Add sprain movement placeholder
This commit is contained in:
@@ -110,6 +110,7 @@ void AAgrarianDebugHUD::DrawCriticalStats(const UAgrarianSurvivalComponent* Surv
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DrawScaledLine(FString::Printf(TEXT("Exhaust %3.0f"), Survival.Exhaustion), X, Y, CriticalStatsTextScale, StatusColor(Survival.Exhaustion, true));
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DrawScaledLine(FString::Printf(TEXT("Injury %3.0f"), Survival.InjurySeverity), X, Y, CriticalStatsTextScale, StatusColor(Survival.InjurySeverity, true));
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DrawScaledLine(FString::Printf(TEXT("Bleeding %3.0f"), Survival.BleedingSeverity), X, Y, CriticalStatsTextScale, StatusColor(Survival.BleedingSeverity, true));
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DrawScaledLine(FString::Printf(TEXT("Sprain %3.0f"), Survival.SprainSeverity), X, Y, CriticalStatsTextScale, StatusColor(Survival.SprainSeverity, true));
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DrawScaledLine(FString::Printf(TEXT("Sickness %3.0f"), Survival.SicknessSeverity), X, Y, CriticalStatsTextScale, StatusColor(Survival.SicknessSeverity, true));
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}
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@@ -337,6 +338,7 @@ void AAgrarianDebugHUD::DrawSurvival(const UAgrarianSurvivalComponent* SurvivalC
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DrawLine(FString::Printf(TEXT("Expose: x%.2f %+3.1f C"), SurvivalComponent->CurrentWeatherExposureMultiplier, SurvivalComponent->CurrentWeatherTemperatureOffsetC), X, Y);
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DrawLine(FString::Printf(TEXT("Injury: %.0f"), Survival.InjurySeverity), X, Y);
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DrawLine(FString::Printf(TEXT("Bleed: %.0f"), Survival.BleedingSeverity), X, Y);
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DrawLine(FString::Printf(TEXT("Sprain: %.0f"), Survival.SprainSeverity), X, Y);
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DrawLine(FString::Printf(TEXT("Sick: %.0f"), Survival.SicknessSeverity), X, Y);
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const FAgrarianCareHistorySnapshot& Care = SurvivalComponent->CareHistory;
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DrawLine(FString::Printf(TEXT("Care N/S/T: %.2f %.2f %.2f"), Care.NutritionQuality, Care.SleepQuality, Care.TreatmentQuality), X, Y, FColor::Silver);
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@@ -420,6 +420,10 @@ float AAgrarianGameCharacter::CalculateSurvivalMovementMultiplier() const
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FVector2D(0.0f, 100.0f),
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FVector2D(1.0f, 0.5f),
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Survival.InjurySeverity);
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const float SprainMultiplier = FMath::GetMappedRangeValueClamped(
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FVector2D(0.0f, 100.0f),
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FVector2D(1.0f, 0.45f),
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Survival.SprainSeverity);
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const float SicknessMultiplier = FMath::GetMappedRangeValueClamped(
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FVector2D(0.0f, 100.0f),
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FVector2D(1.0f, 0.7f),
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@@ -429,7 +433,7 @@ float AAgrarianGameCharacter::CalculateSurvivalMovementMultiplier() const
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FVector2D(1.0f, 0.55f),
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Survival.Exhaustion);
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return HungerMultiplier * ThirstMultiplier * InjuryMultiplier * SicknessMultiplier * ExhaustionMultiplier;
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return HungerMultiplier * ThirstMultiplier * InjuryMultiplier * SprainMultiplier * SicknessMultiplier * ExhaustionMultiplier;
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}
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float AAgrarianGameCharacter::CalculateCarryWeightMovementMultiplier() const
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@@ -147,7 +147,7 @@ void AAgrarianGamePlayerController::AgrarianSurvival()
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const FAgrarianSurvivalSnapshot& Survival = SurvivalComponent->Survival;
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ClientMessage(FString::Printf(
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TEXT("Health %.1f | Stamina %.1f | Exhaustion %.1f | Hunger %.1f | Thirst %.1f | Temp %.1fC | Injury %.1f | Bleeding %.1f | Sickness %.1f"),
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TEXT("Health %.1f | Stamina %.1f | Exhaustion %.1f | Hunger %.1f | Thirst %.1f | Temp %.1fC | Injury %.1f | Bleeding %.1f | Sprain %.1f | Sickness %.1f"),
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Survival.Health,
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Survival.Stamina,
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Survival.Exhaustion,
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@@ -156,6 +156,7 @@ void AAgrarianGamePlayerController::AgrarianSurvival()
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Survival.BodyTemperature,
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Survival.InjurySeverity,
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Survival.BleedingSeverity,
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Survival.SprainSeverity,
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Survival.SicknessSeverity));
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}
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@@ -73,6 +73,13 @@ void UAgrarianSurvivalComponent::TickComponent(float DeltaTime, ELevelTick TickT
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CareHistory.InjuryBurden += BleedingRatio * 0.001f * DeltaTime;
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}
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if (Survival.SprainSeverity > 0.0f)
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{
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const float SprainRatio = Survival.SprainSeverity / 100.0f;
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Survival.Exhaustion += SprainExhaustionPerSecond * SprainRatio * DeltaTime;
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CareHistory.InjuryBurden += SprainRatio * 0.0005f * DeltaTime;
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}
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if (const UWorld* World = GetWorld())
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{
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if (const AAgrarianGameState* AgrarianGameState = World->GetGameState<AAgrarianGameState>())
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@@ -181,6 +188,7 @@ void UAgrarianSurvivalComponent::AddInjury(float Severity)
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const float PositiveSeverity = FMath::Max(0.0f, Severity);
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Survival.InjurySeverity += PositiveSeverity;
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Survival.BleedingSeverity += PositiveSeverity * 0.35f;
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Survival.SprainSeverity += PositiveSeverity * 0.20f;
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CareHistory.InjuryBurden += PositiveSeverity / 100.0f;
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Survival.Health -= PositiveSeverity * 5.0f;
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ClampSurvival();
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@@ -222,6 +230,29 @@ void UAgrarianSurvivalComponent::ReduceBleeding(float Amount)
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}
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}
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void UAgrarianSurvivalComponent::AddSprain(float Severity)
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{
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if (GetOwner() && GetOwner()->HasAuthority())
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{
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const float PositiveSeverity = FMath::Max(0.0f, Severity);
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Survival.SprainSeverity += PositiveSeverity;
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CareHistory.InjuryBurden += PositiveSeverity / 200.0f;
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ClampSurvival();
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ClampCareHistory();
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BroadcastSurvivalChanged();
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}
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}
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void UAgrarianSurvivalComponent::ReduceSprain(float Amount)
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{
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if (GetOwner() && GetOwner()->HasAuthority())
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{
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Survival.SprainSeverity -= FMath::Max(0.0f, Amount);
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ClampSurvival();
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BroadcastSurvivalChanged();
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}
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}
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void UAgrarianSurvivalComponent::AddSickness(float Severity)
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{
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if (GetOwner() && GetOwner()->HasAuthority())
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@@ -396,6 +427,7 @@ void UAgrarianSurvivalComponent::ClampSurvival()
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Survival.BodyTemperature = FMath::Clamp(Survival.BodyTemperature, 30.0f, 42.0f);
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Survival.InjurySeverity = FMath::Clamp(Survival.InjurySeverity, 0.0f, 100.0f);
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Survival.BleedingSeverity = FMath::Clamp(Survival.BleedingSeverity, 0.0f, 100.0f);
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Survival.SprainSeverity = FMath::Clamp(Survival.SprainSeverity, 0.0f, 100.0f);
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Survival.SicknessSeverity = FMath::Clamp(Survival.SicknessSeverity, 0.0f, 100.0f);
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}
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@@ -78,6 +78,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
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float BleedingExhaustionPerSecond = 0.04f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
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float SprainExhaustionPerSecond = 0.03f;
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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bool IsAlive() const;
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@@ -108,6 +111,12 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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void ReduceBleeding(float Amount);
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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void AddSprain(float Severity);
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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void ReduceSprain(float Amount);
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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void AddSickness(float Severity);
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@@ -357,6 +357,9 @@ struct FAgrarianSurvivalSnapshot
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival")
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float BleedingSeverity = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival")
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float SprainSeverity = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival")
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float SicknessSeverity = 0.0f;
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};
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