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b/EndlessVendetta/Content/StarterContent/Blueprints/Blueprint_CeilingLight.uasset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4a60a29ad596546d481e43dfb8698842a78cc07f4a4b1000fa397cfba4e72331 -size 158206 +oid sha256:7f70d740d293e87406d7c302da36f402b94ab1e47c9d8ea4e00333d62df59a1f +size 43745 diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp index e96b02ca..c431d94a 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.cpp @@ -16,9 +16,17 @@ void ABountyClass::ActivateFirstCheckpoint() if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return; BountyCheckpoints[0]->Active = true; - BountyCheckpoints[0]->SpawnWaypoint(BountyTitle); - BountyCheckpoints[0]->CheckpointActivated(); BountyCheckpoints[0]->CompletedCheckpoint.AddDynamic(this, &ABountyClass::IncrementBountyCheckpoint); + CheckpointActivated.Broadcast(BountyCheckpoints[0]->GetCheckpointTip()); +} + +void ABountyClass::DeActivateFirstCheckpoint() +{ + if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return; + + BountyCheckpoints[0]->CompletedCheckpoint.RemoveDynamic(this, &ABountyClass::IncrementBountyCheckpoint); + BountyCheckpoints[0]->Active = false; + BountyCheckpoints[0]->DestroyWaypoint(); } void ABountyClass::SpawnCheckpoints() @@ -41,38 +49,10 @@ void ABountyClass::SpawnCheckpoints() ACheckpointClass* SpawnedCheckpoint = Cast(GetWorld()->SpawnActor(CheckpointClass, Loc, Rot, SpawnParameters)); BountyCheckpoints.Add(SpawnedCheckpoint); } - - ActivateFirstCheckpoint(); } void ABountyClass::IncrementBountyCheckpoint() { - // --------------------------------------------------------------------------------------------------------------------- - // Broadcast that the first Checkpoint has been completed so that side bounties can be destroyed - // if (!BountyStarted) - // { - // BountyStarted = true; - // CompletedFirstCheckpoint.Broadcast(); - // } - // - // // Bounty Completion Condition - // if (BountyCheckpoints.Num() <= 1) - // { - // Completed = true; - // BountyCheckpoints[0]->Active = false; - // BountyCheckpoints[0]->Destroy(); - // BountyCheckpoints.RemoveAt(0); - // UE_LOG(LogTemp, Warning, TEXT(" You've Completed the Bounty!! Well done")); - // return; - // } - // - // if (BountyCheckpoints[0] == nullptr) - // { - // UE_LOG(LogTemp, Fatal, TEXT("Missing checkpoint in bounty checkpoints, could've failed to spawn or cast")); - // return; - // } - //--------------------------------------------------------------------------------------------------------------------- - if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return; // Destroy Actor and Shrink Array diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h index 94cb313b..3720876c 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyClass.h @@ -9,6 +9,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedFirstCheckpoint); DECLARE_DYNAMIC_MULTICAST_DELEGATE(FCompletedACheckpoint); +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCheckpointActivated, const FString&, CheckpointTip); UCLASS() class ENDLESSVENDETTA_API ABountyClass : public AActor @@ -24,15 +25,26 @@ class ENDLESSVENDETTA_API ABountyClass : public AActor protected: // Array of References to the Spawned in Checkpoints for this Bounty TArray BountyCheckpoints; - + + // Money Rewarded to Player for Completing this Bounty + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + int RewardMoney = 0; + public: FCompletedACheckpoint CompletedACheckpoint; + + FCheckpointActivated CheckpointActivated; + + // Gets the Reward Money for Completing this Bounty, used by Players Character + int GetRewardMoney() + { + return RewardMoney; + } // ------------------- METHODS --------------------------------- private: - // Activate the First Checkpoint in Bounty Checkpoints and Listen for its Completion - void ActivateFirstCheckpoint(); + protected: // Called when a checkpoint is completed, handles moving onto next checkpoint and discarding the old one @@ -44,9 +56,13 @@ public: ABountyClass(); // Spawns and stores this Bounties Checkpoints in order - void SpawnCheckpoints(); + virtual void SpawnCheckpoints(); + // Activate the First Checkpoint in Bounty Checkpoints and Listen for its Completion + virtual void ActivateFirstCheckpoint(); + // De-Activate the First Checkpoint in Bounty Checkpoints + virtual void DeActivateFirstCheckpoint(); @@ -61,8 +77,7 @@ protected: // ------- Properties Set in Editor -------------- - UPROPERTY(EditDefaultsOnly, Category = "Bounty") - int RewardMoney = 0; + UPROPERTY(EditDefaultsOnly, Category = "Bounty") FString BountyTitle; @@ -71,10 +86,6 @@ protected: FString BountyDesc; // ----------------------------------------------- - - - - public: // Broadcast when first checkpoint from this bounty is completed FCompletedFirstCheckpoint CompletedFirstCheckpoint; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp index 834c7fb5..d9745afb 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/BountyDirector.cpp @@ -68,7 +68,7 @@ void ABountyDirector::SpawnBountyAndItsSideBounties() ASideBountyClass* SideBounty = Cast(SideBountyActor); if (!IsValid(SideBounty)) UE_LOG(LogTemp, Fatal, TEXT("A SideBounty for %s has been set to a wrong type"), *ActiveBounty->GetBountyTitle()); int i = ActiveSideBounties.Add(SideBounty); - ActiveSideBounties[i]->CompletedSideBounty.AddDynamic(this, &ABountyDirector::EarnFavours); + // ActiveSideBounties[i]->CompletedSideBounty.AddDynamic(this, &ABountyDirector::EarnFavours); // ONCE AGAIN WHEN MARCEL STOPS PLAYING WITH THE CHARACTER, ADD THIS SIDE BOUNTY TO PLAYERS ARRAY OF ACTIVE BOUNTIES!!!!! } } diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp index b2938653..34d4d8c8 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.cpp @@ -9,24 +9,6 @@ ACheckpointClass::ACheckpointClass() // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick = true; BountyTitle = ""; - -} - -// Called when the game starts or when spawned -void ACheckpointClass::BeginPlay() -{ - Super::BeginPlay(); -} - -void ACheckpointClass::SpawnWaypoint(const FString& CurrentBountyTitle) -{ - if (!IsValid(WaypointActorClass) || HideWaypoint) return; - - BountyTitle = CurrentBountyTitle; - FActorSpawnParameters SpawnParams; - SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; - WaypointActor = Cast(GetWorld()->SpawnActor(WaypointActorClass, WaypointLoc, GetActorRotation(), SpawnParams)); - WaypointActor->SetupWaypoint(WaypointIcon, BountyTitle); } void ACheckpointClass::UpdateCheckpointWaypoint(FVector WaypointNewLoc) @@ -40,17 +22,19 @@ void ACheckpointClass::UpdateCheckpointWaypoint(FVector WaypointNewLoc) WaypointActor->SetupWaypoint(WaypointIcon, BountyTitle); } -// Called every frame -void ACheckpointClass::Tick(float DeltaTime) -{ - Super::Tick(DeltaTime); - -} - void ACheckpointClass::Destroyed() { - if (WaypointActor) WaypointActor->Destroy(); + DestroyWaypoint(); Super::Destroyed(); } +void ACheckpointClass::SpawnWaypoint(const FString& CurrentBountyTitle) +{ + if (!IsValid(WaypointActorClass) || HideWaypoint) return; + BountyTitle = CurrentBountyTitle; + FActorSpawnParameters SpawnParams; + SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn; + WaypointActor = Cast(GetWorld()->SpawnActor(WaypointActorClass, WaypointLoc, GetActorRotation(), SpawnParams)); + WaypointActor->SetupWaypoint(WaypointIcon, BountyTitle); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h index 09462ebf..348f042d 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/CheckpointClass.h @@ -16,8 +16,7 @@ class ENDLESSVENDETTA_API ACheckpointClass : public AActor { GENERATED_BODY() - FString BountyTitle; - +// ------------------- ATTRIBUTES ------------------------------ // ------ Properties set from Editor ------ UPROPERTY(EditDefaultsOnly, Category = "Checkpoint") FString CheckpointTip; @@ -32,9 +31,25 @@ class ENDLESSVENDETTA_API ACheckpointClass : public AActor UPROPERTY(EditDefaultsOnly, Category = "Checkpoint") bool HideWaypoint = false; + // Stored Title of Bounty, used by Update Checkpoint Waypoint Func + FString BountyTitle; + + // Ref to Waypoint Actor AWaypointActor* WaypointActor; - // ---------------------------------------- protected: + +public: + // Delegate called when Checkpoint is Completed + FCompletedCheckpoint CompletedCheckpoint; + + // Used by Checkpoint BPs to Determine weather to Run Checkpoint Logic + UPROPERTY(BlueprintReadOnly, Category = "Checkpoint") + bool Active = false; +// ------------------- METHODS --------------------------------- +private: + +protected: + // Used by Checkpoints BPs to broadcast that they're Completed UFUNCTION(BlueprintCallable, Category = "Checkpoint") void BroadcastCompletion() { @@ -42,30 +57,44 @@ protected: Cast(GetWorld()->GetAuthGameMode())->SendEvent("Check", CheckpointTip); } + // Used by Checkpoint BPs to update Checkpoint Loc without Finishing Checkpoint itself UFUNCTION(BlueprintCallable) - void UpdateCheckpointWaypoint(FVector WaypointNewLoc); - // Called when the game starts or when spawned - virtual void BeginPlay() override; + void UpdateCheckpointWaypoint(FVector WaypointNewLoc); + // Used to Destroy any Waypoint Actor Associated with this Checkpoint when it's Destroyed virtual void Destroyed() override; - public: - FCompletedCheckpoint CompletedCheckpoint; - - UPROPERTY(BlueprintReadOnly, Category = "Checkpoint") - bool Active = false; + // Sets default values for this actor's properties + ACheckpointClass(); + // Used by Bounties to Spawn Waypoint for this Checkpoint when it's Activated void SpawnWaypoint(const FString& BountyTitle); + // Destroys Waypoint Associated with this Checkpoint if one Exists + void DestroyWaypoint() + { + if (WaypointActor) WaypointActor->Destroy(); + } + + // Used by Bounty Class to broadcast checkpoint tip for current checkpoint + FString GetCheckpointTip() + { + return CheckpointTip; + } + + + + + +// ------------------- LEGACY --------------------------------- + +public: UFUNCTION(BlueprintImplementableEvent) void CheckpointActivated(); // ------ Getters for CP Properties ------ - FString GetCheckpointTip() - { - return CheckpointTip; - } + FVector GetWaypointLoc() { @@ -81,12 +110,5 @@ public: { return CheckpointSpawnTransform; } - - // --------------------------------------- - - // Sets default values for this actor's properties - ACheckpointClass(); - - // Called every frame - virtual void Tick(float DeltaTime) override; + }; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp index 1af830e7..18b1e56e 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp @@ -12,7 +12,21 @@ void AMainBountyClass::IncrementBountyCheckpoint() // Cast(GetWorld()->GetFirstPlayerController()->GetPawn())->CheckpointCompletedUI("", false); } -void AMainBountyClass::SpawnOpenWorldCheckpoint() +void AMainBountyClass::ActivateFirstCheckpoint() +{ + Super::ActivateFirstCheckpoint(); + if (IsValid(OpenWorldcheckpoint)) OpenWorldcheckpoint->SpawnWaypoint(MainBountyStruct.TargetName); + if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return; + BountyCheckpoints[0]->SpawnWaypoint(MainBountyStruct.TargetName); +} + +void AMainBountyClass::DeActivateFirstCheckpoint() +{ + Super::DeActivateFirstCheckpoint(); + if (IsValid(OpenWorldcheckpoint)) OpenWorldcheckpoint->DestroyWaypoint(); +} + + void AMainBountyClass::SpawnOpenWorldCheckpoint() { if (!IsValid(OpenWorldCheckpointClass)) return; @@ -22,7 +36,13 @@ void AMainBountyClass::SpawnOpenWorldCheckpoint() FRotator Rot = OpenWorldCheckpointClass.GetDefaultObject()->GetCheckpointSpawnTransform().GetRotation().Rotator(); OpenWorldcheckpoint = GetWorld()->SpawnActor(OpenWorldCheckpointClass, Loc, Rot, SpawnParameters); - OpenWorldcheckpoint->SpawnWaypoint(BountyTitle); + ActivateFirstCheckpoint(); +} + +void AMainBountyClass::SpawnCheckpoints() +{ + Super::SpawnCheckpoints(); + ActivateFirstCheckpoint(); } @@ -30,7 +50,9 @@ void AMainBountyClass::SpawnOpenWorldCheckpoint() - void AMainBountyClass::SpawnAmmoDrops() + + +void AMainBountyClass::SpawnAmmoDrops() { UE_LOG(LogTemp, Display, TEXT("Bought Ammo Drops, but its not implemented yet")); // FActorSpawnParameters SpawnParameters; diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.h index cb403d15..8e1c99af 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/MainBountyClass.h @@ -7,9 +7,33 @@ #include "SideBountyClass.h" #include "MainBountyClass.generated.h" -/** - * - */ +USTRUCT(BlueprintType) +struct FMainBountyStruct +{ + GENERATED_BODY(); + + UPROPERTY(BlueprintReadOnly, EditDefaultsOnly) + FString TargetName = ""; + + UPROPERTY(BlueprintReadOnly, EditDefaultsOnly) + FString TargetDOB = ""; + + UPROPERTY(BlueprintReadOnly, EditDefaultsOnly) + FString TargetOccupation = ""; + + UPROPERTY(BlueprintReadOnly, EditDefaultsOnly) + FString TargetLocation = ""; + + UPROPERTY(BlueprintReadOnly, EditDefaultsOnly) + FString BountyDescription = ""; + + UPROPERTY(BlueprintReadOnly, EditDefaultsOnly) + UTexture2D* TargetPhoto = nullptr; + + UPROPERTY(BlueprintReadOnly, EditDefaultsOnly) + UTexture2D* Floorplan = nullptr; +}; + UCLASS() class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass { @@ -27,10 +51,16 @@ class ENDLESSVENDETTA_API AMainBountyClass : public ABountyClass UPROPERTY(EditDefaultsOnly, Category = "Bounty") FTransform PlayerSpawnTransform; + // Used to Spawn Side Bounties Associated with this Main Bounty + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + TArray> SideBountiesToSpawn; protected: public: + // Struct Containing all Data to be Displayed about the Main Bounty + UPROPERTY(EditDefaultsOnly, Category = "Bounty") + FMainBountyStruct MainBountyStruct; // ------------------- METHODS --------------------------------- private: @@ -38,26 +68,43 @@ private: void IncrementBountyCheckpoint() override; protected: - + public: + // Used by Bounty Char to Save and Spawn Side Bounties Unlocked by Activating this Main Bounty + TArray> GetAssociatedSideBounties() + { + return SideBountiesToSpawn; + } + // Spawns the Single Checkpoint in the Open World for this Main Bounty void SpawnOpenWorldCheckpoint(); + void SpawnCheckpoints() override; + // Used by Players Character to Determine where to Spawn in the Open World after Completing Main Bounty FTransform GetPlayerSpawnTransform() { return PlayerSpawnTransform; } + // Overrides to Set Title of Waypoint + void ActivateFirstCheckpoint() override; + // Overrides to Desapwn Waypoint from OpenWorld Checkpoint + void DeActivateFirstCheckpoint() override; + + // Returns open world checkpoints tip + FString GetOpenWorldCheckpointTip() + { + return OpenWorldcheckpoint->GetCheckpointTip(); + } // ------------------- LEGACY CODE TO BE REWORKED --------------------------------- protected: - UPROPERTY(EditDefaultsOnly, Category = "Bounty") - TArray> SideBountiesToSpawn; + // ---------------- Bounty Alterations ---------------- UPROPERTY(EditDefaultsOnly, Category = "Bounty") diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp index 6daec97b..291b3499 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp @@ -3,22 +3,29 @@ #include "SideBountyClass.h" + void ASideBountyClass::BeginPlay() { + SideBountyStruct.SideBountyUID = GetUniqueID(); + SideBountyStruct.MoneyEarnedForCompletion = RewardMoney; Super::BeginPlay(); - +} + +void ASideBountyClass::ActivateFirstCheckpoint() +{ + Super::ActivateFirstCheckpoint(); + if (BountyCheckpoints.IsEmpty() || BountyCheckpoints[0] == nullptr) return; + BountyCheckpoints[0]->SpawnWaypoint(SideBountyStruct.BountyTitle); } void ASideBountyClass::IncrementBountyCheckpoint() { Super::IncrementBountyCheckpoint(); - // Rework!!!! - - // if (Completed) - // { - // CompletedSideBounty.Broadcast(FavoursEarnedForCompletion); - // } + if (BountyCheckpoints.IsEmpty()) + { + CompletedSideBounty.Broadcast(GetUniqueID()); + } } void ASideBountyClass::DestroyCheckpoints() diff --git a/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h index 758c1e77..67c0cf2b 100644 --- a/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/BountySystem/SideBountyClass.h @@ -6,26 +6,66 @@ #include "BountyClass.h" #include "SideBountyClass.generated.h" -DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCompletedSideBounty, int, FavoursEarned); +USTRUCT(BlueprintType) +struct FSideBountyStruct +{ + GENERATED_BODY(); + + UPROPERTY(BlueprintReadOnly, EditDefaultsOnly) + FString BountyTitle = ""; + + UPROPERTY(BlueprintReadOnly, EditDefaultsOnly) + FString BountyDesc = ""; + + UPROPERTY(BlueprintReadOnly) + int SideBountyUID = 0; + + // Amount of Favours the Player will earn for Completing this Side Bounty + UPROPERTY(EditDefaultsOnly) + int FavoursEarnedForCompletion = 1; + + int MoneyEarnedForCompletion = 0; +}; + +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCompletedSideBounty, int, SB_UID); UCLASS() class ENDLESSVENDETTA_API ASideBountyClass : public ABountyClass { GENERATED_BODY() + +// ------------------- ATTRIBUTES ------------------------------ + protected: + +public: + // Delegate Broadcast when Side Bounty is Completed, Listened to by Bounty Character + FCompletedSideBounty CompletedSideBounty; + + // Struct Containing all Data to be Displayed about the Side Bounty UPROPERTY(EditDefaultsOnly, Category = "Side Bounty") - int FavoursEarnedForCompletion = 1; + FSideBountyStruct SideBountyStruct; +// ------------------- METHODS --------------------------------- +private: virtual void BeginPlay() override; -public: - FCompletedSideBounty CompletedSideBounty; - +protected: + // Overrides to check if Side Bounty has been Completed virtual void IncrementBountyCheckpoint() override; + +public: + // Overrides to Set Title of Waypoint + void ActivateFirstCheckpoint() override; + + + // ------------------- LEGACY --------------------------------- + +public: void DestroyCheckpoints(); int GetRewardInFavours() { - return FavoursEarnedForCompletion; + return 0; } }; diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp index d6363f4b..de3835f4 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp @@ -14,54 +14,121 @@ void ABountyHunterCharacter::SpawnMainBounty(UEVGameInstance* GI) if (MainBountyClasses.IsEmpty() || MainBountyClasses.Num() <= CurrentMainBountyIndex|| !IsValid(MainBountyClasses[CurrentMainBountyIndex])) { AllBountiesCompleted(); - if (CurrentMainBountyIndex >= 2 && !(UGameplayStatics::GetCurrentLevelName(GetWorld()) == "EnemyAITest")) - { - UGameplayStatics::OpenLevel(GetWorld(), FName("EnemyAITest")); - } return; } CurrentMainBounty = GetWorld()->SpawnActor(MainBountyClasses[CurrentMainBountyIndex]); const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true); CurrentMainBounty->AttachToComponent(GetRootComponent(), AttachmentTransformRules); + CurrentMainBounty->CheckpointActivated.AddDynamic(this, &ABountyHunterCharacter::DisplayCheckpointTip); + MainBountyStruct = CurrentMainBounty->MainBountyStruct; + if (UGameplayStatics::GetCurrentLevelName(GetWorld()) != OpenWorldLevelName) + { + CurrentMainBounty->SpawnCheckpoints(); + return; + } + CurrentMainBounty->SpawnOpenWorldCheckpoint(); + TrackMainBounty(); +} - UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName ? CurrentMainBounty->SpawnOpenWorldCheckpoint() : CurrentMainBounty->SpawnCheckpoints(); +void ABountyHunterCharacter::SpawnSideBounties(UEVGameInstance* GI) +{ + for (auto SideBountyClass : GI->MainSaveGameInstanceRef->SideBountiesToSpawnSave) + { + if (!IsValid(SideBountyClass)) continue; + ASideBountyClass* SpawnedSideBounty = GetWorld()->SpawnActor(SideBountyClass); + const FAttachmentTransformRules AttachmentTransformRules(EAttachmentRule::SnapToTarget, true); + SpawnedSideBounty->AttachToComponent(GetRootComponent(), AttachmentTransformRules); + SpawnedSideBounty->SpawnCheckpoints(); + CurrentSideBounties.Add(SpawnedSideBounty); + SpawnedSideBounty->CheckpointActivated.AddDynamic(this, &ABountyHunterCharacter::DisplayCheckpointTip); + } + + SideBountyStructs.Empty(); + for (auto SideBounty : CurrentSideBounties) + { + SideBountyStructs.Add(SideBounty->SideBountyStruct); + SideBounty->CompletedSideBounty.AddDynamic(this, &ABountyHunterCharacter::CompletedASideBounty); + } + + if (!IsValid(CurrentMainBounty)) DisplayCheckpointTip("SELECT A NEW BOUNTY IN PAUSE MENU"); } void ABountyHunterCharacter::CompleteCurrentMainBounty(UEVGameInstance* GI) { - // Collect rewards for bounty and move onto next + EarnMoney(MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetRewardMoney()); + if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours); UE_LOG(LogTemp, Warning, TEXT("Would be collecting reward for completing bounty %d"), CurrentMainBountyIndex); - FTransform PostBountySpawnTransform = MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetPlayerSpawnTransform(); - SetActorTransform(PostBountySpawnTransform); - Cast(GetController())->SetControlRotation(PostBountySpawnTransform.GetRotation().Rotator()); - + // Saves players spawn now as players location is set after spawn main bounty finishes running in begin play + GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetPlayerSpawnTransform(); CurrentMainBountyIndex = GI->MainSaveGameInstanceRef->CurrentMainBountyIndexSave; GI->MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld = CurrentMainBountyIndex; + + if (!(MainBountyClasses.IsEmpty() || MainBountyClasses.Num() <= CurrentMainBountyIndex|| !IsValid(MainBountyClasses[CurrentMainBountyIndex]))) + { + GI->MainSaveGameInstanceRef->SideBountiesToSpawnSave.Append(MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetAssociatedSideBounties()); + } + UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0); } -void ABountyHunterCharacter::AllBountiesCompleted() +void ABountyHunterCharacter::CompletedASideBounty(int CompletedSideBountiesUID) { - UE_LOG(LogTemp, Warning, TEXT("Game Completed!!!! No more Bounties left... or you forgot to set a bounty at one of the indexes oof")); + FString TitleOfSideBountyToRemove = ""; + for (int i = 0; i < SideBountyStructs.Num(); i++) + { + if (SideBountyStructs[i].SideBountyUID != CompletedSideBountiesUID) continue; + EarnMoney(SideBountyStructs[i].MoneyEarnedForCompletion); + EarnFavours(SideBountyStructs[i].FavoursEarnedForCompletion); + if (IsValid(PauseMenu)) PauseMenu->UpdatePlayerStatistics(Money, Favours); + + TitleOfSideBountyToRemove = SideBountyStructs[i].BountyTitle; + SideBountyStructs.RemoveAt(i); + UpdateBountyTabInfo(); + DisplayCheckpointTip("SELECT A NEW BOUNTY IN PAUSE MENU"); + break; + } + + // Remove completed side bounty from save system + UEVGameInstance* GI = Cast(GetGameInstance()); + TArray> CopyOfSideBountiesToSpawnSave = GI->MainSaveGameInstanceRef->SideBountiesToSpawnSave; + for (int i = 0; i < CopyOfSideBountiesToSpawnSave.Num(); i++) + { + if (CopyOfSideBountiesToSpawnSave[i]->GetDefaultObject()->SideBountyStruct.BountyTitle != TitleOfSideBountyToRemove) continue; + GI->MainSaveGameInstanceRef->SideBountiesToSpawnSave.RemoveAt(i); + UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0); + break; + } +} + +void ABountyHunterCharacter::SavePlayerMoneyAndFavours() +{ + UEVGameInstance* GI = Cast(GetGameInstance()); + if (!IsValid(GI->MainSaveGameInstanceRef)) return; + GI->MainSaveGameInstanceRef->MoneySave = Money; + GI->MainSaveGameInstanceRef->FavourSave = Favours; + UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0); } void ABountyHunterCharacter::BeginPlay() { + Super::BeginPlay(); UEVGameInstance* GI = Cast(GetGameInstance()); if (IsValid(GI->MainSaveGameInstanceRef)) { + Money = GI->MainSaveGameInstanceRef->MoneySave; + Favours = GI->MainSaveGameInstanceRef->FavourSave; SpawnMainBounty(GI); - FTransform SpawnLoc = GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave; - if (SpawnLoc.GetLocation() != FVector(0, 0, 0) && UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName) + if (UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName) { - SetActorTransform(GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave); - Cast(GetController())->SetControlRotation(GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave.GetRotation().Rotator()); - } + SpawnSideBounties(GI); + FTransform SpawnTransfrom = GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave; + SetActorTransform(SpawnTransfrom); + Cast(GetController())->SetControlRotation(SpawnTransfrom.GetRotation().Rotator()); + } } CreatePauseMenuTabs(); - Super::BeginPlay(); } void ABountyHunterCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) @@ -106,7 +173,23 @@ void ABountyHunterCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason) void ABountyHunterCharacter::CreatePauseMenuTabs() { - BountiesTab = CreateWidget(GetWorld(), BountyTabWidgetClass); + if (CompletedMainBounties) + { + BountiesTab = CreateWidget(GetWorld(), GameOverBountyTabWidgetClass); + BountiesTab->TrackSideBountyDelegate.AddDynamic(this, &ABountyHunterCharacter::TrackSideBounty); + } + else if (CurrentMainBountyIndex <= 0) + { + BountiesTab = CreateWidget(GetWorld(), TutorialBountyTabWidgetClass); + } + else + { + BountiesTab = CreateWidget(GetWorld(), UGameplayStatics::GetCurrentLevelName(GetWorld()) == OpenWorldLevelName ? BountyTabWidgetClass : BountyInProgressTabWidgetClass); + BountiesTab->ReturnToOpenWorldEarlyDelegate.AddDynamic(this, &ABountyHunterCharacter::ReturnToOpenWorldEarly); + BountiesTab->TrackBountyDelegate.AddDynamic(this, &ABountyHunterCharacter::TrackMainBounty); + BountiesTab->TrackSideBountyDelegate.AddDynamic(this, &ABountyHunterCharacter::TrackSideBounty); + } + UpdateBountyTabInfo(); FavoursTab = CreateWidget(GetWorld(), FavoursTabWidgetClass); NavigationTab = CreateWidget(GetWorld(), NavigationTabWidgetClass); SettingsTab = CreateWidget(GetWorld(), SettingsTabWidgetClass); @@ -116,21 +199,25 @@ void ABountyHunterCharacter::CreatePauseMenuTabs() void ABountyHunterCharacter::TogglePauseMenu() { const bool bOpenNewPauseMenu = !IsValid(PauseMenu); - FInputModeUIOnly UIOnly; + FInputModeGameAndUI UIAndGameOnly; FInputModeGameOnly GameOnly; APlayerController* PC = Cast(GetController()); - + InPauseMenu = bOpenNewPauseMenu; + + bOpenNewPauseMenu ? PC->SetInputMode(UIAndGameOnly) : PC->SetInputMode(GameOnly); PC->SetIgnoreMoveInput(bOpenNewPauseMenu); PC->SetIgnoreLookInput(bOpenNewPauseMenu); PC->SetShowMouseCursor(bOpenNewPauseMenu); + if (!bOpenNewPauseMenu) { PauseMenu->RemoveFromParent(); PauseMenu = nullptr; return; } - PauseMenu = CreateWidget(GetWorld(), PauseMenuWidgetClass); + PauseMenu = CreateWidget(GetWorld(), PauseMenuWidgetClass, FName("PauseMenu")); + PauseMenu->UpdatePlayerStatistics(Money, Favours); PauseMenu->AddToViewport(50); PauseMenu->OpenNewTab(BountiesTab); PauseMenu->OpenedBountiesTab.AddDynamic(this, &ABountyHunterCharacter::OpenBountiesTab); @@ -138,4 +225,17 @@ void ABountyHunterCharacter::TogglePauseMenu() PauseMenu->OpenedNavigationTab.AddDynamic(this, &ABountyHunterCharacter::OpenNavigationTab); PauseMenu->OpenedSettingsTab.AddDynamic(this, &ABountyHunterCharacter::OpenSettingsTab); PauseMenu->OpenedQuitTab.AddDynamic(this, &ABountyHunterCharacter::OpenQuitTab); -} \ No newline at end of file + PauseMenu->SetVisibility(ESlateVisibility::Visible); + PauseMenu->SetFocus(); +} + +void ABountyHunterCharacter::ReturnToOpenWorldEarly() +{ + UEVGameInstance* GI = Cast(GetGameInstance()); + if (!IsValid(GI->MainSaveGameInstanceRef)) return; + FTransform SpawnTransform = MainBountyClasses[CurrentMainBountyIndex]->GetDefaultObject()->GetPlayerSpawnTransform(); + + GI->MainSaveGameInstanceRef->PlayerOpenWorldSpawnTransformSave = SpawnTransform; + UGameplayStatics::SaveGameToSlot(GI->MainSaveGameInstanceRef, "MainSave", 0); + UGameplayStatics::OpenLevel(GetWorld(), FName(OpenWorldLevelName)); +} diff --git a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h index 50695cba..f0636f5d 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h +++ b/EndlessVendetta/Source/EndlessVendetta/Characters/BountyHunterCharacter.h @@ -6,7 +6,9 @@ #include "EndlessVendetta/EndlessVendettaCharacter.h" #include "EndlessVendetta/EVGameInstance.h" #include "EndlessVendetta/MainSaveGameClass.h" +#include "EndlessVendetta/PauseMenu/TabStructs/BountyTabInfo.h" #include "EndlessVendetta/BountySystem/MainBountyClass.h" +#include "EndlessVendetta/BountySystem/SideBountyClass.h" #include "EndlessVendetta/PauseMenu/BountiesTab.h" #include "EndlessVendetta/PauseMenu/PauseMenuClass.h" #include "EndlessVendetta/PauseMenu/QuitTab.h" @@ -21,39 +23,70 @@ class ENDLESSVENDETTA_API ABountyHunterCharacter : public AEndlessVendettaCharac GENERATED_BODY() // ------------------- ATTRIBUTES ------------------------------ + // Money Used for Buying things + int Money = 0; + + // Favours used for making bounties easier + int Favours = 0; + // Array of Main Bounties' Classes in Order UPROPERTY(EditDefaultsOnly, Category = "Bounty Hunter") TArray> MainBountyClasses; // Reference to the Currently Active Main Bounty + UPROPERTY() AMainBountyClass* CurrentMainBounty; // Index of Currently Active Main Bounty, Used for MainBountyClasses int CurrentMainBountyIndex = 0; + + // References to Currently Active Side Bounties + TArray CurrentSideBounties; // Name of open world, so that the correct bounties can be spawned based on level UPROPERTY(EditDefaultsOnly, Category = "Bounty Hunter") FString OpenWorldLevelName = "ControlTutorialLevel"; + // Used to Check if all Main Bounties have been completed by the Bounties Tab + bool CompletedMainBounties = false; + protected: public: + + + // ------------------- METHODS --------------------------------- private: - // Spawns Current Main Bounty along with its Side Bounties, and spawns its appropriate CP's based on level + // Spawns Current Main Bounty and spawns its appropriate CP's based on level void SpawnMainBounty(UEVGameInstance* GI); + + // Spawns Side Bounties from save system + void SpawnSideBounties(UEVGameInstance* GI); // Collects Reward for Current Main Bounty and Increments the Main Bounty Index void CompleteCurrentMainBounty(UEVGameInstance* GI); + // Collects Reward for Completing a Side Bounty + UFUNCTION() + void CompletedASideBounty(int CompletedSideBountiesUID); + // Replaces Normal Bounty Info UI with Unique Game Over UI - void AllBountiesCompleted(); + void AllBountiesCompleted() + { + CompletedMainBounties = true; + } + + void SavePlayerMoneyAndFavours(); protected: // Called When Player Spawns virtual void BeginPlay() override; + UFUNCTION(BlueprintImplementableEvent) + void DisplayCheckpointTip(const FString& NewCheckpointTip); + // Overridden to Setup up Pause Menu Inputs virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override; @@ -67,6 +100,42 @@ public: return OpenWorldLevelName; } + // Public incase Money can be earned through outside sources in the future + void EarnMoney(int MoneyEarned) + { + Money += MoneyEarned; + SavePlayerMoneyAndFavours(); + } + + // Checks if player has enough money to spend, if true then spend money and return true + bool SpendMoney(int MoneySpent) + { + if (MoneySpent > Money) return false; + Money -= MoneySpent; + SavePlayerMoneyAndFavours(); + return true; + } + + // Public incase favours can be earned through outside sources in the future + void EarnFavours(int FavoursEarned) + { + Favours += FavoursEarned; + SavePlayerMoneyAndFavours(); + } + + // Checks if player has enough favours to spend, if true then spend favours and return true + bool SpendFavours(int FavoursSpent) + { + if (FavoursSpent > Favours) return false; + Favours -= FavoursSpent; + SavePlayerMoneyAndFavours(); + return true; + } + + + + + // ------------------- Pause Menu --------------------------------- private: // Input Action for Opening and Closing Pause Menu @@ -83,6 +152,18 @@ private: // Widget Class used to Spawn Bounties Tab Widget UPROPERTY(EditDefaultsOnly, Category = "Pause Menu") TSubclassOf BountyTabWidgetClass; + + // Widget Class used to Spawn Bounties Tab Widget + UPROPERTY(EditDefaultsOnly, Category = "Pause Menu") + TSubclassOf BountyInProgressTabWidgetClass; + + // Widget Class used to Spawn Bounties Tab Widget + UPROPERTY(EditDefaultsOnly, Category = "Pause Menu") + TSubclassOf TutorialBountyTabWidgetClass; + + // Widget Class used to Spawn Bounties Tab Widget + UPROPERTY(EditDefaultsOnly, Category = "Pause Menu") + TSubclassOf GameOverBountyTabWidgetClass; // Reference to Bounty Tab Widget UPROPERTY() @@ -160,4 +241,53 @@ private: { PauseMenu->OpenNewTab(QuitTab); } + + FBountyTabInfo BountyTabInfo; + + FMainBountyStruct MainBountyStruct; + + TArray SideBountyStructs; + + void UpdateBountyTabInfo() + { + if (!IsValid(BountiesTab)) return; + BountyTabInfo.MainBountyStruct = MainBountyStruct; + BountyTabInfo.SideBountyStructs = SideBountyStructs; + + BountiesTab->UpdateBountyTab(BountyTabInfo); + } + + UFUNCTION() + void ReturnToOpenWorldEarly(); + + void DeActivateAllBounties() + { + if (IsValid(CurrentMainBounty)) CurrentMainBounty->DeActivateFirstCheckpoint(); + for (auto SideBounty : CurrentSideBounties) + { + SideBounty->DeActivateFirstCheckpoint(); + } + } + + UFUNCTION() + void TrackMainBounty() + { + DeActivateAllBounties(); + CurrentMainBounty->ActivateFirstCheckpoint(); + DisplayCheckpointTip(CurrentMainBounty->GetOpenWorldCheckpointTip()); + } + + UFUNCTION() + void TrackSideBounty(int SideBountyUID) + { + DeActivateAllBounties(); + for (auto SideBounty : CurrentSideBounties) + { + if (SideBounty->GetUniqueID() == SideBountyUID) + { + SideBounty->ActivateFirstCheckpoint(); + break; + } + } + } }; diff --git a/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.cpp b/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.cpp index 05044761..e42561a3 100644 --- a/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/EVGameInstance.cpp @@ -12,6 +12,8 @@ void UEVGameInstance::CreateNewSaveGameInstance() MainSaveGameInstanceRef = Cast(UGameplayStatics::CreateSaveGameObject(UMainSaveGameClass::StaticClass())); MainSaveGameInstanceRef->CurrentMainBountyIndexSave = 0; MainSaveGameInstanceRef->LastMainBountyIndexInOpenWorld = 0; + MainSaveGameInstanceRef->MoneySave = 0; + MainSaveGameInstanceRef->FavourSave = 0; UGameplayStatics::SaveGameToSlot(MainSaveGameInstanceRef, "MainSave", 0); } diff --git a/EndlessVendetta/Source/EndlessVendetta/MainSaveGameClass.h b/EndlessVendetta/Source/EndlessVendetta/MainSaveGameClass.h index ccd11131..eeba662c 100644 --- a/EndlessVendetta/Source/EndlessVendetta/MainSaveGameClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/MainSaveGameClass.h @@ -3,6 +3,7 @@ #pragma once #include "CoreMinimal.h" +#include "BountySystem/SideBountyClass.h" #include "GameFramework/SaveGame.h" #include "WeaponSystem/BaseWeaponClass.h" #include "MainSaveGameClass.generated.h" @@ -30,4 +31,13 @@ public: UPROPERTY() FTransform PlayerOpenWorldSpawnTransformSave; + + UPROPERTY() + int MoneySave; + + UPROPERTY() + int FavourSave; + + UPROPERTY() + TArray> SideBountiesToSpawnSave; }; diff --git a/EndlessVendetta/Source/EndlessVendetta/PauseMenu/BountiesTab.h b/EndlessVendetta/Source/EndlessVendetta/PauseMenu/BountiesTab.h index 85878167..5b0ef8c2 100644 --- a/EndlessVendetta/Source/EndlessVendetta/PauseMenu/BountiesTab.h +++ b/EndlessVendetta/Source/EndlessVendetta/PauseMenu/BountiesTab.h @@ -3,11 +3,14 @@ #pragma once #include "CoreMinimal.h" +#include "TabStructs/BountyTabInfo.h" #include "TabWidget.h" #include "EndlessVendetta/BountySystem/BountyClass.h" #include "BountiesTab.generated.h" -DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FTrackBounty, ABountyClass*, BountyToTrack); +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FTrackBounty); +DECLARE_DYNAMIC_MULTICAST_DELEGATE(FReturnToOpenWorldEarly); +DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FTrackSideBounty, int, BountyID); UCLASS() class ENDLESSVENDETTA_API UBountiesTab : public UTabWidget @@ -19,13 +22,21 @@ class ENDLESSVENDETTA_API UBountiesTab : public UTabWidget protected: public: - UPROPERTY(BlueprintAssignable) + UPROPERTY(BlueprintCallable) FTrackBounty TrackBountyDelegate; + UPROPERTY(BlueprintCallable) + FTrackSideBounty TrackSideBountyDelegate; + + UPROPERTY(BlueprintCallable) + FReturnToOpenWorldEarly ReturnToOpenWorldEarlyDelegate; + // ------------------- METHODS --------------------------------- private: protected: -public: +public: + UFUNCTION(BlueprintImplementableEvent) + void UpdateBountyTab(FBountyTabInfo BountyTabInfo); }; diff --git a/EndlessVendetta/Source/EndlessVendetta/PauseMenu/PauseMenuClass.h b/EndlessVendetta/Source/EndlessVendetta/PauseMenu/PauseMenuClass.h index fff8ea82..f65cacf2 100644 --- a/EndlessVendetta/Source/EndlessVendetta/PauseMenu/PauseMenuClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/PauseMenu/PauseMenuClass.h @@ -37,5 +37,9 @@ public: public: // Closes any Previously Opened Tab and Opens the Given new Tab UFUNCTION(BlueprintImplementableEvent) - void OpenNewTab(UTabWidget* TabWidget); + void OpenNewTab(UTabWidget* TabWidget); + + // Updates Displayed Player Statistics, aka Money and Favours + UFUNCTION(BlueprintImplementableEvent) + void UpdatePlayerStatistics(int NewMoney, int NewFavours); }; diff --git a/EndlessVendetta/Source/EndlessVendetta/PauseMenu/TabStructs/BountyTabInfo.cpp b/EndlessVendetta/Source/EndlessVendetta/PauseMenu/TabStructs/BountyTabInfo.cpp new file mode 100644 index 00000000..1a8ea118 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/PauseMenu/TabStructs/BountyTabInfo.cpp @@ -0,0 +1 @@ +#include "BountyTabInfo.h" diff --git a/EndlessVendetta/Source/EndlessVendetta/PauseMenu/TabStructs/BountyTabInfo.h b/EndlessVendetta/Source/EndlessVendetta/PauseMenu/TabStructs/BountyTabInfo.h new file mode 100644 index 00000000..560f7816 --- /dev/null +++ b/EndlessVendetta/Source/EndlessVendetta/PauseMenu/TabStructs/BountyTabInfo.h @@ -0,0 +1,17 @@ +#pragma once + +#include "EndlessVendetta/BountySystem/MainBountyClass.h" +#include "EndlessVendetta/BountySystem/SideBountyClass.h" +#include "BountyTabInfo.generated.h" + +USTRUCT(BlueprintType) +struct FBountyTabInfo +{ + GENERATED_BODY(); + + UPROPERTY(BlueprintReadOnly) + FMainBountyStruct MainBountyStruct; + + UPROPERTY(BlueprintReadOnly) + TArray SideBountyStructs; +};