Files
2026-04-22 15:51:07 +02:00

407 lines
13 KiB
C++

#include "FortInventoryContext.h"
bool UFortInventoryContext::WouldExceedMaxStackSize(UFortItemDefinition* ItemDefinition, int32 QuantityToTest) const {
return false;
}
void UFortInventoryContext::UpdateLastSeenResearchPointCollectionNodes() {
}
void UFortInventoryContext::UpdateLastSeenHomebasePoints() {
}
void UFortInventoryContext::UnlockSchematic(UFortSchematicItemDefinition* SchematicDefinition) {
}
void UFortInventoryContext::UnlockAllSchematics() {
}
void UFortInventoryContext::SortAccountItemArrayForTransmog(TArray<UFortAccountItem*>& VaultItems, TArray<UFortAccountItem*>& SortedItems) const {
}
bool UFortInventoryContext::SetSchematicPinned(UFortSchematicItem* Schematic, bool bEnabled) {
return false;
}
bool UFortInventoryContext::RemoveItemFromQuickBar(UFortItem* Item) {
return false;
}
FFortItemQuantityPair UFortInventoryContext::MakeItemQuantityPair(const UFortItemDefinition* ItemDefinition, int32 ItemQuantity) {
return FFortItemQuantityPair{};
}
void UFortInventoryContext::LockAllSchematics() {
}
bool UFortInventoryContext::IsTrapAvailableForBuilding(ABuildingSMActor* Actor) const {
return false;
}
bool UFortInventoryContext::IsSlotHidden(EFortQuickBars InQuickBar, int32 Slot) const {
return false;
}
bool UFortInventoryContext::IsSchematicPinned(UFortSchematicItem* Schematic) const {
return false;
}
bool UFortInventoryContext::HasUnseenResearchPointCollectionNodes() const {
return false;
}
bool UFortInventoryContext::HasUnseenHomebasePoints() const {
return false;
}
bool UFortInventoryContext::HasUnavailableItemsInStorage() const {
return false;
}
bool UFortInventoryContext::HasTrapReadyForBuilding(const ABuildingSMActor* BuildingToAttachTo) const {
return false;
}
bool UFortInventoryContext::HasRecyclingWarnings(UFortItem* Item) {
return false;
}
bool UFortInventoryContext::HasGameplayTagContainerExact(FGameplayTagContainer GameplayTagContainer) const {
return false;
}
bool UFortInventoryContext::HasGameplayTagContainer(FGameplayTagContainer GameplayTagContainer) const {
return false;
}
bool UFortInventoryContext::HasEvolutions(const UFortItem* Item) const {
return false;
}
void UFortInventoryContext::HandleMcpProfilesInitialized() {
}
void UFortInventoryContext::GetWorldItemListForDeployableBaseThePlayerIsIn(TArray<UFortWorldItem*>& Items, const FFortItemListFilter& FilterSettings) const {
}
void UFortInventoryContext::GetWorldItemList(TArray<UFortWorldItem*>& Items, const FFortItemListFilter& FilterSettings) const {
}
UFortPersistentResourceItemDefinition* UFortInventoryContext::GetVoucherResourceItemDefinition() const {
return NULL;
}
EVaultItemLimitStatus UFortInventoryContext::GetVaultItemLimitStatus() const {
return EVaultItemLimitStatus::WellBelowCapacity;
}
int32 UFortInventoryContext::GetVaultItemLimit() const {
return 0;
}
TArray<FText> UFortInventoryContext::GetUserFriendlyTags(const UFortItem* Item) {
return TArray<FText>();
}
FRecipe UFortInventoryContext::GetUpgradeItemRarityRecipeFromItemDefintion(UFortItemDefinition* ItemDefinition) {
return FRecipe{};
}
void UFortInventoryContext::GetUnseenTransformKeys(EConversionControlKeyRequest RequestType, const EInventoryContentSortType SortType, TArray<UFortAccountItem*>& TransformKeys) {
}
FText UFortInventoryContext::GetTrapAttachTypeName(ABuildingSMActor* Actor) const {
return FText::GetEmpty();
}
bool UFortInventoryContext::GetTransmogSacrificeDataFromItemDefintion(const UFortItemDefinition* ItemDefinition, FTransmogSacrifice& OutTransmogData) const {
return false;
}
void UFortInventoryContext::GetTransformKeys(EConversionControlKeyRequest RequestType, const EInventoryContentSortType SortType, TArray<UFortAccountItem*>& TransformKeys) {
}
int32 UFortInventoryContext::GetTotalItemQuantityByDefinition(UFortItemDefinition* ItemDefinition) const {
return 0;
}
FText UFortInventoryContext::GetTierText(EFortItemTier Tier) {
return FText::GetEmpty();
}
bool UFortInventoryContext::GetSupportBonusPerks(UFortHero* Hero, TArray<FFortUIPerk>& SupportBonusPerks) const {
return false;
}
int32 UFortInventoryContext::GetStorageOverflowFromAddingItem(UFortWorldItem* Item, int32 Count) const {
return 0;
}
int32 UFortInventoryContext::GetStorageNumItems() const {
return 0;
}
int32 UFortInventoryContext::GetStorageCapacity() const {
return 0;
}
FText UFortInventoryContext::GetShorthandItemStackCount(const int32 Quantity, const int32 MiniumFractionalDigits, const int32 MaximumFractionalDigits) {
return FText::GetEmpty();
}
UFortPersistentResourceItemDefinition* UFortInventoryContext::GetSchematicResourceItemDefinition() const {
return NULL;
}
int32 UFortInventoryContext::GetResourceItemMaxStackSize(EFortResourceType ResourceType) const {
return 0;
}
UFortResourceItemDefinition* UFortInventoryContext::GetResourceItemDefinition(EFortResourceType ResourceType) const {
return NULL;
}
UTexture2D* UFortInventoryContext::GetResourceIcon(EFortResourceType ResourceType) const {
return NULL;
}
int32 UFortInventoryContext::GetResourceCount(EFortResourceType ResourceType) const {
return 0;
}
FText UFortInventoryContext::GetRecyclingWarningText(EItemRecyclingWarning Warning, const bool WereAnyItemsAnimate) {
return FText::GetEmpty();
}
FText UFortInventoryContext::GetRecyclingCatalystDisplayName(const UFortItem* Item) {
return FText::GetEmpty();
}
FText UFortInventoryContext::GetRecycleRestrictionReasonText(const EItemRecyclingRestrictionReason Reason) {
return FText::GetEmpty();
}
UFortItem* UFortInventoryContext::GetQuickBarSlottedItem(EFortQuickBars InQuickBar, int32 Slot) const {
return NULL;
}
void UFortInventoryContext::GetQuickbarFocus(EFortQuickBars& OutQuickBar, int32& OutSlot, int32& OutSecondarySlot, int32& OutPreviousFocusedSlot) const {
}
void UFortInventoryContext::GetProfileItemsByType(UFortMcpProfile* Profile, EFortItemType ItemType, TArray<UFortAccountItem*>& Items) const {
}
void UFortInventoryContext::GetProfileItemsByFilterType(UFortMcpProfile* Profile, const FString& SearchText, const EInventoryContentSortType SortType, const EFortInventoryFilter SubType, TArray<UFortAccountItem*>& OutItemList) const {
}
void UFortInventoryContext::GetPinnedSchematicList(TArray<UFortSchematicItem*>& PinnedItems) const {
}
UFortPersistentResourceItemDefinition* UFortInventoryContext::GetPersonnelResourceItemDefinition() const {
return NULL;
}
int32 UFortInventoryContext::GetNumOfItemToMulch(const UFortItem* Item) const {
return 0;
}
int32 UFortInventoryContext::GetNumItemsToMulch() const {
return 0;
}
int32 UFortInventoryContext::GetNumInInventory(UFortItemDefinition* ItemDefinition, bool bIncludeReserved) const {
return 0;
}
EFortItemTier UFortInventoryContext::GetItemTierRecyclingWarningThreshold() {
return EFortItemTier::No_Tier;
}
TArray<UFortItem*> UFortInventoryContext::GetItemsToMulchBP() const {
return TArray<UFortItem*>();
}
EFortRarity UFortInventoryContext::GetItemRarityRecyclingWarningThreshold() {
return EFortRarity::Common;
}
int32 UFortInventoryContext::GetItemLevelRecyclingWarningThreshold() {
return 0;
}
void UFortInventoryContext::GetItemInstancesByDefinition(UFortItemDefinition* ItemDefinition, TArray<UFortItem*>& Items) const {
}
void UFortInventoryContext::GetHomebaseUnlockedTransmogKeys(TArray<UFortAccountItem*>& TransmogKeys) const {
}
UFortPersistentResourceItemDefinition* UFortInventoryContext::GetHeroResourceItemDefinition() const {
return NULL;
}
bool UFortInventoryContext::GetHeroAbilityPerks(UFortHero* Hero, TArray<FFortUIPerk>& HeroAbilityPerks) const {
return false;
}
bool UFortInventoryContext::GetGameplayTagByIndex(FGameplayTagContainer GameplayTagContainer, int32 Index, FGameplayTag& Result) {
return false;
}
FText UFortInventoryContext::GetEvolveRestrictionReasonText(const EItemEvolutionRestrictionReason Reason) {
return FText::GetEmpty();
}
AFortWeapon* UFortInventoryContext::GetEquippedWeapon() const {
return NULL;
}
FText UFortInventoryContext::GetDisassembleRestrictionReasonText(const EItemDisassembleRestrictionReason Reason) {
return FText::GetEmpty();
}
int32 UFortInventoryContext::GetDeployableBaseOverflowFromAddingItem(UFortWorldItem* Item, int32 Count) const {
return 0;
}
void UFortInventoryContext::GetDeployableBaseItemCounts(int32& ItemsCount, int32& MaxItemsCount, int32& OverflowItemsCount) const {
}
UFortResourceItemDefinition* UFortInventoryContext::GetCurrentResourceItemDefinition() const {
return NULL;
}
int32 UFortInventoryContext::GetCurrentResourceCount() const {
return 0;
}
UFortWorldItemDefinition* UFortInventoryContext::GetCurrentAmmoItemDefinition() const {
return NULL;
}
int32 UFortInventoryContext::GetCountOfVaultLimitedItems() const {
return 0;
}
int32 UFortInventoryContext::GetCountOfHeroItems() const {
return 0;
}
void UFortInventoryContext::GetCoreItemsByType(EFortItemType ItemType, TArray<UFortAccountItem*>& Items) const {
}
void UFortInventoryContext::GetCoreItemsByFilterType(const FString& SearchText, const EInventoryContentSortType SortType, const EFortInventoryFilter SubType, TArray<UFortAccountItem*>& OutItemList) const {
}
TArray<FRecipe> UFortInventoryContext::GetConversionRecipesFromItemDefintion(UFortItemDefinition* ItemDefinition) {
return TArray<FRecipe>();
}
int32 UFortInventoryContext::GetBackpackOverflowFromAddingItem(UFortWorldItem* Item, int32 Count) const {
return 0;
}
void UFortInventoryContext::GetBackpackItemCounts(int32& ItemsCount, int32& MaxItemsCount, int32& OverflowItemsCount) const {
}
void UFortInventoryContext::GetAccountItemsByType(EFortItemType ItemType, TArray<UFortAccountItem*>& Items) const {
}
void UFortInventoryContext::GetAccountItemsByFilterType(const FString& SearchText, const EInventoryContentSortType SortType, const EFortInventoryFilter SubType, TArray<UFortAccountItem*>& OutItemList) const {
}
void UFortInventoryContext::EquipItem(UFortItem* Item) {
}
void UFortInventoryContext::EnumerateRecyclingWarningsForItems(const TArray<UFortItem*>& Items, TArray<EItemRecyclingWarning>& OutWarnings) {
}
bool UFortInventoryContext::DropItemOnQuickBar(UFortItem* Item, EFortQuickBars TargetQuickbar, int32 TargetSlot) {
return false;
}
void UFortInventoryContext::DropItem(const UFortWorldItem* ItemBeingDropped, int32 Quantity) {
}
bool UFortInventoryContext::DoesRequireResourceUpdate() const {
return false;
}
bool UFortInventoryContext::DoesItemMatchFilter(UFortItem* Item, const FFortItemListFilter& FilterSettings) const {
return false;
}
void UFortInventoryContext::DestroyWorldItem(UFortItem* Item) {
}
bool UFortInventoryContext::CraftSchematic(UFortSchematicItem* SchematicItem, EFortCraftFailCause& FailCause, EFortItemTier RequestedTier, int32 CraftCount) {
return false;
}
bool UFortInventoryContext::CraftAndSlotSchematic(UFortSchematicItem* SchematicItem, int32 PostCraftSlot, EFortCraftFailCause& FailCause, EFortItemTier RequestedTier, int32 CraftCount) {
return false;
}
bool UFortInventoryContext::CanUpgradeItemRarity(const UFortItem* Item, TArray<EItemEvolutionRestrictionReason>& OutRestrictionReasons) {
return false;
}
bool UFortInventoryContext::CanSwapItem(UFortItem* Item, EFortQuickBars TargetQuickbar, int32 TargetSlot) {
return false;
}
bool UFortInventoryContext::CanRecycle(const UFortItem* Item, TArray<EItemRecyclingRestrictionReason>& OutRestrictionReasons) const {
return false;
}
bool UFortInventoryContext::CanPinSchematic(UFortSchematicItem* Schematic) const {
return false;
}
bool UFortInventoryContext::CanItemBeMulched(UFortItem* Item, FText& OutRestrictionReasons) const {
return false;
}
bool UFortInventoryContext::CanEvolve(const UFortItem* Item, TArray<EItemEvolutionRestrictionReason>& OutRestrictionReasons) const {
return false;
}
bool UFortInventoryContext::CanDisassembleItem(const UFortWorldItem* Item, TArray<EItemDisassembleRestrictionReason>& OutRestrictionReasons) const {
return false;
}
bool UFortInventoryContext::CanCraftSchematic(UFortSchematicItem* SchematicItem, EFortCraftFailCause& FailCause, EFortItemTier RequestedTier, int32 CraftCount) const {
return false;
}
bool UFortInventoryContext::CanBulkCraftSchematic(UFortSchematicItem* SchematicItem) const {
return false;
}
bool UFortInventoryContext::AreRecipeRequirementsMet(const TArray<FFortItemQuantityPair>& RecipeCosts) const {
return false;
}
bool UFortInventoryContext::AreAnyItemsUnseenForItemType(const EFortItemType ItemType) const {
return false;
}
bool UFortInventoryContext::AreAnyItemsUnseenForInventoryFilter(const EFortFrontendInventoryFilter InventoryFilter) const {
return false;
}
bool UFortInventoryContext::AreAnyItemsInanimate(const TArray<UFortItem*>& Items) {
return false;
}
bool UFortInventoryContext::AreAnyItemsAnimate(const TArray<UFortItem*>& Items) {
return false;
}
bool UFortInventoryContext::ActivateItem(UFortItem* Item) {
return false;
}
UFortInventoryContext::UFortInventoryContext() {
}