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AgrarianGameArchive/Source/AgrarianGame/AgrarianSurvivalComponent.cpp
T

164 lines
4.0 KiB
C++

// Copyright Pacificao. All Rights Reserved.
#include "AgrarianSurvivalComponent.h"
#include "AgrarianGameState.h"
#include "Engine/World.h"
#include "Net/UnrealNetwork.h"
UAgrarianSurvivalComponent::UAgrarianSurvivalComponent()
{
PrimaryComponentTick.bCanEverTick = true;
SetIsReplicatedByDefault(true);
}
void UAgrarianSurvivalComponent::BeginPlay()
{
Super::BeginPlay();
ClampSurvival();
BroadcastSurvivalChanged();
}
void UAgrarianSurvivalComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (!GetOwner() || !GetOwner()->HasAuthority() || !IsAlive())
{
return;
}
const float Minutes = DeltaTime / 60.0f;
Survival.Hunger -= HungerDecayPerMinute * Minutes;
Survival.Thirst -= ThirstDecayPerMinute * Minutes;
Survival.Stamina += StaminaRecoveryPerSecond * DeltaTime;
if (const UWorld* World = GetWorld())
{
if (const AAgrarianGameState* AgrarianGameState = World->GetGameState<AAgrarianGameState>())
{
const float ExposureDelta = (AgrarianGameState->AmbientTemperatureC - 18.0f) * 0.002f * DeltaTime;
Survival.BodyTemperature += FMath::Clamp(ExposureDelta, -0.035f, 0.02f);
}
}
if (Survival.Hunger <= 0.0f)
{
Survival.Health -= StarvationDamagePerMinute * Minutes;
}
if (Survival.Thirst <= 0.0f)
{
Survival.Health -= DehydrationDamagePerMinute * Minutes;
}
if (Survival.BodyTemperature < 35.0f)
{
Survival.Health -= ColdDamagePerMinute * Minutes;
}
ClampSurvival();
BroadcastSurvivalChanged();
}
void UAgrarianSurvivalComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UAgrarianSurvivalComponent, Survival);
}
bool UAgrarianSurvivalComponent::IsAlive() const
{
return Survival.Health > 0.0f;
}
void UAgrarianSurvivalComponent::ApplyDamage(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.Health -= FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::RestoreHealth(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.Health += FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddFood(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.Hunger += FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddWater(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.Thirst += FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddWarmth(float DegreesCelsius)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.BodyTemperature += DegreesCelsius;
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddInjury(float Severity)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.InjurySeverity += FMath::Max(0.0f, Severity);
Survival.Health -= Severity * 5.0f;
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::SpendStamina(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.Stamina -= FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::OnRep_Survival()
{
BroadcastSurvivalChanged();
}
void UAgrarianSurvivalComponent::ClampSurvival()
{
Survival.Health = FMath::Clamp(Survival.Health, 0.0f, 100.0f);
Survival.Stamina = FMath::Clamp(Survival.Stamina, 0.0f, 100.0f);
Survival.Hunger = FMath::Clamp(Survival.Hunger, 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.InjurySeverity = FMath::Clamp(Survival.InjurySeverity, 0.0f, 100.0f);
}
void UAgrarianSurvivalComponent::BroadcastSurvivalChanged()
{
OnSurvivalChanged.Broadcast(Survival);
}