Added commissions system
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// © 2025 Naked People Team. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "Subsystems/WorldSubsystem.h"
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#include "LocationSubsystem.generated.h"
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class ULocationData;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnLocationChangedSignature, ULocationData*, Location);
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/**
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* Single source of truth for which tagged locations the player currently occupies (GDD §10.4).
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* Fed by ALocationTrigger overlaps; queried + subscribed by everything else (session boundary,
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* commission location constraints, future shop entry). World-scoped and transient — nothing to save.
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*
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* Locations are identified by their ULocationData FGameplayTag, so they nest: while inside
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* Location.City.Beach the player also matches Location.City. The player can be in several at once.
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*/
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UCLASS()
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class NAKEDDESIRE_API ULocationSubsystem : public UWorldSubsystem
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{
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GENERATED_BODY()
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public:
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// Reported by ALocationTrigger as the player enters / leaves a tagged volume.
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void EnterLocation(ULocationData* Location);
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void ExitLocation(ULocationData* Location);
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// True while the player occupies a location whose tag matches (or nests under) Query.
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UFUNCTION(BlueprintPure, Category = "Location")
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bool IsPlayerInLocation(FGameplayTag Query) const;
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UFUNCTION(BlueprintPure, Category = "Location")
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FGameplayTagContainer GetPlayerLocationTags() const { return ActiveTags; }
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// Most-specific current location (deepest tag) — for HUD / prompts. Null when outdoors / untagged.
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UFUNCTION(BlueprintPure, Category = "Location")
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ULocationData* GetCurrentLocation() const;
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UPROPERTY(BlueprintAssignable, Category = "Location")
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FOnLocationChangedSignature OnLocationEntered;
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UPROPERTY(BlueprintAssignable, Category = "Location")
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FOnLocationChangedSignature OnLocationExited;
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private:
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void RebuildActiveTags();
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// Ref-counted: a location can be several overlapping trigger volumes, so we only fire enter on
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// 0->1 and exit on 1->0 — crossing between two boxes of the same place doesn't churn events.
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UPROPERTY()
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TMap<TObjectPtr<ULocationData>, int32> ActiveCounts;
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FGameplayTagContainer ActiveTags;
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};
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