Add resource node persistence
This commit is contained in:
@@ -548,7 +548,10 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
|
||||
current MVP nodes preserve bare-hand gathering, while a basic tool in
|
||||
inventory improves yields for wood, fiber, and stone.
|
||||
- [x] Add bare-hand gathering fallback.
|
||||
- [ ] Add resource node persistence.
|
||||
- [x] Add resource node persistence. Added save records for existing map/tile
|
||||
resource nodes keyed by stable node IDs, persistence capture/restore paths,
|
||||
and Ground Zero placement support so only loaded tiles with actual resource
|
||||
nodes contribute depletion state.
|
||||
- [x] Add replicated gathering feedback.
|
||||
|
||||
## 0.1.G Primitive Crafting
|
||||
|
||||
Binary file not shown.
@@ -441,12 +441,19 @@ This document defines:
|
||||
|
||||
Implementation work remains tracked separately in the roadmap.
|
||||
|
||||
The MVP resource-node implementation stores depletion as existing map/tile
|
||||
actor state. Each `AAgrarianResourceNode` may define a stable
|
||||
`PersistenceNodeId`; otherwise the actor name is used as a fallback. Save files
|
||||
capture `RemainingHarvests` for resource nodes present in the loaded world and
|
||||
restore only matching existing nodes. This deliberately avoids spawning resource
|
||||
nodes from saves, keeping tile-authored resources owned by tile content while
|
||||
letting persistence remember depletion for active tiles.
|
||||
|
||||
## Open Questions
|
||||
|
||||
- Should the first playable MVP use `USaveGame`, JSON, or a hybrid save
|
||||
backend?
|
||||
- What is the first stable `SaveFormatVersion` value?
|
||||
- Which resource nodes should persist depletion in Ground Zero?
|
||||
- Should disconnected players remain in world physically or be removed?
|
||||
- How much inventory should death/respawn preserve?
|
||||
- When do saves move from file-based records to database-backed records?
|
||||
|
||||
@@ -458,6 +458,15 @@ plants remain pure bare-hand gathering. Later nodes can disable
|
||||
`bAllowBareHandGathering` when the game has proper tool equipment, durability,
|
||||
and feedback UI.
|
||||
|
||||
Resource node persistence is map/tile state, not a spawned-actor replay path.
|
||||
`UAgrarianSaveGame` stores `FAgrarianSavedResourceNode` records keyed by
|
||||
`AAgrarianResourceNode::PersistenceNodeId`, with the actor name as a fallback.
|
||||
`UAgrarianPersistenceSubsystem` captures only resource nodes that exist in the
|
||||
currently loaded world and restores matching existing nodes by stable id. This
|
||||
keeps the MVP compatible with later Earth-scale tiles: a tile contributes
|
||||
resource depletion state only when its resource actors actually exist, and tile
|
||||
generation/placement scripts should assign deterministic node ids.
|
||||
|
||||
### Wildlife Navigation
|
||||
|
||||
MVP wildlife movement is server authoritative. `AAgrarianWildlifeBase` uses an
|
||||
|
||||
@@ -69,6 +69,15 @@ immediate benefit:
|
||||
The rule is inventory-based until equipment slots, durability, and explicit
|
||||
active-hand state are implemented.
|
||||
|
||||
## Persistence
|
||||
|
||||
Ground Zero resource actors receive stable `PersistenceNodeId` values matching
|
||||
their placement labels. The persistence subsystem captures and restores only
|
||||
resource nodes that exist in the loaded world, so depletion records stay scoped
|
||||
to active map/tile content. Future generated Earth-scale tiles should follow the
|
||||
same rule: assign deterministic resource node IDs during placement and let the
|
||||
save system record depletion only for tiles whose resource actors are present.
|
||||
|
||||
## Follow-Up
|
||||
|
||||
Future passes should replace the prototype meshes with real coastal scrub,
|
||||
|
||||
@@ -864,6 +864,10 @@ def spawn_demo_actor(spec, height_values, materials, safe_spawn_location_xy=None
|
||||
raise RuntimeError(f"Could not spawn {spec['label']}")
|
||||
|
||||
set_actor_label(actor, spec["label"])
|
||||
try:
|
||||
actor.set_editor_property("persistence_node_id", spec["label"])
|
||||
except Exception:
|
||||
pass
|
||||
material_key = material_key_for_actor_label(spec["label"])
|
||||
if material_key:
|
||||
apply_material_to_actor_meshes(actor, materials[material_key])
|
||||
|
||||
@@ -65,6 +65,10 @@ def main():
|
||||
if actor.get_editor_property("remaining_harvests") <= 0:
|
||||
failures.append(f"{label} has no remaining harvests")
|
||||
|
||||
persistence_node_id = str(actor.get_editor_property("persistence_node_id"))
|
||||
if persistence_node_id != label:
|
||||
failures.append(f"{label} persistence node id expected {label}, got {persistence_node_id}")
|
||||
|
||||
if failures:
|
||||
raise RuntimeError("Ground Zero resource verification failed: " + "; ".join(failures))
|
||||
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
ROOT = Path(__file__).resolve().parents[1]
|
||||
|
||||
EXPECTED = {
|
||||
ROOT / "Source" / "AgrarianGame" / "AgrarianSaveGame.h": [
|
||||
"struct FAgrarianSavedResourceNode",
|
||||
"FName ResourceNodeId = NAME_None;",
|
||||
"int32 RemainingHarvests = 0;",
|
||||
"TArray<FAgrarianSavedResourceNode> ResourceNodes;",
|
||||
],
|
||||
ROOT / "Source" / "AgrarianGame" / "AgrarianResourceNode.h": [
|
||||
"FName PersistenceNodeId = NAME_None;",
|
||||
"FName GetResourcePersistenceId() const;",
|
||||
"FAgrarianSavedResourceNode CaptureResourceSaveState() const;",
|
||||
"void ApplyResourceSaveState(const FAgrarianSavedResourceNode& SavedNode);",
|
||||
],
|
||||
ROOT / "Source" / "AgrarianGame" / "AgrarianResourceNode.cpp": [
|
||||
"AAgrarianResourceNode::GetResourcePersistenceId",
|
||||
"PersistenceNodeId != NAME_None ? PersistenceNodeId : GetFName()",
|
||||
"SavedNode.RemainingHarvests = RemainingHarvests;",
|
||||
"RemainingHarvests = FMath::Clamp",
|
||||
"ScheduleRespawnIfNeeded();",
|
||||
],
|
||||
ROOT / "Source" / "AgrarianGame" / "AgrarianPersistenceSubsystem.h": [
|
||||
"int32 CaptureResourceNodes(UAgrarianSaveGame* SaveGame) const;",
|
||||
"int32 RestoreResourceNodes(const UAgrarianSaveGame* SaveGame) const;",
|
||||
"void FindResourceNodes(TArray<AAgrarianResourceNode*>& OutResourceNodes) const;",
|
||||
],
|
||||
ROOT / "Source" / "AgrarianGame" / "AgrarianPersistenceSubsystem.cpp": [
|
||||
"SaveGame->ResourceNodes.Reset();",
|
||||
"SaveGame->ResourceNodes.Add(SavedNode);",
|
||||
"RestoreResourceNodes(SaveGame);",
|
||||
"TActorIterator<AAgrarianResourceNode>",
|
||||
"ResourceNode->ApplyResourceSaveState(*SavedNode);",
|
||||
],
|
||||
ROOT / "Scripts" / "setup_ground_zero_demo_map.py": [
|
||||
'actor.set_editor_property("persistence_node_id", spec["label"])',
|
||||
],
|
||||
ROOT / "Scripts" / "verify_ground_zero_resources.py": [
|
||||
'actor.get_editor_property("persistence_node_id")',
|
||||
"persistence node id expected",
|
||||
],
|
||||
ROOT / "Docs" / "TechnicalDesignDocument.md": [
|
||||
"Resource node persistence is map/tile state",
|
||||
"captures only resource nodes that exist in the",
|
||||
],
|
||||
ROOT / "Docs" / "Terrain" / "GroundZeroResourcePass.md": [
|
||||
"Ground Zero resource actors receive stable `PersistenceNodeId` values",
|
||||
"resource nodes that exist in the loaded world",
|
||||
],
|
||||
ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md": [
|
||||
"[x] Add resource node persistence.",
|
||||
],
|
||||
}
|
||||
|
||||
|
||||
def main() -> None:
|
||||
missing = []
|
||||
for path, snippets in EXPECTED.items():
|
||||
text = path.read_text(encoding="utf-8")
|
||||
for snippet in snippets:
|
||||
if snippet not in text:
|
||||
missing.append(f"{path.relative_to(ROOT)}: {snippet}")
|
||||
|
||||
if missing:
|
||||
raise RuntimeError("Resource node persistence verification failed: " + "; ".join(missing))
|
||||
|
||||
print("PASS: resource node persistence captures loaded map/tile nodes by stable id and restores depletion state.")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "AgrarianGameState.h"
|
||||
#include "AgrarianInventoryComponent.h"
|
||||
#include "AgrarianPersistentActorComponent.h"
|
||||
#include "AgrarianResourceNode.h"
|
||||
#include "AgrarianSaveGame.h"
|
||||
#include "AgrarianSurvivalComponent.h"
|
||||
#include "EngineUtils.h"
|
||||
@@ -240,6 +241,71 @@ int32 UAgrarianPersistenceSubsystem::RestorePlayers(const UAgrarianSaveGame* Sav
|
||||
return RestoredCount;
|
||||
}
|
||||
|
||||
int32 UAgrarianPersistenceSubsystem::CaptureResourceNodes(UAgrarianSaveGame* SaveGame) const
|
||||
{
|
||||
if (!SaveGame)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
TArray<AAgrarianResourceNode*> ResourceNodes;
|
||||
FindResourceNodes(ResourceNodes);
|
||||
|
||||
SaveGame->ResourceNodes.Reset();
|
||||
for (const AAgrarianResourceNode* ResourceNode : ResourceNodes)
|
||||
{
|
||||
if (!ResourceNode)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const FAgrarianSavedResourceNode SavedNode = ResourceNode->CaptureResourceSaveState();
|
||||
if (SavedNode.ResourceNodeId != NAME_None)
|
||||
{
|
||||
SaveGame->ResourceNodes.Add(SavedNode);
|
||||
}
|
||||
}
|
||||
|
||||
return SaveGame->ResourceNodes.Num();
|
||||
}
|
||||
|
||||
int32 UAgrarianPersistenceSubsystem::RestoreResourceNodes(const UAgrarianSaveGame* SaveGame) const
|
||||
{
|
||||
if (!SaveGame)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
TArray<AAgrarianResourceNode*> ResourceNodes;
|
||||
FindResourceNodes(ResourceNodes);
|
||||
|
||||
int32 RestoredCount = 0;
|
||||
for (AAgrarianResourceNode* ResourceNode : ResourceNodes)
|
||||
{
|
||||
if (!ResourceNode)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
const FName ResourceNodeId = ResourceNode->GetResourcePersistenceId();
|
||||
const FAgrarianSavedResourceNode* SavedNode = SaveGame->ResourceNodes.FindByPredicate(
|
||||
[ResourceNodeId](const FAgrarianSavedResourceNode& Candidate)
|
||||
{
|
||||
return Candidate.ResourceNodeId == ResourceNodeId;
|
||||
});
|
||||
|
||||
if (!SavedNode)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
ResourceNode->ApplyResourceSaveState(*SavedNode);
|
||||
RestoredCount++;
|
||||
}
|
||||
|
||||
return RestoredCount;
|
||||
}
|
||||
|
||||
bool UAgrarianPersistenceSubsystem::SaveCurrentWorld() const
|
||||
{
|
||||
UAgrarianSaveGame* SaveGame = LoadOrCreateSave();
|
||||
@@ -251,6 +317,7 @@ bool UAgrarianPersistenceSubsystem::SaveCurrentWorld() const
|
||||
CaptureWorldState(SaveGame);
|
||||
CapturePlayers(SaveGame);
|
||||
CaptureWorldActors(SaveGame);
|
||||
CaptureResourceNodes(SaveGame);
|
||||
return WriteSave(SaveGame);
|
||||
}
|
||||
|
||||
@@ -268,6 +335,7 @@ bool UAgrarianPersistenceSubsystem::LoadCurrentWorld(int32& RestoredPlayerCount,
|
||||
const bool bRestoredWorldState = RestoreWorldState(SaveGame);
|
||||
RestoredPlayerCount = RestorePlayers(SaveGame);
|
||||
RestoredWorldActorCount = RestoreWorldActors(SaveGame, bClearExistingActors);
|
||||
RestoreResourceNodes(SaveGame);
|
||||
return bRestoredWorldState;
|
||||
}
|
||||
|
||||
@@ -316,6 +384,26 @@ void UAgrarianPersistenceSubsystem::FindAgrarianPlayers(TArray<AAgrarianGameChar
|
||||
}
|
||||
}
|
||||
|
||||
void UAgrarianPersistenceSubsystem::FindResourceNodes(TArray<AAgrarianResourceNode*>& OutResourceNodes) const
|
||||
{
|
||||
OutResourceNodes.Reset();
|
||||
|
||||
UWorld* World = GetWorld();
|
||||
if (!World)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (TActorIterator<AAgrarianResourceNode> ActorIt(World); ActorIt; ++ActorIt)
|
||||
{
|
||||
AAgrarianResourceNode* ResourceNode = *ActorIt;
|
||||
if (ResourceNode && !ResourceNode->IsPendingKillPending())
|
||||
{
|
||||
OutResourceNodes.Add(ResourceNode);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
FString UAgrarianPersistenceSubsystem::GetPlayerPersistenceId(const AAgrarianGameCharacter* Character) const
|
||||
{
|
||||
if (!Character)
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
class UAgrarianSaveGame;
|
||||
class UAgrarianPersistentActorComponent;
|
||||
class AAgrarianGameCharacter;
|
||||
class AAgrarianResourceNode;
|
||||
|
||||
UCLASS()
|
||||
class UAgrarianPersistenceSubsystem : public UGameInstanceSubsystem
|
||||
@@ -58,6 +59,12 @@ public:
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
int32 RestorePlayers(const UAgrarianSaveGame* SaveGame) const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
int32 CaptureResourceNodes(UAgrarianSaveGame* SaveGame) const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
int32 RestoreResourceNodes(const UAgrarianSaveGame* SaveGame) const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Persistence")
|
||||
bool SaveCurrentWorld() const;
|
||||
|
||||
@@ -67,5 +74,6 @@ public:
|
||||
protected:
|
||||
void FindPersistentComponents(TArray<UAgrarianPersistentActorComponent*>& OutComponents) const;
|
||||
void FindAgrarianPlayers(TArray<AAgrarianGameCharacter*>& OutPlayers) const;
|
||||
void FindResourceNodes(TArray<AAgrarianResourceNode*>& OutResourceNodes) const;
|
||||
FString GetPlayerPersistenceId(const AAgrarianGameCharacter* Character) const;
|
||||
};
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "AgrarianGameCharacter.h"
|
||||
#include "AgrarianInventoryComponent.h"
|
||||
#include "AgrarianItemDefinitionAsset.h"
|
||||
#include "AgrarianSaveGame.h"
|
||||
#include "Components/StaticMeshComponent.h"
|
||||
#include "TimerManager.h"
|
||||
#include "Net/UnrealNetwork.h"
|
||||
@@ -94,6 +95,40 @@ void AAgrarianResourceNode::OnRep_RemainingHarvests()
|
||||
UpdateDepletedState();
|
||||
}
|
||||
|
||||
FName AAgrarianResourceNode::GetResourcePersistenceId() const
|
||||
{
|
||||
return PersistenceNodeId != NAME_None ? PersistenceNodeId : GetFName();
|
||||
}
|
||||
|
||||
FAgrarianSavedResourceNode AAgrarianResourceNode::CaptureResourceSaveState() const
|
||||
{
|
||||
FAgrarianSavedResourceNode SavedNode;
|
||||
SavedNode.ResourceNodeId = GetResourcePersistenceId();
|
||||
SavedNode.RemainingHarvests = RemainingHarvests;
|
||||
SavedNode.bRespawnsForMvp = bRespawnsForMvp;
|
||||
return SavedNode;
|
||||
}
|
||||
|
||||
void AAgrarianResourceNode::ApplyResourceSaveState(const FAgrarianSavedResourceNode& SavedNode)
|
||||
{
|
||||
if (!HasAuthority() || SavedNode.ResourceNodeId == NAME_None || SavedNode.ResourceNodeId != GetResourcePersistenceId())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RemainingHarvests = FMath::Clamp(SavedNode.RemainingHarvests, 0, FMath::Max(1, MaxHarvests));
|
||||
if (RemainingHarvests > 0)
|
||||
{
|
||||
if (UWorld* World = GetWorld())
|
||||
{
|
||||
World->GetTimerManager().ClearTimer(RespawnTimerHandle);
|
||||
}
|
||||
}
|
||||
|
||||
UpdateDepletedState();
|
||||
ScheduleRespawnIfNeeded();
|
||||
}
|
||||
|
||||
bool AAgrarianResourceNode::HasRequiredTool(const AAgrarianGameCharacter* Interactor) const
|
||||
{
|
||||
if (RequiredToolItemId == NAME_None)
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "TimerManager.h"
|
||||
#include "AgrarianInteractable.h"
|
||||
#include "AgrarianSaveGame.h"
|
||||
#include "AgrarianTypes.h"
|
||||
#include "AgrarianResourceNode.generated.h"
|
||||
|
||||
@@ -32,6 +33,9 @@ public:
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Resource")
|
||||
TObjectPtr<UAgrarianItemDefinitionAsset> YieldItemDefinition;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Resource|Persistence")
|
||||
FName PersistenceNodeId = NAME_None;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, ReplicatedUsing = OnRep_RemainingHarvests, Category = "Agrarian|Resource", meta = (ClampMin = "0"))
|
||||
int32 RemainingHarvests = 5;
|
||||
|
||||
@@ -60,6 +64,15 @@ public:
|
||||
virtual bool CanInteract_Implementation(const AAgrarianGameCharacter* Interactor) const override;
|
||||
virtual void Interact_Implementation(AAgrarianGameCharacter* Interactor) override;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Resource|Persistence")
|
||||
FName GetResourcePersistenceId() const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Resource|Persistence")
|
||||
FAgrarianSavedResourceNode CaptureResourceSaveState() const;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "Agrarian|Resource|Persistence")
|
||||
void ApplyResourceSaveState(const FAgrarianSavedResourceNode& SavedNode);
|
||||
|
||||
protected:
|
||||
UFUNCTION()
|
||||
void OnRep_RemainingHarvests();
|
||||
|
||||
@@ -46,6 +46,21 @@ struct FAgrarianSavedWorldActor
|
||||
TMap<FName, float> NumberState;
|
||||
};
|
||||
|
||||
USTRUCT(BlueprintType)
|
||||
struct FAgrarianSavedResourceNode
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
|
||||
FName ResourceNodeId = NAME_None;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
|
||||
int32 RemainingHarvests = 0;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
|
||||
bool bRespawnsForMvp = false;
|
||||
};
|
||||
|
||||
UCLASS()
|
||||
class UAgrarianSaveGame : public USaveGame
|
||||
{
|
||||
@@ -72,4 +87,7 @@ public:
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
|
||||
TArray<FAgrarianSavedWorldActor> WorldActors;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Save")
|
||||
TArray<FAgrarianSavedResourceNode> ResourceNodes;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user