Add wildlife spawn manager
This commit is contained in:
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// Copyright Pacificao. All Rights Reserved.
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#include "AgrarianWildlifeSpawnManager.h"
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#include "AgrarianWildlifeBase.h"
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#include "NavigationSystem.h"
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#include "Net/UnrealNetwork.h"
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AAgrarianWildlifeSpawnManager::AAgrarianWildlifeSpawnManager()
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{
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PrimaryActorTick.bCanEverTick = true;
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bReplicates = true;
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SetReplicatingMovement(false);
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}
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void AAgrarianWildlifeSpawnManager::BeginPlay()
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{
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Super::BeginPlay();
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SpawnTimer = SpawnIntervalSeconds;
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if (HasAuthority() && bSpawnOnBeginPlay)
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{
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SpawnInitialWildlife();
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}
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}
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void AAgrarianWildlifeSpawnManager::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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if (!HasAuthority() || !WildlifeClass)
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{
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return;
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}
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RemoveInvalidSpawnedWildlife();
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if (GetActiveWildlifeCount() >= MaxActiveWildlife)
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{
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return;
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}
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SpawnTimer -= DeltaSeconds;
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if (SpawnTimer <= 0.0f)
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{
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SpawnTimer = SpawnIntervalSeconds;
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SpawnWildlife();
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}
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}
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void AAgrarianWildlifeSpawnManager::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AAgrarianWildlifeSpawnManager, SpawnedWildlife);
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}
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AAgrarianWildlifeBase* AAgrarianWildlifeSpawnManager::SpawnWildlife()
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{
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if (!HasAuthority() || !WildlifeClass || GetActiveWildlifeCount() >= MaxActiveWildlife)
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{
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return nullptr;
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}
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FVector SpawnLocation = GetActorLocation();
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if (!ChooseSpawnLocation(SpawnLocation))
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{
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return nullptr;
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}
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FActorSpawnParameters SpawnParameters;
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SpawnParameters.Owner = this;
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SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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AAgrarianWildlifeBase* SpawnedActor = GetWorld()->SpawnActor<AAgrarianWildlifeBase>(
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WildlifeClass,
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SpawnLocation,
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FRotator::ZeroRotator,
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SpawnParameters);
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if (SpawnedActor)
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{
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SpawnedWildlife.Add(SpawnedActor);
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}
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return SpawnedActor;
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}
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int32 AAgrarianWildlifeSpawnManager::GetActiveWildlifeCount() const
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{
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int32 ActiveCount = 0;
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for (AAgrarianWildlifeBase* Wildlife : SpawnedWildlife)
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{
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if (IsValid(Wildlife))
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{
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++ActiveCount;
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}
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}
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return ActiveCount;
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}
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void AAgrarianWildlifeSpawnManager::SpawnInitialWildlife()
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{
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const int32 TargetCount = FMath::Min(InitialSpawnCount, MaxActiveWildlife);
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for (int32 SpawnIndex = GetActiveWildlifeCount(); SpawnIndex < TargetCount; ++SpawnIndex)
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{
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if (!SpawnWildlife())
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{
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break;
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}
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}
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}
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bool AAgrarianWildlifeSpawnManager::ChooseSpawnLocation(FVector& OutLocation) const
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{
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const FVector RandomOffset(
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FMath::FRandRange(-SpawnRadius, SpawnRadius),
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FMath::FRandRange(-SpawnRadius, SpawnRadius),
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0.0f);
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const FVector CandidateLocation = GetActorLocation() + RandomOffset;
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if (!bProjectSpawnsToNavigation)
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{
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OutLocation = CandidateLocation;
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return true;
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}
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const UWorld* World = GetWorld();
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const UNavigationSystemV1* NavigationSystem = World ? FNavigationSystem::GetCurrent<UNavigationSystemV1>(World) : nullptr;
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if (!NavigationSystem)
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{
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OutLocation = CandidateLocation;
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return true;
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}
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FNavLocation ProjectedLocation;
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if (!NavigationSystem->ProjectPointToNavigation(CandidateLocation, ProjectedLocation, NavigationProjectionExtent))
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{
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return false;
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}
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OutLocation = ProjectedLocation.Location;
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return true;
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}
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void AAgrarianWildlifeSpawnManager::RemoveInvalidSpawnedWildlife()
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{
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SpawnedWildlife.RemoveAll([](const TObjectPtr<AAgrarianWildlifeBase>& Wildlife)
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{
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return !IsValid(Wildlife);
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});
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}
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@@ -0,0 +1,62 @@
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// Copyright Pacificao. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "AgrarianWildlifeSpawnManager.generated.h"
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class AAgrarianWildlifeBase;
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UCLASS(Blueprintable)
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class AAgrarianWildlifeSpawnManager : public AActor
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{
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GENERATED_BODY()
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public:
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AAgrarianWildlifeSpawnManager();
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virtual void BeginPlay() override;
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virtual void Tick(float DeltaSeconds) override;
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Spawning")
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TSubclassOf<AAgrarianWildlifeBase> WildlifeClass;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Spawning", meta = (ClampMin = "0"))
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int32 InitialSpawnCount = 3;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Spawning", meta = (ClampMin = "0"))
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int32 MaxActiveWildlife = 6;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Spawning", meta = (ClampMin = "0"))
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float SpawnRadius = 3500.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Spawning", meta = (ClampMin = "0.1"))
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float SpawnIntervalSeconds = 20.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Spawning")
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bool bSpawnOnBeginPlay = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Spawning")
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bool bProjectSpawnsToNavigation = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Spawning")
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FVector NavigationProjectionExtent = FVector(650.0f, 650.0f, 900.0f);
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Wildlife|Spawning")
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AAgrarianWildlifeBase* SpawnWildlife();
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Wildlife|Spawning")
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int32 GetActiveWildlifeCount() const;
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protected:
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void SpawnInitialWildlife();
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bool ChooseSpawnLocation(FVector& OutLocation) const;
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void RemoveInvalidSpawnedWildlife();
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UPROPERTY(Replicated)
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TArray<TObjectPtr<AAgrarianWildlifeBase>> SpawnedWildlife;
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float SpawnTimer = 0.0f;
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};
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