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AgrarianGameArchive/Source/AgrarianGame/AgrarianCampfire.cpp
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// Copyright Pacificao. All Rights Reserved.
#include "AgrarianCampfire.h"
#include "AgrarianFoliagePatch.h"
#include "AgrarianGameCharacter.h"
#include "AgrarianGameState.h"
#include "AgrarianInventoryComponent.h"
#include "AgrarianPersistentActorComponent.h"
#include "AgrarianResourceNode.h"
#include "AgrarianShelterActor.h"
#include "AgrarianSurvivalComponent.h"
#include "Particles/ParticleSystemComponent.h"
#include "Components/AudioComponent.h"
#include "Components/PointLightComponent.h"
#include "Components/StaticMeshComponent.h"
#include "Engine/StaticMesh.h"
#include "Kismet/GameplayStatics.h"
#include "Materials/MaterialInterface.h"
#include "Net/UnrealNetwork.h"
#include "UObject/ConstructorHelpers.h"
namespace
{
void ConfigureCampfireProxyComponent(UStaticMeshComponent* Component, UStaticMesh* MeshAsset, UMaterialInterface* MaterialAsset)
{
if (!Component)
{
return;
}
Component->SetCollisionEnabled(ECollisionEnabled::NoCollision);
Component->SetGenerateOverlapEvents(false);
if (MeshAsset)
{
Component->SetStaticMesh(MeshAsset);
}
if (MaterialAsset)
{
Component->SetMaterial(0, MaterialAsset);
}
}
}
AAgrarianCampfire::AAgrarianCampfire()
{
PrimaryActorTick.bCanEverTick = true;
bReplicates = true;
NetCullDistanceSquared = FMath::Square(6000.0f);
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
RootComponent = Mesh;
Mesh->SetCollisionProfileName(TEXT("BlockAll"));
static ConstructorHelpers::FObjectFinder<UStaticMesh> CylinderMesh(TEXT("/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_Cylinder.SM_AGR_Placeholder_Cylinder"));
static ConstructorHelpers::FObjectFinder<UStaticMesh> ChamferCubeMesh(TEXT("/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_ChamferCube.SM_AGR_Placeholder_ChamferCube"));
static ConstructorHelpers::FObjectFinder<UStaticMesh> CubeMesh(TEXT("/Game/Agrarian/Environment/PlaceholderMeshes/SM_AGR_Placeholder_Cube.SM_AGR_Placeholder_Cube"));
static ConstructorHelpers::FObjectFinder<UMaterialInterface> StoneMaterial(TEXT("/Game/Agrarian/Materials/M_AGR_GZ_Stone_Sandstone.M_AGR_GZ_Stone_Sandstone"));
static ConstructorHelpers::FObjectFinder<UMaterialInterface> WoodMaterial(TEXT("/Game/Agrarian/Materials/M_AGR_GZ_Wood_Resource.M_AGR_GZ_Wood_Resource"));
static ConstructorHelpers::FObjectFinder<UMaterialInterface> FiberMaterial(TEXT("/Game/Agrarian/Materials/M_AGR_GZ_Fiber_Resource.M_AGR_GZ_Fiber_Resource"));
if (CylinderMesh.Succeeded())
{
Mesh->SetStaticMesh(CylinderMesh.Object);
Mesh->SetRelativeScale3D(FVector(0.72f, 0.72f, 0.08f));
}
if (StoneMaterial.Succeeded())
{
Mesh->SetMaterial(0, StoneMaterial.Object);
}
StoneRingProxy = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("StoneRingProxy"));
StoneRingProxy->SetupAttachment(RootComponent);
ConfigureCampfireProxyComponent(StoneRingProxy, CylinderMesh.Succeeded() ? CylinderMesh.Object : nullptr, StoneMaterial.Succeeded() ? StoneMaterial.Object : nullptr);
StoneRingProxy->SetRelativeScale3D(FVector(1.05f, 1.05f, 0.12f));
LogProxyA = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LogProxyA"));
LogProxyA->SetupAttachment(RootComponent);
ConfigureCampfireProxyComponent(LogProxyA, CylinderMesh.Succeeded() ? CylinderMesh.Object : nullptr, WoodMaterial.Succeeded() ? WoodMaterial.Object : nullptr);
LogProxyA->SetRelativeLocation(FVector(0.0f, -12.0f, 18.0f));
LogProxyA->SetRelativeRotation(FRotator(0.0f, 90.0f, 90.0f));
LogProxyA->SetRelativeScale3D(FVector(0.16f, 0.16f, 0.72f));
LogProxyB = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LogProxyB"));
LogProxyB->SetupAttachment(RootComponent);
ConfigureCampfireProxyComponent(LogProxyB, CylinderMesh.Succeeded() ? CylinderMesh.Object : nullptr, WoodMaterial.Succeeded() ? WoodMaterial.Object : nullptr);
LogProxyB->SetRelativeLocation(FVector(-12.0f, 10.0f, 20.0f));
LogProxyB->SetRelativeRotation(FRotator(0.0f, 28.0f, 90.0f));
LogProxyB->SetRelativeScale3D(FVector(0.16f, 0.16f, 0.68f));
LogProxyC = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("LogProxyC"));
LogProxyC->SetupAttachment(RootComponent);
ConfigureCampfireProxyComponent(LogProxyC, CylinderMesh.Succeeded() ? CylinderMesh.Object : nullptr, WoodMaterial.Succeeded() ? WoodMaterial.Object : nullptr);
LogProxyC->SetRelativeLocation(FVector(12.0f, 10.0f, 22.0f));
LogProxyC->SetRelativeRotation(FRotator(0.0f, -28.0f, 90.0f));
LogProxyC->SetRelativeScale3D(FVector(0.16f, 0.16f, 0.68f));
EmberProxy = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("EmberProxy"));
EmberProxy->SetupAttachment(RootComponent);
ConfigureCampfireProxyComponent(EmberProxy, ChamferCubeMesh.Succeeded() ? ChamferCubeMesh.Object : (CubeMesh.Succeeded() ? CubeMesh.Object : nullptr), FiberMaterial.Succeeded() ? FiberMaterial.Object : nullptr);
EmberProxy->SetRelativeLocation(FVector(0.0f, 0.0f, 13.0f));
EmberProxy->SetRelativeScale3D(FVector(0.38f, 0.38f, 0.09f));
FireLight = CreateDefaultSubobject<UPointLightComponent>(TEXT("FireLight"));
FireLight->SetupAttachment(RootComponent);
FireLight->SetIntensity(0.0f);
FireLight->SetAttenuationRadius(WarmthRadius);
FireLight->SetLightColor(FLinearColor(1.0f, 0.45f, 0.18f));
SmokeEffect = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("SmokeEffect"));
SmokeEffect->SetupAttachment(RootComponent);
SmokeEffect->bAutoActivate = false;
SmokeEffect->SetRelativeLocation(FVector(0.0f, 0.0f, 80.0f));
SmokeEffect->SetVisibility(false);
FireLoopAudioComponent = CreateDefaultSubobject<UAudioComponent>(TEXT("FireLoopAudioComponent"));
FireLoopAudioComponent->SetupAttachment(RootComponent);
FireLoopAudioComponent->bAutoActivate = false;
FireLoopAudioComponent->bAllowSpatialization = true;
FireEventAudioComponent = CreateDefaultSubobject<UAudioComponent>(TEXT("FireEventAudioComponent"));
FireEventAudioComponent->SetupAttachment(RootComponent);
FireEventAudioComponent->bAutoActivate = false;
FireEventAudioComponent->bAllowSpatialization = true;
PersistentActorComponent = CreateDefaultSubobject<UAgrarianPersistentActorComponent>(TEXT("PersistentActorComponent"));
PersistentActorComponent->ActorTypeId = TEXT("campfire");
}
void AAgrarianCampfire::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (HasAuthority() && bLit)
{
FuelSeconds = FMath::Max(0.0f, FuelSeconds - (DeltaSeconds * GetWeatherFuelDrainMultiplier()));
if (FuelSeconds <= 0.0f || (bWetWeatherCanExtinguish && IsWetWeatherActive() && FuelSeconds <= WetWeatherExtinguishFuelThresholdSeconds))
{
Extinguish();
}
if (CanCook())
{
CookingProgressSeconds = FMath::Min(CookingSecondsRequired, CookingProgressSeconds + DeltaSeconds);
}
UpdateFireRisk(DeltaSeconds);
UpdateVegetationIgnitionRisk(DeltaSeconds);
UpdateStructureIgnitionRisk(DeltaSeconds);
UpdateServerAuthoritativeFireSpread(DeltaSeconds);
WarmNearbyCharacters(DeltaSeconds);
}
}
void AAgrarianCampfire::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AAgrarianCampfire, bLit);
DOREPLIFETIME(AAgrarianCampfire, FuelSeconds);
DOREPLIFETIME(AAgrarianCampfire, bCookingPlaceholderEnabled);
DOREPLIFETIME(AAgrarianCampfire, CookingSecondsRequired);
DOREPLIFETIME(AAgrarianCampfire, CookingProgressSeconds);
DOREPLIFETIME(AAgrarianCampfire, FireRiskScore);
DOREPLIFETIME(AAgrarianCampfire, LitDurationSeconds);
DOREPLIFETIME(AAgrarianCampfire, SecondsSinceMaintenance);
DOREPLIFETIME(AAgrarianCampfire, bFireAreaCleared);
DOREPLIFETIME(AAgrarianCampfire, bFireContained);
DOREPLIFETIME(AAgrarianCampfire, GrassIgnitionRiskScore);
DOREPLIFETIME(AAgrarianCampfire, ForestIgnitionRiskScore);
DOREPLIFETIME(AAgrarianCampfire, bGrassOrBrushIgnited);
DOREPLIFETIME(AAgrarianCampfire, bForestFuelIgnited);
DOREPLIFETIME(AAgrarianCampfire, StructureIgnitionRiskScore);
DOREPLIFETIME(AAgrarianCampfire, bStructureIgnited);
DOREPLIFETIME(AAgrarianCampfire, GrassFireIntensity);
DOREPLIFETIME(AAgrarianCampfire, ForestFireIntensity);
DOREPLIFETIME(AAgrarianCampfire, StructureFireIntensity);
DOREPLIFETIME(AAgrarianCampfire, ActiveFireSpreadRadius);
}
FText AAgrarianCampfire::GetInteractionText_Implementation(const AAgrarianGameCharacter* Interactor) const
{
return bLit ? FText::FromString(TEXT("Maintain fire")) : 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);
}
else if (bLit)
{
WatchFire();
}
}
void AAgrarianCampfire::CapturePersistentState_Implementation(UAgrarianPersistentActorComponent* PersistentComponent) const
{
if (!PersistentComponent)
{
return;
}
PersistentComponent->NumberState.Add(TEXT("lit"), bLit ? 1.0f : 0.0f);
PersistentComponent->NumberState.Add(TEXT("fuel_seconds"), FuelSeconds);
PersistentComponent->NumberState.Add(TEXT("cooking_placeholder_enabled"), bCookingPlaceholderEnabled ? 1.0f : 0.0f);
PersistentComponent->NumberState.Add(TEXT("cooking_seconds_required"), CookingSecondsRequired);
PersistentComponent->NumberState.Add(TEXT("cooking_progress_seconds"), CookingProgressSeconds);
PersistentComponent->NumberState.Add(TEXT("fire_risk_score"), FireRiskScore);
PersistentComponent->NumberState.Add(TEXT("lit_duration_seconds"), LitDurationSeconds);
PersistentComponent->NumberState.Add(TEXT("seconds_since_maintenance"), SecondsSinceMaintenance);
PersistentComponent->NumberState.Add(TEXT("fire_area_cleared"), bFireAreaCleared ? 1.0f : 0.0f);
PersistentComponent->NumberState.Add(TEXT("fire_contained"), bFireContained ? 1.0f : 0.0f);
PersistentComponent->NumberState.Add(TEXT("grass_ignition_risk_score"), GrassIgnitionRiskScore);
PersistentComponent->NumberState.Add(TEXT("forest_ignition_risk_score"), ForestIgnitionRiskScore);
PersistentComponent->NumberState.Add(TEXT("grass_or_brush_ignited"), bGrassOrBrushIgnited ? 1.0f : 0.0f);
PersistentComponent->NumberState.Add(TEXT("forest_fuel_ignited"), bForestFuelIgnited ? 1.0f : 0.0f);
PersistentComponent->NumberState.Add(TEXT("structure_ignition_risk_score"), StructureIgnitionRiskScore);
PersistentComponent->NumberState.Add(TEXT("structure_ignited"), bStructureIgnited ? 1.0f : 0.0f);
PersistentComponent->NumberState.Add(TEXT("grass_fire_intensity"), GrassFireIntensity);
PersistentComponent->NumberState.Add(TEXT("forest_fire_intensity"), ForestFireIntensity);
PersistentComponent->NumberState.Add(TEXT("structure_fire_intensity"), StructureFireIntensity);
PersistentComponent->NumberState.Add(TEXT("active_fire_spread_radius"), ActiveFireSpreadRadius);
}
void AAgrarianCampfire::ApplyPersistentState_Implementation(UAgrarianPersistentActorComponent* PersistentComponent)
{
if (!HasAuthority() || !PersistentComponent)
{
return;
}
const float* SavedFuelSeconds = PersistentComponent->NumberState.Find(TEXT("fuel_seconds"));
const float* SavedCookingEnabled = PersistentComponent->NumberState.Find(TEXT("cooking_placeholder_enabled"));
const float* SavedCookingRequired = PersistentComponent->NumberState.Find(TEXT("cooking_seconds_required"));
const float* SavedCookingProgress = PersistentComponent->NumberState.Find(TEXT("cooking_progress_seconds"));
const float* SavedLit = PersistentComponent->NumberState.Find(TEXT("lit"));
const float* SavedRiskScore = PersistentComponent->NumberState.Find(TEXT("fire_risk_score"));
const float* SavedLitDuration = PersistentComponent->NumberState.Find(TEXT("lit_duration_seconds"));
const float* SavedSecondsSinceMaintenance = PersistentComponent->NumberState.Find(TEXT("seconds_since_maintenance"));
const float* SavedAreaCleared = PersistentComponent->NumberState.Find(TEXT("fire_area_cleared"));
const float* SavedContained = PersistentComponent->NumberState.Find(TEXT("fire_contained"));
const float* SavedGrassIgnitionRisk = PersistentComponent->NumberState.Find(TEXT("grass_ignition_risk_score"));
const float* SavedForestIgnitionRisk = PersistentComponent->NumberState.Find(TEXT("forest_ignition_risk_score"));
const float* SavedGrassIgnited = PersistentComponent->NumberState.Find(TEXT("grass_or_brush_ignited"));
const float* SavedForestIgnited = PersistentComponent->NumberState.Find(TEXT("forest_fuel_ignited"));
const float* SavedStructureIgnitionRisk = PersistentComponent->NumberState.Find(TEXT("structure_ignition_risk_score"));
const float* SavedStructureIgnited = PersistentComponent->NumberState.Find(TEXT("structure_ignited"));
const float* SavedGrassFireIntensity = PersistentComponent->NumberState.Find(TEXT("grass_fire_intensity"));
const float* SavedForestFireIntensity = PersistentComponent->NumberState.Find(TEXT("forest_fire_intensity"));
const float* SavedStructureFireIntensity = PersistentComponent->NumberState.Find(TEXT("structure_fire_intensity"));
const float* SavedActiveFireSpreadRadius = PersistentComponent->NumberState.Find(TEXT("active_fire_spread_radius"));
if (SavedFuelSeconds)
{
FuelSeconds = FMath::Max(0.0f, *SavedFuelSeconds);
}
if (SavedCookingEnabled)
{
bCookingPlaceholderEnabled = *SavedCookingEnabled > 0.5f;
}
if (SavedCookingRequired)
{
CookingSecondsRequired = FMath::Max(0.0f, *SavedCookingRequired);
}
if (SavedCookingProgress)
{
CookingProgressSeconds = FMath::Clamp(*SavedCookingProgress, 0.0f, CookingSecondsRequired);
}
if (SavedRiskScore)
{
FireRiskScore = FMath::Clamp(*SavedRiskScore, 0.0f, 100.0f);
}
if (SavedLitDuration)
{
LitDurationSeconds = FMath::Max(0.0f, *SavedLitDuration);
}
if (SavedSecondsSinceMaintenance)
{
SecondsSinceMaintenance = FMath::Max(0.0f, *SavedSecondsSinceMaintenance);
}
if (SavedAreaCleared)
{
bFireAreaCleared = *SavedAreaCleared > 0.5f;
}
if (SavedContained)
{
bFireContained = *SavedContained > 0.5f;
}
if (SavedGrassIgnitionRisk)
{
GrassIgnitionRiskScore = FMath::Clamp(*SavedGrassIgnitionRisk, 0.0f, 100.0f);
}
if (SavedForestIgnitionRisk)
{
ForestIgnitionRiskScore = FMath::Clamp(*SavedForestIgnitionRisk, 0.0f, 100.0f);
}
if (SavedGrassIgnited)
{
bGrassOrBrushIgnited = *SavedGrassIgnited > 0.5f;
}
if (SavedForestIgnited)
{
bForestFuelIgnited = *SavedForestIgnited > 0.5f;
}
if (SavedStructureIgnitionRisk)
{
StructureIgnitionRiskScore = FMath::Clamp(*SavedStructureIgnitionRisk, 0.0f, 100.0f);
}
if (SavedStructureIgnited)
{
bStructureIgnited = *SavedStructureIgnited > 0.5f;
}
if (SavedGrassFireIntensity)
{
GrassFireIntensity = FMath::Clamp(*SavedGrassFireIntensity, 0.0f, 100.0f);
}
if (SavedForestFireIntensity)
{
ForestFireIntensity = FMath::Clamp(*SavedForestFireIntensity, 0.0f, 100.0f);
}
if (SavedStructureFireIntensity)
{
StructureFireIntensity = FMath::Clamp(*SavedStructureFireIntensity, 0.0f, 100.0f);
}
if (SavedActiveFireSpreadRadius)
{
ActiveFireSpreadRadius = FMath::Clamp(*SavedActiveFireSpreadRadius, 0.0f, MaxFireSpreadRadius);
}
SetLit(SavedLit && *SavedLit > 0.5f && FuelSeconds > 0.0f);
}
void AAgrarianCampfire::AddFuel(float Seconds)
{
if (HasAuthority())
{
FuelSeconds += FMath::Max(0.0f, Seconds);
if (FuelSeconds > 0.0f)
{
SetLit(true);
}
else
{
UpdateVisualState();
}
}
}
void AAgrarianCampfire::Extinguish()
{
if (HasAuthority())
{
FuelSeconds = 0.0f;
FireRiskScore = 0.0f;
GrassIgnitionRiskScore = 0.0f;
ForestIgnitionRiskScore = 0.0f;
StructureIgnitionRiskScore = 0.0f;
GrassFireIntensity = 0.0f;
ForestFireIntensity = 0.0f;
StructureFireIntensity = 0.0f;
ActiveFireSpreadRadius = 0.0f;
LitDurationSeconds = 0.0f;
SecondsSinceMaintenance = 0.0f;
SetLit(false);
}
}
void AAgrarianCampfire::MaintainFire(bool bClearArea, bool bContainFire)
{
if (!HasAuthority())
{
return;
}
SecondsSinceMaintenance = 0.0f;
if (bClearArea)
{
bFireAreaCleared = true;
}
if (bContainFire)
{
bFireContained = true;
}
float RiskReduction = WatchedMaintenanceRiskReduction;
if (bClearArea)
{
RiskReduction += ClearedAreaRiskReduction;
}
if (bContainFire)
{
RiskReduction += ContainedFireRiskReduction;
}
ReduceFireRisks(RiskReduction);
}
void AAgrarianCampfire::WatchFire()
{
MaintainFire(false, false);
}
void AAgrarianCampfire::ClearAreaAroundFire()
{
MaintainFire(true, false);
}
void AAgrarianCampfire::ContainFire()
{
MaintainFire(false, true);
}
float AAgrarianCampfire::GetFireRiskRatio() const
{
return FMath::Clamp(FireRiskScore / 100.0f, 0.0f, 1.0f);
}
bool AAgrarianCampfire::CanCook() const
{
return bLit && bCookingPlaceholderEnabled && CookingSecondsRequired > 0.0f;
}
float AAgrarianCampfire::GetCookingProgressRatio() const
{
if (CookingSecondsRequired <= 0.0f)
{
return 0.0f;
}
return FMath::Clamp(CookingProgressSeconds / CookingSecondsRequired, 0.0f, 1.0f);
}
float AAgrarianCampfire::GetWeatherFuelDrainMultiplier() const
{
switch (GetCurrentWeather())
{
case EAgrarianWeatherType::Rain:
return FMath::Max(1.0f, RainFuelDrainMultiplier);
case EAgrarianWeatherType::Storm:
return FMath::Max(1.0f, StormFuelDrainMultiplier);
default:
return 1.0f;
}
}
bool AAgrarianCampfire::IsWetWeatherActive() const
{
const EAgrarianWeatherType CurrentWeather = GetCurrentWeather();
return CurrentWeather == EAgrarianWeatherType::Rain || CurrentWeather == EAgrarianWeatherType::Storm;
}
void AAgrarianCampfire::OnRep_FireState()
{
UpdateVisualState();
}
void AAgrarianCampfire::MulticastPlayFireEventSound_Implementation(bool bIgnited)
{
if (GetNetMode() == NM_DedicatedServer || !FireEventAudioComponent)
{
return;
}
USoundBase* EventSound = bIgnited ? IgniteSound : ExtinguishSound;
if (!EventSound)
{
return;
}
FireEventAudioComponent->SetSound(EventSound);
FireEventAudioComponent->Play();
}
EAgrarianWeatherType AAgrarianCampfire::GetCurrentWeather() const
{
if (const UWorld* World = GetWorld())
{
if (const AAgrarianGameState* GameState = World->GetGameState<AAgrarianGameState>())
{
return GameState->Weather;
}
}
return EAgrarianWeatherType::Clear;
}
void AAgrarianCampfire::SetLit(bool bNewLit)
{
const bool bChanged = bLit != bNewLit;
if (bLit != bNewLit)
{
bLit = bNewLit;
if (bLit)
{
SecondsSinceMaintenance = 0.0f;
}
}
if (HasAuthority() && bChanged)
{
MulticastPlayFireEventSound(bLit);
}
UpdateVisualState();
}
void AAgrarianCampfire::UpdateVisualState()
{
if (FireLight)
{
FireLight->SetIntensity(bLit ? 4200.0f : 0.0f);
}
if (SmokeEffect)
{
SmokeEffect->SetVisibility(bLit);
if (bLit)
{
SmokeEffect->ActivateSystem();
}
else
{
SmokeEffect->DeactivateSystem();
}
}
if (FireLoopAudioComponent)
{
if (bLit && FireLoopSound)
{
if (FireLoopAudioComponent->Sound != FireLoopSound)
{
FireLoopAudioComponent->SetSound(FireLoopSound);
}
if (!FireLoopAudioComponent->IsPlaying())
{
FireLoopAudioComponent->Play();
}
}
else if (FireLoopAudioComponent->IsPlaying())
{
FireLoopAudioComponent->Stop();
}
}
}
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);
}
}
}
void AAgrarianCampfire::UpdateFireRisk(float DeltaSeconds)
{
if (!HasAuthority() || !bLit)
{
return;
}
LitDurationSeconds += DeltaSeconds;
SecondsSinceMaintenance += DeltaSeconds;
const float RiskGrowth = GetFireRiskGrowthPerSecond();
FireRiskScore = FMath::Clamp(FireRiskScore + (RiskGrowth * DeltaSeconds), 0.0f, 100.0f);
}
float AAgrarianCampfire::GetFireRiskGrowthPerSecond() const
{
float RiskGrowth = 0.0f;
if (SecondsSinceMaintenance >= UnmaintainedRiskDelaySeconds)
{
RiskGrowth += PoorMaintenanceRiskPerSecond;
}
if (FuelSeconds >= HighFuelRiskThresholdSeconds)
{
RiskGrowth += HighFuelRiskPerSecond;
}
if (bFireAreaCleared)
{
RiskGrowth *= FMath::Clamp(ClearedAreaRiskMultiplier, 0.0f, 1.0f);
}
if (bFireContained)
{
RiskGrowth *= FMath::Clamp(ContainedFireRiskMultiplier, 0.0f, 1.0f);
}
if (IsWetWeatherActive())
{
RiskGrowth *= 0.25f;
}
return FMath::Max(0.0f, RiskGrowth);
}
void AAgrarianCampfire::UpdateVegetationIgnitionRisk(float DeltaSeconds)
{
if (!HasAuthority() || !bLit || bFireAreaCleared)
{
return;
}
float GrassFuelScore = 0.0f;
float ForestFuelScore = 0.0f;
const float TotalFuelScore = GetVegetationFuelScoreNearFire(GrassFuelScore, ForestFuelScore);
if (TotalFuelScore < VegetationIgnitionFuelScoreThreshold)
{
return;
}
const float BurnDurationMultiplier = FMath::GetMappedRangeValueClamped(
FVector2D(30.0f, 300.0f),
FVector2D(0.35f, 1.4f),
LitDurationSeconds);
const float RiskMultiplier = GetVegetationIgnitionWeatherMultiplier() * BurnDurationMultiplier * FMath::Max(0.0f, GetFireRiskRatio());
const float BaseRisk = VegetationIgnitionRiskPerSecond * DeltaSeconds * RiskMultiplier;
if (GrassFuelScore > 0.0f && !bGrassOrBrushIgnited)
{
GrassIgnitionRiskScore = FMath::Clamp(GrassIgnitionRiskScore + (BaseRisk * GrassFuelScore), 0.0f, 100.0f);
bGrassOrBrushIgnited = GrassIgnitionRiskScore >= 100.0f;
}
if (ForestFuelScore > 0.0f && !bForestFuelIgnited)
{
ForestIgnitionRiskScore = FMath::Clamp(ForestIgnitionRiskScore + (BaseRisk * ForestFuelScore * 0.6f), 0.0f, 100.0f);
bForestFuelIgnited = ForestIgnitionRiskScore >= 100.0f;
}
}
float AAgrarianCampfire::GetVegetationFuelScoreNearFire(float& OutGrassFuelScore, float& OutForestFuelScore) const
{
OutGrassFuelScore = 0.0f;
OutForestFuelScore = 0.0f;
TArray<AActor*> FoliageActors;
UGameplayStatics::GetAllActorsOfClass(this, AAgrarianFoliagePatch::StaticClass(), FoliageActors);
for (AActor* Actor : FoliageActors)
{
const AAgrarianFoliagePatch* FoliagePatch = Cast<AAgrarianFoliagePatch>(Actor);
if (!FoliagePatch)
{
continue;
}
int32 GrassCount = 0;
int32 ShrubCount = 0;
int32 TreeCount = 0;
FoliagePatch->GetFuelCountsNearLocation(GetActorLocation(), VegetationIgnitionCheckRadius, GrassCount, ShrubCount, TreeCount);
OutGrassFuelScore += static_cast<float>(GrassCount) + (static_cast<float>(ShrubCount) * 1.5f);
OutForestFuelScore += static_cast<float>(TreeCount) * 3.0f;
}
return OutGrassFuelScore + OutForestFuelScore;
}
float AAgrarianCampfire::GetVegetationIgnitionWeatherMultiplier() const
{
float Multiplier = 1.0f;
if (const UWorld* World = GetWorld())
{
if (const AAgrarianGameState* GameState = World->GetGameState<AAgrarianGameState>())
{
if (GameState->ActiveWeatherInputs.bHasProviderData)
{
Multiplier *= FMath::GetMappedRangeValueClamped(
FVector2D(0.0f, 55.0f),
FVector2D(0.85f, 1.65f),
GameState->ActiveWeatherInputs.WindSpeedKmh);
}
switch (GameState->Weather)
{
case EAgrarianWeatherType::Rain:
Multiplier *= 0.2f;
break;
case EAgrarianWeatherType::Storm:
Multiplier *= 0.1f;
break;
case EAgrarianWeatherType::ColdWind:
Multiplier *= 1.25f;
break;
default:
break;
}
}
}
return FMath::Max(0.0f, Multiplier);
}
void AAgrarianCampfire::UpdateStructureIgnitionRisk(float DeltaSeconds)
{
if (!HasAuthority() || !bLit || bFireContained || bStructureIgnited)
{
return;
}
const float StructureFuelScore = GetStructureFuelScoreNearFire();
if (StructureFuelScore < StructureIgnitionFuelScoreThreshold)
{
return;
}
const float BurnDurationMultiplier = FMath::GetMappedRangeValueClamped(
FVector2D(15.0f, 240.0f),
FVector2D(0.45f, 1.5f),
LitDurationSeconds);
const float RiskMultiplier = BurnDurationMultiplier * GetVegetationIgnitionWeatherMultiplier() * FMath::Max(0.0f, GetFireRiskRatio());
StructureIgnitionRiskScore = FMath::Clamp(
StructureIgnitionRiskScore + (StructureIgnitionRiskPerSecond * StructureFuelScore * RiskMultiplier * DeltaSeconds),
0.0f,
100.0f);
bStructureIgnited = StructureIgnitionRiskScore >= 100.0f;
}
float AAgrarianCampfire::GetStructureFuelScoreNearFire() const
{
float StructureFuelScore = 0.0f;
TArray<AActor*> ShelterActors;
UGameplayStatics::GetAllActorsOfClass(this, AAgrarianShelterActor::StaticClass(), ShelterActors);
for (const AActor* Actor : ShelterActors)
{
if (Actor && Actor != this && FVector::DistSquared2D(Actor->GetActorLocation(), GetActorLocation()) <= FMath::Square(StructureIgnitionCheckRadius))
{
StructureFuelScore += 4.0f;
}
}
TArray<AActor*> ResourceActors;
UGameplayStatics::GetAllActorsOfClass(this, AAgrarianResourceNode::StaticClass(), ResourceActors);
for (const AActor* Actor : ResourceActors)
{
const AAgrarianResourceNode* ResourceNode = Cast<AAgrarianResourceNode>(Actor);
if (!ResourceNode || FVector::DistSquared2D(ResourceNode->GetActorLocation(), GetActorLocation()) > FMath::Square(StructureIgnitionCheckRadius))
{
continue;
}
const FName YieldId = ResourceNode->YieldItem.ItemId;
if (YieldId == TEXT("wood") || YieldId == TEXT("fiber"))
{
StructureFuelScore += 1.5f;
}
}
return StructureFuelScore;
}
void AAgrarianCampfire::UpdateServerAuthoritativeFireSpread(float DeltaSeconds)
{
if (!HasAuthority())
{
return;
}
const bool bAnyActiveFire = bGrassOrBrushIgnited || bForestFuelIgnited || bStructureIgnited;
if (!bAnyActiveFire)
{
return;
}
const float WeatherMultiplier = GetFireSpreadWeatherMultiplier();
const float SuppressionMultiplier = FMath::Clamp(1.0f - FireSuppressionPressure, 0.0f, 1.0f);
const float FuelScore = FMath::Max(1.0f, GetActiveBurningFuelScore());
const float IntensityDelta = FireSpreadIntensityPerSecond * WeatherMultiplier * SuppressionMultiplier * FuelScore * DeltaSeconds;
if (bGrassOrBrushIgnited)
{
GrassFireIntensity = FMath::Clamp(GrassFireIntensity + IntensityDelta, 0.0f, 100.0f);
}
if (bForestFuelIgnited)
{
ForestFireIntensity = FMath::Clamp(ForestFireIntensity + (IntensityDelta * 0.75f), 0.0f, 100.0f);
}
if (bStructureIgnited)
{
StructureFireIntensity = FMath::Clamp(StructureFireIntensity + (IntensityDelta * 0.9f), 0.0f, 100.0f);
}
const float TotalIntensity = GrassFireIntensity + ForestFireIntensity + StructureFireIntensity;
ActiveFireSpreadRadius = FMath::Clamp(
BaseFireSpreadRadius + (TotalIntensity * 12.0f * WeatherMultiplier),
0.0f,
MaxFireSpreadRadius);
}
float AAgrarianCampfire::GetFireSpreadWeatherMultiplier() const
{
float Multiplier = GetVegetationIgnitionWeatherMultiplier();
if (IsWetWeatherActive())
{
Multiplier *= 0.5f;
}
return FMath::Max(0.0f, Multiplier);
}
float AAgrarianCampfire::GetActiveBurningFuelScore() const
{
float GrassFuelScore = 0.0f;
float ForestFuelScore = 0.0f;
const float VegetationFuelScore = GetVegetationFuelScoreNearFire(GrassFuelScore, ForestFuelScore);
const float StructureFuelScore = GetStructureFuelScoreNearFire();
return FMath::Max(0.0f, VegetationFuelScore + StructureFuelScore);
}
void AAgrarianCampfire::ReduceFireRisks(float Amount)
{
const float SafeAmount = FMath::Max(0.0f, Amount);
FireRiskScore = FMath::Clamp(FireRiskScore - SafeAmount, 0.0f, 100.0f);
GrassIgnitionRiskScore = FMath::Clamp(GrassIgnitionRiskScore - (SafeAmount * 0.75f), 0.0f, 100.0f);
ForestIgnitionRiskScore = FMath::Clamp(ForestIgnitionRiskScore - (SafeAmount * 0.5f), 0.0f, 100.0f);
StructureIgnitionRiskScore = FMath::Clamp(StructureIgnitionRiskScore - (SafeAmount * 0.75f), 0.0f, 100.0f);
}