RSAbilitySystemLibrary.cpp
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| 1 | // Copyright (c) 2026 Reignance Studios. MIT License, see LICENSE. |
| 2 | |
| 3 | #include "RSAbilitySystemLibrary.h" |
| 4 | |
| 5 | #include "Abilities/GameplayAbility.h" |
| 6 | #include "AbilitySystemComponent.h" |
| 7 | #include "AbilitySystemGlobals.h" |
| 8 | #include "AbilitySystemInterface.h" |
| 9 | #include "GameplayEffect.h" |
| 10 | #include "GameFramework/Controller.h" |
| 11 | #include "GameFramework/Pawn.h" |
| 12 | #include "GameFramework/PlayerState.h" |
| 13 | #include "Misc/EngineVersionComparison.h" |
| 14 | |
| 15 | namespace RSGasHelpers |
| 16 | { |
| 17 | static UAbilitySystemComponent* FromActorOnly(const AActor* Actor) |
| 18 | { |
| 19 | // LookForComponent=false: only trust IAbilitySystemInterface here, the |
| 20 | // component search below would also find an ASC on a child actor. |
| 21 | return Actor ? UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Actor, false) : nullptr; |
| 22 | } |
| 23 | |
| 24 | /** Handles of granted abilities whose asset tags include Tag. Copied out, because activation can change the spec list. */ |
| 25 | static TArray<FGameplayAbilitySpecHandle> MatchingSpecHandles(UAbilitySystemComponent* ASC, const FGameplayTag& Tag) |
| 26 | { |
| 27 | TArray<FGameplayAbilitySpecHandle> Handles; |
| 28 | for (const FGameplayAbilitySpec& Spec : ASC->GetActivatableAbilities()) |
| 29 | { |
| 30 | if (Spec.Ability && Spec.Ability->GetAssetTags().HasTag(Tag)) |
| 31 | { |
| 32 | Handles.Add(Spec.Handle); |
| 33 | } |
| 34 | } |
| 35 | return Handles; |
| 36 | } |
| 37 | |
| 38 | /** The prediction key the ability was activated with, which WaitInputPress/Release listen on. */ |
| 39 | static FPredictionKey ActivationKey(const FGameplayAbilitySpec& Spec) |
| 40 | { |
| 41 | if (const UGameplayAbility* Instance = Spec.GetPrimaryInstance()) |
| 42 | { |
| 43 | return Instance->GetCurrentActivationInfo().GetActivationPredictionKey(); |
| 44 | } |
| 45 | PRAGMA_DISABLE_DEPRECATION_WARNINGS |
| 46 | return Spec.ActivationInfo.GetActivationPredictionKey(); // non-instanced abilities |
| 47 | PRAGMA_ENABLE_DEPRECATION_WARNINGS |
| 48 | } |
| 49 | |
| 50 | static const TCHAR* RoleName(ENetRole Role) |
| 51 | { |
| 52 | switch (Role) |
| 53 | { |
| 54 | case ROLE_Authority: return TEXT("Authority"); |
| 55 | case ROLE_AutonomousProxy: return TEXT("AutonomousProxy"); |
| 56 | case ROLE_SimulatedProxy: return TEXT("SimulatedProxy"); |
| 57 | default: return TEXT("None"); |
| 58 | } |
| 59 | } |
| 60 | } |
| 61 | |
| 62 | UAbilitySystemComponent* URSAbilitySystemLibrary::FindAbilitySystemComponent(const AActor* Actor) |
| 63 | { |
| 64 | if (!Actor) |
| 65 | { |
| 66 | return nullptr; |
| 67 | } |
| 68 | |
| 69 | if (UAbilitySystemComponent* ASC = RSGasHelpers::FromActorOnly(Actor)) |
| 70 | { |
| 71 | return ASC; |
| 72 | } |
| 73 | |
| 74 | if (const APawn* Pawn = Cast<APawn>(Actor)) |
| 75 | { |
| 76 | if (UAbilitySystemComponent* ASC = RSGasHelpers::FromActorOnly(Pawn->GetPlayerState())) |
| 77 | { |
| 78 | return ASC; |
| 79 | } |
| 80 | } |
| 81 | |
| 82 | if (const AController* Controller = Cast<AController>(Actor)) |
| 83 | { |
| 84 | if (UAbilitySystemComponent* ASC = RSGasHelpers::FromActorOnly(Controller->PlayerState)) |
| 85 | { |
| 86 | return ASC; |
| 87 | } |
| 88 | } |
| 89 | |
| 90 | // An ASC component on the actor itself wins over its owner's, so a projectile |
| 91 | // with its own ASC is not mistaken for the pawn that fired it. |
| 92 | if (UAbilitySystemComponent* ASC = Actor->FindComponentByClass<UAbilitySystemComponent>()) |
| 93 | { |
| 94 | return ASC; |
| 95 | } |
| 96 | |
| 97 | return RSGasHelpers::FromActorOnly(Actor->GetOwner()); |
| 98 | } |
| 99 | |
| 100 | ERSActivateResult URSAbilitySystemLibrary::TryActivateAbilityByTag(AActor* Actor, FGameplayTag AbilityTag, bool bAllowRemoteActivation) |
| 101 | { |
| 102 | UAbilitySystemComponent* ASC = FindAbilitySystemComponent(Actor); |
| 103 | if (!ASC) |
| 104 | { |
| 105 | return ERSActivateResult::NoASC; |
| 106 | } |
| 107 | |
| 108 | const FGameplayTagContainer Tags(AbilityTag); |
| 109 | |
| 110 | // bOnlyAbilitiesThatSatisfyTagRequirements=false: we want "is it granted at all", |
| 111 | // so a blocked ability still counts as found. |
| 112 | TArray<FGameplayAbilitySpec*> Specs; |
| 113 | ASC->GetActivatableGameplayAbilitySpecsByAllMatchingTags(Tags, Specs, false); |
| 114 | if (Specs.Num() == 0) |
| 115 | { |
| 116 | return ERSActivateResult::NotGranted; |
| 117 | } |
| 118 | |
| 119 | return ASC->TryActivateAbilitiesByTag(Tags, bAllowRemoteActivation) |
| 120 | ? ERSActivateResult::Activated |
| 121 | : ERSActivateResult::Blocked; |
| 122 | } |
| 123 | |
| 124 | bool URSAbilitySystemLibrary::AddReplicatedLooseTag(AActor* Actor, FGameplayTag Tag) |
| 125 | { |
| 126 | UAbilitySystemComponent* ASC = FindAbilitySystemComponent(Actor); |
| 127 | if (!ASC || !Tag.IsValid() || !ASC->IsOwnerActorAuthoritative()) |
| 128 | { |
| 129 | return false; |
| 130 | } |
| 131 | |
| 132 | #if UE_VERSION_NEWER_THAN(5, 6, 99) |
| 133 | // 5.7 removed AddReplicatedLooseGameplayTag; the replication state does both jobs. |
| 134 | // TagOnly replicates presence, not count: clients see 1 however many times it was added. |
| 135 | ASC->AddLooseGameplayTag(Tag, 1, EGameplayTagReplicationState::TagOnly); |
| 136 | #else |
| 137 | // The loose tag updates the server's tag counts right away; the replicated |
| 138 | // loose tag container carries it to clients, which apply it in their OnRep. |
| 139 | ASC->AddLooseGameplayTag(Tag); |
| 140 | ASC->AddReplicatedLooseGameplayTag(Tag); |
| 141 | #endif |
| 142 | return true; |
| 143 | } |
| 144 | |
| 145 | bool URSAbilitySystemLibrary::RemoveReplicatedLooseTag(AActor* Actor, FGameplayTag Tag) |
| 146 | { |
| 147 | UAbilitySystemComponent* ASC = FindAbilitySystemComponent(Actor); |
| 148 | if (!ASC || !Tag.IsValid() || !ASC->IsOwnerActorAuthoritative()) |
| 149 | { |
| 150 | return false; |
| 151 | } |
| 152 | |
| 153 | #if UE_VERSION_NEWER_THAN(5, 6, 99) |
| 154 | // The container overload, not RemoveLooseGameplayTag(Tag): in 5.7 and 5.8 the single-tag |
| 155 | // path drops AnyCountChange callbacks unless the count reaches 0, so a 2 -> 1 change |
| 156 | // would never reach WaitGameplayTagCount or RegisterGameplayTagEvent listeners. |
| 157 | ASC->RemoveLooseGameplayTags(FGameplayTagContainer(Tag), 1, EGameplayTagReplicationState::TagOnly); |
| 158 | #else |
| 159 | ASC->RemoveLooseGameplayTag(Tag); |
| 160 | ASC->RemoveReplicatedLooseGameplayTag(Tag); |
| 161 | #endif |
| 162 | return true; |
| 163 | } |
| 164 | |
| 165 | FGameplayEffectSpecHandle URSAbilitySystemLibrary::MakeSpecWithSetByCaller( |
| 166 | UAbilitySystemComponent* ASC, |
| 167 | TSubclassOf<UGameplayEffect> EffectClass, |
| 168 | float Level, |
| 169 | const TMap<FGameplayTag, float>& SetByCallerMagnitudes) |
| 170 | { |
| 171 | if (!ASC || !EffectClass) |
| 172 | { |
| 173 | return FGameplayEffectSpecHandle(); |
| 174 | } |
| 175 | |
| 176 | FGameplayEffectContextHandle Context = ASC->MakeEffectContext(); |
| 177 | Context.AddSourceObject(ASC->GetAvatarActor()); |
| 178 | |
| 179 | FGameplayEffectSpecHandle Spec = ASC->MakeOutgoingSpec(EffectClass, Level, Context); |
| 180 | if (Spec.IsValid()) |
| 181 | { |
| 182 | for (const TPair<FGameplayTag, float>& Pair : SetByCallerMagnitudes) |
| 183 | { |
| 184 | Spec.Data->SetSetByCallerMagnitude(Pair.Key, Pair.Value); |
| 185 | } |
| 186 | } |
| 187 | return Spec; |
| 188 | } |
| 189 | |
| 190 | bool URSAbilitySystemLibrary::GetCooldownRemainingByTag(const AActor* Actor, FGameplayTag CooldownTag, float& TimeRemaining, float& Duration) |
| 191 | { |
| 192 | TimeRemaining = 0.f; |
| 193 | Duration = 0.f; |
| 194 | |
| 195 | const UAbilitySystemComponent* ASC = FindAbilitySystemComponent(Actor); |
| 196 | if (!ASC || !CooldownTag.IsValid()) |
| 197 | { |
| 198 | return false; |
| 199 | } |
| 200 | |
| 201 | // Owning tags include tags added at runtime through DynamicGrantedTags, the usual |
| 202 | // way one cooldown effect class serves many abilities. |
| 203 | const FGameplayEffectQuery Query = FGameplayEffectQuery::MakeQuery_MatchAnyOwningTags(FGameplayTagContainer(CooldownTag)); |
| 204 | bool bFound = false; |
| 205 | for (const TPair<float, float>& RemainingAndDuration : ASC->GetActiveEffectsTimeRemainingAndDuration(Query)) |
| 206 | { |
| 207 | // Several effects can grant the same tag; the longest one decides when it ends. |
| 208 | if (!bFound || RemainingAndDuration.Key > TimeRemaining) |
| 209 | { |
| 210 | TimeRemaining = RemainingAndDuration.Key; |
| 211 | Duration = RemainingAndDuration.Value; |
| 212 | bFound = true; |
| 213 | } |
| 214 | } |
| 215 | return bFound; |
| 216 | } |
| 217 | |
| 218 | int32 URSAbilitySystemLibrary::PressAbilityInputByTag(AActor* Actor, FGameplayTag AbilityTag) |
| 219 | { |
| 220 | UAbilitySystemComponent* ASC = FindAbilitySystemComponent(Actor); |
| 221 | if (!ASC || !AbilityTag.IsValid()) |
| 222 | { |
| 223 | return 0; |
| 224 | } |
| 225 | |
| 226 | const TArray<FGameplayAbilitySpecHandle> Handles = RSGasHelpers::MatchingSpecHandles(ASC, AbilityTag); |
| 227 | for (const FGameplayAbilitySpecHandle& Handle : Handles) |
| 228 | { |
| 229 | FGameplayAbilitySpec* Spec = ASC->FindAbilitySpecFromHandle(Handle); |
| 230 | if (!Spec) |
| 231 | { |
| 232 | continue; |
| 233 | } |
| 234 | Spec->InputPressed = true; |
| 235 | if (Spec->IsActive()) |
| 236 | { |
| 237 | // Same as the engine's input-ID path: tell the ability, then fire the event that |
| 238 | // WaitInputPress listens on. The task replicates it with the activation's key. |
| 239 | ASC->AbilitySpecInputPressed(*Spec); |
| 240 | ASC->InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputPressed, Spec->Handle, RSGasHelpers::ActivationKey(*Spec)); |
| 241 | } |
| 242 | else |
| 243 | { |
| 244 | ASC->TryActivateAbility(Handle); |
| 245 | } |
| 246 | } |
| 247 | return Handles.Num(); |
| 248 | } |
| 249 | |
| 250 | int32 URSAbilitySystemLibrary::ReleaseAbilityInputByTag(AActor* Actor, FGameplayTag AbilityTag) |
| 251 | { |
| 252 | UAbilitySystemComponent* ASC = FindAbilitySystemComponent(Actor); |
| 253 | if (!ASC || !AbilityTag.IsValid()) |
| 254 | { |
| 255 | return 0; |
| 256 | } |
| 257 | |
| 258 | const TArray<FGameplayAbilitySpecHandle> Handles = RSGasHelpers::MatchingSpecHandles(ASC, AbilityTag); |
| 259 | for (const FGameplayAbilitySpecHandle& Handle : Handles) |
| 260 | { |
| 261 | FGameplayAbilitySpec* Spec = ASC->FindAbilitySpecFromHandle(Handle); |
| 262 | if (!Spec) |
| 263 | { |
| 264 | continue; |
| 265 | } |
| 266 | Spec->InputPressed = false; |
| 267 | if (Spec->IsActive()) |
| 268 | { |
| 269 | ASC->AbilitySpecInputReleased(*Spec); |
| 270 | ASC->InvokeReplicatedEvent(EAbilityGenericReplicatedEvent::InputReleased, Spec->Handle, RSGasHelpers::ActivationKey(*Spec)); |
| 271 | } |
| 272 | } |
| 273 | return Handles.Num(); |
| 274 | } |
| 275 | |
| 276 | FString URSAbilitySystemLibrary::DumpAbilitySystemState(const AActor* Actor) |
| 277 | { |
| 278 | UAbilitySystemComponent* ASC = FindAbilitySystemComponent(Actor); |
| 279 | if (!ASC) |
| 280 | { |
| 281 | return FString::Printf(TEXT("[RS GAS] %s: no ability system component"), *GetNameSafe(Actor)); |
| 282 | } |
| 283 | |
| 284 | const AActor* Owner = ASC->GetOwnerActor(); |
| 285 | const AActor* Avatar = ASC->GetAvatarActor_Direct(); |
| 286 | |
| 287 | FString Out; |
| 288 | Out += FString::Printf(TEXT("[RS GAS] %s | role %s | owner %s | avatar %s\n"), |
| 289 | *ASC->GetName(), |
| 290 | Owner ? RSGasHelpers::RoleName(Owner->GetLocalRole()) : TEXT("None"), |
| 291 | *GetNameSafe(Owner), |
| 292 | *GetNameSafe(Avatar)); |
| 293 | |
| 294 | Out += FString::Printf(TEXT(" Tags: %s\n"), *ASC->GetOwnedGameplayTags().ToStringSimple()); |
| 295 | |
| 296 | Out += TEXT(" Abilities:\n"); |
| 297 | for (const FGameplayAbilitySpec& Spec : ASC->GetActivatableAbilities()) |
| 298 | { |
| 299 | Out += FString::Printf(TEXT(" %s lvl %d %s\n"), |
| 300 | *GetNameSafe(Spec.Ability), |
| 301 | Spec.Level, |
| 302 | Spec.IsActive() ? TEXT("[ACTIVE]") : TEXT("")); |
| 303 | } |
| 304 | |
| 305 | Out += TEXT(" Effects:\n"); |
| 306 | for (const FActiveGameplayEffectHandle& Handle : ASC->GetActiveEffects(FGameplayEffectQuery())) |
| 307 | { |
| 308 | if (const FActiveGameplayEffect* Effect = ASC->GetActiveGameplayEffect(Handle)) |
| 309 | { |
| 310 | Out += FString::Printf(TEXT(" %s x%d\n"), |
| 311 | *GetNameSafe(Effect->Spec.Def), |
| 312 | Effect->Spec.GetStackCount()); |
| 313 | } |
| 314 | } |
| 315 | |
| 316 | Out += TEXT(" Attributes:\n"); |
| 317 | TArray<FGameplayAttribute> Attributes; |
| 318 | ASC->GetAllAttributes(Attributes); |
| 319 | for (const FGameplayAttribute& Attribute : Attributes) |
| 320 | { |
| 321 | Out += FString::Printf(TEXT(" %s = %.2f\n"), |
| 322 | *Attribute.GetName(), |
| 323 | ASC->GetNumericAttribute(Attribute)); |
| 324 | } |
| 325 | |
| 326 | return Out; |
| 327 | } |