Add replicated wildlife base actor

This commit is contained in:
2026-05-11 01:16:16 -07:00
parent e6a6cd9e58
commit 66b532217c
4 changed files with 407 additions and 1 deletions
+2 -1
View File
@@ -28,6 +28,7 @@
- [x] Persistence subsystem can capture and restore saveable world actors.
- [x] Primitive shelter actor is marked as a persistent world actor.
- [x] Admin/dev console commands added to the Agrarian player controller.
- [x] Wildlife base actor added with replicated health, simple movement states, and harvesting hooks.
## Next Unreal Editor Tasks
@@ -51,4 +52,4 @@
- [x] Add item definition data asset class.
- [x] Add save/load capture for placed actors.
- [x] Add admin/dev console commands.
- [ ] Add wildlife base actor.
- [x] Add wildlife base actor.
+18
View File
@@ -48,6 +48,24 @@ enum class EAgrarianItemType : uint8
Currency UMETA(DisplayName = "Currency")
};
UENUM(BlueprintType)
enum class EAgrarianWildlifeDisposition : uint8
{
Passive UMETA(DisplayName = "Passive"),
Fleeing UMETA(DisplayName = "Fleeing"),
Aggressive UMETA(DisplayName = "Aggressive")
};
UENUM(BlueprintType)
enum class EAgrarianWildlifeState : uint8
{
Idle UMETA(DisplayName = "Idle"),
Wandering UMETA(DisplayName = "Wandering"),
Fleeing UMETA(DisplayName = "Fleeing"),
Chasing UMETA(DisplayName = "Chasing"),
Dead UMETA(DisplayName = "Dead")
};
USTRUCT(BlueprintType)
struct FAgrarianItemDefinition
{
@@ -0,0 +1,271 @@
// Copyright Pacificao. All Rights Reserved.
#include "AgrarianWildlifeBase.h"
#include "AgrarianGameCharacter.h"
#include "AgrarianInventoryComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Kismet/GameplayStatics.h"
#include "Net/UnrealNetwork.h"
AAgrarianWildlifeBase::AAgrarianWildlifeBase()
{
PrimaryActorTick.bCanEverTick = true;
bReplicates = true;
GetCharacterMovement()->MaxWalkSpeed = WanderSpeed;
GetCharacterMovement()->bOrientRotationToMovement = true;
bUseControllerRotationYaw = false;
DisplayName = FText::FromString(TEXT("Wildlife"));
}
void AAgrarianWildlifeBase::BeginPlay()
{
Super::BeginPlay();
SpawnLocation = GetActorLocation();
Health = FMath::Clamp(Health, 0.0f, MaxHealth);
ChooseWanderTarget();
BroadcastHealthChanged();
BroadcastStateChanged();
}
void AAgrarianWildlifeBase::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (HasAuthority())
{
ServerThink(DeltaSeconds);
}
}
void AAgrarianWildlifeBase::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AAgrarianWildlifeBase, WildlifeState);
DOREPLIFETIME(AAgrarianWildlifeBase, Health);
DOREPLIFETIME(AAgrarianWildlifeBase, bHarvested);
}
bool AAgrarianWildlifeBase::IsAlive() const
{
return WildlifeState != EAgrarianWildlifeState::Dead && Health > 0.0f;
}
void AAgrarianWildlifeBase::ApplyWildlifeDamage(float Amount, AActor* InstigatorActor)
{
if (!HasAuthority() || !IsAlive())
{
return;
}
Health = FMath::Clamp(Health - FMath::Max(0.0f, Amount), 0.0f, MaxHealth);
FocusActor = InstigatorActor;
BroadcastHealthChanged();
if (Health <= 0.0f)
{
EnterDeadState();
return;
}
if (Disposition == EAgrarianWildlifeDisposition::Passive || Disposition == EAgrarianWildlifeDisposition::Fleeing)
{
SetWildlifeState(EAgrarianWildlifeState::Fleeing);
}
else if (Disposition == EAgrarianWildlifeDisposition::Aggressive)
{
SetWildlifeState(EAgrarianWildlifeState::Chasing);
}
}
void AAgrarianWildlifeBase::SetWildlifeState(EAgrarianWildlifeState NewState)
{
if (WildlifeState == NewState)
{
return;
}
WildlifeState = NewState;
BroadcastStateChanged();
}
FText AAgrarianWildlifeBase::GetInteractionText_Implementation(const AAgrarianGameCharacter* Interactor) const
{
if (WildlifeState == EAgrarianWildlifeState::Dead)
{
return bHarvested ? FText::FromString(TEXT("Harvested")) : FText::FromString(TEXT("Harvest"));
}
return DisplayName;
}
bool AAgrarianWildlifeBase::CanInteract_Implementation(const AAgrarianGameCharacter* Interactor) const
{
return Interactor && WildlifeState == EAgrarianWildlifeState::Dead && !bHarvested;
}
void AAgrarianWildlifeBase::Interact_Implementation(AAgrarianGameCharacter* Interactor)
{
if (HasAuthority())
{
Harvest(Interactor);
}
}
void AAgrarianWildlifeBase::OnRep_Health()
{
BroadcastHealthChanged();
}
void AAgrarianWildlifeBase::OnRep_WildlifeState()
{
BroadcastStateChanged();
}
void AAgrarianWildlifeBase::ServerThink(float DeltaSeconds)
{
if (!IsAlive())
{
return;
}
DecisionTimer -= DeltaSeconds;
if (DecisionTimer <= 0.0f)
{
DecisionTimer = DecisionIntervalSeconds;
if (Disposition == EAgrarianWildlifeDisposition::Aggressive)
{
FocusActor = FindNearestPlayer(AggroRadius);
SetWildlifeState(FocusActor ? EAgrarianWildlifeState::Chasing : EAgrarianWildlifeState::Wandering);
}
else
{
FocusActor = FindNearestPlayer(FleeRadius);
SetWildlifeState(FocusActor ? EAgrarianWildlifeState::Fleeing : EAgrarianWildlifeState::Wandering);
}
if (WildlifeState == EAgrarianWildlifeState::Wandering && FVector::DistSquared(GetActorLocation(), CurrentMoveTarget) < FMath::Square(125.0f))
{
ChooseWanderTarget();
}
}
MoveTowardTarget();
}
void AAgrarianWildlifeBase::ChooseWanderTarget()
{
const FVector RandomOffset = FVector(
FMath::FRandRange(-WanderRadius, WanderRadius),
FMath::FRandRange(-WanderRadius, WanderRadius),
0.0f);
CurrentMoveTarget = SpawnLocation + RandomOffset;
}
void AAgrarianWildlifeBase::MoveTowardTarget()
{
FVector DesiredDirection = FVector::ZeroVector;
if (WildlifeState == EAgrarianWildlifeState::Fleeing && FocusActor)
{
DesiredDirection = GetActorLocation() - FocusActor->GetActorLocation();
GetCharacterMovement()->MaxWalkSpeed = FleeSpeed;
}
else if (WildlifeState == EAgrarianWildlifeState::Chasing && FocusActor)
{
DesiredDirection = FocusActor->GetActorLocation() - GetActorLocation();
GetCharacterMovement()->MaxWalkSpeed = FleeSpeed;
}
else if (WildlifeState == EAgrarianWildlifeState::Wandering)
{
DesiredDirection = CurrentMoveTarget - GetActorLocation();
GetCharacterMovement()->MaxWalkSpeed = WanderSpeed;
}
DesiredDirection.Z = 0.0f;
if (!DesiredDirection.IsNearlyZero())
{
AddMovementInput(DesiredDirection.GetSafeNormal());
}
}
void AAgrarianWildlifeBase::EnterDeadState()
{
Health = 0.0f;
SetWildlifeState(EAgrarianWildlifeState::Dead);
GetCharacterMovement()->StopMovementImmediately();
GetCharacterMovement()->DisableMovement();
SetLifeSpan(0.0f);
}
AAgrarianGameCharacter* AAgrarianWildlifeBase::FindNearestPlayer(float Radius) const
{
UWorld* World = GetWorld();
if (!World)
{
return nullptr;
}
AAgrarianGameCharacter* NearestCharacter = nullptr;
float BestDistanceSq = FMath::Square(Radius);
TArray<AActor*> PlayerPawns;
UGameplayStatics::GetAllActorsOfClass(World, AAgrarianGameCharacter::StaticClass(), PlayerPawns);
for (AActor* Actor : PlayerPawns)
{
AAgrarianGameCharacter* Candidate = Cast<AAgrarianGameCharacter>(Actor);
if (!Candidate)
{
continue;
}
const float DistanceSq = FVector::DistSquared(GetActorLocation(), Candidate->GetActorLocation());
if (DistanceSq < BestDistanceSq)
{
BestDistanceSq = DistanceSq;
NearestCharacter = Candidate;
}
}
return NearestCharacter;
}
bool AAgrarianWildlifeBase::Harvest(AAgrarianGameCharacter* Interactor)
{
if (!Interactor || WildlifeState != EAgrarianWildlifeState::Dead || bHarvested)
{
return false;
}
UAgrarianInventoryComponent* Inventory = Interactor->GetInventoryComponent();
if (!Inventory)
{
return false;
}
for (const FAgrarianItemStack& Yield : HarvestYields)
{
if (Yield.IsValidStack())
{
Inventory->AddItem(Yield);
}
}
bHarvested = true;
return true;
}
void AAgrarianWildlifeBase::BroadcastHealthChanged()
{
OnWildlifeHealthChanged.Broadcast(Health, MaxHealth);
}
void AAgrarianWildlifeBase::BroadcastStateChanged()
{
OnWildlifeStateChanged.Broadcast(WildlifeState);
}
+116
View File
@@ -0,0 +1,116 @@
// Copyright Pacificao. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "AgrarianInteractable.h"
#include "AgrarianTypes.h"
#include "AgrarianWildlifeBase.generated.h"
class AAgrarianGameCharacter;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FAgrarianWildlifeStateChangedSignature, EAgrarianWildlifeState, NewState);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAgrarianWildlifeHealthChangedSignature, float, Health, float, MaxHealth);
UCLASS(Blueprintable)
class AAgrarianWildlifeBase : public ACharacter, public IAgrarianInteractable
{
GENERATED_BODY()
public:
AAgrarianWildlifeBase();
virtual void Tick(float DeltaSeconds) override;
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UPROPERTY(BlueprintAssignable, Category = "Agrarian|Wildlife")
FAgrarianWildlifeStateChangedSignature OnWildlifeStateChanged;
UPROPERTY(BlueprintAssignable, Category = "Agrarian|Wildlife")
FAgrarianWildlifeHealthChangedSignature OnWildlifeHealthChanged;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife")
FName WildlifeId = TEXT("wildlife");
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife")
FText DisplayName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife")
EAgrarianWildlifeDisposition Disposition = EAgrarianWildlifeDisposition::Passive;
UPROPERTY(EditAnywhere, BlueprintReadWrite, ReplicatedUsing = OnRep_WildlifeState, Category = "Agrarian|Wildlife")
EAgrarianWildlifeState WildlifeState = EAgrarianWildlifeState::Idle;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife", meta = (ClampMin = "1"))
float MaxHealth = 25.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, ReplicatedUsing = OnRep_Health, Category = "Agrarian|Wildlife", meta = (ClampMin = "0"))
float Health = 25.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Movement", meta = (ClampMin = "0"))
float WanderRadius = 1200.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Movement", meta = (ClampMin = "0"))
float WanderSpeed = 180.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Movement", meta = (ClampMin = "0"))
float FleeSpeed = 420.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Movement", meta = (ClampMin = "0"))
float AggroRadius = 650.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Movement", meta = (ClampMin = "0"))
float FleeRadius = 700.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Movement", meta = (ClampMin = "0.1"))
float DecisionIntervalSeconds = 2.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Wildlife|Harvest")
TArray<FAgrarianItemStack> HarvestYields;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Agrarian|Wildlife|Harvest")
bool bHarvested = false;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Wildlife")
bool IsAlive() const;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Wildlife")
void ApplyWildlifeDamage(float Amount, AActor* InstigatorActor);
UFUNCTION(BlueprintCallable, Category = "Agrarian|Wildlife")
void SetWildlifeState(EAgrarianWildlifeState NewState);
virtual FText GetInteractionText_Implementation(const AAgrarianGameCharacter* Interactor) const override;
virtual bool CanInteract_Implementation(const AAgrarianGameCharacter* Interactor) const override;
virtual void Interact_Implementation(AAgrarianGameCharacter* Interactor) override;
protected:
virtual void BeginPlay() override;
UFUNCTION()
void OnRep_Health();
UFUNCTION()
void OnRep_WildlifeState();
void ServerThink(float DeltaSeconds);
void ChooseWanderTarget();
void MoveTowardTarget();
void EnterDeadState();
AAgrarianGameCharacter* FindNearestPlayer(float Radius) const;
bool Harvest(AAgrarianGameCharacter* Interactor);
void BroadcastHealthChanged();
void BroadcastStateChanged();
UPROPERTY()
FVector SpawnLocation = FVector::ZeroVector;
UPROPERTY()
FVector CurrentMoveTarget = FVector::ZeroVector;
UPROPERTY()
TObjectPtr<AActor> FocusActor;
float DecisionTimer = 0.0f;
};