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AgrarianGameArchive/Source/AgrarianGame/AgrarianGamePlayerController.cpp
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2026-05-18 13:27:25 -07:00

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "AgrarianGamePlayerController.h"
#include "AgrarianCampfire.h"
#include "AgrarianCraftingComponent.h"
#include "AgrarianGameCharacter.h"
#include "AgrarianInventoryComponent.h"
#include "AgrarianItemPickup.h"
#include "AgrarianPersistenceSubsystem.h"
#include "AgrarianShelterActor.h"
#include "AgrarianSurvivalComponent.h"
#include "EnhancedInputSubsystems.h"
#include "Engine/LocalPlayer.h"
#include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "InputMappingContext.h"
#include "Blueprint/UserWidget.h"
#include "AgrarianGame.h"
#include "Widgets/Input/SVirtualJoystick.h"
namespace
{
const FVector GroundZeroDeveloperTravelHomeLocation(-22000.0f, -3500.0f, 1148.0f);
bool ApplyAgrarianItemUseEffect(const FName ItemId, const int32 Quantity, UAgrarianSurvivalComponent* SurvivalComponent, FString& OutEffectSummary)
{
if (!SurvivalComponent || Quantity <= 0)
{
return false;
}
if (ItemId == TEXT("food"))
{
SurvivalComponent->AddFood(15.0f * Quantity);
OutEffectSummary = FString::Printf(TEXT("restored %.0f hunger"), 15.0f * Quantity);
return true;
}
if (ItemId == TEXT("meat"))
{
SurvivalComponent->AddFood(22.0f * Quantity);
SurvivalComponent->AddSickness(3.0f * Quantity);
OutEffectSummary = FString::Printf(TEXT("restored %.0f hunger but added raw-meat sickness risk"), 22.0f * Quantity);
return true;
}
if (ItemId == TEXT("bandage"))
{
SurvivalComponent->ReduceInjury(18.0f * Quantity);
SurvivalComponent->ReduceBleeding(28.0f * Quantity);
SurvivalComponent->ReduceSprain(10.0f * Quantity);
SurvivalComponent->RestoreHealth(4.0f * Quantity);
OutEffectSummary = FString::Printf(TEXT("treated %.0f injury, %.0f bleeding, and %.0f sprain severity"), 18.0f * Quantity, 28.0f * Quantity, 10.0f * Quantity);
return true;
}
return false;
}
}
void AAgrarianGamePlayerController::BeginPlay()
{
Super::BeginPlay();
// only spawn touch controls on local player controllers
if (ShouldUseTouchControls() && IsLocalPlayerController())
{
// spawn the mobile controls widget
MobileControlsWidget = CreateWidget<UUserWidget>(this, MobileControlsWidgetClass);
if (MobileControlsWidget)
{
// add the controls to the player screen
MobileControlsWidget->AddToPlayerScreen(0);
} else {
UE_LOG(LogAgrarianGame, Error, TEXT("Could not spawn mobile controls widget."));
}
}
}
void AAgrarianGamePlayerController::SetupInputComponent()
{
Super::SetupInputComponent();
// only add IMCs for local player controllers
if (IsLocalPlayerController())
{
// Add Input Mapping Contexts
if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
{
for (UInputMappingContext* CurrentContext : DefaultMappingContexts)
{
Subsystem->AddMappingContext(CurrentContext, 0);
}
// only add these IMCs if we're not using mobile touch input
if (!ShouldUseTouchControls())
{
for (UInputMappingContext* CurrentContext : MobileExcludedMappingContexts)
{
Subsystem->AddMappingContext(CurrentContext, 0);
}
}
}
}
}
bool AAgrarianGamePlayerController::ShouldUseTouchControls() const
{
// are we on a mobile platform? Should we force touch?
return SVirtualJoystick::ShouldDisplayTouchInterface() || bForceTouchControls;
}
void AAgrarianGamePlayerController::AgrarianGrantItem(FName ItemId, int32 Quantity)
{
if (ItemId == NAME_None || Quantity <= 0)
{
ClientMessage(TEXT("Usage: AgrarianGrantItem <ItemId> <Quantity>"));
return;
}
ServerAgrarianGrantItem(ItemId, Quantity);
}
void AAgrarianGamePlayerController::AgrarianSaveWorld()
{
ServerAgrarianSaveWorld();
}
void AAgrarianGamePlayerController::AgrarianLoadWorld()
{
ServerAgrarianLoadWorld();
}
void AAgrarianGamePlayerController::AgrarianSurvival()
{
const AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
const UAgrarianSurvivalComponent* SurvivalComponent = AgrarianCharacter ? AgrarianCharacter->GetSurvivalComponent() : nullptr;
if (!SurvivalComponent)
{
ClientMessage(TEXT("No Agrarian survival component found."));
return;
}
const FAgrarianSurvivalSnapshot& Survival = SurvivalComponent->Survival;
ClientMessage(FString::Printf(
TEXT("%s | Health %.1f | Stamina %.1f | Exhaustion %.1f | Hunger %.1f | Thirst %.1f | Temp %.1fC | Injury %.1f | Bleeding %.1f | Sprain %.1f | Sickness %.1f | Death %s"),
Survival.bIsDead ? TEXT("DEAD") : TEXT("ALIVE"),
Survival.Health,
Survival.Stamina,
Survival.Exhaustion,
Survival.Hunger,
Survival.Thirst,
Survival.BodyTemperature,
Survival.InjurySeverity,
Survival.BleedingSeverity,
Survival.SprainSeverity,
Survival.SicknessSeverity,
*Survival.LastDeathReason.ToString()));
}
void AAgrarianGamePlayerController::AgrarianHeal()
{
ServerAgrarianHeal();
}
void AAgrarianGamePlayerController::AgrarianRespawn()
{
ServerAgrarianRespawn();
}
void AAgrarianGamePlayerController::AgrarianDropItem(FName ItemId, int32 Quantity)
{
if (ItemId == NAME_None || Quantity <= 0)
{
ClientMessage(TEXT("Usage: AgrarianDropItem <ItemId> <Quantity>"));
return;
}
ServerAgrarianDropItem(ItemId, Quantity);
}
void AAgrarianGamePlayerController::AgrarianSplitStack(int32 StackIndex, int32 SplitQuantity)
{
if (StackIndex < 0 || SplitQuantity <= 0)
{
ClientMessage(TEXT("Usage: AgrarianSplitStack <StackIndex> <SplitQuantity>"));
return;
}
ServerAgrarianSplitStack(StackIndex, SplitQuantity);
}
void AAgrarianGamePlayerController::AgrarianUseItem(FName ItemId, int32 Quantity)
{
if (ItemId == NAME_None || Quantity <= 0)
{
ClientMessage(TEXT("Usage: AgrarianUseItem <ItemId> <Quantity>"));
return;
}
ServerAgrarianUseItem(ItemId, Quantity);
}
void AAgrarianGamePlayerController::AgrarianCraft(FName RecipeId)
{
if (RecipeId == NAME_None)
{
ClientMessage(TEXT("Usage: AgrarianCraft <RecipeId>"));
return;
}
ServerAgrarianCraft(RecipeId);
}
void AAgrarianGamePlayerController::AgrarianCraftStatus()
{
const AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
const UAgrarianCraftingComponent* CraftingComponent = AgrarianCharacter ? AgrarianCharacter->GetCraftingComponent() : nullptr;
if (!CraftingComponent)
{
ClientMessage(TEXT("No Agrarian crafting component found."));
return;
}
TArray<FAgrarianRecipe> Recipes;
CraftingComponent->GetKnownRecipes(Recipes);
if (Recipes.IsEmpty())
{
ClientMessage(TEXT("No known Agrarian recipes."));
return;
}
ClientMessage(FString::Printf(TEXT("Known Agrarian recipes: %d"), Recipes.Num()));
for (const FAgrarianRecipe& Recipe : Recipes)
{
FText FailureReason;
const bool bCanCraft = CraftingComponent->CanCraft(Recipe.RecipeId, FailureReason);
const FString RecipeName = Recipe.DisplayName.IsEmpty() ? Recipe.RecipeId.ToString() : Recipe.DisplayName.ToString();
ClientMessage(FString::Printf(
TEXT("- %s (%s): %s"),
*RecipeName,
*Recipe.RecipeId.ToString(),
bCanCraft ? TEXT("ready") : *FailureReason.ToString()));
}
}
void AAgrarianGamePlayerController::AgrarianTravel(float X, float Y, float Z)
{
ServerAgrarianTravel(FVector(X, Y, Z));
}
void AAgrarianGamePlayerController::AgrarianTravelHome()
{
ServerAgrarianTravel(GroundZeroDeveloperTravelHomeLocation);
}
void AAgrarianGamePlayerController::ServerAgrarianGrantItem_Implementation(FName ItemId, int32 Quantity)
{
AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
UAgrarianInventoryComponent* InventoryComponent = AgrarianCharacter ? AgrarianCharacter->GetInventoryComponent() : nullptr;
if (!InventoryComponent)
{
ClientMessage(TEXT("No Agrarian inventory component found."));
return;
}
FAgrarianItemStack Stack;
Stack.ItemId = ItemId;
Stack.DisplayName = FText::FromName(ItemId);
Stack.Quantity = Quantity;
if (InventoryComponent->AddItem(Stack))
{
ClientMessage(FString::Printf(TEXT("Granted %d x %s."), Quantity, *ItemId.ToString()));
}
else
{
ClientMessage(FString::Printf(TEXT("Failed to grant %d x %s."), Quantity, *ItemId.ToString()));
}
}
void AAgrarianGamePlayerController::ServerAgrarianSaveWorld_Implementation()
{
UAgrarianPersistenceSubsystem* Persistence = GetGameInstance() ? GetGameInstance()->GetSubsystem<UAgrarianPersistenceSubsystem>() : nullptr;
if (!Persistence)
{
ClientMessage(TEXT("No Agrarian persistence subsystem found."));
return;
}
const bool bSaved = Persistence->SaveCurrentWorld();
ClientMessage(bSaved ? TEXT("Agrarian world saved.") : TEXT("Agrarian world save failed."));
}
void AAgrarianGamePlayerController::ServerAgrarianLoadWorld_Implementation()
{
UAgrarianPersistenceSubsystem* Persistence = GetGameInstance() ? GetGameInstance()->GetSubsystem<UAgrarianPersistenceSubsystem>() : nullptr;
if (!Persistence)
{
ClientMessage(TEXT("No Agrarian persistence subsystem found."));
return;
}
Persistence->RegisterWorldActorClass(TEXT("primitive_shelter"), AAgrarianShelterActor::StaticClass());
Persistence->RegisterWorldActorClass(TEXT("campfire"), AAgrarianCampfire::StaticClass());
int32 RestoredPlayerCount = 0;
int32 RestoredActorCount = 0;
const bool bLoaded = Persistence->LoadCurrentWorld(RestoredPlayerCount, RestoredActorCount);
ClientMessage(FString::Printf(
TEXT("%s Restored players: %d. Restored actors: %d."),
bLoaded ? TEXT("Agrarian world loaded.") : TEXT("Agrarian world load restored actors/players, but world state restore failed."),
RestoredPlayerCount,
RestoredActorCount));
}
void AAgrarianGamePlayerController::ServerAgrarianHeal_Implementation()
{
AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
UAgrarianSurvivalComponent* SurvivalComponent = AgrarianCharacter ? AgrarianCharacter->GetSurvivalComponent() : nullptr;
if (!SurvivalComponent)
{
ClientMessage(TEXT("No Agrarian survival component found."));
return;
}
SurvivalComponent->Revive(100.0f);
SurvivalComponent->AddFood(100.0f);
SurvivalComponent->AddWater(100.0f);
SurvivalComponent->ReduceExhaustion(100.0f);
SurvivalComponent->ReduceSickness(100.0f);
SurvivalComponent->AddWarmth(37.0f - SurvivalComponent->Survival.BodyTemperature);
ClientMessage(TEXT("Agrarian survival restored."));
}
void AAgrarianGamePlayerController::ServerAgrarianRespawn_Implementation()
{
AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
UAgrarianSurvivalComponent* SurvivalComponent = AgrarianCharacter ? AgrarianCharacter->GetSurvivalComponent() : nullptr;
if (!AgrarianCharacter || !SurvivalComponent)
{
ClientMessage(TEXT("No Agrarian character/survival component found."));
return;
}
if (!SurvivalComponent->IsDead())
{
ClientMessage(TEXT("AgrarianRespawn is only available after death. Use AgrarianHeal for admin recovery."));
return;
}
if (UCharacterMovementComponent* MovementComponent = AgrarianCharacter->GetCharacterMovement())
{
MovementComponent->StopMovementImmediately();
}
AgrarianCharacter->SetActorLocation(GroundZeroDeveloperTravelHomeLocation, false, nullptr, ETeleportType::TeleportPhysics);
SurvivalComponent->Revive(60.0f);
SurvivalComponent->AddFood(35.0f);
SurvivalComponent->AddWater(35.0f);
SurvivalComponent->ReduceExhaustion(100.0f);
SurvivalComponent->ReduceInjury(100.0f);
SurvivalComponent->ReduceBleeding(100.0f);
SurvivalComponent->ReduceSprain(100.0f);
SurvivalComponent->ReduceSickness(100.0f);
SurvivalComponent->AddWarmth(37.0f - SurvivalComponent->Survival.BodyTemperature);
ClientMessage(TEXT("Agrarian MVP respawn complete: returned to Ground Zero with acute conditions stabilized."));
}
void AAgrarianGamePlayerController::ServerAgrarianDropItem_Implementation(FName ItemId, int32 Quantity)
{
AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
UAgrarianInventoryComponent* InventoryComponent = AgrarianCharacter ? AgrarianCharacter->GetInventoryComponent() : nullptr;
if (!AgrarianCharacter || !InventoryComponent)
{
ClientMessage(TEXT("No Agrarian inventory component found."));
return;
}
FAgrarianItemStack DroppedStack;
if (!InventoryComponent->ExtractItem(ItemId, Quantity, DroppedStack))
{
ClientMessage(FString::Printf(TEXT("Could not drop %d x %s."), Quantity, *ItemId.ToString()));
return;
}
const FVector DropLocation = AgrarianCharacter->GetActorLocation()
+ AgrarianCharacter->GetActorForwardVector() * 150.0f
+ FVector(0.0f, 0.0f, 40.0f);
const FRotator DropRotation(0.0f, AgrarianCharacter->GetActorRotation().Yaw, 0.0f);
FActorSpawnParameters SpawnParameters;
SpawnParameters.Owner = AgrarianCharacter;
SpawnParameters.Instigator = AgrarianCharacter;
SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
AAgrarianItemPickup* Pickup = GetWorld()
? GetWorld()->SpawnActor<AAgrarianItemPickup>(AAgrarianItemPickup::StaticClass(), DropLocation, DropRotation, SpawnParameters)
: nullptr;
if (!Pickup)
{
InventoryComponent->AddItem(DroppedStack);
ClientMessage(FString::Printf(TEXT("Failed to spawn dropped %s; item restored."), *ItemId.ToString()));
return;
}
Pickup->PickupStack = DroppedStack;
Pickup->Quantity = DroppedStack.Quantity;
ClientMessage(FString::Printf(TEXT("Dropped %d x %s."), DroppedStack.Quantity, *ItemId.ToString()));
}
void AAgrarianGamePlayerController::ServerAgrarianSplitStack_Implementation(int32 StackIndex, int32 SplitQuantity)
{
AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
UAgrarianInventoryComponent* InventoryComponent = AgrarianCharacter ? AgrarianCharacter->GetInventoryComponent() : nullptr;
if (!InventoryComponent)
{
ClientMessage(TEXT("No Agrarian inventory component found."));
return;
}
if (InventoryComponent->SplitStackByIndex(StackIndex, SplitQuantity))
{
ClientMessage(FString::Printf(TEXT("Split %d items from stack %d."), SplitQuantity, StackIndex));
}
else
{
ClientMessage(FString::Printf(TEXT("Could not split %d items from stack %d."), SplitQuantity, StackIndex));
}
}
void AAgrarianGamePlayerController::ServerAgrarianUseItem_Implementation(FName ItemId, int32 Quantity)
{
AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
UAgrarianInventoryComponent* InventoryComponent = AgrarianCharacter ? AgrarianCharacter->GetInventoryComponent() : nullptr;
UAgrarianSurvivalComponent* SurvivalComponent = AgrarianCharacter ? AgrarianCharacter->GetSurvivalComponent() : nullptr;
if (!InventoryComponent || !SurvivalComponent)
{
ClientMessage(TEXT("No Agrarian inventory or survival component found."));
return;
}
FAgrarianItemStack UsedStack;
if (!InventoryComponent->ExtractItem(ItemId, Quantity, UsedStack))
{
ClientMessage(FString::Printf(TEXT("Could not use %d x %s."), Quantity, *ItemId.ToString()));
return;
}
FString EffectSummary;
if (!ApplyAgrarianItemUseEffect(ItemId, UsedStack.Quantity, SurvivalComponent, EffectSummary))
{
InventoryComponent->AddItem(UsedStack);
ClientMessage(FString::Printf(TEXT("%s cannot be used yet; item restored."), *ItemId.ToString()));
return;
}
ClientMessage(FString::Printf(TEXT("Used %d x %s: %s."), UsedStack.Quantity, *ItemId.ToString(), *EffectSummary));
}
void AAgrarianGamePlayerController::ServerAgrarianCraft_Implementation(FName RecipeId)
{
AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
UAgrarianCraftingComponent* CraftingComponent = AgrarianCharacter ? AgrarianCharacter->GetCraftingComponent() : nullptr;
if (!CraftingComponent)
{
ClientMessage(TEXT("No Agrarian crafting component found."));
return;
}
FText FailureReason;
if (!CraftingComponent->CanCraft(RecipeId, FailureReason))
{
ClientMessage(FString::Printf(TEXT("Cannot craft %s: %s"), *RecipeId.ToString(), *FailureReason.ToString()));
return;
}
if (CraftingComponent->Craft(RecipeId))
{
ClientMessage(FString::Printf(TEXT("Crafted %s."), *RecipeId.ToString()));
}
else
{
ClientMessage(FString::Printf(TEXT("Failed to craft %s."), *RecipeId.ToString()));
}
}
void AAgrarianGamePlayerController::ServerAgrarianTravel_Implementation(FVector Destination)
{
APawn* ControlledPawn = GetPawn();
if (!ControlledPawn)
{
ClientMessage(TEXT("No controlled pawn found for developer travel."));
return;
}
if (!Destination.ContainsNaN())
{
ControlledPawn->TeleportTo(Destination, ControlledPawn->GetActorRotation(), false, true);
if (ACharacter* ControlledCharacter = Cast<ACharacter>(ControlledPawn))
{
if (UCharacterMovementComponent* Movement = ControlledCharacter->GetCharacterMovement())
{
Movement->StopMovementImmediately();
}
}
ClientMessage(FString::Printf(
TEXT("Developer travel complete: X %.1f Y %.1f Z %.1f"),
Destination.X,
Destination.Y,
Destination.Z));
}
else
{
ClientMessage(TEXT("Developer travel failed: invalid destination."));
}
}