Bazaar new minigame which replaces old minigame
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@@ -3,23 +3,9 @@
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#include "BazarSettingsDataAsset.h"
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void UBazarSettingsDataAsset::GetModifiersFromEmotionData(const FBazarDialogueEmotionData& InData, int32& OutAnger,
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int32& OutFear, int32& OutSadness)
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void UBazarSettingsDataAsset::PostLoad()
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{
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for (const FBazarEmotionModifier& Mod : InData.EmotionModifiers)
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{
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switch (Mod.Emotion)
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{
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case EBazarNpcEmotion::Anger:
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OutAnger = FMath::RandRange(Mod.ValueMin, Mod.ValueMax);
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break;
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case EBazarNpcEmotion::Fear:
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OutFear = FMath::RandRange(Mod.ValueMin, Mod.ValueMax);
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break;
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case EBazarNpcEmotion::Sadness:
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OutSadness = FMath::RandRange(Mod.ValueMin, Mod.ValueMax);
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break;
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default: ;
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}
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}
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Super::PostLoad();
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}
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@@ -9,10 +9,11 @@
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UENUM(BlueprintType)
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enum class EBazarNpcEmotion: uint8
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{
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None,
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Anger,
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Fear,
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Sadness,
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Trust,
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Excitement,
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Comfort,
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Pride,
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Curiosity,
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MAX UMETA(Hidden)
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};
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@@ -41,10 +42,38 @@ struct FBazarDialogueEmotionData
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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TArray<FBazarEmotionModifier> EmotionModifiers;
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UPROPERTY(BlueprintReadOnly, VisibleAnywhere)
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FString EmotionsData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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FText DialogueText;
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};
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USTRUCT(BlueprintType)
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struct FBazaarHaggleCardData
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{
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GENERATED_BODY()
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText CardName;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FText CardDescription;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 TrustModifier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 ExcitementModifier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 ComfortModifier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 PrideModifier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 CuriosityModifier;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, meta = (UIMin = "0", ClampMin = "0", UIMax = "20", ClampMax = "20"))
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int32 CardDifficulty;
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};
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/**
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*
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*/
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@@ -53,9 +82,19 @@ class PROJECTELERI_API UBazarSettingsDataAsset : public UDataAsset
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{
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere)
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Eleri|Bazaar|Tresholds")
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int32 HappyThreshold = 50;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Eleri|Bazaar|Tresholds")
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int32 EmotionLowerThreshold = 65;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Eleri|Bazaar|Tresholds")
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int32 EmotionUpperThreshold = 80;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Eleri|Bazaar")
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TArray<FBazarDialogueEmotionData> AvailableDialogueEmotionData;
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UFUNCTION(BlueprintPure, Category = "Eleri|Bazaar")
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static void GetModifiersFromEmotionData(const FBazarDialogueEmotionData& InData, int32& OutAnger, int32& OutFear, int32& OutSadness);
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Eleri|Bazaar")
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TArray<FBazaarHaggleCardData> HaggleCards;
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virtual void PostLoad() override;
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};
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