RSAbilitySystemLibrary.cpp
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| 1 | // Copyright (c) 2026 Reignance Studios. MIT License, see LICENSE. |
| 2 | |
| 3 | #include "RSAbilitySystemLibrary.h" |
| 4 | |
| 5 | #include "AbilitySystemComponent.h" |
| 6 | #include "AbilitySystemGlobals.h" |
| 7 | #include "AbilitySystemInterface.h" |
| 8 | #include "GameplayEffect.h" |
| 9 | #include "GameFramework/Controller.h" |
| 10 | #include "GameFramework/Pawn.h" |
| 11 | #include "GameFramework/PlayerState.h" |
| 12 | #include "Misc/EngineVersionComparison.h" |
| 13 | |
| 14 | namespace RSGasHelpers |
| 15 | { |
| 16 | static UAbilitySystemComponent* FromActorOnly(const AActor* Actor) |
| 17 | { |
| 18 | // LookForComponent=false: only trust IAbilitySystemInterface here, the |
| 19 | // component search below would also find an ASC on a child actor. |
| 20 | return Actor ? UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Actor, false) : nullptr; |
| 21 | } |
| 22 | |
| 23 | static const TCHAR* RoleName(ENetRole Role) |
| 24 | { |
| 25 | switch (Role) |
| 26 | { |
| 27 | case ROLE_Authority: return TEXT("Authority"); |
| 28 | case ROLE_AutonomousProxy: return TEXT("AutonomousProxy"); |
| 29 | case ROLE_SimulatedProxy: return TEXT("SimulatedProxy"); |
| 30 | default: return TEXT("None"); |
| 31 | } |
| 32 | } |
| 33 | } |
| 34 | |
| 35 | UAbilitySystemComponent* URSAbilitySystemLibrary::FindAbilitySystemComponent(const AActor* Actor) |
| 36 | { |
| 37 | if (!Actor) |
| 38 | { |
| 39 | return nullptr; |
| 40 | } |
| 41 | |
| 42 | if (UAbilitySystemComponent* ASC = RSGasHelpers::FromActorOnly(Actor)) |
| 43 | { |
| 44 | return ASC; |
| 45 | } |
| 46 | |
| 47 | if (const APawn* Pawn = Cast<APawn>(Actor)) |
| 48 | { |
| 49 | if (UAbilitySystemComponent* ASC = RSGasHelpers::FromActorOnly(Pawn->GetPlayerState())) |
| 50 | { |
| 51 | return ASC; |
| 52 | } |
| 53 | } |
| 54 | |
| 55 | if (const AController* Controller = Cast<AController>(Actor)) |
| 56 | { |
| 57 | if (UAbilitySystemComponent* ASC = RSGasHelpers::FromActorOnly(Controller->PlayerState)) |
| 58 | { |
| 59 | return ASC; |
| 60 | } |
| 61 | } |
| 62 | |
| 63 | // An ASC component on the actor itself wins over its owner's, so a projectile |
| 64 | // with its own ASC is not mistaken for the pawn that fired it. |
| 65 | if (UAbilitySystemComponent* ASC = Actor->FindComponentByClass<UAbilitySystemComponent>()) |
| 66 | { |
| 67 | return ASC; |
| 68 | } |
| 69 | |
| 70 | return RSGasHelpers::FromActorOnly(Actor->GetOwner()); |
| 71 | } |
| 72 | |
| 73 | ERSActivateResult URSAbilitySystemLibrary::TryActivateAbilityByTag(AActor* Actor, FGameplayTag AbilityTag, bool bAllowRemoteActivation) |
| 74 | { |
| 75 | UAbilitySystemComponent* ASC = FindAbilitySystemComponent(Actor); |
| 76 | if (!ASC) |
| 77 | { |
| 78 | return ERSActivateResult::NoASC; |
| 79 | } |
| 80 | |
| 81 | const FGameplayTagContainer Tags(AbilityTag); |
| 82 | |
| 83 | // bOnlyAbilitiesThatSatisfyTagRequirements=false: we want "is it granted at all", |
| 84 | // so a blocked ability still counts as found. |
| 85 | TArray<FGameplayAbilitySpec*> Specs; |
| 86 | ASC->GetActivatableGameplayAbilitySpecsByAllMatchingTags(Tags, Specs, false); |
| 87 | if (Specs.Num() == 0) |
| 88 | { |
| 89 | return ERSActivateResult::NotGranted; |
| 90 | } |
| 91 | |
| 92 | return ASC->TryActivateAbilitiesByTag(Tags, bAllowRemoteActivation) |
| 93 | ? ERSActivateResult::Activated |
| 94 | : ERSActivateResult::Blocked; |
| 95 | } |
| 96 | |
| 97 | bool URSAbilitySystemLibrary::AddReplicatedLooseTag(AActor* Actor, FGameplayTag Tag) |
| 98 | { |
| 99 | UAbilitySystemComponent* ASC = FindAbilitySystemComponent(Actor); |
| 100 | if (!ASC || !Tag.IsValid() || !ASC->IsOwnerActorAuthoritative()) |
| 101 | { |
| 102 | return false; |
| 103 | } |
| 104 | |
| 105 | #if UE_VERSION_NEWER_THAN(5, 6, 99) |
| 106 | // 5.7 removed AddReplicatedLooseGameplayTag; the replication state does both jobs. |
| 107 | // TagOnly replicates presence, not count: clients see 1 however many times it was added. |
| 108 | ASC->AddLooseGameplayTag(Tag, 1, EGameplayTagReplicationState::TagOnly); |
| 109 | #else |
| 110 | // The loose tag updates the server's tag counts right away; the replicated |
| 111 | // loose tag container carries it to clients, which apply it in their OnRep. |
| 112 | ASC->AddLooseGameplayTag(Tag); |
| 113 | ASC->AddReplicatedLooseGameplayTag(Tag); |
| 114 | #endif |
| 115 | return true; |
| 116 | } |
| 117 | |
| 118 | bool URSAbilitySystemLibrary::RemoveReplicatedLooseTag(AActor* Actor, FGameplayTag Tag) |
| 119 | { |
| 120 | UAbilitySystemComponent* ASC = FindAbilitySystemComponent(Actor); |
| 121 | if (!ASC || !Tag.IsValid() || !ASC->IsOwnerActorAuthoritative()) |
| 122 | { |
| 123 | return false; |
| 124 | } |
| 125 | |
| 126 | #if UE_VERSION_NEWER_THAN(5, 6, 99) |
| 127 | // The container overload, not RemoveLooseGameplayTag(Tag): in 5.7 and 5.8 the single-tag |
| 128 | // path drops AnyCountChange callbacks unless the count reaches 0, so a 2 -> 1 change |
| 129 | // would never reach WaitGameplayTagCount or RegisterGameplayTagEvent listeners. |
| 130 | ASC->RemoveLooseGameplayTags(FGameplayTagContainer(Tag), 1, EGameplayTagReplicationState::TagOnly); |
| 131 | #else |
| 132 | ASC->RemoveLooseGameplayTag(Tag); |
| 133 | ASC->RemoveReplicatedLooseGameplayTag(Tag); |
| 134 | #endif |
| 135 | return true; |
| 136 | } |
| 137 | |
| 138 | FGameplayEffectSpecHandle URSAbilitySystemLibrary::MakeSpecWithSetByCaller( |
| 139 | UAbilitySystemComponent* ASC, |
| 140 | TSubclassOf<UGameplayEffect> EffectClass, |
| 141 | float Level, |
| 142 | const TMap<FGameplayTag, float>& SetByCallerMagnitudes) |
| 143 | { |
| 144 | if (!ASC || !EffectClass) |
| 145 | { |
| 146 | return FGameplayEffectSpecHandle(); |
| 147 | } |
| 148 | |
| 149 | FGameplayEffectContextHandle Context = ASC->MakeEffectContext(); |
| 150 | Context.AddSourceObject(ASC->GetAvatarActor()); |
| 151 | |
| 152 | FGameplayEffectSpecHandle Spec = ASC->MakeOutgoingSpec(EffectClass, Level, Context); |
| 153 | if (Spec.IsValid()) |
| 154 | { |
| 155 | for (const TPair<FGameplayTag, float>& Pair : SetByCallerMagnitudes) |
| 156 | { |
| 157 | Spec.Data->SetSetByCallerMagnitude(Pair.Key, Pair.Value); |
| 158 | } |
| 159 | } |
| 160 | return Spec; |
| 161 | } |
| 162 | |
| 163 | FString URSAbilitySystemLibrary::DumpAbilitySystemState(const AActor* Actor) |
| 164 | { |
| 165 | UAbilitySystemComponent* ASC = FindAbilitySystemComponent(Actor); |
| 166 | if (!ASC) |
| 167 | { |
| 168 | return FString::Printf(TEXT("[RS GAS] %s: no ability system component"), *GetNameSafe(Actor)); |
| 169 | } |
| 170 | |
| 171 | const AActor* Owner = ASC->GetOwnerActor(); |
| 172 | const AActor* Avatar = ASC->GetAvatarActor_Direct(); |
| 173 | |
| 174 | FString Out; |
| 175 | Out += FString::Printf(TEXT("[RS GAS] %s | role %s | owner %s | avatar %s\n"), |
| 176 | *ASC->GetName(), |
| 177 | Owner ? RSGasHelpers::RoleName(Owner->GetLocalRole()) : TEXT("None"), |
| 178 | *GetNameSafe(Owner), |
| 179 | *GetNameSafe(Avatar)); |
| 180 | |
| 181 | Out += FString::Printf(TEXT(" Tags: %s\n"), *ASC->GetOwnedGameplayTags().ToStringSimple()); |
| 182 | |
| 183 | Out += TEXT(" Abilities:\n"); |
| 184 | for (const FGameplayAbilitySpec& Spec : ASC->GetActivatableAbilities()) |
| 185 | { |
| 186 | Out += FString::Printf(TEXT(" %s lvl %d %s\n"), |
| 187 | *GetNameSafe(Spec.Ability), |
| 188 | Spec.Level, |
| 189 | Spec.IsActive() ? TEXT("[ACTIVE]") : TEXT("")); |
| 190 | } |
| 191 | |
| 192 | Out += TEXT(" Effects:\n"); |
| 193 | for (const FActiveGameplayEffectHandle& Handle : ASC->GetActiveEffects(FGameplayEffectQuery())) |
| 194 | { |
| 195 | if (const FActiveGameplayEffect* Effect = ASC->GetActiveGameplayEffect(Handle)) |
| 196 | { |
| 197 | Out += FString::Printf(TEXT(" %s x%d\n"), |
| 198 | *GetNameSafe(Effect->Spec.Def), |
| 199 | Effect->Spec.GetStackCount()); |
| 200 | } |
| 201 | } |
| 202 | |
| 203 | Out += TEXT(" Attributes:\n"); |
| 204 | TArray<FGameplayAttribute> Attributes; |
| 205 | ASC->GetAllAttributes(Attributes); |
| 206 | for (const FGameplayAttribute& Attribute : Attributes) |
| 207 | { |
| 208 | Out += FString::Printf(TEXT(" %s = %.2f\n"), |
| 209 | *Attribute.GetName(), |
| 210 | ASC->GetNumericAttribute(Attribute)); |
| 211 | } |
| 212 | |
| 213 | return Out; |
| 214 | } |