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145 changes: 66 additions & 79 deletions Source/UHLGAS/Private/Tasks/AA_TryActivateAbilityAndWait.cpp
Original file line number Diff line number Diff line change
@@ -1,129 +1,113 @@
// Pavel Penkov 2025 All Rights Reserved.




#include "Tasks/AA_TryActivateAbilityAndWait.h"

#include "AbilitySystemBlueprintLibrary.h"
#include "AbilitySystemComponent.h"
#include "UHLGASBlueprintLibrary.h"
#include "Abilities/GameplayAbility.h"
#include "Data/PayloadWithInstancedStructs.h"
#include "Utils/UnrealHelperLibraryBPL.h"

#include UE_INLINE_GENERATED_CPP_BY_NAME(AA_TryActivateAbilityAndWait)

void UAA_TryActivateAbilityAndWait::OnAbilityActivate(UGameplayAbility* ActivatedAbility)
{
if (!IncludeTriggeredAbilities && ActivatedAbility->IsTriggered())
{
return;
}

const FGameplayTagContainer& AbilityTags = ActivatedAbility->GetAssetTags();
if (WithTag.IsValid() && !AbilityTags.HasTag(WithTag))
{
// Failed tag check
return;
}

if (ShouldBroadcastDelegates())
if (const UAbilitySystemComponent* ASC = GetAbilitySystemComponent())
{
OnActivate.Broadcast(ActivatedAbility);
if (TrackedAbilitySpecHandle.IsValid())
{
if (FGameplayAbilitySpec* Spec = ASC->FindAbilitySpecFromHandle(TrackedAbilitySpecHandle))
{
if (Spec->GetPrimaryInstance() == ActivatedAbility)
{
if (ShouldBroadcastDelegates())
{
OnActivate.Broadcast(ActivatedAbility);
}
}
}
}
}

// if (TriggerOnce)
// {
// EndAction();
// }
}

void UAA_TryActivateAbilityAndWait::OnAbilityDeactivate(UGameplayAbility* ActivatedAbility)
{
const FGameplayTagContainer& AbilityTags = ActivatedAbility->GetAssetTags();
if (WithTag.IsValid() && !AbilityTags.HasTag(WithTag))
{
// Failed tag check
return;
}

if (ShouldBroadcastDelegates())
if (const UAbilitySystemComponent* ASC = GetAbilitySystemComponent())
{
OnEndAbility.Broadcast(ActivatedAbility);
}

if (TriggerOnce)
{
EndAction();
if (TrackedAbilitySpecHandle.IsValid())
{
if (FGameplayAbilitySpec* Spec = ASC->FindAbilitySpecFromHandle(TrackedAbilitySpecHandle))
{
if (Spec->GetPrimaryInstance() == ActivatedAbility)
{
if (ShouldBroadcastDelegates())
{
OnEndAbility.Broadcast(ActivatedAbility);
EndAction();
}
}
}
}
}
}

UAA_TryActivateAbilityAndWait* UAA_TryActivateAbilityAndWait::TryActivateAbilityAndWait(AActor* TargetActor,
FGameplayTag InWithTag, bool bUsingEvent_In, const TArray<FInstancedStruct>& PayloadInfo, bool InIncludeTriggeredAbilities, bool bAllowRemoteActivation, bool InTriggerOnce)

UAA_TryActivateAbilityAndWait* UAA_TryActivateAbilityAndWait::TryActivateAbilityAndWait(AActor* TargetActor, FGameplayTagQuery TagQuery, bool bAllowRemoteActivation)
{
UAA_TryActivateAbilityAndWait* MyObj = NewObject<UAA_TryActivateAbilityAndWait>();
MyObj->SetAbilityActor(TargetActor);
MyObj->WithTag = InWithTag;
MyObj->bUsingEvent = bUsingEvent_In;
MyObj->IncludeTriggeredAbilities = InIncludeTriggeredAbilities;
MyObj->TriggerOnce = InTriggerOnce;
MyObj->TagQuery = TagQuery;
MyObj->bAllowRemoteActivation = bAllowRemoteActivation;
MyObj->PayloadInfo = PayloadInfo;
return MyObj;
}

// UAA_TryActivateAbilityAndWait* UAA_TryActivateAbilityAndWait::WaitForAbilityDeactivateWithTagRequirements(
// AActor* TargetActor, FGameplayTagRequirements TagRequirements, bool InIncludeTriggeredAbilities,
// bool InTriggerOnce)
// {
// UAA_TryActivateAbilityAndWait* MyObj = NewObject<UAA_TryActivateAbilityAndWait>();
// MyObj->SetAbilityActor(TargetActor);
// MyObj->TagRequirements = TagRequirements;
// MyObj->IncludeTriggeredAbilities = InIncludeTriggeredAbilities;
// MyObj->TriggerOnce = InTriggerOnce;
// return MyObj;
// }
//
// UAA_TryActivateAbilityAndWait* UAA_TryActivateAbilityAndWait::WaitForAbilityDeactivate_Query(
// AActor* TargetActor, FGameplayTagQuery Query, bool InIncludeTriggeredAbilities, bool InTriggerOnce)
// {
// UAA_TryActivateAbilityAndWait* MyObj = NewObject<UAA_TryActivateAbilityAndWait>();
// MyObj->SetAbilityActor(TargetActor);
// MyObj->Query = Query;
// MyObj->IncludeTriggeredAbilities = InIncludeTriggeredAbilities;
// MyObj->TriggerOnce = InTriggerOnce;
// return MyObj;
// }

void UAA_TryActivateAbilityAndWait::Activate()
{
Super::Activate();

if (UAbilitySystemComponent* ASC = GetAbilitySystemComponent())
{
//@TODO: Оба делегата были в одном хендле, мб вернуть?
OnAbilityActivateDelegateHandle = ASC->AbilityActivatedCallbacks.AddUObject(this, &UAA_TryActivateAbilityAndWait::OnAbilityActivate);
OnAbilityActivateDelegateHandle = ASC->AbilityEndedCallbacks.AddUObject(this, &UAA_TryActivateAbilityAndWait::OnAbilityDeactivate);
OnAbilityDeactivateDelegateHandle = ASC->AbilityEndedCallbacks.AddUObject(this, &UAA_TryActivateAbilityAndWait::OnAbilityDeactivate);

bool bActivated = false;
if (bUsingEvent)
{
UPayloadWithInstancedStructs* Payload = NewObject<UPayloadWithInstancedStructs>();
Payload->InstancedStructs = PayloadInfo;
FGameplayEventData EventData;
EventData.OptionalObject = Payload;
int32 ActivatedAbilitiesCount = ASC->HandleGameplayEvent(WithTag, &EventData);
bActivated = (ActivatedAbilitiesCount > 0);
}
else
{
bActivated = UUHLGASBlueprintLibrary::TryActivateAbilityWithTag(ASC, WithTag, bAllowRemoteActivation);
TArray<FGameplayAbilitySpecHandle> OutAbilityHandles;
ASC->FindAllAbilitiesMatchingQuery(OutAbilityHandles, TagQuery);

if (OutAbilityHandles.Num() > 0)
{
int32 Index = 0;
while (Index < OutAbilityHandles.Num() && !bActivated)
{
FGameplayAbilitySpecHandle AbilitySpecHandle = OutAbilityHandles[Index];
if (AbilitySpecHandle.IsValid())
{
TrackedAbilitySpecHandle = AbilitySpecHandle;
bActivated = ASC->TryActivateAbility(TrackedAbilitySpecHandle, bAllowRemoteActivation);
}
Index++;
}
}
}
if (!bActivated)
{
//If ability dint activated
if (ShouldBroadcastDelegates())
{
OnActivationFailed.Broadcast();
}
EndAction();
}
}
else
{
//If ability dint activated
if (ShouldBroadcastDelegates())
{
OnActivationFailed.Broadcast();
}
EndAction();
}
}
Expand All @@ -133,7 +117,10 @@ void UAA_TryActivateAbilityAndWait::EndAction()
if (UAbilitySystemComponent* ASC = GetAbilitySystemComponent())
{
ASC->AbilityActivatedCallbacks.Remove(OnAbilityActivateDelegateHandle);
ASC->AbilityActivatedCallbacks.Remove(OnAbilityDeactivateDelegateHandle);
}
Super::EndAction();
}



37 changes: 21 additions & 16 deletions Source/UHLGAS/Public/Tasks/AA_TryActivateAbilityAndWait.h
Original file line number Diff line number Diff line change
@@ -1,10 +1,10 @@
// Pavel Penkov 2025 All Rights Reserved.


#pragma once

#include "CoreMinimal.h"
#include "Abilities/Async/AbilityAsync.h"
#include "StructUtils/InstancedStruct.h"
#include "AA_TryActivateAbilityAndWait.generated.h"

/**
Expand All @@ -17,23 +17,26 @@ class UHLGAS_API UAA_TryActivateAbilityAndWait : public UAbilityAsync

public:
UFUNCTION()
void OnAbilityActivate(UGameplayAbility *ActivatedAbility);
void OnAbilityActivate(UGameplayAbility* ActivatedAbility);
UFUNCTION()
void OnAbilityDeactivate(UGameplayAbility *ActivatedAbility);

/*
UFUNCTION()
void OnAbilityActivationFailed(const UGameplayAbility *ActivatedAbility, const FGameplayTagContainer& GameplayTagContainer);
*/


/**
* Wait until the specified gameplay attribute is changed on a target ability system component
* It will keep listening as long as OnlyTriggerOnce = false
* If used in an ability graph, this async action will wait even after activation ends. It's recommended to use WaitForAttributeChange instead.
*
* If InstancedStructs specified will "SendGameplayEventToActor" with "UPayloadWithInstancedStructs" in "OptionalObject1"
* you should fill "AbilityTriggers" in GameplayAbility to activate it with this Event,
* also to wait for activate/endability "WithTag" should be GameplayAbility "AbilityTags"(not strict tag check)
* TODO: "PayloadInfo" not great solution probably better to check AN_FireGameplayEvent with its OptionalObject1/2
*/
UFUNCTION(BlueprintCallable, Category = "UnrealHelperLibrary|Ability|Tasks", meta = (DefaultToSelf = "TargetActor", BlueprintInternalUseOnly = "TRUE"))
static UAA_TryActivateAbilityAndWait* TryActivateAbilityAndWait(AActor* TargetActor, FGameplayTag WithTag,
bool bUsingEvent, const TArray<FInstancedStruct>& PayloadInfo, bool IncludeTriggeredAbilities=false, bool bAllowRemoteActivation=true, bool TriggerOnce=true);
UFUNCTION(BlueprintCallable, Category = "Ability|Tasks", meta = (DefaultToSelf = "TargetActor", BlueprintInternalUseOnly = "TRUE"))
static UAA_TryActivateAbilityAndWait* TryActivateAbilityAndWait(AActor* TargetActor, FGameplayTagQuery TagQuery, bool bAllowRemoteActivation=true);

DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FWaitAbilityActivateDelegate, UGameplayAbility*, ActivatedAbility);
UPROPERTY(BlueprintAssignable)
Expand All @@ -43,21 +46,23 @@ class UHLGAS_API UAA_TryActivateAbilityAndWait : public UAbilityAsync
UPROPERTY(BlueprintAssignable)
FWaitAbilityActivateDelegate OnEndAbility;

DECLARE_DYNAMIC_MULTICAST_DELEGATE(FWaitAbilityActivationFailedDelegate);
UPROPERTY(BlueprintAssignable)
FWaitAbilityActivationFailedDelegate OnActivationFailed;

protected:
virtual void Activate() override;
virtual void EndAction() override;

FGameplayTag WithTag;
FGameplayTag WithoutTag;
TArray<FInstancedStruct> PayloadInfo;
bool bUsingEvent = false;
bool IncludeTriggeredAbilities = false;
bool TriggerOnce;
protected:
FGameplayTagQuery TagQuery;
bool bAllowRemoteActivation = true;
FGameplayTagRequirements TagRequirements;

FGameplayTagQuery Query;

protected:
//@TODO: Оба делегата были в одном хендле, мб вернуть?
FDelegateHandle OnAbilityActivateDelegateHandle;
FDelegateHandle OnAbilityDeactivateDelegateHandle;

private:
FGameplayAbilitySpecHandle TrackedAbilitySpecHandle;
};