Add bleeding survival placeholder

This commit is contained in:
2026-05-18 13:01:13 -07:00
parent f3316b3c15
commit c796a99d89
7 changed files with 101 additions and 5 deletions
@@ -65,6 +65,14 @@ void UAgrarianSurvivalComponent::TickComponent(float DeltaTime, ELevelTick TickT
}
}
if (Survival.BleedingSeverity > 0.0f)
{
const float BleedingRatio = Survival.BleedingSeverity / 100.0f;
Survival.Health -= BleedingDamagePerMinute * BleedingRatio * Minutes;
Survival.Exhaustion += BleedingExhaustionPerSecond * BleedingRatio * DeltaTime;
CareHistory.InjuryBurden += BleedingRatio * 0.001f * DeltaTime;
}
if (const UWorld* World = GetWorld())
{
if (const AAgrarianGameState* AgrarianGameState = World->GetGameState<AAgrarianGameState>())
@@ -170,9 +178,11 @@ void UAgrarianSurvivalComponent::AddInjury(float Severity)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.InjurySeverity += FMath::Max(0.0f, Severity);
CareHistory.InjuryBurden += FMath::Max(0.0f, Severity) / 100.0f;
Survival.Health -= Severity * 5.0f;
const float PositiveSeverity = FMath::Max(0.0f, Severity);
Survival.InjurySeverity += PositiveSeverity;
Survival.BleedingSeverity += PositiveSeverity * 0.35f;
CareHistory.InjuryBurden += PositiveSeverity / 100.0f;
Survival.Health -= PositiveSeverity * 5.0f;
ClampSurvival();
ClampCareHistory();
BroadcastSurvivalChanged();
@@ -189,6 +199,29 @@ void UAgrarianSurvivalComponent::ReduceInjury(float Amount)
}
}
void UAgrarianSurvivalComponent::AddBleeding(float Severity)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
const float PositiveSeverity = FMath::Max(0.0f, Severity);
Survival.BleedingSeverity += PositiveSeverity;
CareHistory.InjuryBurden += PositiveSeverity / 200.0f;
ClampSurvival();
ClampCareHistory();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::ReduceBleeding(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.BleedingSeverity -= FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddSickness(float Severity)
{
if (GetOwner() && GetOwner()->HasAuthority())
@@ -362,6 +395,7 @@ void UAgrarianSurvivalComponent::ClampSurvival()
Survival.Thirst = FMath::Clamp(Survival.Thirst, 0.0f, 100.0f);
Survival.BodyTemperature = FMath::Clamp(Survival.BodyTemperature, 30.0f, 42.0f);
Survival.InjurySeverity = FMath::Clamp(Survival.InjurySeverity, 0.0f, 100.0f);
Survival.BleedingSeverity = FMath::Clamp(Survival.BleedingSeverity, 0.0f, 100.0f);
Survival.SicknessSeverity = FMath::Clamp(Survival.SicknessSeverity, 0.0f, 100.0f);
}