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
+4 -1
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@@ -641,7 +641,10 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
## 0.1.J Injury And Basic Survival Consequences ## 0.1.J Injury And Basic Survival Consequences
- [x] Add generic injury state. - [x] Add generic injury state.
- [ ] Add bleeding placeholder. - [x] Add bleeding placeholder. Survival now tracks replicated
`BleedingSeverity`, applies lightweight health/exhaustion pressure while
bleeding, adds bleeding from generic injuries, exposes add/reduce hooks, and
shows bleeding in debug HUD and console survival output.
- [ ] Add sprain or movement penalty placeholder. - [ ] Add sprain or movement penalty placeholder.
- [x] Add cold exposure damage. - [x] Add cold exposure damage.
- [x] Add starvation damage. - [x] Add starvation damage.
+41
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@@ -0,0 +1,41 @@
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
def require(path: Path, snippet: str) -> None:
text = path.read_text(encoding="utf-8")
if snippet not in text:
raise SystemExit(f"{path.relative_to(ROOT)} missing {snippet!r}")
def main() -> None:
types = ROOT / "Source" / "AgrarianGame" / "AgrarianTypes.h"
header = ROOT / "Source" / "AgrarianGame" / "AgrarianSurvivalComponent.h"
source = ROOT / "Source" / "AgrarianGame" / "AgrarianSurvivalComponent.cpp"
hud = ROOT / "Source" / "AgrarianGame" / "AgrarianDebugHUD.cpp"
controller = ROOT / "Source" / "AgrarianGame" / "AgrarianGamePlayerController.cpp"
roadmap = ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md"
require(types, "float BleedingSeverity = 0.0f;")
require(header, "float BleedingDamagePerMinute = 2.0f;")
require(header, "float BleedingExhaustionPerSecond = 0.04f;")
require(header, "void AddBleeding(float Severity);")
require(header, "void ReduceBleeding(float Amount);")
require(source, "Survival.Health -= BleedingDamagePerMinute * BleedingRatio * Minutes;")
require(source, "Survival.Exhaustion += BleedingExhaustionPerSecond * BleedingRatio * DeltaTime;")
require(source, "Survival.BleedingSeverity += PositiveSeverity * 0.35f;")
require(source, "void UAgrarianSurvivalComponent::AddBleeding")
require(source, "void UAgrarianSurvivalComponent::ReduceBleeding")
require(source, "Survival.BleedingSeverity = FMath::Clamp(Survival.BleedingSeverity, 0.0f, 100.0f);")
require(hud, "Bleeding")
require(hud, "Bleed:")
require(controller, "Bleeding %.1f")
require(roadmap, "[x] Add bleeding placeholder.")
print("PASS: bleeding placeholder is present.")
if __name__ == "__main__":
main()
+2
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@@ -109,6 +109,7 @@ void AAgrarianDebugHUD::DrawCriticalStats(const UAgrarianSurvivalComponent* Surv
DrawScaledLine(FString::Printf(TEXT("Expose x%.2f %+3.1f C"), SurvivalComponent->CurrentWeatherExposureMultiplier, SurvivalComponent->CurrentWeatherTemperatureOffsetC), X, Y, CriticalStatsTextScale, SurvivalComponent->CurrentWeatherExposureMultiplier > 1.0f ? WarningColor : StableColor); DrawScaledLine(FString::Printf(TEXT("Expose x%.2f %+3.1f C"), SurvivalComponent->CurrentWeatherExposureMultiplier, SurvivalComponent->CurrentWeatherTemperatureOffsetC), X, Y, CriticalStatsTextScale, SurvivalComponent->CurrentWeatherExposureMultiplier > 1.0f ? WarningColor : StableColor);
DrawScaledLine(FString::Printf(TEXT("Exhaust %3.0f"), Survival.Exhaustion), X, Y, CriticalStatsTextScale, StatusColor(Survival.Exhaustion, true)); DrawScaledLine(FString::Printf(TEXT("Exhaust %3.0f"), Survival.Exhaustion), X, Y, CriticalStatsTextScale, StatusColor(Survival.Exhaustion, true));
DrawScaledLine(FString::Printf(TEXT("Injury %3.0f"), Survival.InjurySeverity), X, Y, CriticalStatsTextScale, StatusColor(Survival.InjurySeverity, true)); DrawScaledLine(FString::Printf(TEXT("Injury %3.0f"), Survival.InjurySeverity), X, Y, CriticalStatsTextScale, StatusColor(Survival.InjurySeverity, true));
DrawScaledLine(FString::Printf(TEXT("Bleeding %3.0f"), Survival.BleedingSeverity), X, Y, CriticalStatsTextScale, StatusColor(Survival.BleedingSeverity, true));
DrawScaledLine(FString::Printf(TEXT("Sickness %3.0f"), Survival.SicknessSeverity), X, Y, CriticalStatsTextScale, StatusColor(Survival.SicknessSeverity, true)); DrawScaledLine(FString::Printf(TEXT("Sickness %3.0f"), Survival.SicknessSeverity), X, Y, CriticalStatsTextScale, StatusColor(Survival.SicknessSeverity, true));
} }
@@ -335,6 +336,7 @@ void AAgrarianDebugHUD::DrawSurvival(const UAgrarianSurvivalComponent* SurvivalC
DrawLine(FString::Printf(TEXT("Shelter: %.0f%%"), SurvivalComponent->CurrentWeatherProtection * 100.0f), X, Y); DrawLine(FString::Printf(TEXT("Shelter: %.0f%%"), SurvivalComponent->CurrentWeatherProtection * 100.0f), X, Y);
DrawLine(FString::Printf(TEXT("Expose: x%.2f %+3.1f C"), SurvivalComponent->CurrentWeatherExposureMultiplier, SurvivalComponent->CurrentWeatherTemperatureOffsetC), X, Y); DrawLine(FString::Printf(TEXT("Expose: x%.2f %+3.1f C"), SurvivalComponent->CurrentWeatherExposureMultiplier, SurvivalComponent->CurrentWeatherTemperatureOffsetC), X, Y);
DrawLine(FString::Printf(TEXT("Injury: %.0f"), Survival.InjurySeverity), X, Y); DrawLine(FString::Printf(TEXT("Injury: %.0f"), Survival.InjurySeverity), X, Y);
DrawLine(FString::Printf(TEXT("Bleed: %.0f"), Survival.BleedingSeverity), X, Y);
DrawLine(FString::Printf(TEXT("Sick: %.0f"), Survival.SicknessSeverity), X, Y); DrawLine(FString::Printf(TEXT("Sick: %.0f"), Survival.SicknessSeverity), X, Y);
const FAgrarianCareHistorySnapshot& Care = SurvivalComponent->CareHistory; const FAgrarianCareHistorySnapshot& Care = SurvivalComponent->CareHistory;
DrawLine(FString::Printf(TEXT("Care N/S/T: %.2f %.2f %.2f"), Care.NutritionQuality, Care.SleepQuality, Care.TreatmentQuality), X, Y, FColor::Silver); DrawLine(FString::Printf(TEXT("Care N/S/T: %.2f %.2f %.2f"), Care.NutritionQuality, Care.SleepQuality, Care.TreatmentQuality), X, Y, FColor::Silver);
@@ -147,7 +147,7 @@ void AAgrarianGamePlayerController::AgrarianSurvival()
const FAgrarianSurvivalSnapshot& Survival = SurvivalComponent->Survival; const FAgrarianSurvivalSnapshot& Survival = SurvivalComponent->Survival;
ClientMessage(FString::Printf( ClientMessage(FString::Printf(
TEXT("Health %.1f | Stamina %.1f | Exhaustion %.1f | Hunger %.1f | Thirst %.1f | Temp %.1fC | Injury %.1f | Sickness %.1f"), TEXT("Health %.1f | Stamina %.1f | Exhaustion %.1f | Hunger %.1f | Thirst %.1f | Temp %.1fC | Injury %.1f | Bleeding %.1f | Sickness %.1f"),
Survival.Health, Survival.Health,
Survival.Stamina, Survival.Stamina,
Survival.Exhaustion, Survival.Exhaustion,
@@ -155,6 +155,7 @@ void AAgrarianGamePlayerController::AgrarianSurvival()
Survival.Thirst, Survival.Thirst,
Survival.BodyTemperature, Survival.BodyTemperature,
Survival.InjurySeverity, Survival.InjurySeverity,
Survival.BleedingSeverity,
Survival.SicknessSeverity)); Survival.SicknessSeverity));
} }
@@ -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 UWorld* World = GetWorld())
{ {
if (const AAgrarianGameState* AgrarianGameState = World->GetGameState<AAgrarianGameState>()) if (const AAgrarianGameState* AgrarianGameState = World->GetGameState<AAgrarianGameState>())
@@ -170,9 +178,11 @@ void UAgrarianSurvivalComponent::AddInjury(float Severity)
{ {
if (GetOwner() && GetOwner()->HasAuthority()) if (GetOwner() && GetOwner()->HasAuthority())
{ {
Survival.InjurySeverity += FMath::Max(0.0f, Severity); const float PositiveSeverity = FMath::Max(0.0f, Severity);
CareHistory.InjuryBurden += FMath::Max(0.0f, Severity) / 100.0f; Survival.InjurySeverity += PositiveSeverity;
Survival.Health -= Severity * 5.0f; Survival.BleedingSeverity += PositiveSeverity * 0.35f;
CareHistory.InjuryBurden += PositiveSeverity / 100.0f;
Survival.Health -= PositiveSeverity * 5.0f;
ClampSurvival(); ClampSurvival();
ClampCareHistory(); ClampCareHistory();
BroadcastSurvivalChanged(); 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) void UAgrarianSurvivalComponent::AddSickness(float Severity)
{ {
if (GetOwner() && GetOwner()->HasAuthority()) if (GetOwner() && GetOwner()->HasAuthority())
@@ -362,6 +395,7 @@ void UAgrarianSurvivalComponent::ClampSurvival()
Survival.Thirst = FMath::Clamp(Survival.Thirst, 0.0f, 100.0f); Survival.Thirst = FMath::Clamp(Survival.Thirst, 0.0f, 100.0f);
Survival.BodyTemperature = FMath::Clamp(Survival.BodyTemperature, 30.0f, 42.0f); Survival.BodyTemperature = FMath::Clamp(Survival.BodyTemperature, 30.0f, 42.0f);
Survival.InjurySeverity = FMath::Clamp(Survival.InjurySeverity, 0.0f, 100.0f); 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); Survival.SicknessSeverity = FMath::Clamp(Survival.SicknessSeverity, 0.0f, 100.0f);
} }
@@ -72,6 +72,12 @@ public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0")) UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
float SicknessRecoveryPerSecond = 0.02f; float SicknessRecoveryPerSecond = 0.02f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
float BleedingDamagePerMinute = 2.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival|Rates", meta = (ClampMin = "0"))
float BleedingExhaustionPerSecond = 0.04f;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival") UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
bool IsAlive() const; bool IsAlive() const;
@@ -96,6 +102,12 @@ public:
UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival") UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
void ReduceInjury(float Amount); void ReduceInjury(float Amount);
UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
void AddBleeding(float Severity);
UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
void ReduceBleeding(float Amount);
UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival") UFUNCTION(BlueprintCallable, Category = "Agrarian|Survival")
void AddSickness(float Severity); void AddSickness(float Severity);
+3
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@@ -354,6 +354,9 @@ struct FAgrarianSurvivalSnapshot
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival")
float InjurySeverity = 0.0f; float InjurySeverity = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival")
float BleedingSeverity = 0.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival") UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Survival")
float SicknessSeverity = 0.0f; float SicknessSeverity = 0.0f;
}; };