190 lines
5.7 KiB
C++
190 lines
5.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AgrarianGamePlayerController.h"
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#include "AgrarianGameCharacter.h"
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#include "AgrarianInventoryComponent.h"
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#include "AgrarianPersistenceSubsystem.h"
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#include "AgrarianShelterActor.h"
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#include "AgrarianSurvivalComponent.h"
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#include "EnhancedInputSubsystems.h"
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#include "Engine/LocalPlayer.h"
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#include "InputMappingContext.h"
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#include "Blueprint/UserWidget.h"
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#include "AgrarianGame.h"
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#include "Widgets/Input/SVirtualJoystick.h"
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void AAgrarianGamePlayerController::BeginPlay()
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{
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Super::BeginPlay();
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// only spawn touch controls on local player controllers
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if (ShouldUseTouchControls() && IsLocalPlayerController())
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{
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// spawn the mobile controls widget
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MobileControlsWidget = CreateWidget<UUserWidget>(this, MobileControlsWidgetClass);
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if (MobileControlsWidget)
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{
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// add the controls to the player screen
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MobileControlsWidget->AddToPlayerScreen(0);
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} else {
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UE_LOG(LogAgrarianGame, Error, TEXT("Could not spawn mobile controls widget."));
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}
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}
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}
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void AAgrarianGamePlayerController::SetupInputComponent()
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{
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Super::SetupInputComponent();
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// only add IMCs for local player controllers
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if (IsLocalPlayerController())
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{
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// Add Input Mapping Contexts
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if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(GetLocalPlayer()))
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{
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for (UInputMappingContext* CurrentContext : DefaultMappingContexts)
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{
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Subsystem->AddMappingContext(CurrentContext, 0);
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}
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// only add these IMCs if we're not using mobile touch input
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if (!ShouldUseTouchControls())
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{
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for (UInputMappingContext* CurrentContext : MobileExcludedMappingContexts)
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{
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Subsystem->AddMappingContext(CurrentContext, 0);
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}
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}
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}
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}
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}
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bool AAgrarianGamePlayerController::ShouldUseTouchControls() const
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{
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// are we on a mobile platform? Should we force touch?
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return SVirtualJoystick::ShouldDisplayTouchInterface() || bForceTouchControls;
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}
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void AAgrarianGamePlayerController::AgrarianGrantItem(FName ItemId, int32 Quantity)
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{
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if (ItemId == NAME_None || Quantity <= 0)
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{
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ClientMessage(TEXT("Usage: AgrarianGrantItem <ItemId> <Quantity>"));
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return;
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}
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ServerAgrarianGrantItem(ItemId, Quantity);
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}
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void AAgrarianGamePlayerController::AgrarianSaveWorld()
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{
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ServerAgrarianSaveWorld();
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}
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void AAgrarianGamePlayerController::AgrarianLoadWorld()
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{
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ServerAgrarianLoadWorld();
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}
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void AAgrarianGamePlayerController::AgrarianSurvival()
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{
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const AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
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const UAgrarianSurvivalComponent* SurvivalComponent = AgrarianCharacter ? AgrarianCharacter->GetSurvivalComponent() : nullptr;
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if (!SurvivalComponent)
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{
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ClientMessage(TEXT("No Agrarian survival component found."));
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return;
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}
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const FAgrarianSurvivalSnapshot& Survival = SurvivalComponent->Survival;
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ClientMessage(FString::Printf(
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TEXT("Health %.1f | Stamina %.1f | Hunger %.1f | Thirst %.1f | Temp %.1fC | Injury %.1f"),
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Survival.Health,
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Survival.Stamina,
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Survival.Hunger,
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Survival.Thirst,
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Survival.BodyTemperature,
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Survival.InjurySeverity));
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}
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void AAgrarianGamePlayerController::AgrarianHeal()
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{
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ServerAgrarianHeal();
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}
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void AAgrarianGamePlayerController::ServerAgrarianGrantItem_Implementation(FName ItemId, int32 Quantity)
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{
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AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
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UAgrarianInventoryComponent* InventoryComponent = AgrarianCharacter ? AgrarianCharacter->GetInventoryComponent() : nullptr;
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if (!InventoryComponent)
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{
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ClientMessage(TEXT("No Agrarian inventory component found."));
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return;
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}
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FAgrarianItemStack Stack;
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Stack.ItemId = ItemId;
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Stack.DisplayName = FText::FromName(ItemId);
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Stack.Quantity = Quantity;
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if (InventoryComponent->AddItem(Stack))
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{
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ClientMessage(FString::Printf(TEXT("Granted %d x %s."), Quantity, *ItemId.ToString()));
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}
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else
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{
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ClientMessage(FString::Printf(TEXT("Failed to grant %d x %s."), Quantity, *ItemId.ToString()));
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}
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}
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void AAgrarianGamePlayerController::ServerAgrarianSaveWorld_Implementation()
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{
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UAgrarianPersistenceSubsystem* Persistence = GetGameInstance() ? GetGameInstance()->GetSubsystem<UAgrarianPersistenceSubsystem>() : nullptr;
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if (!Persistence)
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{
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ClientMessage(TEXT("No Agrarian persistence subsystem found."));
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return;
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}
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const bool bSaved = Persistence->SaveCurrentWorld();
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ClientMessage(bSaved ? TEXT("Agrarian world saved.") : TEXT("Agrarian world save failed."));
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}
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void AAgrarianGamePlayerController::ServerAgrarianLoadWorld_Implementation()
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{
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UAgrarianPersistenceSubsystem* Persistence = GetGameInstance() ? GetGameInstance()->GetSubsystem<UAgrarianPersistenceSubsystem>() : nullptr;
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if (!Persistence)
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{
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ClientMessage(TEXT("No Agrarian persistence subsystem found."));
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return;
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}
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Persistence->RegisterWorldActorClass(TEXT("primitive_shelter"), AAgrarianShelterActor::StaticClass());
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const UAgrarianSaveGame* SaveGame = Persistence->LoadOrCreateSave();
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const int32 RestoredCount = Persistence->RestoreWorldActors(SaveGame);
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ClientMessage(FString::Printf(TEXT("Agrarian world loaded. Restored actors: %d."), RestoredCount));
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}
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void AAgrarianGamePlayerController::ServerAgrarianHeal_Implementation()
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{
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AAgrarianGameCharacter* AgrarianCharacter = GetPawn<AAgrarianGameCharacter>();
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UAgrarianSurvivalComponent* SurvivalComponent = AgrarianCharacter ? AgrarianCharacter->GetSurvivalComponent() : nullptr;
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if (!SurvivalComponent)
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{
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ClientMessage(TEXT("No Agrarian survival component found."));
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return;
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}
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SurvivalComponent->RestoreHealth(100.0f);
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SurvivalComponent->AddFood(100.0f);
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SurvivalComponent->AddWater(100.0f);
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SurvivalComponent->AddWarmth(37.0f - SurvivalComponent->Survival.BodyTemperature);
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ClientMessage(TEXT("Agrarian survival restored."));
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}
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