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AgrarianGameArchive/Source/AgrarianGame/AgrarianSurvivalComponent.cpp
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2026-05-18 13:22:45 -07:00

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// Copyright Pacificao. All Rights Reserved.
#include "AgrarianSurvivalComponent.h"
#include "AgrarianGameState.h"
#include "AgrarianPerformanceStats.h"
#include "AgrarianShelterActor.h"
#include "AgrarianWeatherExposureZone.h"
#include "Components/BoxComponent.h"
#include "Engine/World.h"
#include "Net/UnrealNetwork.h"
#include "ProfilingDebugging/CpuProfilerTrace.h"
UAgrarianSurvivalComponent::UAgrarianSurvivalComponent()
{
PrimaryComponentTick.bCanEverTick = true;
SetIsReplicatedByDefault(true);
}
void UAgrarianSurvivalComponent::BeginPlay()
{
Super::BeginPlay();
ClampSurvival();
ClampCareHistory();
BroadcastSurvivalChanged();
}
void UAgrarianSurvivalComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
SCOPE_CYCLE_COUNTER(STAT_AgrarianSurvivalTick);
TRACE_CPUPROFILER_EVENT_SCOPE(AgrarianSurvivalTick);
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (!GetOwner() || !GetOwner()->HasAuthority() || !IsAlive())
{
return;
}
const float Minutes = DeltaTime / 60.0f;
Survival.Hunger -= HungerDecayPerMinute * Minutes;
Survival.Thirst -= ThirstDecayPerMinute * Minutes;
Survival.Stamina += StaminaRecoveryPerSecond * DeltaTime;
CurrentWeatherProtection = CalculateCurrentWeatherProtection();
CurrentWeatherExposureMultiplier = CalculateCurrentWeatherExposureMultiplier();
CurrentWeatherTemperatureOffsetC = CalculateCurrentWeatherTemperatureOffsetC();
CareHistory.ShelterQuality = FMath::FInterpTo(CareHistory.ShelterQuality, CurrentWeatherProtection, DeltaTime, 0.02f);
if (Survival.Stamina <= LowStaminaExhaustionThreshold)
{
Survival.Exhaustion += ExhaustionGainPerLowStaminaSecond * DeltaTime;
}
else if (Survival.Hunger > 10.0f && Survival.Thirst > 10.0f && Survival.BodyTemperature >= 35.0f)
{
Survival.Exhaustion -= ExhaustionRecoveryPerSecond * DeltaTime;
}
if (Survival.SicknessSeverity > 0.0f)
{
Survival.Exhaustion += (Survival.SicknessSeverity / 100.0f) * 0.08f * DeltaTime;
CareHistory.IllnessBurden += (Survival.SicknessSeverity / 100.0f) * 0.001f * DeltaTime;
if (Survival.Hunger > 20.0f && Survival.Thirst > 20.0f && Survival.BodyTemperature >= 35.0f)
{
Survival.SicknessSeverity -= SicknessRecoveryPerSecond * DeltaTime * FMath::Max(0.25f, CareHistory.TreatmentQuality);
}
}
if (Survival.BleedingSeverity > 0.0f)
{
const float BleedingRatio = Survival.BleedingSeverity / 100.0f;
Survival.Health -= BleedingDamagePerMinute * BleedingRatio * Minutes;
Survival.Exhaustion += BleedingExhaustionPerSecond * BleedingRatio * DeltaTime;
CareHistory.InjuryBurden += BleedingRatio * 0.001f * DeltaTime;
}
if (Survival.SprainSeverity > 0.0f)
{
const float SprainRatio = Survival.SprainSeverity / 100.0f;
Survival.Exhaustion += SprainExhaustionPerSecond * SprainRatio * DeltaTime;
CareHistory.InjuryBurden += SprainRatio * 0.0005f * DeltaTime;
}
if (const UWorld* World = GetWorld())
{
if (const AAgrarianGameState* AgrarianGameState = World->GetGameState<AAgrarianGameState>())
{
const float ExposureProtectionMultiplier = 1.0f - FMath::Clamp(CurrentWeatherProtection, 0.0f, 1.0f);
const float EffectiveAmbientTemperatureC = AgrarianGameState->AmbientTemperatureC + CurrentWeatherTemperatureOffsetC;
const float ExposureDelta = (EffectiveAmbientTemperatureC - 18.0f) * 0.002f * DeltaTime * ExposureProtectionMultiplier * CurrentWeatherExposureMultiplier;
Survival.BodyTemperature += FMath::Clamp(ExposureDelta, -0.035f, 0.02f);
}
}
if (Survival.Hunger <= 0.0f)
{
Survival.Health -= StarvationDamagePerMinute * Minutes;
}
if (Survival.Thirst <= 0.0f)
{
Survival.Health -= DehydrationDamagePerMinute * Minutes;
}
if (Survival.BodyTemperature < 35.0f)
{
Survival.Health -= ColdDamagePerMinute * Minutes * (1.0f - FMath::Clamp(CurrentWeatherProtection, 0.0f, 1.0f)) * CurrentWeatherExposureMultiplier;
}
if (Survival.SicknessSeverity >= 60.0f)
{
Survival.Health -= SicknessDamagePerMinute * (Survival.SicknessSeverity / 100.0f) * Minutes;
}
ClampSurvival();
ClampCareHistory();
BroadcastSurvivalChanged();
}
void UAgrarianSurvivalComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UAgrarianSurvivalComponent, Survival);
DOREPLIFETIME(UAgrarianSurvivalComponent, CareHistory);
DOREPLIFETIME(UAgrarianSurvivalComponent, CurrentWeatherProtection);
DOREPLIFETIME(UAgrarianSurvivalComponent, CurrentWeatherExposureMultiplier);
DOREPLIFETIME(UAgrarianSurvivalComponent, CurrentWeatherTemperatureOffsetC);
}
bool UAgrarianSurvivalComponent::IsAlive() const
{
return !Survival.bIsDead && Survival.Health > 0.0f;
}
bool UAgrarianSurvivalComponent::IsDead() const
{
return Survival.bIsDead || Survival.Health <= 0.0f;
}
void UAgrarianSurvivalComponent::ApplyDamage(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.Health -= FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::RestoreHealth(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
if (Survival.bIsDead)
{
return;
}
Survival.Health += FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::MarkDead(FName Reason)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.Health = 0.0f;
Survival.Stamina = 0.0f;
Survival.bIsDead = true;
Survival.LastDeathReason = Reason.IsNone() ? FName(TEXT("unknown")) : Reason;
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::Revive(float HealthAmount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.bIsDead = false;
Survival.LastDeathReason = NAME_None;
Survival.Health = FMath::Clamp(HealthAmount, 1.0f, 100.0f);
Survival.Stamina = FMath::Max(Survival.Stamina, 25.0f);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddFood(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.Hunger += FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddWater(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.Thirst += FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddWarmth(float DegreesCelsius)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.BodyTemperature += DegreesCelsius;
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddInjury(float Severity)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
const float PositiveSeverity = FMath::Max(0.0f, Severity);
Survival.InjurySeverity += PositiveSeverity;
Survival.BleedingSeverity += PositiveSeverity * 0.35f;
Survival.SprainSeverity += PositiveSeverity * 0.20f;
CareHistory.InjuryBurden += PositiveSeverity / 100.0f;
Survival.Health -= PositiveSeverity * 5.0f;
ClampSurvival();
ClampCareHistory();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::ReduceInjury(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.InjurySeverity -= FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddBleeding(float Severity)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
const float PositiveSeverity = FMath::Max(0.0f, Severity);
Survival.BleedingSeverity += PositiveSeverity;
CareHistory.InjuryBurden += PositiveSeverity / 200.0f;
ClampSurvival();
ClampCareHistory();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::ReduceBleeding(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.BleedingSeverity -= FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddSprain(float Severity)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
const float PositiveSeverity = FMath::Max(0.0f, Severity);
Survival.SprainSeverity += PositiveSeverity;
CareHistory.InjuryBurden += PositiveSeverity / 200.0f;
ClampSurvival();
ClampCareHistory();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::ReduceSprain(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.SprainSeverity -= FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddSickness(float Severity)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
const float PositiveSeverity = FMath::Max(0.0f, Severity);
Survival.SicknessSeverity += PositiveSeverity;
CareHistory.IllnessBurden += PositiveSeverity / 100.0f;
ClampSurvival();
ClampCareHistory();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::ReduceSickness(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.SicknessSeverity -= FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::ApplySavedState(const FAgrarianSurvivalSnapshot& SavedSurvival, const FAgrarianCareHistorySnapshot& SavedCareHistory)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival = SavedSurvival;
CareHistory = SavedCareHistory;
ClampSurvival();
ClampCareHistory();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::SpendStamina(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
const float PositiveAmount = FMath::Max(0.0f, Amount);
Survival.Stamina -= PositiveAmount;
Survival.Exhaustion += PositiveAmount * 0.05f;
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::AddExhaustion(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.Exhaustion += FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
void UAgrarianSurvivalComponent::ReduceExhaustion(float Amount)
{
if (GetOwner() && GetOwner()->HasAuthority())
{
Survival.Exhaustion -= FMath::Max(0.0f, Amount);
ClampSurvival();
BroadcastSurvivalChanged();
}
}
float UAgrarianSurvivalComponent::CalculateCurrentWeatherProtection() const
{
const AActor* Owner = GetOwner();
if (!Owner)
{
return 0.0f;
}
TArray<AActor*> OverlappingShelterActors;
Owner->GetOverlappingActors(OverlappingShelterActors, AAgrarianShelterActor::StaticClass());
float BestProtection = 0.0f;
for (const AActor* Actor : OverlappingShelterActors)
{
const AAgrarianShelterActor* Shelter = Cast<AAgrarianShelterActor>(Actor);
if (!Shelter || !Shelter->ProtectionVolume || !Shelter->ProtectionVolume->IsOverlappingActor(Owner))
{
continue;
}
BestProtection = FMath::Max(BestProtection, FMath::Clamp(Shelter->WeatherProtection, 0.0f, 1.0f));
}
return BestProtection;
}
float UAgrarianSurvivalComponent::CalculateCurrentWeatherExposureMultiplier() const
{
const AActor* Owner = GetOwner();
if (!Owner)
{
return 1.0f;
}
TArray<AActor*> OverlappingZoneActors;
Owner->GetOverlappingActors(OverlappingZoneActors, AAgrarianWeatherExposureZone::StaticClass());
float StrongestMultiplierDelta = 0.0f;
for (const AActor* Actor : OverlappingZoneActors)
{
const AAgrarianWeatherExposureZone* Zone = Cast<AAgrarianWeatherExposureZone>(Actor);
if (!Zone || !Zone->ExposureVolume || !Zone->ExposureVolume->IsOverlappingActor(Owner))
{
continue;
}
const float ZoneDelta = FMath::Clamp(Zone->ExposureMultiplier, 0.0f, 3.0f) - 1.0f;
if (FMath::Abs(ZoneDelta) > FMath::Abs(StrongestMultiplierDelta))
{
StrongestMultiplierDelta = ZoneDelta;
}
}
return FMath::Clamp(1.0f + StrongestMultiplierDelta, 0.0f, 3.0f);
}
float UAgrarianSurvivalComponent::CalculateCurrentWeatherTemperatureOffsetC() const
{
const AActor* Owner = GetOwner();
if (!Owner)
{
return 0.0f;
}
TArray<AActor*> OverlappingZoneActors;
Owner->GetOverlappingActors(OverlappingZoneActors, AAgrarianWeatherExposureZone::StaticClass());
float StrongestOffset = 0.0f;
for (const AActor* Actor : OverlappingZoneActors)
{
const AAgrarianWeatherExposureZone* Zone = Cast<AAgrarianWeatherExposureZone>(Actor);
if (!Zone || !Zone->ExposureVolume || !Zone->ExposureVolume->IsOverlappingActor(Owner))
{
continue;
}
const float ZoneOffset = FMath::Clamp(Zone->TemperatureOffsetC, -20.0f, 20.0f);
if (FMath::Abs(ZoneOffset) > FMath::Abs(StrongestOffset))
{
StrongestOffset = ZoneOffset;
}
}
return StrongestOffset;
}
void UAgrarianSurvivalComponent::OnRep_Survival()
{
BroadcastSurvivalChanged();
}
void UAgrarianSurvivalComponent::OnRep_CareHistory()
{
ClampCareHistory();
BroadcastSurvivalChanged();
}
void UAgrarianSurvivalComponent::ClampSurvival()
{
Survival.Health = FMath::Clamp(Survival.Health, 0.0f, 100.0f);
Survival.Stamina = FMath::Clamp(Survival.Stamina, 0.0f, 100.0f);
Survival.Exhaustion = FMath::Clamp(Survival.Exhaustion, 0.0f, 100.0f);
Survival.Hunger = FMath::Clamp(Survival.Hunger, 0.0f, 100.0f);
Survival.Thirst = FMath::Clamp(Survival.Thirst, 0.0f, 100.0f);
Survival.BodyTemperature = FMath::Clamp(Survival.BodyTemperature, 30.0f, 42.0f);
Survival.InjurySeverity = FMath::Clamp(Survival.InjurySeverity, 0.0f, 100.0f);
Survival.BleedingSeverity = FMath::Clamp(Survival.BleedingSeverity, 0.0f, 100.0f);
Survival.SprainSeverity = FMath::Clamp(Survival.SprainSeverity, 0.0f, 100.0f);
Survival.SicknessSeverity = FMath::Clamp(Survival.SicknessSeverity, 0.0f, 100.0f);
UpdateDeathState();
}
void UAgrarianSurvivalComponent::ClampCareHistory()
{
CareHistory.NutritionQuality = FMath::Clamp(CareHistory.NutritionQuality, 0.0f, 1.0f);
CareHistory.IllnessBurden = FMath::Clamp(CareHistory.IllnessBurden, 0.0f, 1.0f);
CareHistory.InjuryBurden = FMath::Clamp(CareHistory.InjuryBurden, 0.0f, 1.0f);
CareHistory.SleepQuality = FMath::Clamp(CareHistory.SleepQuality, 0.0f, 1.0f);
CareHistory.ShelterQuality = FMath::Clamp(CareHistory.ShelterQuality, 0.0f, 1.0f);
CareHistory.StressBurden = FMath::Clamp(CareHistory.StressBurden, 0.0f, 1.0f);
CareHistory.WorkloadBurden = FMath::Clamp(CareHistory.WorkloadBurden, 0.0f, 1.0f);
CareHistory.TreatmentQuality = FMath::Clamp(CareHistory.TreatmentQuality, 0.0f, 1.0f);
}
void UAgrarianSurvivalComponent::BroadcastSurvivalChanged()
{
OnSurvivalChanged.Broadcast(Survival);
}
void UAgrarianSurvivalComponent::UpdateDeathState()
{
if (Survival.Health <= 0.0f)
{
Survival.Health = 0.0f;
Survival.Stamina = 0.0f;
Survival.bIsDead = true;
if (Survival.LastDeathReason.IsNone())
{
Survival.LastDeathReason = FName(TEXT("health_depleted"));
}
}
else if (!Survival.bIsDead)
{
Survival.LastDeathReason = NAME_None;
}
}