Files
UnrealEvent/Project/Source/FortniteGame/Public/BuildingStructuralSupportSystem.h
T
2026-04-22 15:51:07 +02:00

132 lines
7.2 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/Object.h"
#include "BuildingGridActorFilter.h"
#include "BuildingNeighboringActorInfo.h"
#include "BuildingSupportCellIndex.h"
#include "EFortBuildPreviewMarkerOptionalAdjustment.h"
#include "EFortBuildingType.h"
#include "EFortStructuralGridQueryResults.h"
#include "EStructuralFloorPosition.h"
#include "EStructuralWallPosition.h"
#include "BuildingStructuralSupportSystem.generated.h"
class ABuildingActor;
class ABuildingLayoutRequirement;
class ABuildingSMActor;
class AController;
class AFortNavigationGraph;
UCLASS(Blueprintable, MinimalAPI)
class UBuildingStructuralSupportSystem : public UObject {
GENERATED_BODY()
public:
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
AController* BatchedRemovalInstigator;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<ABuildingLayoutRequirement*> LayoutRequirementActorsToRegister;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AFortNavigationGraph* NavGraph;
public:
UBuildingStructuralSupportSystem();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool WouldBuildingBeStructurallySupportedByNeighbors(const ABuildingSMActor* ActorToCheck, const FVector& Location, const FRotator& Rotation, bool bMirrored) const;
UFUNCTION(BlueprintCallable)
void StopActorRemovalBatch();
UFUNCTION(BlueprintCallable)
void StartActorRemovalBatch();
UFUNCTION(BlueprintCallable, BlueprintPure)
bool K2_GetWorldLocFromGridIndices(const FBuildingSupportCellIndex& GridIndices, FVector& OutWorldLoc) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
void K2_GetNeighboringBuildingActors(EFortBuildingType BuildingType, const FVector& WorldLocation, FBuildingSupportCellIndex& OutActorGridIndices, FBuildingNeighboringActorInfo& OutNeighboringActors) const;
private:
UFUNCTION(BlueprintCallable, BlueprintPure)
void K2_GetNeighboringActorsForWallActor(const FVector& WorldLocation, FBuildingSupportCellIndex& OutActorGridIndices, FBuildingNeighboringActorInfo& OutNeighboringActors) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
void K2_GetNeighboringActorsForCenterCellActor(const FVector& WorldLocation, FBuildingSupportCellIndex& OutActorGridIndices, FBuildingNeighboringActorInfo& OutNeighboringActors) const;
public:
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void K2_GetLogicalBuildingActors(int32 LogicalIdx, TArray<ABuildingSMActor*>& LogicalBuildingActors);
UFUNCTION(BlueprintCallable)
bool K2_GetGridIndicesFromWorldLoc(const FVector& WorldLoc, FBuildingSupportCellIndex& OutGridIndices);
UFUNCTION(BlueprintCallable, BlueprintPure)
FBox K2_GetGridBoxFromWorldLoc(const FVector& WorldLocation) const;
UFUNCTION(BlueprintCallable)
bool K2_GetBuildingActorsInGridCells(const TArray<FBuildingSupportCellIndex>& CellIndices, const FBuildingGridActorFilter& Filter, FBuildingNeighboringActorInfo& OutActorsInGridCell);
UFUNCTION(BlueprintCallable)
bool K2_GetBuildingActorsInGridCell(const FVector& WorldLocation, const FBuildingGridActorFilter& Filter, FBuildingNeighboringActorInfo& OutActorsInGridCell);
private:
UFUNCTION(BlueprintCallable, BlueprintPure)
EFortStructuralGridQueryResults K2_CanAddWallActorToGrid(const FVector& WorldLocation, const FBuildingSupportCellIndex& GridIndices, EFortBuildingType WallType, EStructuralWallPosition& OutWallPosition, int32& OutWallIdx, TArray<ABuildingActor*>& OutExistingBuildings, bool& OutbSupportedByWorld, bool bAllowStaticOverlap, bool bPerformCollisionChecks) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
EFortStructuralGridQueryResults K2_CanAddFloorActorToGrid(const FVector& WorldLocation, const FBuildingSupportCellIndex& GridIndices, EFortBuildingType FloorType, EStructuralFloorPosition& OutFloorPosition, int32& OutFloorIdx, TArray<ABuildingActor*>& OutExistingBuildings, bool& OutbSupportedByWorld, bool bAllowStaticOverlap, bool bPerformCollisionChecks) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
EFortStructuralGridQueryResults K2_CanAddCenterCellActorToGrid(const FVector& WorldLocation, const FBuildingSupportCellIndex& GridIndices, EFortBuildingType CenterCellType, int32& OutHorizontalGridIdx, TArray<ABuildingActor*>& OutExistingBuildings, bool& OutbStructurallySupported, bool bAllowStaticOverlap, bool bPerformCollisionChecks) const;
public:
UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
EFortStructuralGridQueryResults K2_CanAddBuildingActorToGrid(UObject* WorldContextObject, const ABuildingSMActor* ActorToCheck, const FVector& Location, const FRotator& Rotation, bool bMirrored, TArray<ABuildingActor*>& ExistingBuildings, EFortBuildPreviewMarkerOptionalAdjustment& MarkerOptionalAdjustment, bool bAllowStaticOverlap) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsWorldLocValid(const FVector& WorldLoc) const;
private:
UFUNCTION(BlueprintCallable)
static bool IsBuildingActorValid(const ABuildingSMActor* ActorToTest);
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsBuildingActorStructurallySupported(const ABuildingSMActor* ActorToCheck) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
ABuildingSMActor* GetWallActor(const FBuildingSupportCellIndex& GridIndices, EStructuralWallPosition WallPosition) const;
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
void GetLogicalBuildingGroundSupportedActors(int32 LogicalIndex, TArray<ABuildingSMActor*>& LogicalBuildingGroundSupportedActors);
UFUNCTION(BlueprintCallable, BlueprintPure)
FBox GetGridBox(const FBuildingSupportCellIndex& CellIndex) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
ABuildingSMActor* GetFloorActor(const FBuildingSupportCellIndex& GridIndices, EStructuralFloorPosition FloorPosition) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
ABuildingSMActor* GetCenterCellActor(const FBuildingSupportCellIndex& GridIndices) const;
UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
EFortStructuralGridQueryResults CanAddBuildingActorClassToGrid(UObject* WorldContextObject, UClass* BuildingSMActorClassToCheck, const FVector& Location, const FRotator& Rotation, bool bMirrored, TArray<ABuildingActor*>& ExistingBuildings, EFortBuildPreviewMarkerOptionalAdjustment& MarkerOptionalAdjustment, bool bAllowStaticOverlap) const;
private:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool AreNeighborsConnected(const ABuildingSMActor* NeighborOne, const FVector& NeighborOneLoc, const FRotator& NeighborOneRot, bool bNeighborOneMirrored, const ABuildingSMActor* NeighborTwo, const FVector& NeighborTwoLoc, const FRotator& NeighborTwoRot, bool bNeighborTwoMirrored) const;
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool AreNeighboringBuildingActorsConnected(const ABuildingSMActor* NeighborOne, const ABuildingSMActor* NeighborTwo) const;
UFUNCTION(BlueprintCallable, BlueprintPure)
bool AreGridIndicesValid(const FBuildingSupportCellIndex& GridIndices) const;
};