Add Ground Zero map boundary
This commit is contained in:
@@ -470,7 +470,10 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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controller, samples reachable wander points, projects chase/flee targets onto
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controller, samples reachable wander points, projects chase/flee targets onto
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navmesh, requests server-authoritative AI movement when nav data exists, and
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navmesh, requests server-authoritative AI movement when nav data exists, and
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retains direct movement fallback for early maps without nav data.
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retains direct movement fallback for early maps without nav data.
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- [ ] Add map boundaries or soft limits.
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- [x] Add map boundaries or soft limits. Added native
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`AAgrarianMapBoundaryVolume`, placed `AGR_GroundZeroMapBoundary` around the
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loaded 1 km Ground Zero tile, clamps server-authoritative player pawns back
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inside the tile with padding, and exposes a warning-zone hook for later UI.
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- [ ] Add developer travel command.
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- [ ] Add developer travel command.
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## 0.1.E Inventory System
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## 0.1.E Inventory System
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Binary file not shown.
@@ -173,6 +173,13 @@ rechecks the placed `AGR_DemoPlayerStart` against the same constraints so future
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map, resource, water, or terrain changes cannot silently move the player below
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map, resource, water, or terrain changes cannot silently move the player below
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sea level, into steep terrain, into water, or into a dense resource cluster.
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sea level, into steep terrain, into water, or into a dense resource cluster.
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The Ground Zero map also contains `AGR_GroundZeroMapBoundary`, a native
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`AAgrarianMapBoundaryVolume` centered on the 1 km x 1 km MVP tile. For the MVP,
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the boundary clamps server-authoritative player pawns back inside the loaded
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tile with a small padding rather than allowing players to walk into missing
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neighbor terrain. The actor exposes a warning distance hook so later UI can
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present an in-world or HUD notice before a clamp occurs.
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First-pass sky and lighting use `AAgrarianSkyLightingController`. The controller
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First-pass sky and lighting use `AAgrarianSkyLightingController`. The controller
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owns movable sun, skylight, and exponential-height-fog components and reads the
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owns movable sun, skylight, and exponential-height-fog components and reads the
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replicated `AAgrarianGameState` time, active tile sunrise/sunset, weather state,
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replicated `AAgrarianGameState` time, active tile sunrise/sunset, weather state,
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@@ -112,6 +112,15 @@ SAFE_SPAWN_CONFIG = {
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],
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],
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}
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}
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MAP_BOUNDARY_CONFIG = {
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"label": "AGR_GroundZeroMapBoundary",
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"boundary_id": "ground_zero_mvp_tile",
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"location": unreal.Vector(0.0, 0.0, 10000.0),
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"extent": unreal.Vector(50000.0, 50000.0, 25000.0),
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"padding_cm": 250.0,
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"warning_distance_cm": 3000.0,
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}
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DEMO_ACTORS = [
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DEMO_ACTORS = [
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{
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{
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@@ -880,6 +889,29 @@ def spawn_weather_exposure_zone(spec, height_values):
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return actor
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return actor
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def spawn_map_boundary_volume():
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actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
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unreal.AgrarianMapBoundaryVolume,
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MAP_BOUNDARY_CONFIG["location"],
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unreal.Rotator(0.0, 0.0, 0.0),
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MAP_BOUNDARY_CONFIG["label"],
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)
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if not actor:
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raise RuntimeError(f"Could not spawn {MAP_BOUNDARY_CONFIG['label']}")
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set_actor_label(actor, MAP_BOUNDARY_CONFIG["label"])
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actor.set_editor_property("boundary_id", MAP_BOUNDARY_CONFIG["boundary_id"])
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actor.set_editor_property("boundary_padding_cm", MAP_BOUNDARY_CONFIG["padding_cm"])
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actor.set_editor_property("warning_distance_cm", MAP_BOUNDARY_CONFIG["warning_distance_cm"])
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actor.set_editor_property("clamp_players_at_boundary", True)
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actor.boundary_volume.set_box_extent(MAP_BOUNDARY_CONFIG["extent"], True)
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unreal.log(
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f"Placed {MAP_BOUNDARY_CONFIG['label']} at {actor.get_actor_location()} "
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f"extent {MAP_BOUNDARY_CONFIG['extent']}"
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)
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return actor
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def main():
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def main():
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if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
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if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
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raise RuntimeError(f"Could not load map: {MAP_PATH}")
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raise RuntimeError(f"Could not load map: {MAP_PATH}")
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@@ -894,6 +926,7 @@ def main():
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labels.update(spec["label"] for spec in ENVIRONMENT_VARIATION_ACTORS)
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labels.update(spec["label"] for spec in ENVIRONMENT_VARIATION_ACTORS)
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labels.update(spec["label"] for spec in RUIN_PLACEHOLDER_ACTORS)
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labels.update(spec["label"] for spec in RUIN_PLACEHOLDER_ACTORS)
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labels.add(FOLIAGE_LABEL)
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labels.add(FOLIAGE_LABEL)
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labels.add(MAP_BOUNDARY_CONFIG["label"])
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remove_existing_demo_actors(labels)
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remove_existing_demo_actors(labels)
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materials = ensure_environment_materials()
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materials = ensure_environment_materials()
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@@ -911,6 +944,7 @@ def main():
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spawn_environment_variation_actor(spec, height_values, materials)
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spawn_environment_variation_actor(spec, height_values, materials)
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for spec in RUIN_PLACEHOLDER_ACTORS:
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for spec in RUIN_PLACEHOLDER_ACTORS:
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spawn_environment_variation_actor(spec, height_values, materials)
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spawn_environment_variation_actor(spec, height_values, materials)
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spawn_map_boundary_volume()
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for spec in DEMO_ACTORS:
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for spec in DEMO_ACTORS:
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spawn_demo_actor(spec, height_values, materials, safe_spawn_location_xy)
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spawn_demo_actor(spec, height_values, materials, safe_spawn_location_xy)
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@@ -0,0 +1,82 @@
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import unreal
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MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
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BOUNDARY_LABEL = "AGR_GroundZeroMapBoundary"
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EXPECTED_BOUNDARY_ID = "ground_zero_mvp_tile"
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EXPECTED_LOCATION = unreal.Vector(0.0, 0.0, 10000.0)
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EXPECTED_EXTENT = unreal.Vector(50000.0, 50000.0, 25000.0)
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EXPECTED_PADDING_CM = 250.0
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EXPECTED_WARNING_DISTANCE_CM = 3000.0
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TOLERANCE = 1.0
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def get_actor_label(actor):
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try:
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return actor.get_actor_label()
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except Exception:
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return actor.get_name()
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def nearly_equal(a, b, tolerance=TOLERANCE):
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return abs(float(a) - float(b)) <= tolerance
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def vectors_nearly_equal(a, b, tolerance=TOLERANCE):
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return nearly_equal(a.x, b.x, tolerance) and nearly_equal(a.y, b.y, tolerance) and nearly_equal(a.z, b.z, tolerance)
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def main():
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if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
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raise RuntimeError(f"Could not load map: {MAP_PATH}")
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boundaries = [
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actor
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for actor in unreal.EditorLevelLibrary.get_all_level_actors()
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if isinstance(actor, unreal.AgrarianMapBoundaryVolume)
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]
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labeled_boundaries = [actor for actor in boundaries if get_actor_label(actor) == BOUNDARY_LABEL]
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failures = []
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if len(labeled_boundaries) != 1:
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failures.append(f"expected one {BOUNDARY_LABEL}, found {len(labeled_boundaries)}")
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if len(boundaries) != 1:
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failures.append(f"expected one AgrarianMapBoundaryVolume actor, found {len(boundaries)}")
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if labeled_boundaries:
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boundary = labeled_boundaries[0]
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if str(boundary.get_editor_property("boundary_id")) != EXPECTED_BOUNDARY_ID:
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failures.append(f"boundary_id expected {EXPECTED_BOUNDARY_ID}, got {boundary.get_editor_property('boundary_id')}")
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if not bool(boundary.get_editor_property("clamp_players_at_boundary")):
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failures.append("clamp_players_at_boundary is disabled")
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if not nearly_equal(boundary.get_editor_property("boundary_padding_cm"), EXPECTED_PADDING_CM):
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failures.append("boundary_padding_cm mismatch")
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if not nearly_equal(boundary.get_editor_property("warning_distance_cm"), EXPECTED_WARNING_DISTANCE_CM):
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failures.append("warning_distance_cm mismatch")
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if not vectors_nearly_equal(boundary.get_actor_location(), EXPECTED_LOCATION):
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failures.append(f"boundary location expected {EXPECTED_LOCATION}, got {boundary.get_actor_location()}")
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extent = boundary.boundary_volume.get_unscaled_box_extent()
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if not vectors_nearly_equal(extent, EXPECTED_EXTENT):
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failures.append(f"boundary extent expected {EXPECTED_EXTENT}, got {extent}")
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inside_location = unreal.Vector(0.0, 0.0, 10000.0)
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warning_location = unreal.Vector(48200.0, 0.0, 10000.0)
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outside_location = unreal.Vector(52000.0, 0.0, 10000.0)
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clamped_location = boundary.clamp_location_to_boundary(outside_location)
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if boundary.is_location_outside_boundary(inside_location):
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failures.append("inside test location incorrectly detected outside boundary")
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if not boundary.is_location_inside_warning_zone(warning_location):
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failures.append("warning-zone test location did not trigger warning zone")
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if not boundary.is_location_outside_boundary(outside_location):
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failures.append("outside test location did not trigger outside boundary")
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if clamped_location.x > EXPECTED_EXTENT.x - EXPECTED_PADDING_CM + TOLERANCE:
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failures.append(f"clamped X exceeds padded east boundary: {clamped_location.x}")
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if failures:
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raise RuntimeError("Ground Zero map boundary verification failed: " + "; ".join(failures))
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unreal.log("Ground Zero map boundary verification complete.")
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main()
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@@ -0,0 +1,86 @@
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#!/usr/bin/env python3
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"""Validate native map boundary source and roadmap/doc wiring."""
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from pathlib import Path
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import sys
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REPO_ROOT = Path(__file__).resolve().parents[1]
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def read_text(relative_path: str) -> str:
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path = REPO_ROOT / relative_path
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if not path.exists():
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raise AssertionError(f"Missing required file: {relative_path}")
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return path.read_text(encoding="utf-8")
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def require(needle: str, haystack: str, context: str) -> None:
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if needle not in haystack:
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raise AssertionError(f"Missing {needle!r} in {context}")
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def main() -> int:
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errors: list[str] = []
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try:
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header = read_text("Source/AgrarianGame/AgrarianMapBoundaryVolume.h")
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for marker in [
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"AAgrarianMapBoundaryVolume",
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"BoundaryVolume",
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"BoundaryId",
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"bClampPlayersAtBoundary",
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"BoundaryPaddingCm",
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"WarningDistanceCm",
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"IsLocationOutsideBoundary",
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"IsLocationInsideWarningZone",
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"ClampLocationToBoundary",
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]:
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require(marker, header, "AgrarianMapBoundaryVolume.h")
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except AssertionError as exc:
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errors.append(str(exc))
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try:
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source = read_text("Source/AgrarianGame/AgrarianMapBoundaryVolume.cpp")
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for marker in [
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"UGameplayStatics::GetAllActorsOfClass",
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"AAgrarianGameCharacter::StaticClass()",
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"TeleportTo",
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"StopMovementImmediately",
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"BoundaryVolume->SetBoxExtent(FVector(50000.0f, 50000.0f, 25000.0f))",
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]:
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require(marker, source, "AgrarianMapBoundaryVolume.cpp")
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except AssertionError as exc:
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errors.append(str(exc))
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try:
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setup = read_text("Scripts/setup_ground_zero_demo_map.py")
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for marker in [
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"MAP_BOUNDARY_CONFIG",
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"AGR_GroundZeroMapBoundary",
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"unreal.AgrarianMapBoundaryVolume",
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"spawn_map_boundary_volume()",
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]:
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require(marker, setup, "Scripts/setup_ground_zero_demo_map.py")
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except AssertionError as exc:
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errors.append(str(exc))
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try:
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roadmap = read_text("AGRARIAN_DEVELOPMENT_ROADMAP.md")
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require("[x] Add map boundaries or soft limits.", roadmap, "AGRARIAN_DEVELOPMENT_ROADMAP.md")
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docs = read_text("Docs/TechnicalDesignDocument.md")
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require("AGR_GroundZeroMapBoundary", docs, "Docs/TechnicalDesignDocument.md")
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require("AAgrarianMapBoundaryVolume", docs, "Docs/TechnicalDesignDocument.md")
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except AssertionError as exc:
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errors.append(str(exc))
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if errors:
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for error in errors:
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print(f"ERROR: {error}", file=sys.stderr)
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return 1
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print("Map boundary source is wired.")
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return 0
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if __name__ == "__main__":
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raise SystemExit(main())
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@@ -0,0 +1,103 @@
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// Copyright Pacificao. All Rights Reserved.
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#include "AgrarianMapBoundaryVolume.h"
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#include "AgrarianGameCharacter.h"
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#include "Components/BoxComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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#include "Kismet/GameplayStatics.h"
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AAgrarianMapBoundaryVolume::AAgrarianMapBoundaryVolume()
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{
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PrimaryActorTick.bCanEverTick = true;
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bReplicates = false;
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BoundaryVolume = CreateDefaultSubobject<UBoxComponent>(TEXT("BoundaryVolume"));
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RootComponent = BoundaryVolume;
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BoundaryVolume->SetBoxExtent(FVector(50000.0f, 50000.0f, 25000.0f));
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BoundaryVolume->SetCollisionEnabled(ECollisionEnabled::NoCollision);
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BoundaryVolume->SetHiddenInGame(false);
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BoundaryVolume->ShapeColor = FColor::Yellow;
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}
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void AAgrarianMapBoundaryVolume::Tick(float DeltaSeconds)
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|
{
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Super::Tick(DeltaSeconds);
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|
if (!HasAuthority() || !bClampPlayersAtBoundary)
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|
{
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|
return;
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|
}
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|
TArray<AActor*> Characters;
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UGameplayStatics::GetAllActorsOfClass(this, AAgrarianGameCharacter::StaticClass(), Characters);
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for (AActor* Actor : Characters)
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|
{
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EnforceBoundaryForCharacter(Cast<AAgrarianGameCharacter>(Actor));
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}
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}
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bool AAgrarianMapBoundaryVolume::IsLocationOutsideBoundary(const FVector& WorldLocation) const
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|
{
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if (!BoundaryVolume)
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{
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return false;
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}
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const FVector LocalLocation = GetActorTransform().InverseTransformPosition(WorldLocation);
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const FVector Extent = BoundaryVolume->GetUnscaledBoxExtent();
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return FMath::Abs(LocalLocation.X) > Extent.X
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|| FMath::Abs(LocalLocation.Y) > Extent.Y
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|| FMath::Abs(LocalLocation.Z) > Extent.Z;
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}
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bool AAgrarianMapBoundaryVolume::IsLocationInsideWarningZone(const FVector& WorldLocation) const
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||||||
|
{
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|
if (!BoundaryVolume)
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|
{
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||||||
|
return false;
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}
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|
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|
const FVector LocalLocation = GetActorTransform().InverseTransformPosition(WorldLocation);
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const FVector Extent = BoundaryVolume->GetUnscaledBoxExtent();
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if (FMath::Abs(LocalLocation.X) > Extent.X || FMath::Abs(LocalLocation.Y) > Extent.Y)
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||||||
|
{
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||||||
|
return true;
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|
}
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||||||
|
|
||||||
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return FMath::Abs(LocalLocation.X) >= Extent.X - WarningDistanceCm
|
||||||
|
|| FMath::Abs(LocalLocation.Y) >= Extent.Y - WarningDistanceCm;
|
||||||
|
}
|
||||||
|
|
||||||
|
FVector AAgrarianMapBoundaryVolume::ClampLocationToBoundary(const FVector& WorldLocation) const
|
||||||
|
{
|
||||||
|
if (!BoundaryVolume)
|
||||||
|
{
|
||||||
|
return WorldLocation;
|
||||||
|
}
|
||||||
|
|
||||||
|
const FVector Extent = BoundaryVolume->GetUnscaledBoxExtent();
|
||||||
|
const float SafePadding = FMath::Clamp(BoundaryPaddingCm, 0.0f, FMath::Min(Extent.X, Extent.Y) * 0.5f);
|
||||||
|
const FVector LocalLocation = GetActorTransform().InverseTransformPosition(WorldLocation);
|
||||||
|
const FVector ClampedLocalLocation(
|
||||||
|
FMath::Clamp(LocalLocation.X, -Extent.X + SafePadding, Extent.X - SafePadding),
|
||||||
|
FMath::Clamp(LocalLocation.Y, -Extent.Y + SafePadding, Extent.Y - SafePadding),
|
||||||
|
FMath::Clamp(LocalLocation.Z, -Extent.Z + SafePadding, Extent.Z - SafePadding));
|
||||||
|
|
||||||
|
return GetActorTransform().TransformPosition(ClampedLocalLocation);
|
||||||
|
}
|
||||||
|
|
||||||
|
void AAgrarianMapBoundaryVolume::EnforceBoundaryForCharacter(AAgrarianGameCharacter* Character) const
|
||||||
|
{
|
||||||
|
if (!Character || !IsLocationOutsideBoundary(Character->GetActorLocation()))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
const FVector ClampedLocation = ClampLocationToBoundary(Character->GetActorLocation());
|
||||||
|
Character->TeleportTo(ClampedLocation, Character->GetActorRotation(), false, true);
|
||||||
|
|
||||||
|
if (UCharacterMovementComponent* Movement = Character->GetCharacterMovement())
|
||||||
|
{
|
||||||
|
Movement->StopMovementImmediately();
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,48 @@
|
|||||||
|
// Copyright Pacificao. All Rights Reserved.
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "CoreMinimal.h"
|
||||||
|
#include "GameFramework/Actor.h"
|
||||||
|
#include "AgrarianMapBoundaryVolume.generated.h"
|
||||||
|
|
||||||
|
class AAgrarianGameCharacter;
|
||||||
|
class UBoxComponent;
|
||||||
|
|
||||||
|
UCLASS(Blueprintable)
|
||||||
|
class AGRARIANGAME_API AAgrarianMapBoundaryVolume : public AActor
|
||||||
|
{
|
||||||
|
GENERATED_BODY()
|
||||||
|
|
||||||
|
public:
|
||||||
|
AAgrarianMapBoundaryVolume();
|
||||||
|
|
||||||
|
virtual void Tick(float DeltaSeconds) override;
|
||||||
|
|
||||||
|
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Map Boundary")
|
||||||
|
TObjectPtr<UBoxComponent> BoundaryVolume;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Map Boundary")
|
||||||
|
FName BoundaryId = TEXT("ground_zero_mvp_tile");
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Map Boundary")
|
||||||
|
bool bClampPlayersAtBoundary = true;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Map Boundary", meta = (ClampMin = "0"))
|
||||||
|
float BoundaryPaddingCm = 250.0f;
|
||||||
|
|
||||||
|
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Map Boundary", meta = (ClampMin = "0"))
|
||||||
|
float WarningDistanceCm = 3000.0f;
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Agrarian|Map Boundary")
|
||||||
|
bool IsLocationOutsideBoundary(const FVector& WorldLocation) const;
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Agrarian|Map Boundary")
|
||||||
|
bool IsLocationInsideWarningZone(const FVector& WorldLocation) const;
|
||||||
|
|
||||||
|
UFUNCTION(BlueprintCallable, Category = "Agrarian|Map Boundary")
|
||||||
|
FVector ClampLocationToBoundary(const FVector& WorldLocation) const;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
void EnforceBoundaryForCharacter(AAgrarianGameCharacter* Character) const;
|
||||||
|
};
|
||||||
Reference in New Issue
Block a user