GKLSampleAbilities.cpp
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| 1 | // Copyright (c) 2026 Reignance Studios. MIT License, see LICENSE. |
| 2 | |
| 3 | #include "Abilities/GKLSampleAbilities.h" |
| 4 | |
| 5 | #include "AbilitySystemComponent.h" |
| 6 | #include "AbilitySystemGlobals.h" |
| 7 | #include "Engine/OverlapResult.h" |
| 8 | #include "Engine/World.h" |
| 9 | #include "GameFramework/Character.h" |
| 10 | #include "GKLCharacter.h" |
| 11 | #include "GKLEffects.h" |
| 12 | #include "GKLGameplayTags.h" |
| 13 | |
| 14 | // ------------------------------------------------------------------ Jump |
| 15 | |
| 16 | UGKLAbility_Jump::UGKLAbility_Jump() |
| 17 | { |
| 18 | AddAbilityTag(GKLTags::Ability_Jump); |
| 19 | StaminaCost = 10.f; |
| 20 | } |
| 21 | |
| 22 | bool UGKLAbility_Jump::CanActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, |
| 23 | const FGameplayTagContainer* SourceTags, const FGameplayTagContainer* TargetTags, FGameplayTagContainer* OptionalRelevantTags) const |
| 24 | { |
| 25 | const ACharacter* Character = ActorInfo ? Cast<ACharacter>(ActorInfo->AvatarActor.Get()) : nullptr; |
| 26 | return Character && Character->CanJump() && Super::CanActivateAbility(Handle, ActorInfo, SourceTags, TargetTags, OptionalRelevantTags); |
| 27 | } |
| 28 | |
| 29 | void UGKLAbility_Jump::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, |
| 30 | const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) |
| 31 | { |
| 32 | if (!CommitAbility(Handle, ActorInfo, ActivationInfo)) |
| 33 | { |
| 34 | EndAbility(Handle, ActorInfo, ActivationInfo, true, true); |
| 35 | return; |
| 36 | } |
| 37 | // The movement component predicts and replicates the jump itself. |
| 38 | if (ACharacter* Character = Cast<ACharacter>(ActorInfo->AvatarActor.Get())) |
| 39 | { |
| 40 | Character->Jump(); |
| 41 | } |
| 42 | EndAbility(Handle, ActorInfo, ActivationInfo, true, false); |
| 43 | } |
| 44 | |
| 45 | // ------------------------------------------------------------------ Heal |
| 46 | |
| 47 | UGKLAbility_Heal::UGKLAbility_Heal() |
| 48 | { |
| 49 | AddAbilityTag(GKLTags::Ability_Heal); |
| 50 | ManaCost = 25.f; |
| 51 | CooldownDuration = 6.f; |
| 52 | CooldownTags.AddTag(GKLTags::Cooldown_Heal); |
| 53 | } |
| 54 | |
| 55 | void UGKLAbility_Heal::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, |
| 56 | const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) |
| 57 | { |
| 58 | // Commit first, before any latent work, so cost and cooldown are predicted. |
| 59 | if (!CommitAbility(Handle, ActorInfo, ActivationInfo)) |
| 60 | { |
| 61 | EndAbility(Handle, ActorInfo, ActivationInfo, true, true); |
| 62 | return; |
| 63 | } |
| 64 | const FGameplayEffectSpecHandle Spec = MakeOutgoingGameplayEffectSpec(Handle, ActorInfo, ActivationInfo, UGKLHealEffect::StaticClass(), GetAbilityLevel(Handle, ActorInfo)); |
| 65 | if (Spec.IsValid()) |
| 66 | { |
| 67 | Spec.Data->SetSetByCallerMagnitude(GKLTags::Data_Healing, HealAmount); |
| 68 | ApplyGameplayEffectSpecToOwner(Handle, ActorInfo, ActivationInfo, Spec); |
| 69 | } |
| 70 | EndAbility(Handle, ActorInfo, ActivationInfo, true, false); |
| 71 | } |
| 72 | |
| 73 | // ------------------------------------------------------------------ Strike |
| 74 | |
| 75 | UGKLAbility_Strike::UGKLAbility_Strike() |
| 76 | { |
| 77 | AddAbilityTag(GKLTags::Ability_Strike); |
| 78 | StaminaCost = 15.f; |
| 79 | CooldownDuration = 0.8f; |
| 80 | CooldownTags.AddTag(GKLTags::Cooldown_Strike); |
| 81 | } |
| 82 | |
| 83 | void UGKLAbility_Strike::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, |
| 84 | const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) |
| 85 | { |
| 86 | if (!CommitAbility(Handle, ActorInfo, ActivationInfo)) |
| 87 | { |
| 88 | EndAbility(Handle, ActorInfo, ActivationInfo, true, true); |
| 89 | return; |
| 90 | } |
| 91 | |
| 92 | // Damage is server-authoritative: the client predicts the cost and cooldown, never the hit. |
| 93 | AActor* Avatar = ActorInfo->AvatarActor.Get(); |
| 94 | UAbilitySystemComponent* SourceASC = ActorInfo->AbilitySystemComponent.Get(); |
| 95 | if (HasAuthority(&ActivationInfo) && Avatar && SourceASC) |
| 96 | { |
| 97 | const FVector Center = Avatar->GetActorLocation() + Avatar->GetActorForwardVector() * Range; |
| 98 | FCollisionQueryParams Params(SCENE_QUERY_STAT(GKLStrike), false, Avatar); |
| 99 | TArray<FOverlapResult> Overlaps; |
| 100 | Avatar->GetWorld()->OverlapMultiByObjectType(Overlaps, Center, FQuat::Identity, |
| 101 | FCollisionObjectQueryParams(ECC_Pawn), FCollisionShape::MakeSphere(Radius), Params); |
| 102 | |
| 103 | TSet<UAbilitySystemComponent*> Hit; |
| 104 | for (const FOverlapResult& Overlap : Overlaps) |
| 105 | { |
| 106 | UAbilitySystemComponent* TargetASC = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Overlap.GetActor()); |
| 107 | if (!TargetASC || TargetASC == SourceASC || Hit.Contains(TargetASC)) |
| 108 | { |
| 109 | continue; |
| 110 | } |
| 111 | Hit.Add(TargetASC); |
| 112 | |
| 113 | const FGameplayEffectSpecHandle Spec = MakeOutgoingGameplayEffectSpec(Handle, ActorInfo, ActivationInfo, UGKLDamageEffect::StaticClass(), GetAbilityLevel(Handle, ActorInfo)); |
| 114 | if (Spec.IsValid()) |
| 115 | { |
| 116 | Spec.Data->SetSetByCallerMagnitude(GKLTags::Data_Damage, DamageAmount); |
| 117 | SourceASC->ApplyGameplayEffectSpecToTarget(*Spec.Data.Get(), TargetASC); |
| 118 | } |
| 119 | } |
| 120 | } |
| 121 | EndAbility(Handle, ActorInfo, ActivationInfo, true, false); |
| 122 | } |
| 123 | |
| 124 | // ------------------------------------------------------------------ Regen |
| 125 | |
| 126 | UGKLAbility_Regen::UGKLAbility_Regen() |
| 127 | { |
| 128 | AddAbilityTag(GKLTags::Ability_Passive_Regen); |
| 129 | NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::ServerOnly; |
| 130 | } |
| 131 | |
| 132 | void UGKLAbility_Regen::OnGiveAbility(const FGameplayAbilityActorInfo* ActorInfo, const FGameplayAbilitySpec& Spec) |
| 133 | { |
| 134 | Super::OnGiveAbility(ActorInfo, Spec); |
| 135 | |
| 136 | // Passive: start as soon as the server grants it. |
| 137 | if (ActorInfo && ActorInfo->IsNetAuthority() && !Spec.IsActive()) |
| 138 | { |
| 139 | ActorInfo->AbilitySystemComponent->TryActivateAbility(Spec.Handle); |
| 140 | } |
| 141 | } |
| 142 | |
| 143 | void UGKLAbility_Regen::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, |
| 144 | const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) |
| 145 | { |
| 146 | if (!CommitAbility(Handle, ActorInfo, ActivationInfo)) |
| 147 | { |
| 148 | EndAbility(Handle, ActorInfo, ActivationInfo, true, true); |
| 149 | return; |
| 150 | } |
| 151 | const FGameplayEffectSpecHandle Spec = MakeOutgoingGameplayEffectSpec(Handle, ActorInfo, ActivationInfo, UGKLRegenEffect::StaticClass(), GetAbilityLevel(Handle, ActorInfo)); |
| 152 | RegenHandle = ApplyGameplayEffectSpecToOwner(Handle, ActorInfo, ActivationInfo, Spec); |
| 153 | // Stays active until cancelled (Death cancels it). |
| 154 | } |
| 155 | |
| 156 | void UGKLAbility_Regen::EndAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, |
| 157 | const FGameplayAbilityActivationInfo ActivationInfo, bool bReplicateEndAbility, bool bWasCancelled) |
| 158 | { |
| 159 | if (RegenHandle.IsValid() && ActorInfo && ActorInfo->AbilitySystemComponent.IsValid()) |
| 160 | { |
| 161 | ActorInfo->AbilitySystemComponent->RemoveActiveGameplayEffect(RegenHandle); |
| 162 | RegenHandle.Invalidate(); |
| 163 | } |
| 164 | Super::EndAbility(Handle, ActorInfo, ActivationInfo, bReplicateEndAbility, bWasCancelled); |
| 165 | } |
| 166 | |
| 167 | // ------------------------------------------------------------------ Death |
| 168 | |
| 169 | UGKLAbility_Death::UGKLAbility_Death() |
| 170 | { |
| 171 | AddAbilityTag(GKLTags::Ability_Death); |
| 172 | NetExecutionPolicy = EGameplayAbilityNetExecutionPolicy::ServerOnly; |
| 173 | |
| 174 | FAbilityTriggerData Trigger; |
| 175 | Trigger.TriggerTag = GKLTags::Event_Death; |
| 176 | Trigger.TriggerSource = EGameplayAbilityTriggerSource::GameplayEvent; |
| 177 | AbilityTriggers.Add(Trigger); |
| 178 | } |
| 179 | |
| 180 | void UGKLAbility_Death::ActivateAbility(const FGameplayAbilitySpecHandle Handle, const FGameplayAbilityActorInfo* ActorInfo, |
| 181 | const FGameplayAbilityActivationInfo ActivationInfo, const FGameplayEventData* TriggerEventData) |
| 182 | { |
| 183 | if (!CommitAbility(Handle, ActorInfo, ActivationInfo)) |
| 184 | { |
| 185 | EndAbility(Handle, ActorInfo, ActivationInfo, true, true); |
| 186 | return; |
| 187 | } |
| 188 | UAbilitySystemComponent* ASC = ActorInfo->AbilitySystemComponent.Get(); |
| 189 | ASC->CancelAllAbilities(this); |
| 190 | |
| 191 | // Replicated, so clients see State.Dead too. |
| 192 | GKLTags::AddReplicatedLooseTag(ASC, GKLTags::State_Dead); |
| 193 | |
| 194 | if (AGKLCharacter* Character = GetLiteCharacter()) |
| 195 | { |
| 196 | Character->Die(); |
| 197 | } |
| 198 | EndAbility(Handle, ActorInfo, ActivationInfo, true, false); |
| 199 | } |