Add MVP death respawn UI
This commit is contained in:
@@ -802,7 +802,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Add inventory UI. Promoted the existing compact replicated-inventory HUD panel into the 0.1.N UI pass with `AgrarianToggleInventoryUI`, keeping the MVP inventory surface lightweight while full drag/drop inventory remains later work.
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- [x] Add crafting UI. Promoted the existing compact crafting HUD panel into the 0.1.N UI pass with `AgrarianToggleCraftingUI`, showing known recipes and ingredient readiness while keeping full crafting menus for later UX expansion.
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- [x] Add interaction prompts. Promoted the existing centered interactable prompt renderer into the 0.1.N UI pass with `AgrarianToggleInteractionPrompts`, keeping prompt text driven by focused interactables.
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- [ ] Add death/respawn UI.
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- [x] Add death/respawn UI. Added a dedicated dead-state MVP panel with last death reason, Ground Zero respawn context, and `AgrarianToggleDeathRespawnUI` while preserving the existing server-authoritative respawn command.
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- [ ] Add debug/dev menu.
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- [ ] Add accessibility basics.
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- [ ] Ensure UI scales on common resolutions.
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@@ -0,0 +1,57 @@
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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FILES = {
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"AgrarianDebugHUD.h": ROOT / "Source" / "AgrarianGame" / "AgrarianDebugHUD.h",
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"AgrarianDebugHUD.cpp": ROOT / "Source" / "AgrarianGame" / "AgrarianDebugHUD.cpp",
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"AgrarianGamePlayerController.h": ROOT / "Source" / "AgrarianGame" / "AgrarianGamePlayerController.h",
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"AgrarianGamePlayerController.cpp": ROOT / "Source" / "AgrarianGame" / "AgrarianGamePlayerController.cpp",
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"AGRARIAN_DEVELOPMENT_ROADMAP.md": ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md",
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}
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EXPECTED = {
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"AgrarianDebugHUD.h": [
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"bShowDeathRespawnUI",
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"DrawDeathRespawnPanel",
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],
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"AgrarianDebugHUD.cpp": [
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"DrawDeathRespawnPanel(AgrarianCharacter)",
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"Survival.bIsDead",
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"YOU DID NOT SURVIVE",
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"LastDeathReason",
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"Respawn will return you to Ground Zero",
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],
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"AgrarianGamePlayerController.h": [
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"AgrarianToggleDeathRespawnUI",
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"AgrarianRespawn",
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],
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"AgrarianGamePlayerController.cpp": [
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"AgrarianToggleDeathRespawnUI",
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"bShowDeathRespawnUI = !AgrarianHUD->bShowDeathRespawnUI",
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"MVP death/respawn UI shown.",
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"ServerAgrarianRespawn_Implementation",
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],
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"AGRARIAN_DEVELOPMENT_ROADMAP.md": [
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"[x] Add death/respawn UI.",
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"`AgrarianToggleDeathRespawnUI`",
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],
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}
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def main():
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missing = []
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for label, path in FILES.items():
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text = path.read_text(encoding="utf-8")
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for snippet in EXPECTED[label]:
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if snippet not in text:
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missing.append(f"{label}: {snippet}")
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if missing:
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raise RuntimeError("MVP death/respawn UI verification failed: " + "; ".join(missing))
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print("Agrarian MVP death/respawn UI verification complete.")
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if __name__ == "__main__":
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main()
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@@ -24,6 +24,7 @@ void AAgrarianDebugHUD::DrawHUD()
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}
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DrawMvpHudFrame(AgrarianCharacter);
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DrawDeathRespawnPanel(AgrarianCharacter);
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DrawInteractionPrompt(AgrarianCharacter);
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DrawCriticalStats(AgrarianCharacter->GetSurvivalComponent());
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const float InventoryBottomY = DrawInventoryPanel(AgrarianCharacter);
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@@ -68,6 +69,41 @@ void AAgrarianDebugHUD::DrawMvpHudFrame(const AAgrarianGameCharacter* AgrarianCh
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DrawText(HudText, FColor(225, 235, 220), X + (18.0f * Scale), Y + (16.0f * Scale), nullptr, 0.86f * Scale, false);
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}
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void AAgrarianDebugHUD::DrawDeathRespawnPanel(const AAgrarianGameCharacter* AgrarianCharacter)
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{
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if (!bShowDeathRespawnUI || !AgrarianCharacter || !Canvas)
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{
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return;
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}
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const UAgrarianSurvivalComponent* SurvivalComponent = AgrarianCharacter->GetSurvivalComponent();
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if (!SurvivalComponent || !SurvivalComponent->Survival.bIsDead)
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{
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return;
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}
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const float Scale = FMath::Max(0.25f, TextScale);
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const float PanelWidth = FMath::Min(Canvas->ClipX - 80.0f, 560.0f * Scale);
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const float PanelHeight = 178.0f * Scale;
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const float X = (Canvas->ClipX - PanelWidth) * 0.5f;
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const float Y = (Canvas->ClipY - PanelHeight) * 0.5f;
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DrawRect(FLinearColor(0.035f, 0.018f, 0.016f, 0.86f), X, Y, PanelWidth, PanelHeight);
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DrawRect(FLinearColor(0.78f, 0.20f, 0.16f, 0.95f), X, Y, PanelWidth, 4.0f * Scale);
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float TextY = Y + (28.0f * Scale);
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DrawScaledLine(TEXT("YOU DID NOT SURVIVE"), X + (28.0f * Scale), TextY, 1.28f * Scale, FColor(245, 150, 130));
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DrawScaledLine(
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FString::Printf(TEXT("Cause: %s"), *SurvivalComponent->Survival.LastDeathReason.ToString()),
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X + (30.0f * Scale),
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TextY,
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0.92f * Scale,
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FColor(225, 210, 195));
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TextY += 10.0f * Scale;
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DrawScaledLine(TEXT("Respawn will return you to Ground Zero with acute conditions stabilized."), X + (30.0f * Scale), TextY, 0.86f * Scale, FColor(190, 205, 180));
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DrawScaledLine(TEXT("Use the MVP respawn action when ready."), X + (30.0f * Scale), TextY, 0.86f * Scale, FColor(190, 205, 180));
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}
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void AAgrarianDebugHUD::DrawInteractionPrompt(const AAgrarianGameCharacter* AgrarianCharacter)
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{
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if (!bShowInteractionPrompt || !AgrarianCharacter || !AgrarianCharacter->HasInteractionPrompt() || !Canvas)
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@@ -51,11 +51,15 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD")
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bool bShowInteractionPrompt = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD")
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bool bShowDeathRespawnUI = true;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|HUD", meta = (ClampMin = "0.25"))
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float PromptTextScale = 1.15f;
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protected:
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void DrawMvpHudFrame(const class AAgrarianGameCharacter* AgrarianCharacter);
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void DrawDeathRespawnPanel(const class AAgrarianGameCharacter* AgrarianCharacter);
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void DrawInteractionPrompt(const class AAgrarianGameCharacter* AgrarianCharacter);
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void DrawCriticalStats(const UAgrarianSurvivalComponent* SurvivalComponent);
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float DrawInventoryPanel(const class AAgrarianGameCharacter* AgrarianCharacter);
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@@ -320,6 +320,19 @@ void AAgrarianGamePlayerController::AgrarianToggleInteractionPrompts()
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ClientMessage(AgrarianHUD->bShowInteractionPrompt ? TEXT("MVP interaction prompts shown.") : TEXT("MVP interaction prompts hidden."));
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}
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void AAgrarianGamePlayerController::AgrarianToggleDeathRespawnUI()
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{
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AAgrarianDebugHUD* AgrarianHUD = GetHUD<AAgrarianDebugHUD>();
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if (!AgrarianHUD)
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{
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ClientMessage(TEXT("No Agrarian HUD is active."));
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return;
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}
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AgrarianHUD->bShowDeathRespawnUI = !AgrarianHUD->bShowDeathRespawnUI;
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ClientMessage(AgrarianHUD->bShowDeathRespawnUI ? TEXT("MVP death/respawn UI shown.") : TEXT("MVP death/respawn UI hidden."));
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}
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void AAgrarianGamePlayerController::AgrarianSelectCharacter(FName Archetype)
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{
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if (!MvpFrontendWidget)
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@@ -100,6 +100,9 @@ public:
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UFUNCTION(Exec)
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void AgrarianToggleInteractionPrompts();
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UFUNCTION(Exec)
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void AgrarianToggleDeathRespawnUI();
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UFUNCTION(Exec)
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void AgrarianSelectCharacter(FName Archetype);
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