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AgrarianGameArchive/Source/AgrarianGame/AgrarianCampfire.cpp
T

122 lines
3.0 KiB
C++

// Copyright Pacificao. All Rights Reserved.
#include "AgrarianCampfire.h"
#include "AgrarianGameCharacter.h"
#include "AgrarianInventoryComponent.h"
#include "AgrarianSurvivalComponent.h"
#include "Components/PointLightComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Kismet/GameplayStatics.h"
#include "Net/UnrealNetwork.h"
AAgrarianCampfire::AAgrarianCampfire()
{
PrimaryActorTick.bCanEverTick = true;
bReplicates = true;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
RootComponent = Mesh;
FireLight = CreateDefaultSubobject<UPointLightComponent>(TEXT("FireLight"));
FireLight->SetupAttachment(RootComponent);
FireLight->SetIntensity(0.0f);
FireLight->SetAttenuationRadius(WarmthRadius);
FireLight->SetLightColor(FLinearColor(1.0f, 0.45f, 0.18f));
}
void AAgrarianCampfire::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (HasAuthority() && bLit)
{
FuelSeconds = FMath::Max(0.0f, FuelSeconds - DeltaSeconds);
if (FuelSeconds <= 0.0f)
{
bLit = false;
UpdateVisualState();
}
WarmNearbyCharacters(DeltaSeconds);
}
}
void AAgrarianCampfire::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AAgrarianCampfire, bLit);
DOREPLIFETIME(AAgrarianCampfire, FuelSeconds);
}
FText AAgrarianCampfire::GetInteractionText_Implementation(const AAgrarianGameCharacter* Interactor) const
{
return bLit ? FText::FromString(TEXT("Add fuel")) : FText::FromString(TEXT("Light fire"));
}
bool AAgrarianCampfire::CanInteract_Implementation(const AAgrarianGameCharacter* Interactor) const
{
return Interactor != nullptr;
}
void AAgrarianCampfire::Interact_Implementation(AAgrarianGameCharacter* Interactor)
{
if (!HasAuthority() || !Interactor)
{
return;
}
UAgrarianInventoryComponent* Inventory = Interactor->GetInventoryComponent();
if (Inventory && Inventory->RemoveItem(TEXT("wood"), 1))
{
AddFuel(90.0f);
bLit = true;
UpdateVisualState();
}
}
void AAgrarianCampfire::AddFuel(float Seconds)
{
if (HasAuthority())
{
FuelSeconds += FMath::Max(0.0f, Seconds);
if (FuelSeconds > 0.0f)
{
bLit = true;
}
UpdateVisualState();
}
}
void AAgrarianCampfire::OnRep_FireState()
{
UpdateVisualState();
}
void AAgrarianCampfire::UpdateVisualState()
{
if (FireLight)
{
FireLight->SetIntensity(bLit ? 4200.0f : 0.0f);
}
}
void AAgrarianCampfire::WarmNearbyCharacters(float DeltaSeconds)
{
TArray<AActor*> Characters;
UGameplayStatics::GetAllActorsOfClass(this, AAgrarianGameCharacter::StaticClass(), Characters);
for (AActor* Actor : Characters)
{
AAgrarianGameCharacter* Character = Cast<AAgrarianGameCharacter>(Actor);
if (!Character || FVector::DistSquared(Character->GetActorLocation(), GetActorLocation()) > FMath::Square(WarmthRadius))
{
continue;
}
if (UAgrarianSurvivalComponent* SurvivalComponent = Character->GetSurvivalComponent())
{
SurvivalComponent->AddWarmth(WarmthPerSecond * DeltaSeconds);
}
}
}