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