added session loss sequence, added energy and stamina to HUD, added home location trigger

This commit is contained in:
2026-06-04 18:59:04 +03:00
parent f2fcd42edf
commit 034694695a
26 changed files with 404 additions and 24 deletions
+1
View File
@@ -16,6 +16,7 @@ inline constexpr float DAY_START_HOUR = 8.0f; // 08:00 — day phase begins
inline constexpr float NIGHT_START_HOUR = 20.0f; // 20:00 — night phase begins (§10.1)
inline constexpr int32 DAY_ROLL_HOUR = 4; // 04:00 — calendar day increments (§20 #25)
inline constexpr float SLEEP_DURATION_HOURS = 8.0f; // §2.4 sleep fast-forwards 8 hours
inline constexpr float SLEEP_TRANSITION_SECONDS = 3.0f; // real seconds to sweep the sky across the sleep skip
inline constexpr int32 CAMPAIGN_LENGTH_DAYS = 90; // §3.3 survive 90 days
inline constexpr int32 WEEK_LENGTH_DAYS = 7; // §2.4 rent due each week
inline constexpr float WEEKLY_RENT = 20000.0f; // §15.3 early-tier placeholder (§21 tuning)
@@ -0,0 +1,26 @@
// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "SessionManagerSubsystem.h"
#include "LossPresentationConfig.generated.h"
class ULevelSequence;
/**
* Data-driven cutscene-per-loss-cause map (GDD §4.4, §17.4). The USessionLossResolver
* looks up the sequence for the resolved cause, plays it, then teleports the player home.
* A cause with no entry skips straight to the teleport; SafeReturn never plays one (the
* player walked home). Soft refs so cutscene assets only load when a loss actually fires.
*/
UCLASS()
class NAKEDDESIRE_API ULossPresentationConfig : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, Category = "Loss")
TMap<ESessionLossCause, TSoftObjectPtr<ULevelSequence>> LossCutscenes;
};
@@ -8,6 +8,7 @@
class UStartingSaveData;
class UCommissionBoardConfig;
class UNPCDirectorConfig;
class ULossPresentationConfig;
UCLASS()
class NAKEDDESIRE_API UNakedDesireGameInstance : public UGameInstance
@@ -25,4 +26,8 @@ public:
// Crowd population tuning the UNPCDirectorSubsystem uses (§10.2, §17.1).
UPROPERTY(EditDefaultsOnly, Category = "NPC")
TObjectPtr<UNPCDirectorConfig> NPCDirector;
// Cutscene-per-loss-cause map the USessionLossResolver plays before teleporting home (§4.4).
UPROPERTY(EditDefaultsOnly, Category = "Session")
TObjectPtr<ULossPresentationConfig> LossPresentation;
};
@@ -3,12 +3,24 @@
#include "SessionLossResolver.h"
#include "DefaultLevelSequenceInstanceData.h"
#include "LevelSequence.h"
#include "LevelSequenceActor.h"
#include "LevelSequencePlayer.h"
#include "LossPresentationConfig.h"
#include "MovieSceneSequencePlaybackSettings.h"
#include "NakedDesireGameInstance.h"
#include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/PlayerStart.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Interactables/ItemPickup.h"
#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
#include "NakedDesire/SaveGame/SaveSubsystem.h"
const FName USessionLossResolver::HomePlayerStartTag = FName(TEXT("Home"));
void USessionLossResolver::OnWorldBeginPlay(UWorld& InWorld)
{
Super::OnWorldBeginPlay(InWorld);
@@ -74,6 +86,9 @@ void USessionLossResolver::ResolveLoss(ESessionLossCause Cause)
Autosave();
OnSessionLossResolved.Broadcast(Cause, bWentToHoldingCell);
// Presentation: play the cause's cutscene, then teleport the player home on finish.
BeginLossPresentation(Cause);
}
void USessionLossResolver::ResolveSleepLoss()
@@ -117,6 +132,122 @@ void USessionLossResolver::ClearWanted()
// TODO(§7.7 / Phase 6): clear the `wanted` tag once the Wanted attribute exists.
}
void USessionLossResolver::BeginLossPresentation(ESessionLossCause Cause)
{
// SafeReturn = the player walked home under their own power; nothing to present.
if (Cause == ESessionLossCause::SafeReturn)
return;
ULevelSequence* Sequence = nullptr;
if (const ULossPresentationConfig* Config = GetPresentationConfig())
{
if (const TSoftObjectPtr<ULevelSequence>* Found = Config->LossCutscenes.Find(Cause))
{
// Synchronous load is acceptable here: the loss has already resolved and the
// player is stationary, so the brief hitch is hidden by the transition.
Sequence = Found->LoadSynchronous();
}
}
if (!Sequence)
{
// No cutscene authored for this cause — go straight home.
TeleportPlayerHome();
return;
}
// Lock the player out of movement / look while the cutscene owns the view; state is
// restored when the sequence finishes (just before we teleport home).
FMovieSceneSequencePlaybackSettings Settings;
Settings.bDisableMovementInput = true;
Settings.bDisableLookAtInput = true;
// Restore track state on finish so the view/player return to normal before we teleport.
Settings.FinishCompletionStateOverride = EMovieSceneCompletionModeOverride::ForceRestoreState;
ALevelSequenceActor* SequenceActor = nullptr;
ActiveLossSequencePlayer = ULevelSequencePlayer::CreateLevelSequencePlayer(this, Sequence, Settings, SequenceActor);
ActiveLossSequenceActor = SequenceActor;
ActiveLossSequenceActor->bOverrideInstanceData = true;
UDefaultLevelSequenceInstanceData* InstanceData = Cast<UDefaultLevelSequenceInstanceData>(ActiveLossSequenceActor->DefaultInstanceData.Get());
InstanceData->TransformOriginActor = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
if (!ActiveLossSequencePlayer)
{
// Playback couldn't be created — don't strand the player outside.
TeleportPlayerHome();
return;
}
ActiveLossSequencePlayer->OnFinished.AddDynamic(this, &USessionLossResolver::HandleLossCutsceneFinished);
ActiveLossSequencePlayer->Play();
}
void USessionLossResolver::HandleLossCutsceneFinished()
{
if (ActiveLossSequencePlayer)
{
ActiveLossSequencePlayer->OnFinished.RemoveDynamic(this, &USessionLossResolver::HandleLossCutsceneFinished);
}
TeleportPlayerHome();
// Tear down the spawned sequence player/actor now that the cutscene is done.
if (ActiveLossSequenceActor)
{
ActiveLossSequenceActor->Destroy();
}
ActiveLossSequenceActor = nullptr;
ActiveLossSequencePlayer = nullptr;
}
void USessionLossResolver::TeleportPlayerHome()
{
UWorld* World = GetWorld();
if (!World)
return;
APawn* PlayerPawn = UGameplayStatics::GetPlayerPawn(World, 0);
if (!PlayerPawn)
return;
// Prefer a PlayerStart tagged "Home"; fall back to the first one in the level.
TArray<AActor*> Starts;
UGameplayStatics::GetAllActorsOfClass(World, APlayerStart::StaticClass(), Starts);
APlayerStart* Home = nullptr;
for (AActor* Actor : Starts)
{
APlayerStart* Start = Cast<APlayerStart>(Actor);
if (!Start)
continue;
if (!Home)
Home = Start;
if (Start->PlayerStartTag == HomePlayerStartTag)
{
Home = Start;
break;
}
}
if (!Home)
{
UE_LOG(LogTemp, Warning, TEXT("USessionLossResolver: no APlayerStart found; cannot teleport player home."));
return;
}
PlayerPawn->TeleportTo(Home->GetActorLocation(), Home->GetActorRotation());
// Kill residual velocity so the character doesn't slide on arrival.
if (const ACharacter* Character = Cast<ACharacter>(PlayerPawn))
{
if (UCharacterMovementComponent* Movement = Character->GetCharacterMovement())
{
Movement->StopMovementImmediately();
}
}
}
void USessionLossResolver::Autosave() const
{
if (const UGameInstance* GameInstance = GetWorld()->GetGameInstance())
@@ -138,4 +269,11 @@ UGlobalSaveGameData* USessionLossResolver::GetSave() const
}
}
return nullptr;
}
ULossPresentationConfig* USessionLossResolver::GetPresentationConfig() const
{
const UNakedDesireGameInstance* GameInstance =
Cast<UNakedDesireGameInstance>(GetWorld() ? GetWorld()->GetGameInstance() : nullptr);
return GameInstance ? GameInstance->LossPresentation : nullptr;
}
@@ -48,6 +48,11 @@ public:
UPROPERTY(BlueprintAssignable, Category = "Session")
FOnSessionLossResolvedSignature OnSessionLossResolved;
// Teleport the player pawn to the home APlayerStart (preferring one tagged "Home").
// Called automatically when a loss cutscene finishes; exposed for debug / direct use.
UFUNCTION(BlueprintCallable, Category = "Session")
void TeleportPlayerHome();
private:
// EnergyZero / sleep: every clothing item left outside the apartment is guaranteed lost.
void LoseAllWorldClothing();
@@ -55,9 +60,28 @@ private:
// §7.7: cleared on police capture. No-op until the Wanted attribute exists (Phase 6).
void ClearWanted();
// Plays the configured cutscene for the resolved cause, then teleports the player home
// on finish. No cutscene authored → teleports immediately. SafeReturn → no presentation.
void BeginLossPresentation(ESessionLossCause Cause);
UFUNCTION()
void HandleLossCutsceneFinished();
void Autosave() const;
class UGlobalSaveGameData* GetSave() const;
class ULossPresentationConfig* GetPresentationConfig() const;
// §21 tuning placeholder — the police-capture money penalty.
float PoliceCaptureMoneyPenalty = 200.0f;
// PlayerStart tag of the home spawn, preferred over an untagged start (GDD §4.4).
static const FName HomePlayerStartTag;
// The level-sequence player/actor for the in-flight loss cutscene. Held so they survive
// GC until OnFinished fires; torn down in HandleLossCutsceneFinished.
UPROPERTY()
TObjectPtr<class ULevelSequencePlayer> ActiveLossSequencePlayer;
UPROPERTY()
TObjectPtr<class ALevelSequenceActor> ActiveLossSequenceActor;
};
@@ -31,7 +31,18 @@ void UTimeOfDaySubsystem::OnWorldBeginPlay(UWorld& InWorld)
void UTimeOfDaySubsystem::Tick(float DeltaTime)
{
if (!bBegunPlay || IsPaused())
if (!bBegunPlay)
return;
// The sleep sweep owns the clock while it runs — it drives AdvanceClock itself, so
// skip the normal real-time advancement (and ignore pause, which sleep doesn't honor).
if (bSleeping)
{
TickSleep(DeltaTime);
return;
}
if (IsPaused())
return;
AdvanceClock(static_cast<double>(DeltaTime) * INGAME_MINUTES_PER_REAL_SECOND);
@@ -91,7 +102,41 @@ void UTimeOfDaySubsystem::SkipToNextMorning()
void UTimeOfDaySubsystem::Sleep()
{
SkipTime(SLEEP_DURATION_HOURS * MINUTES_PER_HOUR);
if (bSleeping)
return; // already sweeping; ignore re-entrant interacts
// Kick off the animated sweep — Tick advances the clock a slice at a time so the sky
// sun/lighting interpolate across the 8 hours instead of snapping. Energy restore and
// autosave are deferred to FinishSleep() so they land on the final time, not the start.
const double TotalMinutes = SLEEP_DURATION_HOURS * MINUTES_PER_HOUR;
SleepMinutesRemaining = TotalMinutes;
SleepMinutesPerRealSecond = TotalMinutes / FMath::Max(SLEEP_TRANSITION_SECONDS, KINDA_SMALL_NUMBER);
bSleeping = true;
}
void UTimeOfDaySubsystem::TickSleep(float DeltaTime)
{
// Clamp the final slice so we land exactly on +8h rather than overshooting.
double Step = SleepMinutesPerRealSecond * static_cast<double>(DeltaTime);
if (Step >= SleepMinutesRemaining)
Step = SleepMinutesRemaining;
SleepMinutesRemaining -= Step;
// Throttled push (bForceSkyPush=false) keeps the sky at the smooth 30fps cadence; the
// per-hour boundaries (phase flip, day-roll, rent) still fire as each hour is crossed.
AdvanceClock(Step);
if (SleepMinutesRemaining <= 0.0)
FinishSleep();
}
void UTimeOfDaySubsystem::FinishSleep()
{
bSleeping = false;
SleepMinutesRemaining = 0.0;
SleepMinutesPerRealSecond = 0.0;
PushTimeToSky(/*bForce=*/true); // snap the sky to the exact final time
RestorePlayerEnergy();
// TODO(§9.8 / Phase 9): charge the equipped phone to 100% as part of the sleep cycle.
// TODO(§7.3): sleep does NOT reset hunger / effective-max decay — only eating does.
@@ -90,9 +90,15 @@ public:
// §2.4 sleep: fast-forward 8 hours, restore energy, autosave. (The apartment bed
// also routes outside-clothing loss through USessionLossResolver — see §4.4.)
// The skip is animated over SLEEP_TRANSITION_SECONDS — the clock advances a little
// each frame so the sky sweeps smoothly; energy/autosave land when the sweep finishes.
UFUNCTION(BlueprintCallable, Category = "Time")
void Sleep();
// True while the sleep time-lapse is running (BP can hold a dim overlay / lock input).
UFUNCTION(BlueprintPure, Category = "Time")
bool IsSleeping() const { return bSleeping; }
// --- Pause (reason-keyed; the clock runs only while the reason set is empty).
// Note §11.17: the holding-cell cutscene deliberately does NOT pause the clock. ---
UFUNCTION(BlueprintCallable, Category = "Time")
@@ -124,6 +130,9 @@ private:
// bForceSkyPush bypasses the 30fps throttle for discrete jumps (skips / load),
// so the sky snaps to the new time immediately instead of waiting a frame.
void AdvanceClock(double DeltaMinutes, bool bForceSkyPush = false);
// Per-frame driver for the animated sleep sweep; finalizes when the budget is spent.
void TickSleep(float DeltaTime);
void FinishSleep();
void HandleHourBoundary(int32 HourOfDay); // 023
void SetPhase(EDayPhase NewPhase);
void AdvanceCalendarDay();
@@ -142,4 +151,10 @@ private:
EDayPhase CurrentPhase = EDayPhase::Day;
TSet<FName> PauseReasons;
bool bBegunPlay = false;
// Animated sleep state. While bSleeping, Tick drives the clock at SleepMinutesPerRealSecond
// instead of the normal rate, advancing SleepMinutesRemaining in-game minutes total.
bool bSleeping = false;
double SleepMinutesRemaining = 0.0;
double SleepMinutesPerRealSecond = 0.0;
};