Setup player preview for equipment panel
This commit is contained in:
@@ -0,0 +1,264 @@
|
||||
// © 2025 Naked People Team. All Rights Reserved.
|
||||
|
||||
|
||||
#include "TimeOfDaySubsystem.h"
|
||||
#include "Constants.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "Misc/Timecode.h"
|
||||
#include "NakedDesire/Player/NakedDesireCharacter.h"
|
||||
#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
|
||||
#include "NakedDesire/SaveGame/SaveSubsystem.h"
|
||||
#include "NakedDesire/Stats/StatsManager.h"
|
||||
|
||||
void UTimeOfDaySubsystem::OnWorldBeginPlay(UWorld& InWorld)
|
||||
{
|
||||
Super::OnWorldBeginPlay(InWorld);
|
||||
|
||||
if (const UGlobalSaveGameData* Save = GetSave())
|
||||
{
|
||||
CurrentPhase = ComputePhase(Save->MinuteOfDay);
|
||||
}
|
||||
|
||||
bBegunPlay = true;
|
||||
PushTimeToSky(); // sync the sky to the loaded time immediately
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::Tick(float DeltaTime)
|
||||
{
|
||||
if (!bBegunPlay || IsPaused())
|
||||
return;
|
||||
|
||||
AdvanceClock(static_cast<double>(DeltaTime) * INGAME_MINUTES_PER_REAL_SECOND);
|
||||
}
|
||||
|
||||
TStatId UTimeOfDaySubsystem::GetStatId() const
|
||||
{
|
||||
RETURN_QUICK_DECLARE_CYCLE_STAT(UTimeOfDaySubsystem, STATGROUP_Tickables);
|
||||
}
|
||||
|
||||
int32 UTimeOfDaySubsystem::GetDay() const
|
||||
{
|
||||
const UGlobalSaveGameData* Save = GetSave();
|
||||
return Save ? Save->DaysPassed : 0;
|
||||
}
|
||||
|
||||
float UTimeOfDaySubsystem::GetMinuteOfDay() const
|
||||
{
|
||||
const UGlobalSaveGameData* Save = GetSave();
|
||||
return Save ? Save->MinuteOfDay : 0.0f;
|
||||
}
|
||||
|
||||
int32 UTimeOfDaySubsystem::GetHour() const
|
||||
{
|
||||
return FMath::FloorToInt(GetMinuteOfDay() / MINUTES_PER_HOUR);
|
||||
}
|
||||
|
||||
int32 UTimeOfDaySubsystem::GetMinute() const
|
||||
{
|
||||
return FMath::FloorToInt(GetMinuteOfDay()) % MINUTES_PER_HOUR;
|
||||
}
|
||||
|
||||
EDayPhase UTimeOfDaySubsystem::GetPhase() const
|
||||
{
|
||||
return ComputePhase(GetMinuteOfDay());
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::SkipTime(float Minutes)
|
||||
{
|
||||
if (Minutes > 0.0f)
|
||||
{
|
||||
AdvanceClock(static_cast<double>(Minutes));
|
||||
}
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::SkipToNextMorning()
|
||||
{
|
||||
const double Target = DAY_START_HOUR * MINUTES_PER_HOUR; // 08:00
|
||||
double Delta = Target - GetMinuteOfDay();
|
||||
if (Delta <= 0.0)
|
||||
{
|
||||
Delta += MINUTES_PER_DAY;
|
||||
}
|
||||
AdvanceClock(Delta);
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::Sleep()
|
||||
{
|
||||
SkipTime(SLEEP_DURATION_HOURS * MINUTES_PER_HOUR);
|
||||
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.
|
||||
Autosave();
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::PushPause(FName Reason)
|
||||
{
|
||||
PauseReasons.Add(Reason);
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::PopPause(FName Reason)
|
||||
{
|
||||
PauseReasons.Remove(Reason);
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::AdvanceClock(double DeltaMinutes)
|
||||
{
|
||||
UGlobalSaveGameData* Save = GetSave();
|
||||
if (!Save || DeltaMinutes <= 0.0)
|
||||
return;
|
||||
|
||||
const double Prev = Save->MinuteOfDay;
|
||||
double Next = Prev + DeltaMinutes;
|
||||
|
||||
// Fire an hour boundary for every integer hour crossed (handles midnight wrap and
|
||||
// multi-hour skips). Each index is folded to 0–23; boundary 4 rolls the calendar.
|
||||
const int32 PrevHourIdx = FMath::FloorToInt(Prev / MINUTES_PER_HOUR);
|
||||
const int32 NextHourIdx = FMath::FloorToInt(Next / MINUTES_PER_HOUR);
|
||||
for (int32 HourIdx = PrevHourIdx + 1; HourIdx <= NextHourIdx; ++HourIdx)
|
||||
{
|
||||
HandleHourBoundary(((HourIdx % 24) + 24) % 24);
|
||||
}
|
||||
|
||||
while (Next >= MINUTES_PER_DAY)
|
||||
{
|
||||
Next -= MINUTES_PER_DAY;
|
||||
}
|
||||
Save->MinuteOfDay = static_cast<float>(Next);
|
||||
|
||||
PushTimeToSky();
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::HandleHourBoundary(int32 HourOfDay)
|
||||
{
|
||||
OnHourChanged.Broadcast(HourOfDay);
|
||||
|
||||
if (HourOfDay == DAY_ROLL_HOUR)
|
||||
{
|
||||
AdvanceCalendarDay();
|
||||
}
|
||||
|
||||
if (HourOfDay == FMath::FloorToInt(DAY_START_HOUR))
|
||||
{
|
||||
SetPhase(EDayPhase::Day);
|
||||
}
|
||||
else if (HourOfDay == FMath::FloorToInt(NIGHT_START_HOUR))
|
||||
{
|
||||
SetPhase(EDayPhase::Night);
|
||||
}
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::SetPhase(EDayPhase NewPhase)
|
||||
{
|
||||
if (NewPhase == CurrentPhase)
|
||||
return;
|
||||
|
||||
CurrentPhase = NewPhase;
|
||||
OnPhaseChanged.Broadcast(NewPhase);
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::AdvanceCalendarDay()
|
||||
{
|
||||
UGlobalSaveGameData* Save = GetSave();
|
||||
if (!Save)
|
||||
return;
|
||||
|
||||
Save->DaysPassed++;
|
||||
OnDayChanged.Broadcast(Save->DaysPassed);
|
||||
|
||||
DepositDailyFollowerIncome();
|
||||
|
||||
if (Save->DaysPassed > 0 && (Save->DaysPassed % WEEK_LENGTH_DAYS) == 0)
|
||||
{
|
||||
ChargeWeeklyRent();
|
||||
}
|
||||
|
||||
// §3.3: surviving to day 90 ends the campaign (win). Days advance one at a time, so
|
||||
// an exact-match fires this once. Endless mode never ends here.
|
||||
if (!Save->bEndlessMode && Save->DaysPassed == CAMPAIGN_LENGTH_DAYS)
|
||||
{
|
||||
OnCampaignEnded.Broadcast(ECampaignEndReason::CampaignComplete);
|
||||
}
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::ChargeWeeklyRent()
|
||||
{
|
||||
UGlobalSaveGameData* Save = GetSave();
|
||||
if (!Save || Save->bEndlessMode)
|
||||
return;
|
||||
|
||||
if (Save->Money >= WEEKLY_RENT)
|
||||
{
|
||||
Save->Money -= WEEKLY_RENT;
|
||||
Save->LastRentChargeDay = Save->DaysPassed;
|
||||
Autosave();
|
||||
}
|
||||
else
|
||||
{
|
||||
// §3.3 / §22 #8: can't make rent → eviction → run over. No grace period.
|
||||
OnCampaignEnded.Broadcast(ECampaignEndReason::Evicted);
|
||||
}
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::DepositDailyFollowerIncome()
|
||||
{
|
||||
// §7.9 / §20 #25: passive follower income auto-deposits to the bank each day-roll.
|
||||
// TODO(Phase 8): once a follower-count attribute exists, deposit
|
||||
// FollowerCount * <daily per-follower rate> into Save->Money here. There is no
|
||||
// follower attribute yet, so this is intentionally a no-op (payout reads 0).
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::PushTimeToSky()
|
||||
{
|
||||
const UGlobalSaveGameData* Save = GetSave();
|
||||
if (!Save)
|
||||
return;
|
||||
|
||||
const int32 CurMinute = FMath::FloorToInt(Save->MinuteOfDay);
|
||||
if (CurMinute == LastPushedMinute)
|
||||
return;
|
||||
LastPushedMinute = CurMinute;
|
||||
|
||||
const int32 Hours = CurMinute / MINUTES_PER_HOUR;
|
||||
const int32 Minutes = CurMinute % MINUTES_PER_HOUR;
|
||||
OnPushTimeToSky.Broadcast(FTimecode(Hours, Minutes, 0, 0, false));
|
||||
}
|
||||
|
||||
EDayPhase UTimeOfDaySubsystem::ComputePhase(float InMinuteOfDay)
|
||||
{
|
||||
const float Hour = InMinuteOfDay / MINUTES_PER_HOUR;
|
||||
return (Hour >= DAY_START_HOUR && Hour < NIGHT_START_HOUR) ? EDayPhase::Day : EDayPhase::Night;
|
||||
}
|
||||
|
||||
UGlobalSaveGameData* UTimeOfDaySubsystem::GetSave() const
|
||||
{
|
||||
if (const UGameInstance* GameInstance = GetWorld()->GetGameInstance())
|
||||
{
|
||||
if (USaveSubsystem* SaveSubsystem = GameInstance->GetSubsystem<USaveSubsystem>())
|
||||
{
|
||||
return SaveSubsystem->GetCurrentSave();
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::RestorePlayerEnergy() const
|
||||
{
|
||||
if (ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(this, SLOT_PLAYER)))
|
||||
{
|
||||
if (Player->StatsManager)
|
||||
{
|
||||
Player->StatsManager->RestoreEnergy();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UTimeOfDaySubsystem::Autosave() const
|
||||
{
|
||||
if (const UGameInstance* GameInstance = GetWorld()->GetGameInstance())
|
||||
{
|
||||
if (USaveSubsystem* SaveSubsystem = GameInstance->GetSubsystem<USaveSubsystem>())
|
||||
{
|
||||
SaveSubsystem->SaveGame();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user