Connect shelter to weather protection
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@@ -2,6 +2,8 @@
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#include "AgrarianSurvivalComponent.h"
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#include "AgrarianGameState.h"
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#include "AgrarianShelterActor.h"
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#include "Components/BoxComponent.h"
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#include "Engine/World.h"
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#include "Net/UnrealNetwork.h"
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@@ -32,6 +34,8 @@ void UAgrarianSurvivalComponent::TickComponent(float DeltaTime, ELevelTick TickT
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Survival.Hunger -= HungerDecayPerMinute * Minutes;
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Survival.Thirst -= ThirstDecayPerMinute * Minutes;
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Survival.Stamina += StaminaRecoveryPerSecond * DeltaTime;
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CurrentWeatherProtection = CalculateCurrentWeatherProtection();
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CareHistory.ShelterQuality = FMath::FInterpTo(CareHistory.ShelterQuality, CurrentWeatherProtection, DeltaTime, 0.02f);
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if (Survival.Stamina <= LowStaminaExhaustionThreshold)
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{
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@@ -57,7 +61,8 @@ void UAgrarianSurvivalComponent::TickComponent(float DeltaTime, ELevelTick TickT
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{
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if (const AAgrarianGameState* AgrarianGameState = World->GetGameState<AAgrarianGameState>())
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{
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const float ExposureDelta = (AgrarianGameState->AmbientTemperatureC - 18.0f) * 0.002f * DeltaTime;
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const float ExposureProtectionMultiplier = 1.0f - FMath::Clamp(CurrentWeatherProtection, 0.0f, 1.0f);
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const float ExposureDelta = (AgrarianGameState->AmbientTemperatureC - 18.0f) * 0.002f * DeltaTime * ExposureProtectionMultiplier;
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Survival.BodyTemperature += FMath::Clamp(ExposureDelta, -0.035f, 0.02f);
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}
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}
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@@ -74,7 +79,7 @@ void UAgrarianSurvivalComponent::TickComponent(float DeltaTime, ELevelTick TickT
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if (Survival.BodyTemperature < 35.0f)
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{
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Survival.Health -= ColdDamagePerMinute * Minutes;
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Survival.Health -= ColdDamagePerMinute * Minutes * (1.0f - FMath::Clamp(CurrentWeatherProtection, 0.0f, 1.0f));
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}
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if (Survival.SicknessSeverity >= 60.0f)
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@@ -92,6 +97,7 @@ void UAgrarianSurvivalComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProp
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(UAgrarianSurvivalComponent, Survival);
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DOREPLIFETIME(UAgrarianSurvivalComponent, CareHistory);
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DOREPLIFETIME(UAgrarianSurvivalComponent, CurrentWeatherProtection);
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}
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bool UAgrarianSurvivalComponent::IsAlive() const
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@@ -229,6 +235,32 @@ void UAgrarianSurvivalComponent::ReduceExhaustion(float Amount)
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}
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}
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float UAgrarianSurvivalComponent::CalculateCurrentWeatherProtection() const
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{
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const AActor* Owner = GetOwner();
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if (!Owner)
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{
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return 0.0f;
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}
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TArray<AActor*> OverlappingShelterActors;
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Owner->GetOverlappingActors(OverlappingShelterActors, AAgrarianShelterActor::StaticClass());
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float BestProtection = 0.0f;
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for (const AActor* Actor : OverlappingShelterActors)
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{
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const AAgrarianShelterActor* Shelter = Cast<AAgrarianShelterActor>(Actor);
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if (!Shelter || !Shelter->ProtectionVolume || !Shelter->ProtectionVolume->IsOverlappingActor(Owner))
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{
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continue;
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}
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BestProtection = FMath::Max(BestProtection, FMath::Clamp(Shelter->WeatherProtection, 0.0f, 1.0f));
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}
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return BestProtection;
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}
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void UAgrarianSurvivalComponent::OnRep_Survival()
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{
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BroadcastSurvivalChanged();
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