fix: selection

This commit is contained in:
2025-10-12 15:35:17 +02:00
parent 83e28d3828
commit bf15db0066
2 changed files with 475 additions and 464 deletions

View File

@@ -5,7 +5,7 @@ USkillTreeComponent::USkillTreeComponent()
{
PrimaryComponentTick.bCanEverTick = false;
AvailableSkillPoints = 5; // Start with 5 skill points for testing
AvailableSkillPoints = 5;
TotalSkillPointsEarned = 5;
CurrentSelectionCost = 0;
}
@@ -22,22 +22,22 @@ void USkillTreeComponent::InitializeSkillTree()
if (!SkillDataTable)
{
UE_LOG(LogTemp, Warning, TEXT("SkillTreeComponent: No skill data table assigned!"));
UE_LOG(LogTemp, Warning,
TEXT("SkillTreeComponent: No skill data table assigned!"));
return;
}
// Load all skills from the data table using RowNames as IDs
TArray<FName> RowNames = SkillDataTable->GetRowNames();
for (const FName& RowName : RowNames)
{
FSkillNodeData* Row = SkillDataTable->FindRow<FSkillNodeData>(RowName, TEXT("SkillTreeComponent"));
FSkillNodeData* Row = SkillDataTable->FindRow<FSkillNodeData>(
RowName, TEXT("SkillTreeComponent"));
if (Row)
{
FSkillNodeRuntime RuntimeNode;
RuntimeNode.NodeData = *Row;
RuntimeNode.CurrentState = ESkillNodeState::Locked;
RuntimeNode.bIsSelected = false;
// Use RowName as the skill ID
AllSkills.Add(RowName, RuntimeNode);
@@ -46,7 +46,8 @@ void USkillTreeComponent::InitializeSkillTree()
UpdateSkillStates();
UE_LOG(LogTemp, Log, TEXT("SkillTreeComponent: Initialized with %d skills"), AllSkills.Num());
UE_LOG(LogTemp, Log, TEXT("SkillTreeComponent: Initialized with %d skills"),
AllSkills.Num());
}
void USkillTreeComponent::AddSkillPoints(int32 Amount)
@@ -84,27 +85,24 @@ bool USkillTreeComponent::SelectSkill(FName SkillID)
FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
// Check if already purchased
if (SkillNode->CurrentState == ESkillNodeState::Purchased)
// Validate skill state
switch (SkillNode->CurrentState)
{
case ESkillNodeState::Purchased:
// Already purchased, cannot select
ErrorMessage = FText::FromString(TEXT("Skill already purchased"));
OnSelectionError.Broadcast(SkillID, ErrorMessage);
return false;
}
// Check if already selected
if (SkillNode->bIsSelected)
{
case ESkillNodeState::Selected:
// Already selected, cannot select again
ErrorMessage = FText::FromString(TEXT("Skill already selected"));
OnSelectionError.Broadcast(SkillID, ErrorMessage);
return false;
}
// For locked skills, we allow selection but will validate on purchase
case ESkillNodeState::Locked:
// For locked skills, we allow selection but validate prerequisites
// This allows players to "plan" their build
if (SkillNode->CurrentState == ESkillNodeState::Locked)
{
// Check if prerequisites would be met with current selection
bool bWouldBeAvailable = true;
for (const FName& PrereqID : SkillNode->NodeData.Prerequisites)
{
@@ -114,17 +112,22 @@ bool USkillTreeComponent::SelectSkill(FName SkillID)
break;
}
}
if (!bWouldBeAvailable)
{
ErrorMessage = FText::FromString(TEXT("Prerequisites not selected. Select prerequisite skills first."));
ErrorMessage = FText::FromString(TEXT(
"Prerequisites not selected. Select prerequisite skills first"));
OnSelectionError.Broadcast(SkillID, ErrorMessage);
return false;
}
break;
case ESkillNodeState::Available:
// Available skills can be selected without additional checks
break;
}
// Add to selection
SkillNode->bIsSelected = true;
SkillNode->CurrentState = ESkillNodeState::Selected;
SelectedSkills.Add(SkillID);
UpdateSelectionCost();
@@ -137,16 +140,12 @@ bool USkillTreeComponent::SelectSkill(FName SkillID)
bool USkillTreeComponent::DeselectSkill(FName SkillID)
{
if (!AllSkills.Contains(SkillID))
{
return false;
}
FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
if (!SkillNode->bIsSelected)
{
if (SkillNode->CurrentState != ESkillNodeState::Selected)
return false;
}
// Check if any selected skills depend on this one
for (const FName& SelectedID : SelectedSkills)
@@ -154,21 +153,28 @@ bool USkillTreeComponent::DeselectSkill(FName SkillID)
if (SelectedID != SkillID)
{
FSkillNodeRuntime* SelectedNode = AllSkills.Find(SelectedID);
if (SelectedNode && SelectedNode->NodeData.Prerequisites.Contains(SkillID))
if (SelectedNode
&& SelectedNode->NodeData.Prerequisites.Contains(SkillID))
{
// Can't deselect if other selected skills depend on it
FText ErrorMessage = FText::FromString(TEXT("Other selected skills depend on this one"));
FText ErrorMessage = FText::FromString(
TEXT("Other selected skills depend on this one"));
OnSelectionError.Broadcast(SkillID, ErrorMessage);
return false;
}
}
}
// Remove from selection
SkillNode->bIsSelected = false;
// Remove from selection and update state
SelectedSkills.Remove(SkillID);
UpdateSelectionCost();
// Update state to either Available or Locked based on prerequisites
if (ArePrerequisitesMet(SkillNode->NodeData))
SkillNode->CurrentState = ESkillNodeState::Available;
else
SkillNode->CurrentState = ESkillNodeState::Locked;
OnSkillSelectionChanged.Broadcast(CurrentSelectionCost);
OnSkillStateChanged.Broadcast(SkillID);
@@ -181,7 +187,11 @@ void USkillTreeComponent::ClearSelection()
{
if (FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
SkillNode->bIsSelected = false;
// Update state based on prerequisites
if (ArePrerequisitesMet(SkillNode->NodeData))
SkillNode->CurrentState = ESkillNodeState::Available;
else
SkillNode->CurrentState = ESkillNodeState::Locked;
OnSkillStateChanged.Broadcast(SkillID);
}
}
@@ -201,14 +211,18 @@ bool USkillTreeComponent::ConfirmPurchase()
return false;
}
// Sort selected skills by purchase order to ensure prerequisites are purchased first
// Sort selected skills by purchase order to ensure prerequisites are
// purchased first
TArray<FName> SortedSelection = SelectedSkills;
SortedSelection.Sort([this](const FName& A, const FName& B) {
SortedSelection.Sort(
[this](const FName& A, const FName& B)
{
FSkillNodeRuntime* NodeA = AllSkills.Find(A);
FSkillNodeRuntime* NodeB = AllSkills.Find(B);
if (NodeA && NodeB)
{
return NodeA->NodeData.PurchaseOrder < NodeB->NodeData.PurchaseOrder;
return NodeA->NodeData.PurchaseOrder
< NodeB->NodeData.PurchaseOrder;
}
return false;
});
@@ -218,17 +232,17 @@ bool USkillTreeComponent::ConfirmPurchase()
{
FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
if (!SkillNode)
{
continue;
}
// Check prerequisites (considering already processed skills in this batch)
// Check prerequisites (considering already processed skills in this
// batch)
bool bPrereqsMet = true;
for (const FName& PrereqID : SkillNode->NodeData.Prerequisites)
{
if (!IsSkillPurchased(PrereqID))
{
// Check if it's in our current batch and would be purchased before this
// Check if it's in our current batch and would be purchased
// before this
int32 PrereqIndex = SortedSelection.IndexOfByKey(PrereqID);
int32 CurrentIndex = SortedSelection.IndexOfByKey(SkillID);
@@ -243,9 +257,9 @@ bool USkillTreeComponent::ConfirmPurchase()
if (!bPrereqsMet)
{
FText ErrorMessage = FText::Format(
FText::FromString(TEXT("Cannot purchase {0}: prerequisites not met")),
SkillNode->NodeData.DisplayName
);
FText::FromString(
TEXT("Cannot purchase {0}: prerequisites not met")),
SkillNode->NodeData.DisplayName);
OnSelectionError.Broadcast(SkillID, ErrorMessage);
return false;
}
@@ -259,7 +273,6 @@ bool USkillTreeComponent::ConfirmPurchase()
{
// Mark as purchased
SkillNode->CurrentState = ESkillNodeState::Purchased;
SkillNode->bIsSelected = false;
PurchasedSkills.Add(SkillID);
// Apply effects
@@ -298,14 +311,13 @@ bool USkillTreeComponent::IsSkillAvailable(FName SkillID) const
{
const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID);
if (!SkillNode)
{
return false;
}
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)
@@ -314,34 +326,38 @@ bool USkillTreeComponent::CanSelectSkill(FName SkillID, FText& OutErrorMessage)
return false;
}
if (SkillNode->CurrentState == ESkillNodeState::Purchased)
switch (SkillNode->CurrentState)
{
case ESkillNodeState::Purchased:
OutErrorMessage = FText::FromString(TEXT("Skill already purchased"));
return false;
}
if (SkillNode->bIsSelected)
{
case ESkillNodeState::Selected:
OutErrorMessage = FText::FromString(TEXT("Skill already selected"));
return false;
}
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;
}
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)
@@ -357,9 +373,8 @@ TArray<FSkillNodeRuntime> USkillTreeComponent::GetAllSkillNodes() const
{
TArray<FSkillNodeRuntime> Result;
for (const auto& Pair : AllSkills)
{
Result.Add(Pair.Value);
}
return Result;
}
@@ -369,10 +384,9 @@ float USkillTreeComponent::GetTotalHealthBonus() const
for (const FName& SkillID : PurchasedSkills)
{
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
Total += SkillNode->NodeData.HealthBonus;
}
}
return Total;
}
@@ -382,10 +396,9 @@ float USkillTreeComponent::GetTotalDamageBonus() const
for (const FName& SkillID : PurchasedSkills)
{
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
Total += SkillNode->NodeData.DamageBonus;
}
}
return Total;
}
@@ -395,10 +408,9 @@ float USkillTreeComponent::GetTotalSpeedBonus() const
for (const FName& SkillID : PurchasedSkills)
{
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
Total += SkillNode->NodeData.SpeedBonus;
}
}
return Total;
}
@@ -408,10 +420,9 @@ float USkillTreeComponent::GetTotalHealthBonusPercent() const
for (const FName& SkillID : PurchasedSkills)
{
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
Total += SkillNode->NodeData.HealthBonusPercent;
}
}
return Total;
}
@@ -421,10 +432,9 @@ float USkillTreeComponent::GetTotalDamageBonusPercent() const
for (const FName& SkillID : PurchasedSkills)
{
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
Total += SkillNode->NodeData.DamageBonusPercent;
}
}
return Total;
}
@@ -434,10 +444,9 @@ float USkillTreeComponent::GetTotalSpeedBonusPercent() const
for (const FName& SkillID : PurchasedSkills)
{
if (const FSkillNodeRuntime* SkillNode = AllSkills.Find(SkillID))
{
Total += SkillNode->NodeData.SpeedBonusPercent;
}
}
return Total;
}
@@ -459,10 +468,7 @@ void USkillTreeComponent::ResetAllSkills()
// Reset all skill states
for (auto& Pair : AllSkills)
{
Pair.Value.CurrentState = ESkillNodeState::Locked;
Pair.Value.bIsSelected = false;
}
// Clear selection
SelectedSkills.Empty();
@@ -484,22 +490,27 @@ void USkillTreeComponent::UpdateSkillStates()
{
FSkillNodeRuntime& SkillNode = Pair.Value;
// Skip if already purchased
if (SkillNode.CurrentState == ESkillNodeState::Purchased)
// 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
case ESkillNodeState::Locked:
case ESkillNodeState::Available:
// Update state based on prerequisites
if (ArePrerequisitesMet(SkillNode.NodeData))
{
SkillNode.CurrentState = SkillNode.bIsSelected ?
ESkillNodeState::Selected : ESkillNodeState::Available;
SkillNode.CurrentState = ESkillNodeState::Available;
}
else
{
SkillNode.CurrentState = SkillNode.bIsSelected ?
ESkillNodeState::Selected : ESkillNodeState::Locked;
SkillNode.CurrentState = ESkillNodeState::Locked;
}
break;
}
}
}
@@ -516,7 +527,8 @@ void USkillTreeComponent::UpdateSelectionCost()
}
}
bool USkillTreeComponent::ArePrerequisitesMet(const FSkillNodeData& SkillData) const
bool USkillTreeComponent::ArePrerequisitesMet(
const FSkillNodeData& SkillData) const
{
for (const FName& PrereqID : SkillData.Prerequisites)
{
@@ -533,8 +545,8 @@ 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))
if (Pair.Value.NodeData.Prerequisites.Contains(SkillID)
&& IsSkillPurchased(Pair.Key))
{
return true;
}
@@ -546,12 +558,14 @@ 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());
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());
UE_LOG(LogTemp, Log, TEXT("Removed skill effects for: %s"),
*SkillData.DisplayName.ToString());
}

View File

@@ -8,19 +8,27 @@
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()
// RowName will be used as SkillID
// Display name for UI
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
FText DisplayName;
@@ -37,31 +45,27 @@ struct FSkillNodeData : public FTableRowBase
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
int32 Cost;
// Purchase order priority (lower = buy first, used when confirming multiple skills)
// Purchase order priority
// (lower = buy first, used when confirming multiple skills)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
int32 PurchaseOrder;
// Prerequisites - must have these skills first (RowNames of required skills)
// Prerequisites - must have these skills first
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Skill")
TArray<FName> Prerequisites;
// Effects this skill provides (actual stat bonuses)
// 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;
// Percentage bonuses (multiplicative)
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
float HealthBonusPercent;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
float DamageBonusPercent;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Effects")
float SpeedBonusPercent;
@@ -93,12 +97,5 @@ struct FSkillNodeRuntime
UPROPERTY(BlueprintReadOnly, Category = "Skill")
ESkillNodeState CurrentState;
UPROPERTY(BlueprintReadOnly, Category = "Skill")
bool bIsSelected;
FSkillNodeRuntime()
{
CurrentState = ESkillNodeState::Locked;
bIsSelected = false;
}
FSkillNodeRuntime() { CurrentState = ESkillNodeState::Locked; }
};