Implement crouch and prone stances
This commit is contained in:
@@ -375,7 +375,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Define real-world baseline walking speed. Decision: baseline adult walking speed is `1.4 m/s` (`140 Unreal units/s`), with MVP tuning allowance up to about `1.6 m/s` for brisk walking. Movement speed does not scale with the `4 real hours = 1 in-game day` calendar.
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- [x] Define real-world baseline running speed. Decision: sustainable adult running target is `3.0 m/s` (`300 Unreal units/s`); MVP sprint is a short burst at `5.5 m/s` (`550 Unreal units/s`) with stamina limits. Movement speed does not scale with the calendar.
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- [x] Connect movement speed to age, condition, strength, endurance, hunger, thirst, injury, carried weight, and terrain. Implemented with live survival/inventory modifiers plus replicated age, condition, strength, endurance, and terrain hooks.
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- [ ] Implement crouching if needed.
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- [x] Implement crouching and prone movement stances. Decision: `C` toggles crouch at `55%` movement speed and `Z` toggles prone at `25%` movement speed. Gamepad mappings are Right Shoulder for crouch and Left Shoulder for prone. Sprint is disabled while crouched or prone.
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- [x] Implement jumping if needed.
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- [x] Implement interaction trace.
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- [ ] Implement interact prompt.
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@@ -1465,4 +1465,4 @@ Earliest incomplete foundation items:
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Immediate next item:
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- [ ] Implement crouching if needed.
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- [ ] Implement interact prompt.
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@@ -116,6 +116,26 @@ Later movement work should separate:
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- injury/load/terrain modifiers;
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- skill, age, care history, and condition effects.
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## MVP Stance Movement
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The first stance pass supports crouch and prone as low-movement modes that keep
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the same real-distance philosophy as walking and sprinting.
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Current defaults:
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- crouch toggles with `C` or gamepad Right Shoulder;
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- prone toggles with `Z` or gamepad Left Shoulder;
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- crouch uses `55%` of the current movement speed;
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- prone uses `25%` of the current movement speed;
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- sprint cannot start while crouched or prone;
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- entering prone exits crouch so the player has one active low stance at a
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time.
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The MVP prone state is replicated and affects movement speed. Dedicated prone
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animation, capsule resizing, crawl-specific collision, stealth/noise, and
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surface-specific crawl penalties are reserved for later animation and traversal
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passes.
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## Movement Modifier Implementation
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MVP movement speed is now calculated as:
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@@ -0,0 +1,101 @@
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import unreal
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STANCE_DEFAULTS = {
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"CrouchSpeedMultiplier": 0.55,
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"ProneSpeedMultiplier": 0.25,
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}
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def load(path):
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asset = unreal.EditorAssetLibrary.load_asset(path)
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if not asset:
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raise RuntimeError(f"Could not load {path}")
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return asset
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def create_input_action(path):
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existing = unreal.EditorAssetLibrary.load_asset(path)
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if existing:
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return existing
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template_path = "/Game/Input/Actions/IA_Interact"
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template = unreal.EditorAssetLibrary.load_asset(template_path)
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if not template:
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template_path = "/Game/Input/Actions/IA_Jump"
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template = unreal.EditorAssetLibrary.load_asset(template_path)
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if not template:
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raise RuntimeError("Could not load an input action template")
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action = unreal.EditorAssetLibrary.duplicate_asset(template_path, path)
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if not action:
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raise RuntimeError(f"Could not create {path}")
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return action
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def set_boolean_value_type(action):
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action.set_editor_property("value_type", unreal.InputActionValueType.BOOLEAN)
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try:
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action.set_editor_property("triggers", [])
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except Exception as exc:
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unreal.log_warning(f"Could not clear stance triggers; keeping template defaults: {exc}")
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unreal.EditorAssetLibrary.save_loaded_asset(action)
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def mapping_exists(context, action, key_name):
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mapping_data = context.get_editor_property("default_key_mappings")
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for mapping in list(mapping_data.get_editor_property("mappings")):
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mapping_key = mapping.get_editor_property("key")
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if (
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mapping.get_editor_property("action") == action
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and str(mapping_key.get_editor_property("key_name")) == key_name
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):
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return True
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return False
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def map_key(context, action, key_name):
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if mapping_exists(context, action, key_name):
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unreal.log(f"Mapping already exists: {action.get_name()} -> {key_name}")
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return
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key = unreal.Key()
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key.set_editor_property("key_name", key_name)
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mapping_data = context.get_editor_property("default_key_mappings")
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mappings = list(mapping_data.get_editor_property("mappings"))
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new_mapping = unreal.EnhancedActionKeyMapping()
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new_mapping.set_editor_property("action", action)
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new_mapping.set_editor_property("key", key)
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mappings.append(new_mapping)
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mapping_data.set_editor_property("mappings", mappings)
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context.set_editor_property("default_key_mappings", mapping_data)
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unreal.log(f"Added mapping: {action.get_name()} -> {key_name}")
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def main():
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crouch_action = create_input_action("/Game/Input/Actions/IA_Crouch")
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prone_action = create_input_action("/Game/Input/Actions/IA_Prone")
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set_boolean_value_type(crouch_action)
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set_boolean_value_type(prone_action)
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context = load("/Game/Input/IMC_Default")
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map_key(context, crouch_action, "C")
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map_key(context, crouch_action, "Gamepad_RightShoulder")
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map_key(context, prone_action, "Z")
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map_key(context, prone_action, "Gamepad_LeftShoulder")
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unreal.EditorAssetLibrary.save_loaded_asset(context)
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character_bp = load("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter")
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character_cdo = unreal.get_default_object(character_bp.generated_class())
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character_cdo.set_editor_property("CrouchAction", crouch_action)
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character_cdo.set_editor_property("ProneAction", prone_action)
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for property_name, value in STANCE_DEFAULTS.items():
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character_cdo.set_editor_property(property_name, value)
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unreal.EditorAssetLibrary.save_loaded_asset(character_bp)
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unreal.log("Agrarian stance input setup complete.")
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main()
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@@ -0,0 +1,63 @@
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import math
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import unreal
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STANCE_DEFAULTS = {
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"CrouchSpeedMultiplier": 0.55,
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"ProneSpeedMultiplier": 0.25,
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}
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def load(path):
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asset = unreal.EditorAssetLibrary.load_asset(path)
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if not asset:
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raise RuntimeError(f"Could not load {path}")
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return asset
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def mapping_found(context, action, key_name):
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mapping_data = context.get_editor_property("default_key_mappings")
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for mapping in list(mapping_data.get_editor_property("mappings")):
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mapping_key = mapping.get_editor_property("key")
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if (
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mapping.get_editor_property("action") == action
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and str(mapping_key.get_editor_property("key_name")) == key_name
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):
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return True
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return False
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def main():
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crouch_action = load("/Game/Input/Actions/IA_Crouch")
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prone_action = load("/Game/Input/Actions/IA_Prone")
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context = load("/Game/Input/IMC_Default")
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character_bp = load("/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter")
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character_cdo = unreal.get_default_object(character_bp.generated_class())
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missing = []
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for action, key_name in [
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(crouch_action, "C"),
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(crouch_action, "Gamepad_RightShoulder"),
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(prone_action, "Z"),
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(prone_action, "Gamepad_LeftShoulder"),
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]:
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if not mapping_found(context, action, key_name):
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missing.append(f"missing mapping {action.get_name()} -> {key_name}")
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if character_cdo.get_editor_property("CrouchAction") != crouch_action:
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missing.append("BP_ThirdPersonCharacter CrouchAction is not IA_Crouch")
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if character_cdo.get_editor_property("ProneAction") != prone_action:
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missing.append("BP_ThirdPersonCharacter ProneAction is not IA_Prone")
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for property_name, expected in STANCE_DEFAULTS.items():
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actual = float(character_cdo.get_editor_property(property_name))
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if not math.isclose(actual, expected, rel_tol=0.0, abs_tol=0.01):
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missing.append(f"{property_name}: expected {expected}, got {actual}")
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if missing:
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raise RuntimeError("Stance input verification failed: " + "; ".join(missing))
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unreal.log("Agrarian stance input verification complete.")
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main()
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@@ -31,6 +31,7 @@ AAgrarianGameCharacter::AAgrarianGameCharacter()
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bUseControllerRotationRoll = false;
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// Configure character movement
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GetCharacterMovement()->NavAgentProps.bCanCrouch = true;
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GetCharacterMovement()->bOrientRotationToMovement = true;
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GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f);
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@@ -39,6 +40,7 @@ AAgrarianGameCharacter::AAgrarianGameCharacter()
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GetCharacterMovement()->JumpZVelocity = 500.f;
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GetCharacterMovement()->AirControl = 0.35f;
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GetCharacterMovement()->MaxWalkSpeed = WalkSpeed;
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GetCharacterMovement()->MaxWalkSpeedCrouched = WalkSpeed * CrouchSpeedMultiplier;
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GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
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GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;
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GetCharacterMovement()->BrakingDecelerationFalling = 1500.0f;
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@@ -95,6 +97,7 @@ void AAgrarianGameCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty
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{
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AAgrarianGameCharacter, bWantsToSprint);
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DOREPLIFETIME(AAgrarianGameCharacter, bIsProne);
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DOREPLIFETIME(AAgrarianGameCharacter, AgeYears);
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DOREPLIFETIME(AAgrarianGameCharacter, PhysicalConditionMultiplier);
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DOREPLIFETIME(AAgrarianGameCharacter, StrengthMultiplier);
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@@ -130,6 +133,16 @@ void AAgrarianGameCharacter::SetupPlayerInputComponent(UInputComponent* PlayerIn
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EnhancedInputComponent->BindAction(SprintAction, ETriggerEvent::Canceled, this, &AAgrarianGameCharacter::StopSprint);
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}
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if (CrouchAction)
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{
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EnhancedInputComponent->BindAction(CrouchAction, ETriggerEvent::Started, this, &AAgrarianGameCharacter::ToggleCrouchStance);
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}
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if (ProneAction)
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{
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EnhancedInputComponent->BindAction(ProneAction, ETriggerEvent::Started, this, &AAgrarianGameCharacter::ToggleProneStance);
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}
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if (ToggleCameraAction)
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{
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EnhancedInputComponent->BindAction(ToggleCameraAction, ETriggerEvent::Started, this, &AAgrarianGameCharacter::ToggleCameraPerspective);
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@@ -166,6 +179,11 @@ void AAgrarianGameCharacter::Interact()
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void AAgrarianGameCharacter::StartSprint()
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{
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if (bIsProne || bIsCrouched)
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{
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return;
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}
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SetWantsToSprint(true);
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}
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@@ -174,6 +192,32 @@ void AAgrarianGameCharacter::StopSprint()
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SetWantsToSprint(false);
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}
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void AAgrarianGameCharacter::ToggleCrouchStance()
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{
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if (bIsProne)
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{
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SetProne(false);
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return;
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}
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SetWantsToSprint(false);
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if (bIsCrouched)
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{
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UnCrouch();
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}
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else
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{
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Crouch();
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}
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ApplyMovementSpeed();
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}
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void AAgrarianGameCharacter::ToggleProneStance()
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{
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SetProne(!bIsProne);
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}
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void AAgrarianGameCharacter::ToggleCameraPerspective()
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{
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SetFirstPersonCamera(!bFirstPersonCamera);
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@@ -235,6 +279,8 @@ bool AAgrarianGameCharacter::CanSprint() const
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{
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return SurvivalComponent
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&& SurvivalComponent->IsAlive()
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&& !bIsProne
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&& !bIsCrouched
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&& SurvivalComponent->Survival.Stamina > MinSprintStamina;
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}
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@@ -253,6 +299,29 @@ float AAgrarianGameCharacter::GetCurrentMovementSpeedMultiplier() const
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return CalculateMovementSpeedMultiplier();
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}
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void AAgrarianGameCharacter::SetProne(bool bNewProne)
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{
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if (bIsProne == bNewProne)
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{
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return;
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}
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bIsProne = bNewProne;
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if (bIsProne)
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{
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SetWantsToSprint(false);
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UnCrouch();
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}
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ApplyMovementSpeed();
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if (!HasAuthority())
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{
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ServerSetProne(bIsProne);
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}
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}
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void AAgrarianGameCharacter::SetTerrainMovementMultiplier(float NewTerrainMovementMultiplier)
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{
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TerrainMovementMultiplier = FMath::Clamp(NewTerrainMovementMultiplier, 0.25f, 1.25f);
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@@ -264,7 +333,9 @@ void AAgrarianGameCharacter::ApplyMovementSpeed()
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if (UCharacterMovementComponent* MovementComponent = GetCharacterMovement())
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{
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const float BaseSpeed = IsSprinting() ? SprintSpeed : WalkSpeed;
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MovementComponent->MaxWalkSpeed = FMath::Max(0.0f, BaseSpeed * CalculateMovementSpeedMultiplier());
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const float FinalSpeed = FMath::Max(0.0f, BaseSpeed * CalculateMovementSpeedMultiplier());
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MovementComponent->MaxWalkSpeed = FinalSpeed;
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MovementComponent->MaxWalkSpeedCrouched = FinalSpeed;
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}
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}
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@@ -278,6 +349,7 @@ float AAgrarianGameCharacter::CalculateMovementSpeedMultiplier() const
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* TraitMultiplier
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* CalculateSurvivalMovementMultiplier()
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* CalculateCarryWeightMovementMultiplier()
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* CalculateStanceMovementMultiplier()
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* FMath::Clamp(TerrainMovementMultiplier, 0.25f, 1.25f),
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0.15f,
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1.35f);
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@@ -353,11 +425,36 @@ float AAgrarianGameCharacter::CalculateCarryWeightMovementMultiplier() const
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CurrentCarryWeight);
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}
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float AAgrarianGameCharacter::CalculateStanceMovementMultiplier() const
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{
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if (bIsProne)
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{
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return FMath::Clamp(ProneSpeedMultiplier, 0.05f, 1.0f);
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}
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if (bIsCrouched)
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{
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return FMath::Clamp(CrouchSpeedMultiplier, 0.1f, 1.0f);
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}
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return 1.0f;
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}
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void AAgrarianGameCharacter::OnRep_SprintState()
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{
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ApplyMovementSpeed();
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}
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void AAgrarianGameCharacter::OnRep_ProneState()
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{
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if (bIsProne)
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{
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UnCrouch();
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}
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ApplyMovementSpeed();
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}
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void AAgrarianGameCharacter::DoMove(float Right, float Forward)
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{
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if (GetController() != nullptr)
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@@ -448,6 +545,11 @@ void AAgrarianGameCharacter::ServerSetWantsToSprint_Implementation(bool bNewWant
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SetWantsToSprint(bNewWantsToSprint);
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}
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void AAgrarianGameCharacter::ServerSetProne_Implementation(bool bNewProne)
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{
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SetProne(bNewProne);
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}
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void AAgrarianGameCharacter::ServerInteract_Implementation(AActor* TargetActor)
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{
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if (!TargetActor || !TargetActor->GetClass()->ImplementsInterface(UAgrarianInteractable::StaticClass()))
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@@ -77,6 +77,14 @@ protected:
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* SprintAction;
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/** Toggle crouch movement stance. */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* CrouchAction;
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/** Toggle prone movement stance. */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* ProneAction;
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/** Toggle between third-person and first-person camera views. */
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UPROPERTY(EditAnywhere, Category="Input")
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UInputAction* ToggleCameraAction;
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@@ -101,6 +109,14 @@ protected:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Movement", meta = (ClampMin = "0", ClampMax = "100"))
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float MinSprintStamina = 5.0f;
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/** Movement multiplier while crouched. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Movement|Stance", meta = (ClampMin = "0.1", ClampMax = "1"))
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float CrouchSpeedMultiplier = 0.55f;
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/** Movement multiplier while prone. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Agrarian|Movement|Stance", meta = (ClampMin = "0.05", ClampMax = "1"))
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float ProneSpeedMultiplier = 0.25f;
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/** Age hook used by movement until full lifecycle/aging systems own it. */
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Replicated, Category="Agrarian|Movement|Modifiers", meta = (ClampMin = "0"))
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float AgeYears = 25.0f;
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@@ -145,6 +161,10 @@ protected:
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UPROPERTY(ReplicatedUsing = OnRep_SprintState, VisibleAnywhere, BlueprintReadOnly, Category="Agrarian|Movement", meta = (AllowPrivateAccess = "true"))
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||||
bool bWantsToSprint = false;
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||||
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||||
/** Replicated prone stance for low crawl movement. */
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UPROPERTY(ReplicatedUsing = OnRep_ProneState, VisibleAnywhere, BlueprintReadOnly, Category="Agrarian|Movement|Stance", meta = (AllowPrivateAccess = "true"))
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||||
bool bIsProne = false;
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||||
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||||
public:
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||||
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||||
/** Constructor */
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||||
@@ -175,6 +195,12 @@ protected:
|
||||
/** Called when sprint input is released. */
|
||||
void StopSprint();
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||||
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||||
/** Called when crouch input is pressed. */
|
||||
void ToggleCrouchStance();
|
||||
|
||||
/** Called when prone input is pressed. */
|
||||
void ToggleProneStance();
|
||||
|
||||
/** Called for camera perspective toggle input */
|
||||
void ToggleCameraPerspective();
|
||||
|
||||
@@ -196,10 +222,14 @@ protected:
|
||||
float CalculateAgeMovementMultiplier() const;
|
||||
float CalculateSurvivalMovementMultiplier() const;
|
||||
float CalculateCarryWeightMovementMultiplier() const;
|
||||
float CalculateStanceMovementMultiplier() const;
|
||||
|
||||
UFUNCTION()
|
||||
void OnRep_SprintState();
|
||||
|
||||
UFUNCTION()
|
||||
void OnRep_ProneState();
|
||||
|
||||
public:
|
||||
|
||||
/** Handles move inputs from either controls or UI interfaces */
|
||||
@@ -230,6 +260,12 @@ public:
|
||||
UFUNCTION(BlueprintPure, Category="Agrarian|Movement")
|
||||
bool IsSprinting() const;
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="Agrarian|Movement|Stance")
|
||||
bool IsProne() const { return bIsProne; }
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category="Agrarian|Movement|Stance")
|
||||
void SetProne(bool bNewProne);
|
||||
|
||||
UFUNCTION(BlueprintPure, Category="Agrarian|Movement")
|
||||
float GetCurrentCarryWeight() const;
|
||||
|
||||
@@ -247,6 +283,10 @@ public:
|
||||
UFUNCTION(Server, Reliable)
|
||||
void ServerSetWantsToSprint(bool bNewWantsToSprint);
|
||||
|
||||
/** Server-authoritative prone stance update. */
|
||||
UFUNCTION(Server, Reliable)
|
||||
void ServerSetProne(bool bNewProne);
|
||||
|
||||
public:
|
||||
|
||||
/** Returns CameraBoom subobject **/
|
||||
|
||||
Reference in New Issue
Block a user