#include "FortMission.h" #include "Net/UnrealNetwork.h" #include "Templates/SubclassOf.h" void AFortMission::StopMissionAIEncounter(UFortAIEncounterInfo* EncounterToStop) { } void AFortMission::StopEncounterSequence(UFortAIEncounterSequence* SequenceToStop) { } UFortAIEncounterInfo* AFortMission::StartMissionAIEncounterFromGeneratedProfile(int32 GeneratedEncounterProfileIndex, const TArray& TargetActors, UFortAIAssignmentSettings* AssignmentSettings, FEncounterEnvironmentQueryInfo EnvironmentQueryInfo, AActor* QueryActor, FGameplayTagContainer InjectedTags, FFortEncounterSettings EncounterSettings, int32 ActivationDelay, bool bUseAssignments) { return NULL; } UFortAIEncounterInfo* AFortMission::StartMissionAIEncounter(TSubclassOf EncounterTemplate, const TArray& TargetActors, UFortAIAssignmentSettings* AssignmentSettings, FEncounterEnvironmentQueryInfo EnvironmentQueryInfo, AActor* QueryActor, FGameplayTagContainer InjectedTags, FFortEncounterSettings EncounterSettings, int32 ActivationDelay) { return NULL; } TArray AFortMission::SpawnAtPlacementActorsAsArray(AFortMission* Mission, bool& bSucceeded) { return TArray(); } void AFortMission::SetUiVisibility(bool bInIsMissionVisible) { } void AFortMission::SetToSilentDestroy() { } void AFortMission::SetTimerElapsedComponent(UFortMissionTimerComponent* InTimerElapsedComponent) { } void AFortMission::SetTimerComponent(UFortMissionTimerComponent* InTimerComponent) { } void AFortMission::SetMissionGameDifficulty(float GameDifficultyValue) { } void AFortMission::SendBotLogicMessage(const FString& EventName) { } bool AFortMission::RemoveParticipantAccount(FUniqueNetIdRepl& AbandoningPlayerId) { return false; } void AFortMission::RemoveGoalsFromEncounterAssignment(FFortAIAssignmentIdentifier AssignmentIdentifier, const UFortAIEncounterInfo* Encounter, const TArray& GoalInfos) { } void AFortMission::RemoveGoalFromEncounterAssignment(FFortAIAssignmentIdentifier AssignmentIdentifier, const UFortAIEncounterInfo* Encounter, const FFortAIGoalInfo& GoalInfo) { } void AFortMission::RegisterForContainerSearchedEvent(FOnMissionContainerSearchedEvent Delegate, const FGameplayTagQuery& ContainerRequirements) { } void AFortMission::RegisterForBuildingHarvestedByPlayerEvent(FOnMissionBuildingSMActorHarvestedEvent Delegate, const FGameplayTagQuery& HarvestedBuildingRequirements) { } void AFortMission::RecordResourceActorSpawn(AActor* SpawnedActor) { } void AFortMission::ProvideAllPotentialBadges(const TArray& BadgeTags) { } void AFortMission::OnWaveCompleted(int32 Tier, int32 Wave, EFortCompletionResult Result) { } void AFortMission::OnRep_UIIndex() { } void AFortMission::OnRep_QuestOwnerAccount() { } void AFortMission::OnRep_PotentialBadgesArray() { } void AFortMission::OnRep_MissionStatus() { } void AFortMission::OnRep_MissionInfo() { } void AFortMission::OnRep_CurrentFocusDisplayData() { } void AFortMission::OnRep_bIsMissionVisible() { } void AFortMission::OnRep_ActiveObjectives() { } void AFortMission::MissionTimerSet_Implementation() { } void AFortMission::LoadPossibleMissionsManually(TArray& OutAddedMissionGuids, TArray& PossibleMissionsToLoad) { } void AFortMission::LoadMissionsManually(TArray& OutAddedMissionGuids, TArray& MissionsToLoad) { } bool AFortMission::IsPlayerParticipating(AFortPlayerController* PlayerController) const { return false; } void AFortMission::InitializeModifiersRRV(int32 Seed) { } bool AFortMission::InitializeActorsForMissionMatchingItemIdentifyingQuery(AFortMission* Mission, const FGameplayTagQuery& TagQuery, TArray& OutActorsInitialized) { return false; } bool AFortMission::InitializeActorsForMission(AFortMission* Mission, TArray& OutActorsInitialized) { return false; } bool AFortMission::HasMissionPar() const { return false; } void AFortMission::HandleEncounterEnemyAISpawned(UFortAIEncounterInfo* Encounter, AFortAIPawn* SpawnedEnemy) { } void AFortMission::GrantRewardsByTag(const FGameplayTag RewardTag, TEnumAsByte RewardType) { } void AFortMission::GetTieredModifierSet(FName TieredModifierSetName, TArray& OutModifierSetData) { } bool AFortMission::GetSpawnLocationsMatchingQuery(const FGameplayTagQuery& TagQuery, TArray& SpawnLocations) const { return false; } bool AFortMission::GetSpawnLocationActorsMatchingQuery(const FGameplayTagQuery& TagQuery, TArray& SpawnLocationActors) const { return false; } void AFortMission::GetRewardItemsByTag(const FGameplayTag RewardTag, TArray& OutRewardItems) { } FText AFortMission::GetRespawnTextOverride_Implementation() const { return FText::GetEmpty(); } int32 AFortMission::GetPawnDamageLootTier(AFortPlayerController* PlayerController) const { return 0; } TArray AFortMission::GetParticipatingMissionControllers() const { return TArray(); } EFortObjectiveStatus AFortMission::GetObjectiveStatusByHandle(const FGameplayTagContainer& ObjectiveHandle) const { return EFortObjectiveStatus::Created; } TArray AFortMission::GetObjectiveHandlesWithTag(FGameplayTag ObjectiveTag, int32 MaxNumberOfObjectives) const { return TArray(); } AFortObjectiveBase* AFortMission::GetObjectiveByHandle(const FGameplayTagContainer& ObjectiveHandle) const { return NULL; } FText AFortMission::GetMissionName() const { return FText::GetEmpty(); } FGuid AFortMission::GetMissionGuid() const { return FGuid{}; } FText AFortMission::GetMissionCompletionResultText_Implementation(EFortCompletionResult Result) { return FText::GetEmpty(); } float AFortMission::GetExpectedCompletionTime_Implementation() const { return 0.0f; } int32 AFortMission::GetDaysRemainingBeforeOverPar() const { return 0; } float AFortMission::GetCurrentFocusPercentage() const { return 0.0f; } /* FText AFortMission::GetCurrentFocusDisplayText() const { return FText::GetEmpty(); }*/ int32 AFortMission::GetCurrentBluGloRewards_Implementation() const { return 0; } UFortMissionConfigData* AFortMission::GetConfigData(FGameplayTag InBucketTag) { return NULL; } int32 AFortMission::GetBuildingDamageLootTier(AFortPlayerController* PlayerController) const { return 0; } TArray AFortMission::GetAllObjectives() const { return TArray(); } bool AFortMission::GetActorsSpawnedMatchingQuery(const FGameplayTagQuery& TagQuery, TArray& SpawnedActors) const { return false; } void AFortMission::FocusThisMission(FText FocusDisplayText, float FocusPercentage) { } void AFortMission::FindGoalLocationsForEncounterAssignment(const FFortAIAssignmentIdentifier& AssignmentIdentifier, const UFortAIEncounterInfo* Encounter, TArray& OutGoalLocations) { } UFortAIEncounterSequence* AFortMission::CreateEncounterSequenceByIndex(int32 EncounterSequenceIndex) { return NULL; } UFortAIEncounterSequence* AFortMission::CreateEncounterSequence(const FGameplayTagContainer& SequenceTags) { return NULL; } EAssignmentCreationResult AFortMission::CreateEncounterAssignment(const FGameplayTagContainer& AssignmentTags, const UFortAIEncounterInfo* Encounter, UFortAIAssignmentSettings* AssignmentSettings, TSubclassOf GoalProvider, FFortAIAssignmentIdentifier& AssignmentIdentifier) { return EAssignmentCreationResult::AssignmentNotFoundOrCreated; } FFortMissionWeightedReward AFortMission::ChooseRandomReward() { return FFortMissionWeightedReward{}; } bool AFortMission::BlueprintCanPlayerParticipate_Implementation(AFortPlayerController* PlayerController) const { return false; } void AFortMission::AttemptMissionSave(const FString& OptionalSaveName) { } void AFortMission::ApplyTieredModifierSet(const TArray& ModifierSetData, int32 Tier, int32 WaveNum, bool bDeferTemporaryModifiers, TArray& OutAppliedModifiers) { } bool AFortMission::AddParticipantAccount(AFortPlayerController* PlayerController) { return false; } void AFortMission::AddOrRemoveTimerTime_Implementation(float TimeToAdd) { } void AFortMission::AddGoalToEncounterAssignment(FFortAIAssignmentIdentifier AssignmentIdentifier, const UFortAIEncounterInfo* Encounter, const FFortAIGoalInfo& GoalInfo) { } void AFortMission::AddGoalToAssignment(UFortAIAssignment* Assignment, const FFortAIGoalInfo& GoalInfo) { } void AFortMission::AddGoalsToEncounterAssignment(FFortAIAssignmentIdentifier AssignmentIdentifier, const UFortAIEncounterInfo* Encounter, const TArray& GoalInfos) { } void AFortMission::AddGoalsToAssignment(UFortAIAssignment* Assignment, const TArray& GoalInfos) { } void AFortMission::AddCompletionTags(FGameplayTagContainer NewCompletionTagContainer) { } void AFortMission::AddCompletionTag(FGameplayTag NewCompletionTag) { } void AFortMission::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AFortMission, MissionInfo); DOREPLIFETIME(AFortMission, MissionCategory); DOREPLIFETIME(AFortMission, UIIndex); DOREPLIFETIME(AFortMission, QuestOwnerAccount); DOREPLIFETIME(AFortMission, MissionActivationTime); DOREPLIFETIME(AFortMission, CurrentFocusData); DOREPLIFETIME(AFortMission, bSilentDestroyNextFrame); DOREPLIFETIME(AFortMission, ActiveObjectives); DOREPLIFETIME(AFortMission, ParticipatingAccounts); DOREPLIFETIME(AFortMission, ParticipatingButDisconnectedAccounts); DOREPLIFETIME(AFortMission, MissionStatus); DOREPLIFETIME(AFortMission, bIsMissionVisible); DOREPLIFETIME(AFortMission, MissionAudibility); DOREPLIFETIME(AFortMission, MissionGuid); DOREPLIFETIME(AFortMission, StartingDay); DOREPLIFETIME(AFortMission, ChosenRewardIdx); DOREPLIFETIME(AFortMission, PotentialBadgesArray); } AFortMission::AFortMission() { this->MissionInfo = NULL; this->BotLogicClass = NULL; this->BotLogic = NULL; this->MissionGenerator = NULL; this->MissionCategory = EMissionGenerationCategory::Primary; this->UIIndex = -1; this->bLoadedFromRecord = false; this->bFiredParTimeEvent = false; this->MissionActivationTime = -1.00f; this->bSilentDestroyNextFrame = false; this->MissionStatus = EFortMissionStatus::Created; this->bIsMissionVisible = true; this->MissionAudibility = EFortMissionAudibility::UseVisibility; this->CurrentObjectiveBlockIndex = 0; this->bIsMissionVisibleOverride = true; this->StartingDay = -1; this->TimerComponent = NULL; this->TimerElapsedComponent = NULL; this->bObjectiveTimerExpireShouldFailObjectives = false; this->bMissionTimerExpireShouldFailMission = false; this->bNeedsEnemyKilledEventForAllPawns = false; this->ChosenRewardIdx = -1; }