Add vegetation ignition risk checks
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@@ -114,6 +114,27 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Fire|Risk", meta = (ClampMin = "0", ClampMax = "1"))
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float ContainedFireRiskMultiplier = 0.35f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Agrarian|Fire|Vegetation", meta = (ClampMin = "0", ClampMax = "100"))
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float GrassIgnitionRiskScore = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Agrarian|Fire|Vegetation", meta = (ClampMin = "0", ClampMax = "100"))
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float ForestIgnitionRiskScore = 0.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Agrarian|Fire|Vegetation")
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bool bGrassOrBrushIgnited = false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category = "Agrarian|Fire|Vegetation")
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bool bForestFuelIgnited = false;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Fire|Vegetation", meta = (ClampMin = "0"))
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float VegetationIgnitionCheckRadius = 700.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Fire|Vegetation", meta = (ClampMin = "0"))
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float VegetationIgnitionFuelScoreThreshold = 8.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Fire|Vegetation", meta = (ClampMin = "0"))
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float VegetationIgnitionRiskPerSecond = 0.035f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Fire|Weather", meta = (ClampMin = "1"))
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float RainFuelDrainMultiplier = 1.5f;
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@@ -178,4 +199,7 @@ protected:
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void WarmNearbyCharacters(float DeltaSeconds);
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void UpdateFireRisk(float DeltaSeconds);
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float GetFireRiskGrowthPerSecond() const;
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void UpdateVegetationIgnitionRisk(float DeltaSeconds);
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float GetVegetationFuelScoreNearFire(float& OutGrassFuelScore, float& OutForestFuelScore) const;
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float GetVegetationIgnitionWeatherMultiplier() const;
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};
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