198 lines
5.4 KiB
C++
198 lines
5.4 KiB
C++
// Fill out your copyright notice in the Description page of Project Settings.
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#include "cppGI.h"
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#include "Kismet/GameplayStatics.h"
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#include "Misc/paths.h"
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#include "commands_model.h"
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#include "Engine/levelstreamingdynamic.h"
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CSocket* soc;
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char ipc[100];
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/*for working tarray::Contains*/
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bool operator==(const Fcppcoords& c1, const Fcppcoords& c2) {
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return c1.flat == c2.flat &&
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c1.floor == c2.floor &&
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c1.house == c2.house &&
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c1.section == c2.section &&
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c1.type == c2.type &&
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c1.zone == c2.zone;
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}
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void UcppGI::cppLvlManage(UObject* WorldContextObject, Fcppcoords currentCoords, uint8 currentState, TArray<ULevelStreaming*>& Levelss)
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{
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bool loadthis = false;
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int32 temp1[5] = { currentCoords.flat,currentCoords.zone,currentCoords.house,currentCoords.section,currentCoords.floor };
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/*complete lvls for loading*/
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for (auto& lvl : cpplvlsForLoading) {
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int32* temp[5] = { &lvl.flat,&lvl.zone,&lvl.house,&lvl.section,&lvl.floor };
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int8 n = 0;
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for (auto i : temp) {
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if (*i == -2) *i = temp1[n];
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n++;
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}
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}
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cpplvlsForLoading.AddUnique(currentCoords);
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for (FcppLevelStruct& lvl : cpplevelLIst) {
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FString tt = lvl.path;
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if (currentCoords.floor == 100);
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else {
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loadthis = false;
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for (Fcppcoords& lvl1 : cpplvlsForLoading) {
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bool ceq[7];
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cppCoordsEq(lvl1, lvl.coords,true,false, ceq[0], ceq[1], ceq[2], ceq[3], ceq[4], ceq[5], ceq[6]);
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if (
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(
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(lvl.coords.flat == -1) || ceq[0] ||
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((lvl1.flat == lvl.anotherLvl) && (lvl.anotherLvl >= 0))
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)
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&& ceq[2]
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&& ceq[3]
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&& ceq[4]
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&& (ceq[5] || ((lvl1.flat == lvl.anotherLvl) && (lvl.anotherLvl >= 0) && (currentState == 11/*3d tour*/)) ||
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((lvl1.flat == lvl.anotherLvl) && (lvl.anotherLvl >= 0) && ((currentState == 9) || (currentState == 10)/*sel or view plan*/) && (lvl1.flat > lvl.coords.flat))
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)
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) loadthis = true;
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}
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}
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TArray<FString> blya;
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blya.Add(FString::FromInt(lvl.coords.flat));
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blya.Add(FString::FromInt(lvl.coords.zone));
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blya.Add(FString::FromInt(lvl.coords.house));
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blya.Add(FString::FromInt(lvl.coords.section));
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blya.Add(FString::FromInt(lvl.coords.floor));
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blya.Add(FString::FromInt(lvl.Z));
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FString instanceStr = FString::Join(blya, L"_");
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instanceStr.Append(L"_").Append(FPaths::GetCleanFilename(lvl.path));
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FName instanceName = FName(instanceStr);
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if (loadthis) {
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if (cppdynamicLvls.Contains(instanceName)) {
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ULevelStreaming* lvl1 = UGameplayStatics::GetStreamingLevel(WorldContextObject, instanceName);
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lvl1->bShouldBlockOnLoad = (currentState != 11) && lvl.dontUnload;
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lvl1->SetShouldBeLoaded(true);
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lvl1->SetShouldBeVisible(true);
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Levelss.Add(lvl1);
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}
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else {
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bool b;
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if (ULevelStreamingDynamic* newlvl = ULevelStreamingDynamic::LoadLevelInstance(WorldContextObject, lvl.path, FVector(0, 0, lvl.Z), FRotator(), b, instanceStr)) {
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newlvl->SetPriority(lvl.coords.flat == -1 ? 1 : 0);
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newlvl->bShouldBlockOnLoad = lvl.dontUnload;
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cppdynamicLvls.Add(instanceName);
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Levelss.Add(newlvl);
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}
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}
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}
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else {
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if (cppdynamicLvls.Contains(instanceName)) UGameplayStatics::GetStreamingLevel(WorldContextObject, instanceName)->SetShouldBeLoaded(false);
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}
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}
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cpplvlsForLoading.Empty();
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return;
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}
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void UcppGI::cppCoordsEq(Fcppcoords coords, Fcppcoords coords1, bool relevantMinus2, bool fastEq, bool& flat_, bool& type_, bool& zone_, bool& house_, bool& section_, bool& floor_, bool& fullEq)
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{
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bool* outLvl[6] = { &flat_, &type_, &zone_, &house_, §ion_, &floor_ };
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int32 c1[6] = { coords.flat,coords.type, coords.zone, coords.house, coords.section, coords.floor };
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int32 c2[6] = { coords1.flat,coords1.type, coords1.zone, coords1.house, coords1.section, coords1.floor };
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int32 mins[6] = { 0,0,1,1,1,0 };
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if (fastEq) {
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for (int32 i = 0; i < 6; i++)
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{
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*outLvl[i] = (c1[i] == c2[i]);
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}
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}
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else {
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for (int32 i = 0; i < 6; i++) {
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*outLvl[i] = ((c1[i] < mins[i]) && (c2[i] < mins[i])) || (c1[i] == c2[i]) || (c1[i] == -2) || ((c2[i] == -2) && relevantMinus2);
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}
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}
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fullEq = true;
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for (const auto var : outLvl)
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{
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if (!*var)fullEq = false;
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}
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}
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void UcppGI::avoidAutoState()
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{
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if (!soc)return;
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DECLARE_CMD(CMD_NOP, cmd);
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sendCommand(*soc, cmd);
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}
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void UcppGI::makeSocket(FString ip, int port)
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{
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//static char ipc[100];
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wcstombs(&ipc[0], *ip, ip.Len()+1);
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//size_t sz;
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//wcstombs_s(&sz, ipc, ip.Len(),*ip,ip.Len());
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soc = new CSocket(&ipc[0], port);
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}
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void UcppGI::setColor(uint8 code, FColor color)
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{
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if (!soc)return;
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DECLARE_CMD(CMD_SET_COLOR, cmd);
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cmd.code = code;
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cmd.r = color.R, cmd.g=color.G, cmd.b=color.B;
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sendCommand(*soc, cmd);
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}
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void UcppGI::setLight(int house, int floor, int strip, uint8 state)
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{
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if (!soc)return;
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if (strip < 0) {
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if (floor < 0) {
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if (house < 0) {
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DECLARE_CMD(CMD_SET_ALL_STATE, cmd);
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cmd.state = state;
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sendCommand(*soc, cmd);
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return;
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}
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DECLARE_CMD(CMD_SET_BUILDING_STATE, cmd);
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cmd.state = state;
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cmd.building = house;
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sendCommand(*soc, cmd);
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return;
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}
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DECLARE_CMD(CMD_SET_FLOOR_STATE, cmd);
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cmd.state = state;
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cmd.building = house;
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cmd.floor = floor;
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sendCommand(*soc, cmd);
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return;
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}
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DECLARE_CMD(CMD_SET_ROOM_STATE, cmd);
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cmd.state = state;
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cmd.building = house;
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cmd.floor = floor;
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cmd.strip = strip;
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sendCommand(*soc, cmd);
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}
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void UcppGI::setPartState(uint8 part, uint8 state)
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{
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if (!soc)return;
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DECLARE_CMD(CMD_SET_PART_MODE, cmd);
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cmd.mode = state;
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cmd.part = part;
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sendCommand(*soc, cmd);
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}
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