DRG-Femboy-Voice/Source/FSD/Private/FSDGameState.cpp
2025-04-15 12:39:31 -07:00

275 lines
7.8 KiB
C++
Executable file

#include "FSDGameState.h"
#include "AttackerManagerComponent.h"
#include "DifficultyManager.h"
#include "GemProximityTracker.h"
#include "Net/UnrealNetwork.h"
#include "PlayerProximityTracker.h"
#include "SeasonReplicatorComponent.h"
#include "ShowroomManager.h"
#include "SoundMixManagerComponent.h"
#include "SpawnEffectsComponent.h"
#include "TeamResourcesComponent.h"
void AFSDGameState::WaitForInitialGenerationDone(AFSDGameState* GameState, FLatentActionInfo LatentInfo) {
}
void AFSDGameState::StartCountdown(int32 Duration, const FText& countdownName) {
}
void AFSDGameState::SetPreventLatejoinCharacterDuplication(bool prevent) {
}
void AFSDGameState::SetPlayersHaveReachedDroppod(bool newHasPlayerReached) {
}
void AFSDGameState::SetGeneratedMissionParameters(UGeneratedMission* mission) {
}
void AFSDGameState::SetCurrentDifficulty(UDifficultySetting* Setting, bool updateSessionSettings) {
}
void AFSDGameState::SetCompletionData(bool NewObjectivesCompleted, int32 playersInPod) {
}
void AFSDGameState::PostLocalizedGameMessage(const FText& Msg, const TArray<FText>& Arguments) {
}
void AFSDGameState::PostGameMessage(const FString& Msg) {
}
void AFSDGameState::OnRep_StartPressed(bool oldStartPressed) {
}
void AFSDGameState::OnRep_ObjectivesCompleted() {
}
void AFSDGameState::OnRep_MissionTime() {
}
void AFSDGameState::OnRep_GeneratedMissionSeed() {
}
void AFSDGameState::OnRep_FSDSessionID() {
}
void AFSDGameState::OnRep_CurrentDifficultySetting() {
}
void AFSDGameState::OnRep_CountdownText() {
}
void AFSDGameState::OnRep_CountdownRemaining(int32 prevTime) {
}
void AFSDGameState::OnRep_ContinuePressed() {
}
void AFSDGameState::OnRep_ContinueCountdown() {
}
void AFSDGameState::OnRep_CompletedGameEvent() {
}
void AFSDGameState::OnRep_BoscoReviveCounter() {
}
void AFSDGameState::OnRep_AllDwarvesDown() {
}
int32 AFSDGameState::MissionEndscreenSeed() {
return 0;
}
bool AFSDGameState::IsTutorialMission() const {
return false;
}
bool AFSDGameState::IsCountingDown() const {
return false;
}
void AFSDGameState::InitObjectives() {
}
void AFSDGameState::HostDisbandedTeam_Implementation() {
}
bool AFSDGameState::HasObjectivesReplicated() const {
return false;
}
AFSDPlayerState* AFSDGameState::GetServerPlayerState() {
return NULL;
}
TArray<UObjective*> AFSDGameState::GetSecondaryObjectives() const {
return TArray<UObjective*>();
}
AProceduralSetup* AFSDGameState::GetProceduralSetup() {
return NULL;
}
UObjective* AFSDGameState::GetPrimaryObjective() const {
return NULL;
}
bool AFSDGameState::GetPreventLatejoinCharacterDuplication() const {
return false;
}
bool AFSDGameState::GetPlayersHaveReachedDroppod() const {
return false;
}
TArray<UObjective*> AFSDGameState::GetObjectives() const {
return TArray<UObjective*>();
}
TArray<AFSDPlayerState*> AFSDGameState::GetNetworkSortedPlayerArray() {
return TArray<AFSDPlayerState*>();
}
int32 AFSDGameState::GetMissionTime() const {
return 0;
}
bool AFSDGameState::GetMissionSuccessful() const {
return false;
}
int32 AFSDGameState::GetMissionStartTime() const {
return 0;
}
int32 AFSDGameState::GetMissionRewardCreditSum() const {
return 0;
}
TArray<FCreditsReward> AFSDGameState::GetMissionRewardCredits() const {
return TArray<FCreditsReward>();
}
bool AFSDGameState::GetMissionCompletedCreditReward(bool Primary, int32& OutReward) const {
return false;
}
int32 AFSDGameState::GetGlobalMissionSeed() const {
return 0;
}
AGameStats* AFSDGameState::GetGameStats() const {
return NULL;
}
TMap<UResourceData*, float> AFSDGameState::GetEndscreenResources() const {
return TMap<UResourceData*, float>();
}
UDifficultyManager* AFSDGameState::GetDifficultyManager() const {
return NULL;
}
TMap<UResourceData*, float> AFSDGameState::GetCollectedResources() const {
return TMap<UResourceData*, float>();
}
TArray<UFSDEvent*> AFSDGameState::GetActiveEventsFromMission() const {
return TArray<UFSDEvent*>();
}
void AFSDGameState::ClientNewMessage_Implementation(const FFSDChatMessage& Msg) {
}
void AFSDGameState::Client_StartPressed() {
}
void AFSDGameState::Client_NewLocalizedMessage_Implementation(const FFSDLocalizedChatMessage& Msg) {
}
bool AFSDGameState::AllMissionEndResultsReceived() const {
return false;
}
void AFSDGameState::All_SpawnScaledEffectAt_Implementation(FScaledEffect Effect, FVector_NetQuantize Location) {
}
void AFSDGameState::All_SpawnScaledEffectAndCueAt_Implementation(FScaledEffect Effect, USoundCue* audio, FVector_NetQuantize Location) {
}
void AFSDGameState::All_ServerQuit_Implementation() {
}
void AFSDGameState::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AFSDGameState, CurrentLevel);
DOREPLIFETIME(AFSDGameState, EscapePod);
DOREPLIFETIME(AFSDGameState, FSDSessionID);
DOREPLIFETIME(AFSDGameState, BoscoReviveCounter);
DOREPLIFETIME(AFSDGameState, ActivePlayerCharacters);
DOREPLIFETIME(AFSDGameState, Objectives);
DOREPLIFETIME(AFSDGameState, CompletedGameEventName);
DOREPLIFETIME(AFSDGameState, GeneratedMissionSeed);
DOREPLIFETIME(AFSDGameState, objectivesCompleted);
DOREPLIFETIME(AFSDGameState, CurrentDifficultySetting);
DOREPLIFETIME(AFSDGameState, MissionTime);
DOREPLIFETIME(AFSDGameState, PreventLatejoinCharacterDuplication);
DOREPLIFETIME(AFSDGameState, StartPressed);
DOREPLIFETIME(AFSDGameState, ContinuePressed);
DOREPLIFETIME(AFSDGameState, ContinuesCountdown);
DOREPLIFETIME(AFSDGameState, AllDwarvesDown);
DOREPLIFETIME(AFSDGameState, missionAborted);
DOREPLIFETIME(AFSDGameState, CountdownRemaining);
DOREPLIFETIME(AFSDGameState, countdownText);
}
AFSDGameState::AFSDGameState() {
this->CurrentLevel = -1;
this->EscapePod = NULL;
this->bTeamDown = false;
this->CSGWorld = NULL;
this->LastSupplyPodTimeStamp = 0;
this->LastCleaningPodTimeStamp = -9999;
this->ProceduralSetup = NULL;
this->DelayLateJoin = false;
this->FakeMovementBase = NULL;
this->PlayerSurvivalCreditBonus = 100;
this->ResourceAmountPenalty = 0.25f;
this->ObjectivesCreditPenalty = 0.25f;
this->ObjectivesXPPenaltyNormal = 0.25f;
this->ObjectivesXPPenaltyDeepDives = 0.20f;
this->BoscoReviveCounter = -1;
this->SpawnEffects = CreateDefaultSubobject<USpawnEffectsComponent>(TEXT("SpawnEffects"));
this->MeshScaler = NULL;
this->GemProximityTracker = CreateDefaultSubobject<UGemProximityTracker>(TEXT("GemProximityTracker"));
this->AttackerManager = CreateDefaultSubobject<UAttackerManagerComponent>(TEXT("AttackerManager"));
this->DifficultyManagerComponent = CreateDefaultSubobject<UDifficultyManager>(TEXT("DifficultyManager"));
this->SoundMixManager = CreateDefaultSubobject<USoundMixManagerComponent>(TEXT("SoundMixManager"));
this->SeasonReplicatorComponent = CreateDefaultSubobject<USeasonReplicatorComponent>(TEXT("SeasonReplicator"));
this->TeamResources = CreateDefaultSubobject<UTeamResourcesComponent>(TEXT("TeamResources"));
this->IsOnSpaceRig = false;
this->PlayerMadeItToDropPod = true;
this->objectivesCompleted = false;
this->CurrentDifficultySetting = NULL;
this->RememberDifficulty = true;
this->ProximityTracker = CreateDefaultSubobject<UPlayerProximityTracker>(TEXT("ProximityTracker"));
this->ShowroomManager = CreateDefaultSubobject<UShowroomManager>(TEXT("ShowroomManager"));
this->GameStats = NULL;
this->MissionTime = 0;
this->MissionStartTime = 0;
this->MissionHaz = 0;
this->PreventLatejoinCharacterDuplication = true;
this->StartPressed = false;
this->ContinuePressed = false;
this->ContinuesCountdown = 0;
this->AllDwarvesDown = false;
this->missionAborted = false;
this->CountdownRemaining = -1;
this->CanCarryOverResources = true;
this->CurrentPlayerSessionLeader = NULL;
}