Files
UnrealEngine/Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Private/SmartObjectBlueprintFunctionLibrary.cpp
2025-05-18 13:04:45 +08:00

302 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SmartObjectBlueprintFunctionLibrary.h"
#include "Engine/Engine.h"
#include "SmartObjectSubsystem.h"
#include "BlackboardKeyType_SOClaimHandle.h"
#include "SmartObjectComponent.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "BehaviorTree/BTFunctionLibrary.h"
#include "Types/TargetingSystemTypes.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(SmartObjectBlueprintFunctionLibrary)
//----------------------------------------------------------------------//
// USmartObjectBlueprintFunctionLibrary
//----------------------------------------------------------------------//
FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::GetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName)
{
if (BlackboardComponent == nullptr)
{
return {};
}
return BlackboardComponent->GetValue<UBlackboardKeyType_SOClaimHandle>(KeyName);
}
void USmartObjectBlueprintFunctionLibrary::SetValueAsSOClaimHandle(UBlackboardComponent* BlackboardComponent, const FName& KeyName, const FSmartObjectClaimHandle Value)
{
if (BlackboardComponent == nullptr)
{
return;
}
const FBlackboard::FKey KeyID = BlackboardComponent->GetKeyID(KeyName);
BlackboardComponent->SetValue<UBlackboardKeyType_SOClaimHandle>(KeyID, Value);
}
FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::SmartObjectClaimHandle_Invalid()
{
return FSmartObjectClaimHandle::InvalidHandle;
}
bool USmartObjectBlueprintFunctionLibrary::AddOrRemoveSmartObject(AActor* SmartObjectActor, const bool bAdd)
{
return AddOrRemoveMultipleSmartObjects({SmartObjectActor}, bAdd);
}
bool USmartObjectBlueprintFunctionLibrary::AddSmartObject(AActor* SmartObjectActor)
{
return AddOrRemoveMultipleSmartObjects({SmartObjectActor}, /*bAdd*/true);
}
bool USmartObjectBlueprintFunctionLibrary::AddMultipleSmartObjects(const TArray<AActor*>& SmartObjectActors)
{
return AddOrRemoveMultipleSmartObjects(SmartObjectActors, /*bAdd*/true);
}
bool USmartObjectBlueprintFunctionLibrary::RemoveSmartObject(AActor* SmartObjectActor)
{
return AddOrRemoveMultipleSmartObjects({SmartObjectActor}, /*bAdd*/false);
}
bool USmartObjectBlueprintFunctionLibrary::RemoveMultipleSmartObjects(const TArray<AActor*>& SmartObjectActors)
{
return AddOrRemoveMultipleSmartObjects(SmartObjectActors, /*bAdd*/false);
}
bool USmartObjectBlueprintFunctionLibrary::AddOrRemoveMultipleSmartObjects(const TArray<AActor*>& SmartObjectActors, const bool bAdd)
{
bool bSuccess = true;
if (SmartObjectActors.IsEmpty())
{
return bSuccess;
}
USmartObjectSubsystem* Subsystem = nullptr;
for (const AActor* SmartObjectActor : SmartObjectActors)
{
if (SmartObjectActor == nullptr)
{
UE_LOG(LogSmartObject, Warning, TEXT("Null actor found and skipped"))
bSuccess = false;
continue;
}
if (Subsystem == nullptr)
{
Subsystem = USmartObjectSubsystem::GetCurrent(SmartObjectActor->GetWorld());
if (Subsystem == nullptr)
{
UE_LOG(LogSmartObject, Warning, TEXT("Unable to find SmartObjectSubsystem for the provided actors."))
return false;
}
}
bSuccess = bAdd ? Subsystem->RegisterSmartObjectActor(*SmartObjectActor) : Subsystem->RemoveSmartObjectActor(*SmartObjectActor) && bSuccess;
}
return bSuccess;
}
bool USmartObjectBlueprintFunctionLibrary::SetSmartObjectEnabled(AActor* SmartObjectActor, const bool bEnabled)
{
return SetMultipleSmartObjectsEnabled({SmartObjectActor}, bEnabled);
}
FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsClaimed(
UObject* WorldContextObject,
const FSmartObjectSlotHandle SlotHandle,
const AActor* UserActor,
ESmartObjectClaimPriority ClaimPriority)
{
const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
return Subsystem->MarkSlotAsClaimed(SlotHandle, ClaimPriority, FConstStructView::Make(FSmartObjectActorUserData(UserActor)));
}
return FSmartObjectClaimHandle::InvalidHandle;
}
const USmartObjectBehaviorDefinition* USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsOccupied(
UObject* WorldContextObject,
const FSmartObjectClaimHandle ClaimHandle,
const TSubclassOf<USmartObjectBehaviorDefinition> DefinitionClass)
{
const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
return Subsystem->MarkSlotAsOccupied(ClaimHandle, DefinitionClass);
}
return nullptr;
}
bool USmartObjectBlueprintFunctionLibrary::MarkSmartObjectSlotAsFree(
UObject* WorldContextObject,
const FSmartObjectClaimHandle ClaimHandle)
{
const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
return Subsystem->MarkSlotAsFree(ClaimHandle);
}
return false;
}
bool USmartObjectBlueprintFunctionLibrary::FindSmartObjectsInComponent(const FSmartObjectRequestFilter& Filter, USmartObjectComponent* SmartObjectComponent, TArray<FSmartObjectRequestResult>& OutResults, const AActor* UserActor)
{
if (SmartObjectComponent)
{
if (const USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(SmartObjectComponent->GetWorld()))
{
return Subsystem->FindSmartObjectsInList(Filter, { SmartObjectComponent->GetOwner() }, OutResults, FConstStructView::Make(FSmartObjectActorUserData(UserActor)));
}
}
return false;
}
bool USmartObjectBlueprintFunctionLibrary::FindSmartObjectsInActor(const FSmartObjectRequestFilter& Filter, AActor* SearchActor, TArray<FSmartObjectRequestResult>& OutResults, const AActor* UserActor)
{
if (SearchActor)
{
if (const USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(SearchActor->GetWorld()))
{
return Subsystem->FindSmartObjectsInList(Filter, { SearchActor }, OutResults, FConstStructView::Make(FSmartObjectActorUserData(UserActor)));
}
}
return false;
}
bool USmartObjectBlueprintFunctionLibrary::FindSmartObjectsInTargetingRequest(UObject* WorldContextObject, const FSmartObjectRequestFilter& Filter, const FTargetingRequestHandle TargetingHandle, TArray<FSmartObjectRequestResult>& OutResults, const AActor* UserActor /*= nullptr*/)
{
const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (const USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
return Subsystem->FindSmartObjectsInTargetingRequest(Filter, TargetingHandle, OutResults, FConstStructView::Make(FSmartObjectActorUserData(UserActor)));
}
return false;
}
bool USmartObjectBlueprintFunctionLibrary::FindSmartObjectsInList(UObject* WorldContextObject, const FSmartObjectRequestFilter& Filter, const TArray<AActor*>& ActorList, TArray<FSmartObjectRequestResult>& OutResults, const AActor* UserActor /*= nullptr*/)
{
const UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
if (const USmartObjectSubsystem* Subsystem = USmartObjectSubsystem::GetCurrent(World))
{
return Subsystem->FindSmartObjectsInList(Filter, ActorList, OutResults, FConstStructView::Make(FSmartObjectActorUserData(UserActor)));
}
return false;
}
FString USmartObjectBlueprintFunctionLibrary::Conv_SmartObjectClaimHandleToString(const FSmartObjectClaimHandle& Result)
{
return LexToString(Result);
}
FString USmartObjectBlueprintFunctionLibrary::Conv_SmartObjectRequestResultToString(const FSmartObjectRequestResult& Result)
{
return LexToString(Result);
}
FString USmartObjectBlueprintFunctionLibrary::Conv_SmartObjectDefinitionToString(const USmartObjectDefinition* Definition)
{
if (Definition)
{
return LexToString(*Definition);
}
UE_LOG(LogSmartObject, Error, TEXT("Attempted to convert null SmartObjectDefinition to string!"));
static const FString InvalidDefinitionString = TEXT("INVALID");
return InvalidDefinitionString;
}
FString USmartObjectBlueprintFunctionLibrary::Conv_SmartObjectHandleToString(const FSmartObjectHandle& Handle)
{
return LexToString(Handle);
}
bool USmartObjectBlueprintFunctionLibrary::NotEqual_SmartObjectHandleSmartObjectHandle(const FSmartObjectHandle& A, const FSmartObjectHandle& B)
{
return A != B;
}
bool USmartObjectBlueprintFunctionLibrary::Equal_SmartObjectHandleSmartObjectHandle(const FSmartObjectHandle& A, const FSmartObjectHandle& B)
{
return A == B;
}
bool USmartObjectBlueprintFunctionLibrary::IsValidSmartObjectHandle(const FSmartObjectHandle& Handle)
{
return Handle.IsValid();
}
FString USmartObjectBlueprintFunctionLibrary::Conv_SmartObjectSlotHandleToString(const FSmartObjectSlotHandle& Handle)
{
return LexToString(Handle);
}
bool USmartObjectBlueprintFunctionLibrary::Equal_SmartObjectSlotHandleSmartObjectSlotHandle(const FSmartObjectSlotHandle& A, const FSmartObjectSlotHandle& B)
{
return A == B;
}
bool USmartObjectBlueprintFunctionLibrary::NotEqual_SmartObjectSlotHandleSmartObjectSlotHandle(const FSmartObjectSlotHandle& A, const FSmartObjectSlotHandle& B)
{
return A != B;
}
bool USmartObjectBlueprintFunctionLibrary::IsValidSmartObjectSlotHandle(const FSmartObjectSlotHandle& Handle)
{
return Handle.IsValid();
}
bool USmartObjectBlueprintFunctionLibrary::SetMultipleSmartObjectsEnabled(const TArray<AActor*>& SmartObjectActors, const bool bEnabled)
{
bool bSuccess = true;
if (SmartObjectActors.IsEmpty())
{
return bSuccess;
}
USmartObjectSubsystem* Subsystem = nullptr;
for (const AActor* SmartObjectActor : SmartObjectActors)
{
if (SmartObjectActor == nullptr)
{
UE_LOG(LogSmartObject, Warning, TEXT("Null actor found and skipped"))
bSuccess = false;
continue;
}
if (Subsystem == nullptr)
{
Subsystem = USmartObjectSubsystem::GetCurrent(SmartObjectActor->GetWorld());
if (Subsystem == nullptr)
{
UE_LOG(LogSmartObject, Warning, TEXT("Unable to find SmartObjectSubsystem for the provided actors."))
return false;
}
}
bSuccess = Subsystem->SetSmartObjectActorEnabled(*SmartObjectActor, bEnabled) && bSuccess;
}
return bSuccess;
}
void USmartObjectBlueprintFunctionLibrary::SetBlackboardValueAsSOClaimHandle(UBTNode* NodeOwner, const FBlackboardKeySelector& Key, const FSmartObjectClaimHandle& Value)
{
if (UBlackboardComponent* BlackboardComp = UBTFunctionLibrary::GetOwnersBlackboard(NodeOwner))
{
BlackboardComp->SetValue<UBlackboardKeyType_SOClaimHandle>(Key.SelectedKeyName, Value);
}
}
FSmartObjectClaimHandle USmartObjectBlueprintFunctionLibrary::GetBlackboardValueAsSOClaimHandle(UBTNode* NodeOwner, const FBlackboardKeySelector& Key)
{
UBlackboardComponent* BlackboardComp = UBTFunctionLibrary::GetOwnersBlackboard(NodeOwner);
return BlackboardComp ? BlackboardComp->GetValue<UBlackboardKeyType_SOClaimHandle>(Key.SelectedKeyName) : FSmartObjectClaimHandle::InvalidHandle;
}