Added commissions system

This commit is contained in:
2026-06-01 00:27:56 +03:00
parent a3e23393dc
commit 003d9992e2
81 changed files with 2418 additions and 1065 deletions
@@ -0,0 +1,76 @@
// © 2025 Naked People Team. All Rights Reserved.
#include "LocationSubsystem.h"
#include "LocationData.h"
void ULocationSubsystem::EnterLocation(ULocationData* Location)
{
if (!Location)
return;
int32& Count = ActiveCounts.FindOrAdd(Location);
++Count;
if (Count == 1)
{
RebuildActiveTags();
OnLocationEntered.Broadcast(Location);
}
}
void ULocationSubsystem::ExitLocation(ULocationData* Location)
{
if (!Location)
return;
int32* Count = ActiveCounts.Find(Location);
if (!Count)
return;
if (--(*Count) <= 0)
{
ActiveCounts.Remove(Location);
RebuildActiveTags();
OnLocationExited.Broadcast(Location);
}
}
bool ULocationSubsystem::IsPlayerInLocation(FGameplayTag Query) const
{
return Query.IsValid() && ActiveTags.HasTag(Query);
}
ULocationData* ULocationSubsystem::GetCurrentLocation() const
{
ULocationData* Best = nullptr;
int32 BestDepth = -1;
for (const TPair<TObjectPtr<ULocationData>, int32>& Pair : ActiveCounts)
{
ULocationData* Location = Pair.Key;
if (!Location || !Location->Tag.IsValid())
continue;
// More tag segments = more specific (Location.City.Beach beats Location.City).
const int32 Depth = Location->Tag.GetGameplayTagParents().Num();
if (Depth > BestDepth)
{
BestDepth = Depth;
Best = Location;
}
}
return Best;
}
void ULocationSubsystem::RebuildActiveTags()
{
ActiveTags.Reset();
for (const TPair<TObjectPtr<ULocationData>, int32>& Pair : ActiveCounts)
{
if (Pair.Key && Pair.Key->Tag.IsValid())
ActiveTags.AddTag(Pair.Key->Tag);
}
}
@@ -0,0 +1,58 @@
// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameplayTagContainer.h"
#include "Subsystems/WorldSubsystem.h"
#include "LocationSubsystem.generated.h"
class ULocationData;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnLocationChangedSignature, ULocationData*, Location);
/**
* Single source of truth for which tagged locations the player currently occupies (GDD §10.4).
* Fed by ALocationTrigger overlaps; queried + subscribed by everything else (session boundary,
* commission location constraints, future shop entry). World-scoped and transient — nothing to save.
*
* Locations are identified by their ULocationData FGameplayTag, so they nest: while inside
* Location.City.Beach the player also matches Location.City. The player can be in several at once.
*/
UCLASS()
class NAKEDDESIRE_API ULocationSubsystem : public UWorldSubsystem
{
GENERATED_BODY()
public:
// Reported by ALocationTrigger as the player enters / leaves a tagged volume.
void EnterLocation(ULocationData* Location);
void ExitLocation(ULocationData* Location);
// True while the player occupies a location whose tag matches (or nests under) Query.
UFUNCTION(BlueprintPure, Category = "Location")
bool IsPlayerInLocation(FGameplayTag Query) const;
UFUNCTION(BlueprintPure, Category = "Location")
FGameplayTagContainer GetPlayerLocationTags() const { return ActiveTags; }
// Most-specific current location (deepest tag) — for HUD / prompts. Null when outdoors / untagged.
UFUNCTION(BlueprintPure, Category = "Location")
ULocationData* GetCurrentLocation() const;
UPROPERTY(BlueprintAssignable, Category = "Location")
FOnLocationChangedSignature OnLocationEntered;
UPROPERTY(BlueprintAssignable, Category = "Location")
FOnLocationChangedSignature OnLocationExited;
private:
void RebuildActiveTags();
// Ref-counted: a location can be several overlapping trigger volumes, so we only fire enter on
// 0->1 and exit on 1->0 — crossing between two boxes of the same place doesn't churn events.
UPROPERTY()
TMap<TObjectPtr<ULocationData>, int32> ActiveCounts;
FGameplayTagContainer ActiveTags;
};
@@ -1,10 +1,10 @@
// © 2025 Naked People Team. All Rights Reserved.
// © 2025 Naked People Team. All Rights Reserved.
#include "LocationTrigger.h"
#include "Components/BoxComponent.h"
#include "NakedDesire/Global/SessionManagerSubsystem.h"
#include "LocationSubsystem.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
@@ -25,11 +25,8 @@ void ALocationTrigger::BeginPlay()
{
Super::BeginPlay();
if (bIsApartment)
{
BoxTrigger->OnComponentBeginOverlap.AddDynamic(this, &ALocationTrigger::OnTriggerBeginOverlap);
BoxTrigger->OnComponentEndOverlap.AddDynamic(this, &ALocationTrigger::OnTriggerEndOverlap);
}
BoxTrigger->OnComponentBeginOverlap.AddDynamic(this, &ALocationTrigger::OnTriggerBeginOverlap);
BoxTrigger->OnComponentEndOverlap.AddDynamic(this, &ALocationTrigger::OnTriggerEndOverlap);
}
void ALocationTrigger::OnTriggerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
@@ -38,10 +35,8 @@ void ALocationTrigger::OnTriggerBeginOverlap(UPrimitiveComponent* OverlappedComp
if (!OtherActor || !OtherActor->IsA<ANakedDesireCharacter>())
return;
if (USessionManagerSubsystem* SessionManager = GetWorld()->GetSubsystem<USessionManagerSubsystem>())
{
SessionManager->NotifyEnteredApartment();
}
if (ULocationSubsystem* Locations = GetWorld()->GetSubsystem<ULocationSubsystem>())
Locations->EnterLocation(LocationData);
}
void ALocationTrigger::OnTriggerEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
@@ -50,9 +45,6 @@ void ALocationTrigger::OnTriggerEndOverlap(UPrimitiveComponent* OverlappedCompon
if (!OtherActor || !OtherActor->IsA<ANakedDesireCharacter>())
return;
if (USessionManagerSubsystem* SessionManager = GetWorld()->GetSubsystem<USessionManagerSubsystem>())
{
SessionManager->NotifyLeftApartment();
}
}
if (ULocationSubsystem* Locations = GetWorld()->GetSubsystem<ULocationSubsystem>())
Locations->ExitLocation(LocationData);
}
@@ -1,4 +1,4 @@
// © 2025 Naked People Team. All Rights Reserved.
// © 2025 Naked People Team. All Rights Reserved.
#pragma once
@@ -9,6 +9,9 @@
class ULocationData;
class UBoxComponent;
// A tagged volume. On player overlap it reports enter / leave to ULocationSubsystem, which is the
// single authority on where the player is. Everything (session boundary, commission location
// constraints, etc.) consumes the subsystem — the trigger itself has no consumer-specific logic.
UCLASS()
class NAKEDDESIRE_API ALocationTrigger : public AActor
{
@@ -20,12 +23,6 @@ class NAKEDDESIRE_API ALocationTrigger : public AActor
UPROPERTY(EditAnywhere)
ULocationData* LocationData;
// When set, the player crossing this trigger drives session start / end on
// USessionManagerSubsystem (GDD §4.1 / §4.3). Exactly one trigger — the
// apartment — should have this checked.
UPROPERTY(EditAnywhere, Category = "Session")
bool bIsApartment = false;
public:
ALocationTrigger();
@@ -42,4 +39,4 @@ private:
UFUNCTION()
void OnTriggerEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
};
};