// Copyright Pacificao. All Rights Reserved. #include "AgrarianResourceNode.h" #include "AgrarianGameCharacter.h" #include "AgrarianInventoryComponent.h" #include "AgrarianItemDefinitionAsset.h" #include "Components/StaticMeshComponent.h" #include "TimerManager.h" #include "Net/UnrealNetwork.h" AAgrarianResourceNode::AAgrarianResourceNode() { bReplicates = true; Mesh = CreateDefaultSubobject(TEXT("Mesh")); RootComponent = Mesh; Mesh->SetCollisionProfileName(TEXT("BlockAll")); YieldItem.ItemId = TEXT("wood"); YieldItem.DisplayName = FText::FromString(TEXT("Wood")); YieldItem.Quantity = 1; YieldItem.UnitWeight = 1.0f; } void AAgrarianResourceNode::BeginPlay() { Super::BeginPlay(); if (HasAuthority()) { MaxHarvests = FMath::Max(1, MaxHarvests); if (RemainingHarvests > MaxHarvests) { MaxHarvests = RemainingHarvests; } } UpdateDepletedState(); ScheduleRespawnIfNeeded(); } void AAgrarianResourceNode::GetLifetimeReplicatedProps(TArray& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AAgrarianResourceNode, RemainingHarvests); } FText AAgrarianResourceNode::GetInteractionText_Implementation(const AAgrarianGameCharacter* Interactor) const { return RemainingHarvests > 0 ? FText::FromString(TEXT("Gather")) : FText::FromString(TEXT("Depleted")); } bool AAgrarianResourceNode::CanInteract_Implementation(const AAgrarianGameCharacter* Interactor) const { return RemainingHarvests > 0 && Interactor != nullptr; } void AAgrarianResourceNode::Interact_Implementation(AAgrarianGameCharacter* Interactor) { if (!HasAuthority() || !Interactor || RemainingHarvests <= 0) { return; } if (UAgrarianInventoryComponent* Inventory = Interactor->GetInventoryComponent()) { const FAgrarianItemStack Granted = MakeYieldStack(); if (Inventory->AddItem(Granted)) { RemainingHarvests--; UpdateDepletedState(); ScheduleRespawnIfNeeded(); } } } void AAgrarianResourceNode::OnRep_RemainingHarvests() { UpdateDepletedState(); } FAgrarianItemStack AAgrarianResourceNode::MakeYieldStack() const { if (YieldItemDefinition) { return YieldItemDefinition->MakeStack(QuantityPerHarvest); } FAgrarianItemStack Granted = YieldItem; Granted.Quantity = QuantityPerHarvest; return Granted; } void AAgrarianResourceNode::UpdateDepletedState() { if (Mesh) { Mesh->SetVisibility(RemainingHarvests > 0, true); Mesh->SetCollisionEnabled(RemainingHarvests > 0 ? ECollisionEnabled::QueryAndPhysics : ECollisionEnabled::NoCollision); } } void AAgrarianResourceNode::ScheduleRespawnIfNeeded() { if (!HasAuthority() || !bRespawnsForMvp || RemainingHarvests > 0) { return; } UWorld* World = GetWorld(); if (!World || World->GetTimerManager().IsTimerActive(RespawnTimerHandle)) { return; } World->GetTimerManager().SetTimer( RespawnTimerHandle, this, &AAgrarianResourceNode::RespawnNode, FMath::Max(1.0f, RespawnDelaySeconds), false); } void AAgrarianResourceNode::RespawnNode() { if (!HasAuthority() || !bRespawnsForMvp) { return; } RemainingHarvests = FMath::Max(1, MaxHarvests); UpdateDepletedState(); }