::StaticClass();
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| PrivateTeamInfoClass = ALyraTeamPrivateInfo::StaticClass();
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| }
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| #if WITH_EDITOR
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| EDataValidationResult ULyraTeamCreationComponent::IsDataValid(FDataValidationContext& Context) const
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| {
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| EDataValidationResult Result = Super::IsDataValid(Context);
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| return Result;
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| }
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| #endif
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| void ULyraTeamCreationComponent::BeginPlay()
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| {
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| Super::BeginPlay();
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| AGameStateBase* GameState = GetGameStateChecked<AGameStateBase>();
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| ULyraExperienceManagerComponent* ExperienceComponent = GameState->FindComponentByClass<ULyraExperienceManagerComponent>();
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| check(ExperienceComponent);
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| ExperienceComponent->CallOrRegister_OnExperienceLoaded_HighPriority(FOnLyraExperienceLoaded::FDelegate::CreateUObject(this, &ThisClass::OnExperienceLoaded));
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| }
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| void ULyraTeamCreationComponent::OnExperienceLoaded(const ULyraExperienceDefinition* Experience)
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| {
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| #if WITH_SERVER_CODE
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| if (HasAuthority())
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| {
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| ServerCreateTeams();
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| ServerAssignPlayersToTeams();
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| }
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| #endif
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| }
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| #if WITH_SERVER_CODE
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| void ULyraTeamCreationComponent::ServerCreateTeams()
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| {
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| for (const auto& KVP : TeamsToCreate)
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| {
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| const int32 TeamId = KVP.Key;
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| ServerCreateTeam(TeamId, KVP.Value);
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| }
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| }
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| void ULyraTeamCreationComponent::ServerAssignPlayersToTeams()
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| {
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| AGameStateBase* GameState = GetGameStateChecked<AGameStateBase>();
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| for (APlayerState* PS : GameState->PlayerArray)
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| {
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| if (ALyraPlayerState* LyraPS = Cast<ALyraPlayerState>(PS))
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| {
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| ServerChooseTeamForPlayer(LyraPS);
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| }
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| }
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| ALyraGameMode* GameMode = Cast<ALyraGameMode>(GameState->AuthorityGameMode);
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| check(GameMode);
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| GameMode->OnGameModePlayerInitialized.AddUObject(this, &ThisClass::OnPlayerInitialized);
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| }
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| void ULyraTeamCreationComponent::ServerChooseTeamForPlayer(ALyraPlayerState* PS)
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| {
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| if (PS->IsOnlyASpectator())
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| {
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| PS->SetGenericTeamId(FGenericTeamId::NoTeam);
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| }
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| else
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| {
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| const FGenericTeamId TeamID = IntegerToGenericTeamId(GetLeastPopulatedTeamID());
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| PS->SetGenericTeamId(TeamID);
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| }
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| }
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| void ULyraTeamCreationComponent::OnPlayerInitialized(AGameModeBase* GameMode, AController* NewPlayer)
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| {
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| check(NewPlayer);
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| check(NewPlayer->PlayerState);
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| if (ALyraPlayerState* LyraPS = Cast<ALyraPlayerState>(NewPlayer->PlayerState))
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| {
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| ServerChooseTeamForPlayer(LyraPS);
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| }
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| }
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| void ULyraTeamCreationComponent::ServerCreateTeam(int32 TeamId, ULyraTeamDisplayAsset* DisplayAsset)
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| {
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| check(HasAuthority());
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| UWorld* World = GetWorld();
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| check(World);
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| FActorSpawnParameters SpawnInfo;
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| SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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| ALyraTeamPublicInfo* NewTeamPublicInfo = World->SpawnActor<ALyraTeamPublicInfo>(PublicTeamInfoClass, SpawnInfo);
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| checkf(NewTeamPublicInfo != nullptr, TEXT("Failed to create public team actor from class %s"), *GetPathNameSafe(*PublicTeamInfoClass));
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| NewTeamPublicInfo->SetTeamId(TeamId);
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| NewTeamPublicInfo->SetTeamDisplayAsset(DisplayAsset);
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| ALyraTeamPrivateInfo* NewTeamPrivateInfo = World->SpawnActor<ALyraTeamPrivateInfo>(PrivateTeamInfoClass, SpawnInfo);
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| checkf(NewTeamPrivateInfo != nullptr, TEXT("Failed to create private team actor from class %s"), *GetPathNameSafe(*PrivateTeamInfoClass));
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| NewTeamPrivateInfo->SetTeamId(TeamId);
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| }
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| int32 ULyraTeamCreationComponent::GetLeastPopulatedTeamID() const
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| {
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| const int32 NumTeams = TeamsToCreate.Num();
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| if (NumTeams > 0)
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| {
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| TMap<int32, uint32> TeamMemberCounts;
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| TeamMemberCounts.Reserve(NumTeams);
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| for (const auto& KVP : TeamsToCreate)
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| {
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| const int32 TeamId = KVP.Key;
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| TeamMemberCounts.Add(TeamId, 0);
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| }
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| AGameStateBase* GameState = GetGameStateChecked<AGameStateBase>();
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| for (APlayerState* PS : GameState->PlayerArray)
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| {
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| if (ALyraPlayerState* LyraPS = Cast<ALyraPlayerState>(PS))
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| {
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| const int32 PlayerTeamID = LyraPS->GetTeamId();
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| if ((PlayerTeamID != INDEX_NONE) && !LyraPS->IsInactive())
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| {
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| check(TeamMemberCounts.Contains(PlayerTeamID))
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| TeamMemberCounts[PlayerTeamID] += 1;
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| }
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| }
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| }
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| int32 BestTeamId = INDEX_NONE;
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| uint32 BestPlayerCount = TNumericLimits<uint32>::Max();
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| for (const auto& KVP : TeamMemberCounts)
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| {
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| const int32 TestTeamId = KVP.Key;
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| const uint32 TestTeamPlayerCount = KVP.Value;
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| if (TestTeamPlayerCount < BestPlayerCount)
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| {
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| BestTeamId = TestTeamId;
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| BestPlayerCount = TestTeamPlayerCount;
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| }
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| else if (TestTeamPlayerCount == BestPlayerCount)
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| {
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| if ((TestTeamId < BestTeamId) || (BestTeamId == INDEX_NONE))
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| {
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| BestTeamId = TestTeamId;
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| BestPlayerCount = TestTeamPlayerCount;
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| }
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| }
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| }
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| return BestTeamId;
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| }
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| return INDEX_NONE;
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| }
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| #endif
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