Complete early roadmap foundation and calendar helpers
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@@ -27,6 +27,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, ReplicatedUsing = OnRep_Survival, Category = "Agrarian|Survival")
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FAgrarianSurvivalSnapshot Survival;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, ReplicatedUsing = OnRep_CareHistory, Category = "Agrarian|Survival")
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FAgrarianCareHistorySnapshot CareHistory;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
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float HungerDecayPerMinute = 0.55f;
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@@ -36,6 +39,15 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
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float StaminaRecoveryPerSecond = 14.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
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float ExhaustionGainPerLowStaminaSecond = 0.35f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
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float ExhaustionRecoveryPerSecond = 0.08f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0", ClampMax = "100"))
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float LowStaminaExhaustionThreshold = 20.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
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float StarvationDamagePerMinute = 3.0f;
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@@ -45,6 +57,12 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
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float ColdDamagePerMinute = 4.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
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float SicknessDamagePerMinute = 1.5f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
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float SicknessRecoveryPerSecond = 0.02f;
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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bool IsAlive() const;
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@@ -66,13 +84,32 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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void AddInjury(float Severity);
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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void AddSickness(float Severity);
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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void ReduceSickness(float Amount);
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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void ApplySavedState(const FAgrarianSurvivalSnapshot& SavedSurvival, const FAgrarianCareHistorySnapshot& SavedCareHistory);
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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void SpendStamina(float Amount);
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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void AddExhaustion(float Amount);
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
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void ReduceExhaustion(float Amount);
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protected:
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UFUNCTION()
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void OnRep_Survival();
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UFUNCTION()
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void OnRep_CareHistory();
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void ClampSurvival();
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void ClampCareHistory();
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void BroadcastSurvivalChanged();
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};
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