DRG-Femboy-Voice/Source/FSD/Public/EncounterSettings.h
2025-04-15 12:39:31 -07:00

89 lines
3.2 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "GameplayTagContainer.h"
#include "EliteEnemyEntry.h"
#include "EncounterRareCritterItem.h"
#include "EncounterSpecialItem.h"
#include "IRandRange.h"
#include "RandInterval.h"
#include "RandRange.h"
#include "EncounterSettings.generated.h"
class UCritterDescriptor;
class UEnemyDescriptor;
class UMutator;
UCLASS(Blueprintable)
class UEncounterSettings : public UDataAsset {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FIRandRange StationaryEnemyCount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UEnemyDescriptor*> CommonEnemies;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UEnemyDescriptor*> SpecialEnemies;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UEnemyDescriptor*> DisruptiveEnemies;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UEnemyDescriptor*> StationaryEnemies;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<UCritterDescriptor*> CommonCritters;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FEncounterRareCritterItem> RareCritters;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FEncounterSpecialItem> SpecialEncounters;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float RequiredDifficultyPerDiversity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float GlobalDifficultyScale;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRandInterval EncounterDifficulty;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRandInterval StationaryDifficulty;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRandRange CritterSpawnDifficulty;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag SmallRoomTag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag MediumRoomTag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGameplayTag LargeRoomTag;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float SmallRoomDifficultyModifier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float MediumRoomDifficultyModifier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float LargeRoomDifficultyModifier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TMap<UEnemyDescriptor*, FEliteEnemyEntry> HeroEnemies;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FRandInterval HeroEnemySpawn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UMutator* TestMutator;
UEncounterSettings();
};