fix: selection
This commit is contained in:
@@ -3,555 +3,569 @@
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USkillTreeComponent::USkillTreeComponent()
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{
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PrimaryComponentTick.bCanEverTick = false;
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PrimaryComponentTick.bCanEverTick = false;
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AvailableSkillPoints = 5; // Start with 5 skill points for testing
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TotalSkillPointsEarned = 5;
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CurrentSelectionCost = 0;
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AvailableSkillPoints = 5;
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TotalSkillPointsEarned = 5;
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CurrentSelectionCost = 0;
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}
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void USkillTreeComponent::BeginPlay()
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{
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Super::BeginPlay();
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InitializeSkillTree();
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Super::BeginPlay();
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InitializeSkillTree();
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}
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void USkillTreeComponent::InitializeSkillTree()
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{
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AllSkills.Empty();
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AllSkills.Empty();
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if (!SkillDataTable)
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{
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UE_LOG(LogTemp, Warning, TEXT("SkillTreeComponent: No skill data table assigned!"));
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return;
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}
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if (!SkillDataTable)
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{
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UE_LOG(LogTemp, Warning,
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TEXT("SkillTreeComponent: No skill data table assigned!"));
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return;
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}
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// Load all skills from the data table using RowNames as IDs
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TArray<FName> RowNames = SkillDataTable->GetRowNames();
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// Load all skills from the data table using RowNames as IDs
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TArray<FName> RowNames = SkillDataTable->GetRowNames();
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for (const FName& RowName : RowNames)
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{
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FSkillNodeData* Row = SkillDataTable->FindRow<FSkillNodeData>(
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RowName, TEXT("SkillTreeComponent"));
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if (Row)
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{
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FSkillNodeRuntime RuntimeNode;
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RuntimeNode.NodeData = *Row;
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RuntimeNode.CurrentState = ESkillNodeState::Locked;
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for (const FName& RowName : RowNames)
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{
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FSkillNodeData* Row = SkillDataTable->FindRow<FSkillNodeData>(RowName, TEXT("SkillTreeComponent"));
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if (Row)
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{
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FSkillNodeRuntime RuntimeNode;
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RuntimeNode.NodeData = *Row;
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RuntimeNode.CurrentState = ESkillNodeState::Locked;
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RuntimeNode.bIsSelected = false;
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// Use RowName as the skill ID
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AllSkills.Add(RowName, RuntimeNode);
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}
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}
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// Use RowName as the skill ID
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AllSkills.Add(RowName, RuntimeNode);
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}
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}
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UpdateSkillStates();
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UpdateSkillStates();
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UE_LOG(LogTemp, Log, TEXT("SkillTreeComponent: Initialized with %d skills"), AllSkills.Num());
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UE_LOG(LogTemp, Log, TEXT("SkillTreeComponent: Initialized with %d skills"),
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AllSkills.Num());
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}
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void USkillTreeComponent::AddSkillPoints(int32 Amount)
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{
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if (Amount > 0)
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{
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AvailableSkillPoints += Amount;
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TotalSkillPointsEarned += Amount;
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OnSkillPointsChanged.Broadcast(AvailableSkillPoints);
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UpdateSkillStates();
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}
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if (Amount > 0)
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{
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AvailableSkillPoints += Amount;
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TotalSkillPointsEarned += Amount;
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OnSkillPointsChanged.Broadcast(AvailableSkillPoints);
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UpdateSkillStates();
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}
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}
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void USkillTreeComponent::RemoveSkillPoints(int32 Amount)
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{
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if (Amount > 0)
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{
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AvailableSkillPoints = FMath::Max(0, AvailableSkillPoints - Amount);
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OnSkillPointsChanged.Broadcast(AvailableSkillPoints);
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UpdateSkillStates();
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}
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if (Amount > 0)
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{
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AvailableSkillPoints = FMath::Max(0, AvailableSkillPoints - Amount);
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OnSkillPointsChanged.Broadcast(AvailableSkillPoints);
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UpdateSkillStates();
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}
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}
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bool USkillTreeComponent::SelectSkill(FName SkillID)
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{
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FText ErrorMessage;
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FText ErrorMessage;
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// Check if skill exists
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if (!AllSkills.Contains(SkillID))
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{
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ErrorMessage = FText::FromString(TEXT("Skill does not exist"));
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OnSelectionError.Broadcast(SkillID, ErrorMessage);
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return false;
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}
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// Check if skill exists
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if (!AllSkills.Contains(SkillID))
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{
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ErrorMessage = FText::FromString(TEXT("Skill does not exist"));
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OnSelectionError.Broadcast(SkillID, ErrorMessage);
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return false;
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}
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FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
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FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
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// Check if already purchased
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if (SkillNode->CurrentState == ESkillNodeState::Purchased)
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{
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ErrorMessage = FText::FromString(TEXT("Skill already purchased"));
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OnSelectionError.Broadcast(SkillID, ErrorMessage);
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return false;
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}
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// Validate skill state
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switch (SkillNode->CurrentState)
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{
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case ESkillNodeState::Purchased:
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// Already purchased, cannot select
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ErrorMessage = FText::FromString(TEXT("Skill already purchased"));
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OnSelectionError.Broadcast(SkillID, ErrorMessage);
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return false;
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// Check if already selected
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if (SkillNode->bIsSelected)
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{
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ErrorMessage = FText::FromString(TEXT("Skill already selected"));
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OnSelectionError.Broadcast(SkillID, ErrorMessage);
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return false;
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}
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case ESkillNodeState::Selected:
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// Already selected, cannot select again
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ErrorMessage = FText::FromString(TEXT("Skill already selected"));
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OnSelectionError.Broadcast(SkillID, ErrorMessage);
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return false;
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// For locked skills, we allow selection but will validate on purchase
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// This allows players to "plan" their build
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if (SkillNode->CurrentState == ESkillNodeState::Locked)
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{
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// Check if prerequisites would be met with current selection
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bool bWouldBeAvailable = true;
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for (const FName& PrereqID : SkillNode->NodeData.Prerequisites)
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{
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if (!IsSkillPurchased(PrereqID) && !IsSkillSelected(PrereqID))
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{
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bWouldBeAvailable = false;
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break;
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}
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}
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case ESkillNodeState::Locked:
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// For locked skills, we allow selection but validate prerequisites
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// This allows players to "plan" their build
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bool bWouldBeAvailable = true;
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for (const FName& PrereqID : SkillNode->NodeData.Prerequisites)
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{
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if (!IsSkillPurchased(PrereqID) && !IsSkillSelected(PrereqID))
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{
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bWouldBeAvailable = false;
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break;
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}
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}
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if (!bWouldBeAvailable)
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{
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ErrorMessage = FText::FromString(TEXT(
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"Prerequisites not selected. Select prerequisite skills first"));
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OnSelectionError.Broadcast(SkillID, ErrorMessage);
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return false;
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}
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break;
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if (!bWouldBeAvailable)
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{
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ErrorMessage = FText::FromString(TEXT("Prerequisites not selected. Select prerequisite skills first."));
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OnSelectionError.Broadcast(SkillID, ErrorMessage);
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return false;
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}
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}
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case ESkillNodeState::Available:
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// Available skills can be selected without additional checks
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break;
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}
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// Add to selection
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SkillNode->bIsSelected = true;
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SelectedSkills.Add(SkillID);
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UpdateSelectionCost();
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// Add to selection
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SkillNode->CurrentState = ESkillNodeState::Selected;
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SelectedSkills.Add(SkillID);
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UpdateSelectionCost();
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OnSkillSelectionChanged.Broadcast(CurrentSelectionCost);
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OnSkillStateChanged.Broadcast(SkillID);
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OnSkillSelectionChanged.Broadcast(CurrentSelectionCost);
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OnSkillStateChanged.Broadcast(SkillID);
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return true;
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return true;
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}
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bool USkillTreeComponent::DeselectSkill(FName SkillID)
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{
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if (!AllSkills.Contains(SkillID))
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{
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return false;
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}
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if (!AllSkills.Contains(SkillID))
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return false;
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FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
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FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
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if (!SkillNode->bIsSelected)
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{
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return false;
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}
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if (SkillNode->CurrentState != ESkillNodeState::Selected)
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return false;
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// Check if any selected skills depend on this one
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for (const FName& SelectedID : SelectedSkills)
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{
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if (SelectedID != SkillID)
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{
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FSkillNodeRuntime* SelectedNode = AllSkills.Find(SelectedID);
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if (SelectedNode && SelectedNode->NodeData.Prerequisites.Contains(SkillID))
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{
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// Can't deselect if other selected skills depend on it
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FText ErrorMessage = FText::FromString(TEXT("Other selected skills depend on this one"));
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OnSelectionError.Broadcast(SkillID, ErrorMessage);
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return false;
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}
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}
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}
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// Check if any selected skills depend on this one
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for (const FName& SelectedID : SelectedSkills)
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{
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if (SelectedID != SkillID)
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{
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FSkillNodeRuntime* SelectedNode = AllSkills.Find(SelectedID);
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if (SelectedNode
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&& SelectedNode->NodeData.Prerequisites.Contains(SkillID))
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{
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// Can't deselect if other selected skills depend on it
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FText ErrorMessage = FText::FromString(
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TEXT("Other selected skills depend on this one"));
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OnSelectionError.Broadcast(SkillID, ErrorMessage);
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return false;
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}
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}
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}
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// Remove from selection
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SkillNode->bIsSelected = false;
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SelectedSkills.Remove(SkillID);
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UpdateSelectionCost();
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// Remove from selection and update state
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SelectedSkills.Remove(SkillID);
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UpdateSelectionCost();
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OnSkillSelectionChanged.Broadcast(CurrentSelectionCost);
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OnSkillStateChanged.Broadcast(SkillID);
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// Update state to either Available or Locked based on prerequisites
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if (ArePrerequisitesMet(SkillNode->NodeData))
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SkillNode->CurrentState = ESkillNodeState::Available;
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else
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SkillNode->CurrentState = ESkillNodeState::Locked;
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return true;
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OnSkillSelectionChanged.Broadcast(CurrentSelectionCost);
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OnSkillStateChanged.Broadcast(SkillID);
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return true;
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}
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void USkillTreeComponent::ClearSelection()
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{
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for (const FName& SkillID : SelectedSkills)
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{
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if (FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
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{
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SkillNode->bIsSelected = false;
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OnSkillStateChanged.Broadcast(SkillID);
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}
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}
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for (const FName& SkillID : SelectedSkills)
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{
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if (FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
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{
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// Update state based on prerequisites
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if (ArePrerequisitesMet(SkillNode->NodeData))
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SkillNode->CurrentState = ESkillNodeState::Available;
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else
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SkillNode->CurrentState = ESkillNodeState::Locked;
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OnSkillStateChanged.Broadcast(SkillID);
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}
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}
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SelectedSkills.Empty();
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UpdateSelectionCost();
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OnSkillSelectionChanged.Broadcast(CurrentSelectionCost);
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SelectedSkills.Empty();
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UpdateSelectionCost();
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OnSkillSelectionChanged.Broadcast(CurrentSelectionCost);
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}
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bool USkillTreeComponent::ConfirmPurchase()
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{
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// Validate we can afford it
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if (!CanAffordSelection())
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{
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FText ErrorMessage = FText::FromString(TEXT("Not enough skill points"));
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OnSelectionError.Broadcast(NAME_None, ErrorMessage);
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return false;
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}
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// Validate we can afford it
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if (!CanAffordSelection())
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{
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FText ErrorMessage = FText::FromString(TEXT("Not enough skill points"));
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OnSelectionError.Broadcast(NAME_None, ErrorMessage);
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return false;
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}
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// Sort selected skills by purchase order to ensure prerequisites are purchased first
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TArray<FName> SortedSelection = SelectedSkills;
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SortedSelection.Sort([this](const FName& A, const FName& B) {
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FSkillNodeRuntime* NodeA = AllSkills.Find(A);
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FSkillNodeRuntime* NodeB = AllSkills.Find(B);
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if (NodeA && NodeB)
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{
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return NodeA->NodeData.PurchaseOrder < NodeB->NodeData.PurchaseOrder;
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}
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return false;
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});
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// Sort selected skills by purchase order to ensure prerequisites are
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// purchased first
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TArray<FName> SortedSelection = SelectedSkills;
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SortedSelection.Sort(
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[this](const FName& A, const FName& B)
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{
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FSkillNodeRuntime* NodeA = AllSkills.Find(A);
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FSkillNodeRuntime* NodeB = AllSkills.Find(B);
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if (NodeA && NodeB)
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{
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return NodeA->NodeData.PurchaseOrder
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< NodeB->NodeData.PurchaseOrder;
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}
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return false;
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});
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// Validate all skills can be purchased in order
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for (const FName& SkillID : SortedSelection)
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{
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FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
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if (!SkillNode)
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{
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continue;
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}
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// Validate all skills can be purchased in order
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for (const FName& SkillID : SortedSelection)
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{
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FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
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if (!SkillNode)
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continue;
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// Check prerequisites (considering already processed skills in this batch)
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bool bPrereqsMet = true;
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for (const FName& PrereqID : SkillNode->NodeData.Prerequisites)
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{
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if (!IsSkillPurchased(PrereqID))
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{
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// Check if it's in our current batch and would be purchased before this
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int32 PrereqIndex = SortedSelection.IndexOfByKey(PrereqID);
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int32 CurrentIndex = SortedSelection.IndexOfByKey(SkillID);
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// Check prerequisites (considering already processed skills in this
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// batch)
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bool bPrereqsMet = true;
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for (const FName& PrereqID : SkillNode->NodeData.Prerequisites)
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{
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if (!IsSkillPurchased(PrereqID))
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{
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// Check if it's in our current batch and would be purchased
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// before this
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int32 PrereqIndex = SortedSelection.IndexOfByKey(PrereqID);
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int32 CurrentIndex = SortedSelection.IndexOfByKey(SkillID);
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if (PrereqIndex == INDEX_NONE || PrereqIndex >= CurrentIndex)
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{
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bPrereqsMet = false;
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break;
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}
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}
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}
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if (PrereqIndex == INDEX_NONE || PrereqIndex >= CurrentIndex)
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{
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bPrereqsMet = false;
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break;
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}
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}
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}
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if (!bPrereqsMet)
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{
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FText ErrorMessage = FText::Format(
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FText::FromString(TEXT("Cannot purchase {0}: prerequisites not met")),
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SkillNode->NodeData.DisplayName
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);
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OnSelectionError.Broadcast(SkillID, ErrorMessage);
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return false;
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}
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}
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if (!bPrereqsMet)
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{
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FText ErrorMessage = FText::Format(
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FText::FromString(
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TEXT("Cannot purchase {0}: prerequisites not met")),
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SkillNode->NodeData.DisplayName);
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OnSelectionError.Broadcast(SkillID, ErrorMessage);
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return false;
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}
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}
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// Purchase all selected skills
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for (const FName& SkillID : SortedSelection)
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{
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FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
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if (SkillNode)
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{
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// Mark as purchased
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SkillNode->CurrentState = ESkillNodeState::Purchased;
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SkillNode->bIsSelected = false;
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PurchasedSkills.Add(SkillID);
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// Purchase all selected skills
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for (const FName& SkillID : SortedSelection)
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{
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FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
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if (SkillNode)
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{
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// Mark as purchased
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SkillNode->CurrentState = ESkillNodeState::Purchased;
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PurchasedSkills.Add(SkillID);
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// Apply effects
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ApplySkillEffects(SkillNode->NodeData);
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// Apply effects
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ApplySkillEffects(SkillNode->NodeData);
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// Broadcast purchase event
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OnSkillPurchased.Broadcast(SkillID);
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OnSkillStateChanged.Broadcast(SkillID);
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}
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}
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// Broadcast purchase event
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OnSkillPurchased.Broadcast(SkillID);
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OnSkillStateChanged.Broadcast(SkillID);
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}
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}
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// Deduct skill points
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RemoveSkillPoints(CurrentSelectionCost);
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// Deduct skill points
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RemoveSkillPoints(CurrentSelectionCost);
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// Clear selection
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SelectedSkills.Empty();
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UpdateSelectionCost();
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UpdateSkillStates();
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// Clear selection
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SelectedSkills.Empty();
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UpdateSelectionCost();
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UpdateSkillStates();
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OnSkillSelectionChanged.Broadcast(CurrentSelectionCost);
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OnSkillSelectionChanged.Broadcast(CurrentSelectionCost);
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return true;
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return true;
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}
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bool USkillTreeComponent::IsSkillPurchased(FName SkillID) const
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{
|
||||
return PurchasedSkills.Contains(SkillID);
|
||||
return PurchasedSkills.Contains(SkillID);
|
||||
}
|
||||
|
||||
bool USkillTreeComponent::IsSkillSelected(FName SkillID) const
|
||||
{
|
||||
return SelectedSkills.Contains(SkillID);
|
||||
return SelectedSkills.Contains(SkillID);
|
||||
}
|
||||
|
||||
bool USkillTreeComponent::IsSkillAvailable(FName SkillID) const
|
||||
{
|
||||
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
|
||||
if (!SkillNode)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
|
||||
if (!SkillNode)
|
||||
return false;
|
||||
|
||||
return SkillNode->CurrentState == ESkillNodeState::Available;
|
||||
return SkillNode->CurrentState == ESkillNodeState::Available;
|
||||
}
|
||||
|
||||
bool USkillTreeComponent::CanSelectSkill(FName SkillID, FText& OutErrorMessage) const
|
||||
bool USkillTreeComponent::CanSelectSkill(FName SkillID,
|
||||
FText& OutErrorMessage) const
|
||||
{
|
||||
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
|
||||
if (!SkillNode)
|
||||
{
|
||||
OutErrorMessage = FText::FromString(TEXT("Skill does not exist"));
|
||||
return false;
|
||||
}
|
||||
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
|
||||
if (!SkillNode)
|
||||
{
|
||||
OutErrorMessage = FText::FromString(TEXT("Skill does not exist"));
|
||||
return false;
|
||||
}
|
||||
|
||||
if (SkillNode->CurrentState == ESkillNodeState::Purchased)
|
||||
{
|
||||
OutErrorMessage = FText::FromString(TEXT("Skill already purchased"));
|
||||
return false;
|
||||
}
|
||||
switch (SkillNode->CurrentState)
|
||||
{
|
||||
case ESkillNodeState::Purchased:
|
||||
OutErrorMessage = FText::FromString(TEXT("Skill already purchased"));
|
||||
return false;
|
||||
|
||||
if (SkillNode->bIsSelected)
|
||||
{
|
||||
OutErrorMessage = FText::FromString(TEXT("Skill already selected"));
|
||||
return false;
|
||||
}
|
||||
case ESkillNodeState::Selected:
|
||||
OutErrorMessage = FText::FromString(TEXT("Skill already selected"));
|
||||
return false;
|
||||
|
||||
OutErrorMessage = FText::GetEmpty();
|
||||
return true;
|
||||
case ESkillNodeState::Locked:
|
||||
case ESkillNodeState::Available:
|
||||
OutErrorMessage = FText::GetEmpty();
|
||||
return true;
|
||||
|
||||
default:
|
||||
OutErrorMessage = FText::FromString(TEXT("Unknown skill state"));
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
ESkillNodeState USkillTreeComponent::GetSkillState(FName SkillID) const
|
||||
{
|
||||
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
|
||||
if (SkillNode)
|
||||
{
|
||||
return SkillNode->CurrentState;
|
||||
}
|
||||
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
|
||||
if (SkillNode)
|
||||
return SkillNode->CurrentState;
|
||||
|
||||
return ESkillNodeState::Locked;
|
||||
return ESkillNodeState::Locked;
|
||||
}
|
||||
|
||||
bool USkillTreeComponent::GetSkillNodeData(FName SkillID, FSkillNodeRuntime& OutNodeData) const
|
||||
bool USkillTreeComponent::GetSkillNodeData(FName SkillID,
|
||||
FSkillNodeRuntime& OutNodeData) const
|
||||
{
|
||||
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
|
||||
if (SkillNode)
|
||||
{
|
||||
OutNodeData = *SkillNode;
|
||||
return true;
|
||||
}
|
||||
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
|
||||
if (SkillNode)
|
||||
{
|
||||
OutNodeData = *SkillNode;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
TArray<FSkillNodeRuntime> USkillTreeComponent::GetAllSkillNodes() const
|
||||
{
|
||||
TArray<FSkillNodeRuntime> Result;
|
||||
for (const auto& Pair : AllSkills)
|
||||
{
|
||||
Result.Add(Pair.Value);
|
||||
}
|
||||
return Result;
|
||||
TArray<FSkillNodeRuntime> Result;
|
||||
for (const auto& Pair : AllSkills)
|
||||
Result.Add(Pair.Value);
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
float USkillTreeComponent::GetTotalHealthBonus() const
|
||||
{
|
||||
float Total = 0.0f;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
{
|
||||
Total += SkillNode->NodeData.HealthBonus;
|
||||
}
|
||||
}
|
||||
return Total;
|
||||
float Total = 0.0f;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
Total += SkillNode->NodeData.HealthBonus;
|
||||
}
|
||||
|
||||
return Total;
|
||||
}
|
||||
|
||||
float USkillTreeComponent::GetTotalDamageBonus() const
|
||||
{
|
||||
float Total = 0.0f;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
{
|
||||
Total += SkillNode->NodeData.DamageBonus;
|
||||
}
|
||||
}
|
||||
return Total;
|
||||
float Total = 0.0f;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
Total += SkillNode->NodeData.DamageBonus;
|
||||
}
|
||||
|
||||
return Total;
|
||||
}
|
||||
|
||||
float USkillTreeComponent::GetTotalSpeedBonus() const
|
||||
{
|
||||
float Total = 0.0f;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
{
|
||||
Total += SkillNode->NodeData.SpeedBonus;
|
||||
}
|
||||
}
|
||||
return Total;
|
||||
float Total = 0.0f;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
Total += SkillNode->NodeData.SpeedBonus;
|
||||
}
|
||||
|
||||
return Total;
|
||||
}
|
||||
|
||||
float USkillTreeComponent::GetTotalHealthBonusPercent() const
|
||||
{
|
||||
float Total = 0.0f;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
{
|
||||
Total += SkillNode->NodeData.HealthBonusPercent;
|
||||
}
|
||||
}
|
||||
return Total;
|
||||
float Total = 0.0f;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
Total += SkillNode->NodeData.HealthBonusPercent;
|
||||
}
|
||||
|
||||
return Total;
|
||||
}
|
||||
|
||||
float USkillTreeComponent::GetTotalDamageBonusPercent() const
|
||||
{
|
||||
float Total = 0.0f;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
{
|
||||
Total += SkillNode->NodeData.DamageBonusPercent;
|
||||
}
|
||||
}
|
||||
return Total;
|
||||
float Total = 0.0f;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
Total += SkillNode->NodeData.DamageBonusPercent;
|
||||
}
|
||||
|
||||
return Total;
|
||||
}
|
||||
|
||||
float USkillTreeComponent::GetTotalSpeedBonusPercent() const
|
||||
{
|
||||
float Total = 0.0f;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
{
|
||||
Total += SkillNode->NodeData.SpeedBonusPercent;
|
||||
}
|
||||
}
|
||||
return Total;
|
||||
float Total = 0.0f;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
Total += SkillNode->NodeData.SpeedBonusPercent;
|
||||
}
|
||||
|
||||
return Total;
|
||||
}
|
||||
|
||||
void USkillTreeComponent::ResetAllSkills()
|
||||
{
|
||||
// Refund all skill points
|
||||
int32 RefundAmount = 0;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
{
|
||||
RefundAmount += SkillNode->NodeData.Cost;
|
||||
RemoveSkillEffects(SkillNode->NodeData);
|
||||
}
|
||||
}
|
||||
// Refund all skill points
|
||||
int32 RefundAmount = 0;
|
||||
for (const FName& SkillID : PurchasedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
{
|
||||
RefundAmount += SkillNode->NodeData.Cost;
|
||||
RemoveSkillEffects(SkillNode->NodeData);
|
||||
}
|
||||
}
|
||||
|
||||
// Clear purchases
|
||||
PurchasedSkills.Empty();
|
||||
// Clear purchases
|
||||
PurchasedSkills.Empty();
|
||||
|
||||
// Reset all skill states
|
||||
for (auto& Pair : AllSkills)
|
||||
{
|
||||
Pair.Value.CurrentState = ESkillNodeState::Locked;
|
||||
Pair.Value.bIsSelected = false;
|
||||
}
|
||||
// Reset all skill states
|
||||
for (auto& Pair : AllSkills)
|
||||
Pair.Value.CurrentState = ESkillNodeState::Locked;
|
||||
|
||||
// Clear selection
|
||||
SelectedSkills.Empty();
|
||||
CurrentSelectionCost = 0;
|
||||
// Clear selection
|
||||
SelectedSkills.Empty();
|
||||
CurrentSelectionCost = 0;
|
||||
|
||||
// Add refunded points
|
||||
AddSkillPoints(RefundAmount);
|
||||
// Add refunded points
|
||||
AddSkillPoints(RefundAmount);
|
||||
|
||||
// Update states
|
||||
UpdateSkillStates();
|
||||
// Update states
|
||||
UpdateSkillStates();
|
||||
|
||||
// Broadcast events
|
||||
OnSkillSelectionChanged.Broadcast(CurrentSelectionCost);
|
||||
// Broadcast events
|
||||
OnSkillSelectionChanged.Broadcast(CurrentSelectionCost);
|
||||
}
|
||||
|
||||
void USkillTreeComponent::UpdateSkillStates()
|
||||
{
|
||||
for (auto& Pair : AllSkills)
|
||||
{
|
||||
FSkillNodeRuntime& SkillNode = Pair.Value;
|
||||
for (auto& Pair : AllSkills)
|
||||
{
|
||||
FSkillNodeRuntime& SkillNode = Pair.Value;
|
||||
|
||||
// Skip if already purchased
|
||||
if (SkillNode.CurrentState == ESkillNodeState::Purchased)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Only update Locked and Available states based on prerequisites
|
||||
// Purchased and Selected states should not be changed
|
||||
switch (SkillNode.CurrentState)
|
||||
{
|
||||
case ESkillNodeState::Purchased:
|
||||
case ESkillNodeState::Selected:
|
||||
// Don't change these states
|
||||
continue;
|
||||
|
||||
// Check if prerequisites are met
|
||||
if (ArePrerequisitesMet(SkillNode.NodeData))
|
||||
{
|
||||
SkillNode.CurrentState = SkillNode.bIsSelected ?
|
||||
ESkillNodeState::Selected : ESkillNodeState::Available;
|
||||
}
|
||||
else
|
||||
{
|
||||
SkillNode.CurrentState = SkillNode.bIsSelected ?
|
||||
ESkillNodeState::Selected : ESkillNodeState::Locked;
|
||||
}
|
||||
}
|
||||
case ESkillNodeState::Locked:
|
||||
case ESkillNodeState::Available:
|
||||
// Update state based on prerequisites
|
||||
if (ArePrerequisitesMet(SkillNode.NodeData))
|
||||
{
|
||||
SkillNode.CurrentState = ESkillNodeState::Available;
|
||||
}
|
||||
else
|
||||
{
|
||||
SkillNode.CurrentState = ESkillNodeState::Locked;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void USkillTreeComponent::UpdateSelectionCost()
|
||||
{
|
||||
CurrentSelectionCost = 0;
|
||||
for (const FName& SkillID : SelectedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
{
|
||||
CurrentSelectionCost += SkillNode->NodeData.Cost;
|
||||
}
|
||||
}
|
||||
CurrentSelectionCost = 0;
|
||||
for (const FName& SkillID : SelectedSkills)
|
||||
{
|
||||
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
|
||||
{
|
||||
CurrentSelectionCost += SkillNode->NodeData.Cost;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool USkillTreeComponent::ArePrerequisitesMet(const FSkillNodeData& SkillData) const
|
||||
bool USkillTreeComponent::ArePrerequisitesMet(
|
||||
const FSkillNodeData& SkillData) const
|
||||
{
|
||||
for (const FName& PrereqID : SkillData.Prerequisites)
|
||||
{
|
||||
if (!IsSkillPurchased(PrereqID))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
for (const FName& PrereqID : SkillData.Prerequisites)
|
||||
{
|
||||
if (!IsSkillPurchased(PrereqID))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool USkillTreeComponent::HasChildrenPurchased(FName SkillID) const
|
||||
{
|
||||
for (const auto& Pair : AllSkills)
|
||||
{
|
||||
// Pair.Key is the RowName (SkillID)
|
||||
if (Pair.Value.NodeData.Prerequisites.Contains(SkillID) &&
|
||||
IsSkillPurchased(Pair.Key))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
for (const auto& Pair : AllSkills)
|
||||
{
|
||||
// Pair.Key is the RowName (SkillID)
|
||||
if (Pair.Value.NodeData.Prerequisites.Contains(SkillID)
|
||||
&& IsSkillPurchased(Pair.Key))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void USkillTreeComponent::ApplySkillEffects(const FSkillNodeData& SkillData)
|
||||
{
|
||||
// This is where you would apply the actual skill effects to the character
|
||||
// For now, we just log it
|
||||
UE_LOG(LogTemp, Log, TEXT("Applied skill effects for: %s"), *SkillData.DisplayName.ToString());
|
||||
// This is where you would apply the actual skill effects to the character
|
||||
// For now, we just log it
|
||||
UE_LOG(LogTemp, Log, TEXT("Applied skill effects for: %s"),
|
||||
*SkillData.DisplayName.ToString());
|
||||
}
|
||||
|
||||
void USkillTreeComponent::RemoveSkillEffects(const FSkillNodeData& SkillData)
|
||||
{
|
||||
// This is where you would remove skill effects from the character
|
||||
// For now, we just log it
|
||||
UE_LOG(LogTemp, Log, TEXT("Removed skill effects for: %s"), *SkillData.DisplayName.ToString());
|
||||
}
|
||||
// This is where you would remove skill effects from the character
|
||||
// For now, we just log it
|
||||
UE_LOG(LogTemp, Log, TEXT("Removed skill effects for: %s"),
|
||||
*SkillData.DisplayName.ToString());
|
||||
}
|
||||
|
||||
@@ -8,97 +8,94 @@
|
||||
UENUM(BlueprintType)
|
||||
enum class ESkillNodeState : uint8
|
||||
{
|
||||
Locked UMETA(DisplayName = "Locked"), // Can't be purchased yet (missing prerequisites)
|
||||
Available UMETA(DisplayName = "Available"), // Can be purchased
|
||||
Selected UMETA(DisplayName = "Selected"), // Currently selected for purchase
|
||||
Purchased UMETA(DisplayName = "Purchased") // Already owned
|
||||
// Can't be purchased yet (missing prerequisites)
|
||||
Locked UMETA(DisplayName = "Locked"),
|
||||
|
||||
// Can be purchased
|
||||
Available UMETA(DisplayName = "Available"),
|
||||
|
||||
// Currently selected for purchase
|
||||
Selected UMETA(DisplayName = "Selected"),
|
||||
|
||||
// Already owned
|
||||
Purchased UMETA(DisplayName = "Purchased")
|
||||
};
|
||||
|
||||
// Struct for individual skill node data
|
||||
// Note: RowName in the DataTable serves as the unique SkillID
|
||||
USTRUCT(BlueprintType)
|
||||
struct FSkillNodeData : public FTableRowBase
|
||||
{
|
||||
GENERATED_BODY()
|
||||
GENERATED_BODY()
|
||||
|
||||
// Display name for UI
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
|
||||
FText DisplayName;
|
||||
// RowName will be used as SkillID
|
||||
|
||||
// Description of what the skill does
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
|
||||
FText Description;
|
||||
// Display name for UI
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
|
||||
FText DisplayName;
|
||||
|
||||
// Icon for the skill
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
|
||||
class UTexture2D* Icon;
|
||||
// Description of what the skill does
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
|
||||
FText Description;
|
||||
|
||||
// Skill point cost
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
|
||||
int32 Cost;
|
||||
// Icon for the skill
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
|
||||
class UTexture2D* Icon;
|
||||
|
||||
// Purchase order priority (lower = buy first, used when confirming multiple skills)
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
|
||||
int32 PurchaseOrder;
|
||||
// Skill point cost
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
|
||||
int32 Cost;
|
||||
|
||||
// Prerequisites - must have these skills first (RowNames of required skills)
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
|
||||
TArray<FName> Prerequisites;
|
||||
// Purchase order priority
|
||||
// (lower = buy first, used when confirming multiple skills)
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
|
||||
int32 PurchaseOrder;
|
||||
|
||||
// Effects this skill provides (actual stat bonuses)
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
|
||||
float HealthBonus;
|
||||
// Prerequisites - must have these skills first
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
|
||||
TArray<FName> Prerequisites;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
|
||||
float DamageBonus;
|
||||
// Effects this skill provides
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
|
||||
float HealthBonus;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
|
||||
float DamageBonus;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
|
||||
float SpeedBonus;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
|
||||
float SpeedBonus;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
|
||||
float HealthBonusPercent;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
|
||||
float DamageBonusPercent;
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
|
||||
float SpeedBonusPercent;
|
||||
|
||||
// Percentage bonuses (multiplicative)
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
|
||||
float HealthBonusPercent;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
|
||||
float DamageBonusPercent;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
|
||||
float SpeedBonusPercent;
|
||||
|
||||
FSkillNodeData()
|
||||
{
|
||||
DisplayName = FText::GetEmpty();
|
||||
Description = FText::GetEmpty();
|
||||
Icon = nullptr;
|
||||
Cost = 1;
|
||||
PurchaseOrder = 0;
|
||||
HealthBonus = 0.0f;
|
||||
DamageBonus = 0.0f;
|
||||
SpeedBonus = 0.0f;
|
||||
HealthBonusPercent = 0.0f;
|
||||
DamageBonusPercent = 0.0f;
|
||||
SpeedBonusPercent = 0.0f;
|
||||
}
|
||||
FSkillNodeData()
|
||||
{
|
||||
DisplayName = FText::GetEmpty();
|
||||
Description = FText::GetEmpty();
|
||||
Icon = nullptr;
|
||||
Cost = 1;
|
||||
PurchaseOrder = 0;
|
||||
HealthBonus = 0.0f;
|
||||
DamageBonus = 0.0f;
|
||||
SpeedBonus = 0.0f;
|
||||
HealthBonusPercent = 0.0f;
|
||||
DamageBonusPercent = 0.0f;
|
||||
SpeedBonusPercent = 0.0f;
|
||||
}
|
||||
};
|
||||
|
||||
// Runtime struct for tracking skill state
|
||||
USTRUCT(BlueprintType)
|
||||
struct FSkillNodeRuntime
|
||||
{
|
||||
GENERATED_BODY()
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Category = "Skill")
|
||||
FSkillNodeData NodeData;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "Skill")
|
||||
FSkillNodeData NodeData;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Category = "Skill")
|
||||
ESkillNodeState CurrentState;
|
||||
UPROPERTY(BlueprintReadOnly, Category = "Skill")
|
||||
ESkillNodeState CurrentState;
|
||||
|
||||
UPROPERTY(BlueprintReadOnly, Category = "Skill")
|
||||
bool bIsSelected;
|
||||
|
||||
FSkillNodeRuntime()
|
||||
{
|
||||
CurrentState = ESkillNodeState::Locked;
|
||||
bIsSelected = false;
|
||||
}
|
||||
};
|
||||
FSkillNodeRuntime() { CurrentState = ESkillNodeState::Locked; }
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user