Added commissions system

This commit is contained in:
2026-06-01 00:27:56 +03:00
parent dd7ed121fc
commit 9a5a0003b1
81 changed files with 2418 additions and 1065 deletions
@@ -6,6 +6,7 @@
#include "NakedDesireGameInstance.generated.h"
class UStartingSaveData;
class UCommissionBoardConfig;
UCLASS()
class NAKEDDESIRE_API UNakedDesireGameInstance : public UGameInstance
@@ -15,4 +16,8 @@ class NAKEDDESIRE_API UNakedDesireGameInstance : public UGameInstance
public:
UPROPERTY(EditDefaultsOnly, Category = "Save")
TObjectPtr<UStartingSaveData> StartingSaveData;
// Hand-authored commission pool the UMissionSubsystem offers (§13).
UPROPERTY(EditDefaultsOnly, Category = "Commissions")
TObjectPtr<UCommissionBoardConfig> CommissionBoard;
};
@@ -0,0 +1,6 @@
// © 2025 Naked People Team. All Rights Reserved.
#include "NakedDesireGameplayTags.h"
UE_DEFINE_GAMEPLAY_TAG(TAG_Location_Apartment, "Location.Apartment");
@@ -0,0 +1,10 @@
// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "NativeGameplayTags.h"
// Native gameplay tags shared across systems. The apartment is identified by its ULocationData tag
// matching (or nesting under) Location.Apartment — that is how the session boundary is detected now,
// replacing the old per-trigger bIsApartment flag.
UE_DECLARE_GAMEPLAY_TAG_EXTERN(TAG_Location_Apartment);
@@ -5,6 +5,9 @@
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Global/Constants.h"
#include "NakedDesire/Global/NakedDesireGameplayTags.h"
#include "NakedDesire/Locations/LocationData.h"
#include "NakedDesire/Locations/LocationSubsystem.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
#include "NakedDesire/Stats/StatsManager.h"
@@ -12,6 +15,13 @@ void USessionManagerSubsystem::OnWorldBeginPlay(UWorld& InWorld)
{
Super::OnWorldBeginPlay(InWorld);
// The apartment threshold is now a location event (Location.Apartment), not a per-trigger flag.
if (ULocationSubsystem* Locations = InWorld.GetSubsystem<ULocationSubsystem>())
{
Locations->OnLocationEntered.AddDynamic(this, &USessionManagerSubsystem::HandleLocationEntered);
Locations->OnLocationExited.AddDynamic(this, &USessionManagerSubsystem::HandleLocationExited);
}
// The player pawn and its UStatsManager may not have finished BeginPlay when
// the world begins play, so defer binding by one tick.
InWorld.GetTimerManager().SetTimerForNextTick(this, &USessionManagerSubsystem::BindToPlayerStats);
@@ -30,19 +40,19 @@ void USessionManagerSubsystem::BindToPlayerStats()
Player->StatsManager->EnergyUpdate.AddDynamic(this, &USessionManagerSubsystem::HandleEnergyUpdate);
}
void USessionManagerSubsystem::NotifyEnteredApartment()
void USessionManagerSubsystem::HandleLocationEntered(ULocationData* Location)
{
// Returning home is the safe end of a session (§4.3).
if (bSessionActive)
// Returning to the apartment is the safe end of a session (§4.3).
if (Location && Location->Tag.MatchesTag(TAG_Location_Apartment) && bSessionActive)
{
EndSession(ESessionLossCause::SafeReturn);
}
}
void USessionManagerSubsystem::NotifyLeftApartment()
void USessionManagerSubsystem::HandleLocationExited(ULocationData* Location)
{
// Leaving the apartment is the only way to start a session (§4.1).
if (!bSessionActive)
if (Location && Location->Tag.MatchesTag(TAG_Location_Apartment) && !bSessionActive)
{
StartSession();
}
@@ -7,6 +7,7 @@
#include "SessionManagerSubsystem.generated.h"
class UStatsManager;
class ULocationData;
/**
* Why a session ended (GDD §4.4). SafeReturn is a non-loss end (player walked
@@ -33,6 +34,10 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSessionEndSignature, ESessionLoss
* ALocationTrigger drives start / end; embarrassment-max and energy-zero are
* detected by subscribing to UStatsManager. This replaces the EndGameEmbarrassed
* Blueprint event on ANakedDesireGameMode.
*
* The apartment threshold is detected via ULocationSubsystem: a session starts when the player leaves
* a location tagged Location.Apartment and ends (SafeReturn) when they re-enter one. There is no
* per-trigger apartment flag — the apartment is just a tagged location.
*/
UCLASS()
class NAKEDDESIRE_API USessionManagerSubsystem : public UWorldSubsystem
@@ -42,10 +47,6 @@ class NAKEDDESIRE_API USessionManagerSubsystem : public UWorldSubsystem
public:
virtual void OnWorldBeginPlay(UWorld& InWorld) override;
// Called by the apartment ALocationTrigger as the player crosses the threshold.
void NotifyEnteredApartment();
void NotifyLeftApartment();
UFUNCTION(BlueprintPure, Category = "Session")
bool IsSessionActive() const { return bSessionActive; }
@@ -69,6 +70,12 @@ private:
void BindToPlayerStats();
UFUNCTION()
void HandleLocationEntered(ULocationData* Location);
UFUNCTION()
void HandleLocationExited(ULocationData* Location);
UFUNCTION()
void HandleEmbarrassmentUpdate(float CurrentValue, float MaxValue);