Add survival death state

This commit is contained in:
2026-05-18 13:22:45 -07:00
parent 164169f6c4
commit d318e97977
7 changed files with 125 additions and 5 deletions
@@ -128,7 +128,12 @@ void UAgrarianSurvivalComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProp
bool UAgrarianSurvivalComponent::IsAlive() const
{
return Survival.Health > 0.0f;
return !Survival.bIsDead && Survival.Health > 0.0f;
}
bool UAgrarianSurvivalComponent::IsDead() const
{
return Survival.bIsDead || Survival.Health <= 0.0f;
}
void UAgrarianSurvivalComponent::ApplyDamage(float Amount)
@@ -145,12 +150,42 @@ void UAgrarianSurvivalComponent::RestoreHealth(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
if (Survival.bIsDead)
{
return;
}
Survival.Health += FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::MarkDead(FName Reason)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.Health = 0.0f;
Survival.Stamina = 0.0f;
Survival.bIsDead = true;
Survival.LastDeathReason = Reason.IsNone() ? FName(TEXT("unknown")) : Reason;
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::Revive(float HealthAmount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.bIsDead = false;
Survival.LastDeathReason = NAME_None;
Survival.Health = FMath::Clamp(HealthAmount, 1.0f, 100.0f);
Survival.Stamina = FMath::Max(Survival.Stamina, 25.0f);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddFood(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
@@ -429,6 +464,7 @@ void UAgrarianSurvivalComponent::ClampSurvival()
Survival.BleedingSeverity = FMath::Clamp(Survival.BleedingSeverity, 0.0f, 100.0f);
Survival.SprainSeverity = FMath::Clamp(Survival.SprainSeverity, 0.0f, 100.0f);
Survival.SicknessSeverity = FMath::Clamp(Survival.SicknessSeverity, 0.0f, 100.0f);
UpdateDeathState();
}
void UAgrarianSurvivalComponent::ClampCareHistory()
@@ -447,3 +483,21 @@ void UAgrarianSurvivalComponent::BroadcastSurvivalChanged()
{
OnSurvivalChanged.Broadcast(Survival);
}
void UAgrarianSurvivalComponent::UpdateDeathState()
{
if (Survival.Health <= 0.0f)
{
Survival.Health = 0.0f;
Survival.Stamina = 0.0f;
Survival.bIsDead = true;
if (Survival.LastDeathReason.IsNone())
{
Survival.LastDeathReason = FName(TEXT("health_depleted"));
}
}
else if (!Survival.bIsDead)
{
Survival.LastDeathReason = NAME_None;
}
}