This repository has been archived on 2026-05-24. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
AgrarianGameArchive/Source/AgrarianGame/AgrarianPersistenceSubsystem.cpp
T
2026-05-17 17:08:05 -07:00

425 lines
10 KiB
C++

// Copyright Pacificao. All Rights Reserved.
#include "AgrarianPersistenceSubsystem.h"
#include "AgrarianGameCharacter.h"
#include "AgrarianGameState.h"
#include "AgrarianInventoryComponent.h"
#include "AgrarianPersistentActorComponent.h"
#include "AgrarianResourceNode.h"
#include "AgrarianSaveGame.h"
#include "AgrarianSurvivalComponent.h"
#include "EngineUtils.h"
#include "Engine/World.h"
#include "GameFramework/PlayerState.h"
#include "Kismet/GameplayStatics.h"
UAgrarianSaveGame* UAgrarianPersistenceSubsystem::CreateEmptySave() const
{
return Cast<UAgrarianSaveGame>(UGameplayStatics::CreateSaveGameObject(UAgrarianSaveGame::StaticClass()));
}
UAgrarianSaveGame* UAgrarianPersistenceSubsystem::LoadOrCreateSave() const
{
if (UGameplayStatics::DoesSaveGameExist(DefaultSlotName, UserIndex))
{
if (UAgrarianSaveGame* Loaded = Cast<UAgrarianSaveGame>(UGameplayStatics::LoadGameFromSlot(DefaultSlotName, UserIndex)))
{
return Loaded;
}
}
return CreateEmptySave();
}
bool UAgrarianPersistenceSubsystem::WriteSave(UAgrarianSaveGame* SaveGame) const
{
return SaveGame ? UGameplayStatics::SaveGameToSlot(SaveGame, DefaultSlotName, UserIndex) : false;
}
bool UAgrarianPersistenceSubsystem::DoesSaveExist() const
{
return UGameplayStatics::DoesSaveGameExist(DefaultSlotName, UserIndex);
}
void UAgrarianPersistenceSubsystem::RegisterWorldActorClass(FName ActorTypeId, TSubclassOf<AActor> ActorClass)
{
if (ActorTypeId != NAME_None && ActorClass)
{
WorldActorClassRegistry.Add(ActorTypeId, ActorClass);
}
}
int32 UAgrarianPersistenceSubsystem::CaptureWorldActors(UAgrarianSaveGame* SaveGame) const
{
if (!SaveGame)
{
return 0;
}
TArray<UAgrarianPersistentActorComponent*> PersistentComponents;
FindPersistentComponents(PersistentComponents);
SaveGame->WorldActors.Reset();
for (const UAgrarianPersistentActorComponent* Component : PersistentComponents)
{
if (Component && Component->IsSaveable())
{
SaveGame->WorldActors.Add(Component->CaptureSaveState());
}
}
return SaveGame->WorldActors.Num();
}
int32 UAgrarianPersistenceSubsystem::RestoreWorldActors(const UAgrarianSaveGame* SaveGame, bool bClearExistingActors) const
{
UWorld* World = GetWorld();
if (!World || !SaveGame)
{
return 0;
}
if (bClearExistingActors)
{
TArray<UAgrarianPersistentActorComponent*> ExistingComponents;
FindPersistentComponents(ExistingComponents);
for (UAgrarianPersistentActorComponent* Component : ExistingComponents)
{
if (AActor* Owner = Component ? Component->GetOwner() : nullptr)
{
Owner->Destroy();
}
}
}
int32 RestoredCount = 0;
for (const FAgrarianSavedWorldActor& SavedActor : SaveGame->WorldActors)
{
const TSubclassOf<AActor>* ActorClass = WorldActorClassRegistry.Find(SavedActor.ActorTypeId);
if (!ActorClass || !(*ActorClass))
{
continue;
}
FActorSpawnParameters SpawnParams;
SpawnParams.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
AActor* SpawnedActor = World->SpawnActor<AActor>(*ActorClass, SavedActor.Transform, SpawnParams);
if (!SpawnedActor)
{
continue;
}
if (UAgrarianPersistentActorComponent* Component = SpawnedActor->FindComponentByClass<UAgrarianPersistentActorComponent>())
{
Component->ApplySaveState(SavedActor);
}
RestoredCount++;
}
return RestoredCount;
}
bool UAgrarianPersistenceSubsystem::CaptureWorldState(UAgrarianSaveGame* SaveGame) const
{
UWorld* World = GetWorld();
AAgrarianGameState* GameState = World ? World->GetGameState<AAgrarianGameState>() : nullptr;
if (!SaveGame || !GameState)
{
return false;
}
SaveGame->WorldHours = GameState->WorldHours;
SaveGame->Weather = GameState->Weather;
SaveGame->WeatherInputs = GameState->ActiveWeatherInputs;
SaveGame->WeatherDebug = GameState->GetWeatherDebugSnapshot();
return true;
}
bool UAgrarianPersistenceSubsystem::RestoreWorldState(const UAgrarianSaveGame* SaveGame) const
{
UWorld* World = GetWorld();
AAgrarianGameState* GameState = World ? World->GetGameState<AAgrarianGameState>() : nullptr;
if (!SaveGame || !GameState || !GameState->HasAuthority())
{
return false;
}
GameState->WorldHours = SaveGame->WorldHours;
if (SaveGame->WeatherInputs.bHasProviderData)
{
GameState->ApplyMappedWeatherInputs(SaveGame->WeatherInputs);
}
else
{
GameState->SetWeather(SaveGame->Weather);
}
return true;
}
int32 UAgrarianPersistenceSubsystem::CapturePlayers(UAgrarianSaveGame* SaveGame) const
{
if (!SaveGame)
{
return 0;
}
TArray<AAgrarianGameCharacter*> Players;
FindAgrarianPlayers(Players);
SaveGame->Players.Reset();
for (const AAgrarianGameCharacter* Character : Players)
{
const UAgrarianSurvivalComponent* SurvivalComponent = Character ? Character->GetSurvivalComponent() : nullptr;
if (!Character || !SurvivalComponent)
{
continue;
}
FAgrarianSavedPlayer SavedPlayer;
SavedPlayer.PlayerId = GetPlayerPersistenceId(Character);
SavedPlayer.Transform = Character->GetActorTransform();
SavedPlayer.Survival = SurvivalComponent->Survival;
SavedPlayer.CareHistory = SurvivalComponent->CareHistory;
if (const UAgrarianInventoryComponent* InventoryComponent = Character->GetInventoryComponent())
{
SavedPlayer.Inventory = InventoryComponent->Items;
}
SaveGame->Players.Add(SavedPlayer);
}
return SaveGame->Players.Num();
}
int32 UAgrarianPersistenceSubsystem::RestorePlayers(const UAgrarianSaveGame* SaveGame) const
{
if (!SaveGame)
{
return 0;
}
TArray<AAgrarianGameCharacter*> Players;
FindAgrarianPlayers(Players);
int32 RestoredCount = 0;
for (AAgrarianGameCharacter* Character : Players)
{
UAgrarianSurvivalComponent* SurvivalComponent = Character ? Character->GetSurvivalComponent() : nullptr;
if (!Character || !SurvivalComponent)
{
continue;
}
const FString PlayerId = GetPlayerPersistenceId(Character);
const FAgrarianSavedPlayer* SavedPlayer = SaveGame->Players.FindByPredicate(
[&PlayerId](const FAgrarianSavedPlayer& Candidate)
{
return Candidate.PlayerId == PlayerId;
});
if (!SavedPlayer)
{
continue;
}
Character->SetActorTransform(SavedPlayer->Transform, false, nullptr, ETeleportType::TeleportPhysics);
SurvivalComponent->ApplySavedState(SavedPlayer->Survival, SavedPlayer->CareHistory);
if (UAgrarianInventoryComponent* InventoryComponent = Character->GetInventoryComponent())
{
InventoryComponent->RestoreSavedItems(SavedPlayer->Inventory);
}
RestoredCount++;
}
return RestoredCount;
}
int32 UAgrarianPersistenceSubsystem::CaptureResourceNodes(UAgrarianSaveGame* SaveGame) const
{
if (!SaveGame)
{
return 0;
}
TArray<AAgrarianResourceNode*> ResourceNodes;
FindResourceNodes(ResourceNodes);
SaveGame->ResourceNodes.Reset();
for (const AAgrarianResourceNode* ResourceNode : ResourceNodes)
{
if (!ResourceNode)
{
continue;
}
const FAgrarianSavedResourceNode SavedNode = ResourceNode->CaptureResourceSaveState();
if (SavedNode.ResourceNodeId != NAME_None)
{
SaveGame->ResourceNodes.Add(SavedNode);
}
}
return SaveGame->ResourceNodes.Num();
}
int32 UAgrarianPersistenceSubsystem::RestoreResourceNodes(const UAgrarianSaveGame* SaveGame) const
{
if (!SaveGame)
{
return 0;
}
TArray<AAgrarianResourceNode*> ResourceNodes;
FindResourceNodes(ResourceNodes);
int32 RestoredCount = 0;
for (AAgrarianResourceNode* ResourceNode : ResourceNodes)
{
if (!ResourceNode)
{
continue;
}
const FName ResourceNodeId = ResourceNode->GetResourcePersistenceId();
const FAgrarianSavedResourceNode* SavedNode = SaveGame->ResourceNodes.FindByPredicate(
[ResourceNodeId](const FAgrarianSavedResourceNode& Candidate)
{
return Candidate.ResourceNodeId == ResourceNodeId;
});
if (!SavedNode)
{
continue;
}
ResourceNode->ApplyResourceSaveState(*SavedNode);
RestoredCount++;
}
return RestoredCount;
}
bool UAgrarianPersistenceSubsystem::SaveCurrentWorld() const
{
UAgrarianSaveGame* SaveGame = LoadOrCreateSave();
if (!SaveGame)
{
return false;
}
CaptureWorldState(SaveGame);
CapturePlayers(SaveGame);
CaptureWorldActors(SaveGame);
CaptureResourceNodes(SaveGame);
return WriteSave(SaveGame);
}
bool UAgrarianPersistenceSubsystem::LoadCurrentWorld(int32& RestoredPlayerCount, int32& RestoredWorldActorCount, bool bClearExistingActors) const
{
RestoredPlayerCount = 0;
RestoredWorldActorCount = 0;
const UAgrarianSaveGame* SaveGame = LoadOrCreateSave();
if (!SaveGame)
{
return false;
}
const bool bRestoredWorldState = RestoreWorldState(SaveGame);
RestoredPlayerCount = RestorePlayers(SaveGame);
RestoredWorldActorCount = RestoreWorldActors(SaveGame, bClearExistingActors);
RestoreResourceNodes(SaveGame);
return bRestoredWorldState;
}
void UAgrarianPersistenceSubsystem::FindPersistentComponents(TArray<UAgrarianPersistentActorComponent*>& OutComponents) const
{
OutComponents.Reset();
UWorld* World = GetWorld();
if (!World)
{
return;
}
for (TActorIterator<AActor> ActorIt(World); ActorIt; ++ActorIt)
{
AActor* Actor = *ActorIt;
if (!Actor || Actor->IsPendingKillPending())
{
continue;
}
if (UAgrarianPersistentActorComponent* Component = Actor->FindComponentByClass<UAgrarianPersistentActorComponent>())
{
OutComponents.Add(Component);
}
}
}
void UAgrarianPersistenceSubsystem::FindAgrarianPlayers(TArray<AAgrarianGameCharacter*>& OutPlayers) const
{
OutPlayers.Reset();
UWorld* World = GetWorld();
if (!World)
{
return;
}
for (TActorIterator<AAgrarianGameCharacter> ActorIt(World); ActorIt; ++ActorIt)
{
AAgrarianGameCharacter* Character = *ActorIt;
if (Character && !Character->IsPendingKillPending())
{
OutPlayers.Add(Character);
}
}
}
void UAgrarianPersistenceSubsystem::FindResourceNodes(TArray<AAgrarianResourceNode*>& OutResourceNodes) const
{
OutResourceNodes.Reset();
UWorld* World = GetWorld();
if (!World)
{
return;
}
for (TActorIterator<AAgrarianResourceNode> ActorIt(World); ActorIt; ++ActorIt)
{
AAgrarianResourceNode* ResourceNode = *ActorIt;
if (ResourceNode && !ResourceNode->IsPendingKillPending())
{
OutResourceNodes.Add(ResourceNode);
}
}
}
FString UAgrarianPersistenceSubsystem::GetPlayerPersistenceId(const AAgrarianGameCharacter* Character) const
{
if (!Character)
{
return TEXT("UnknownPlayer");
}
if (const APlayerState* PlayerState = Character->GetPlayerState())
{
const FString PlayerName = PlayerState->GetPlayerName();
if (!PlayerName.IsEmpty())
{
return PlayerName;
}
}
return Character->GetName();
}