LEAP Documentation 40220
Documentation for the LEAP project
PlayerStats.h
Go to the documentation of this file.
1#pragma once
2#include "CoreMinimal.h"
3#include "Engine/DataTable.h"
4#include "Engine/DataAsset.h"
5#include "PlayerStats.generated.h"
6
7class UAfflictionInstance;
10
11UENUM(BlueprintType)
12enum class EXPEventType : uint8
13{
14 Kill = 0,
15 Assist = 1,
16 Heal = 2,
17 Defend = 3,
18 BaseCapture = 4,
20 Neutralize = 6,
22 Victory = 8,
23 Lose = 9,
24 Draw = 10,
25 DoubleKill = 11,
26 TripleKill = 12,
27 MegaKill = 13,
28 HeadShot = 14,
29 Avenger = 15,
30 EnemySpotted = 16,
32 SpotBonus = 18,
33 SpeedBonus = 19,
34 SquadSpawn = 20,
35 TurretDestroyed = 21,
37 TurretKill = 23,
41 SquadWipe = 27,
42 Payback = 28,
45 NemesisKill = 31,
46 NemesisPayback = 32,
47 Saviour = 33,
48 VehicleRepaired = 34,
54 FlagCaptured = 40,
56 FlagReturned = 42,
58 VIPKilled = 44,
59 DamagePlayer = 45,
60 KillingBlow = 46,
69 ReviveTeammate = 55,
70 None = 255,
71};
72
73UENUM(BlueprintType)
74enum class EStatClassifier : uint8
75{
76 General = 0,
77 Class = 1,
78 Weapon = 2,
79 Vehicle = 3,
80 Progression = 4,
81 GameMode = 5,
82};
83
84UENUM(BlueprintType)
85enum class EStatNames : uint8
86{
87 Currency = 0,
88 Level = 1,
89 Wins = 2,
90 Losses = 3,
91 Ties = 4,
92 Kills = 5,
93 Deaths = 6,
94 Assists = 7,
95 ShotsFired = 8,
96 ShotsHit = 9,
97 Headshots = 10,
98 MaxHeadshot = 11,
99 TimePlayed = 12,
100 Jumps = 13,
101 Speeds = 14,
102 Experience = 16,
103 BasesCaptured = 17,
104 Damage = 18,
106 DoubleKill = 20,
107 TripleKill = 21,
108 BaseDefended = 22,
109 TargetDestroyed = 23,
110 BombDefused = 24,
111 CaptureTheFlag = 25,
112 ReturnTheFlag = 26,
114 EnemySpotted = 28,
117 Payback = 31,
118 Saviour = 32,
119 DeltaExperience = 33,
120 WinKOTH = 34,
121 WinBaseCap = 35,
122 WinCTF = 36,
123 WinVIP = 37,
124 WinTDM = 38,
127 UltimatesUsed = 41,
128 Revives = 42,
129 WraithKills = 43,
130 PathfinderKills = 44,
131 TitanKills = 45,
132 TechOpsKills = 46,
133 Dashes = 47,
134 Eliminations = 48,
135 TopPlayer = 49,
136 TotalExperience = 50,
137 Invalid = 255,
138};
139
140UENUM(BlueprintType)
141enum class EStatUpdateBehaviour : uint8
142{
143 NONE = 0,
144 MAX = 1,
145 MIN = 2,
146 OVERRIDE = 3,
147};
148
149UENUM(BlueprintType)
150enum class EDisplayType : uint8
151{
152 CenterScreen = 0,
153 SideScreen = 1,
154};
155
156USTRUCT(BlueprintType)
158{
159 GENERATED_USTRUCT_BODY()
160
161 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
162 FText Message = FText::FromString("");
163 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
164 int32 Experience = 0;
165 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
167 UPROPERTY(EditDefaultsOnly,BlueprintReadOnly )
168 class USoundBase* Sound = NULL;
169};
170
171USTRUCT(BlueprintType)
173{
174 GENERATED_USTRUCT_BODY()
175public:
176 UPROPERTY(BlueprintReadWrite)
177 FString ChallengeID = "";
178 UPROPERTY(BlueprintReadWrite)
179 bool bClaimed = false;
180 UPROPERTY(BlueprintReadWrite)
181 bool bCompleted = false;
182 UPROPERTY(BlueprintReadWrite)
183 uint8 Progress = 0;
184 UPROPERTY(BlueprintReadWrite)
185 uint8 PredictiveProgress = 0;
186 UPROPERTY(BlueprintReadWrite)
187 uint8 Goal = 0;
188 UPROPERTY(BlueprintReadWrite)
189 FString RewardItemList;
190 UPROPERTY(BlueprintReadWrite)
191 int32 CurrencyReward = 0;
192 UPROPERTY(BlueprintReadWrite)
193 FString StatKey = "";
194 UPROPERTY(BlueprintReadWrite)
195 int32 ExperienceReward = 0;
196};
197
198USTRUCT(BlueprintType)
200{
201 GENERATED_USTRUCT_BODY()
202public:
203 UPROPERTY(BlueprintReadOnly)
204 TMap<FString, FChallenge> Challenges;
205 UPROPERTY(BlueprintReadOnly)
206 FDateTime ChallengeEndDate = FDateTime::MinValue();
207
208 TMap<FString,TArray<FString>> ChallengeStatLookUp;
209};
210
211USTRUCT()
213{
214 GENERATED_USTRUCT_BODY()
215public:
216 UPROPERTY()
217 uint8 ChallengeID = 0;
218 UPROPERTY()
219 FString StatKey = "";
220 UPROPERTY()
221 uint8 Progress;
222 UPROPERTY()
223 uint8 Goal;
224};
EXPEventType
Definition: PlayerStats.h:13
@ MultipleEnemiesSpotted
@ PrimaryObjectiveDestroyed
@ SecondaryObjectiveDamaged
@ EnemyHealProjectSpotted
@ PrimaryObjectiveDamaged
@ SecondaryObjectiveDestroyed
@ VehicleDestroyedAssist
@ AssaultTargetDestroyed
EStatClassifier
Definition: PlayerStats.h:75
EDisplayType
Definition: PlayerStats.h:151
EStatUpdateBehaviour
Definition: PlayerStats.h:142
EStatNames
Definition: PlayerStats.h:86
@ GoldenWeaponPickups
@ ReinforcementDrops
@ DeployablesDestructed
Definition: ProjectXCharacter.h:128
Definition: WeaponInstance.h:220
Definition: PlayerStats.h:173
Definition: PlayerStats.h:158
Definition: PlayerStats.h:213
Definition: PlayerStats.h:200