Add MVP resource respawn rules

This commit is contained in:
2026-05-17 16:26:31 -07:00
parent fa9d1835f9
commit a5ec210cd8
12 changed files with 199 additions and 9 deletions
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@@ -438,6 +438,16 @@ authority. This keeps drinking compatible with the existing replicated survival
component while leaving later container filling, water quality, and source
depletion rules for future water-system work.
For the MVP, renewable MVP resource nodes respawn only after they are fully
depleted. Wood, fiber, and edible plant nodes are renewable because they
represent surface materials and forage that should return during continued
prototype play. Stone remains nonrespawning because it represents a slower
geologic resource and should push players to explore once local easy stone is
gone. Respawn timing is configurable per Blueprint through
`bRespawnsForMvp`, `RespawnDelaySeconds`, and `MaxHarvests`; the native node
uses a server-side timer and restores replicated `RemainingHarvests` when the
delay expires.
### Wildlife Navigation
MVP wildlife movement is server authoritative. `AAgrarianWildlifeBase` uses an
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@@ -41,6 +41,19 @@ The map now contains:
These counts include the original demo wood and fiber nodes so the first player
path remains intact while expanding the broader tile resource layer.
## Respawn Rules
MVP respawn rules separate renewable surface resources from nonrenewable stone:
- Wood nodes respawn after `900` seconds once fully depleted.
- Fiber nodes respawn after `600` seconds once fully depleted.
- Edible plant nodes respawn after `1200` seconds once fully depleted.
- Stone nodes do not respawn in the MVP.
Respawn restores the node to its configured `MaxHarvests` value and re-enables
visibility/collision through the same replicated depletion state used by
gathering.
## Follow-Up
Future passes should replace the prototype meshes with real coastal scrub,