Added session system
This commit is contained in:
@@ -24,7 +24,9 @@ State of the C++ module as of the latest pass. File references use `Source/Naked
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- **AI sight + behavior tree** — `NPC/NPCAIController.cpp` runs a BT with `Player` / `TargetLocation` / `SpawnLocation` blackboard keys. `NPC/NPCSpawner.cpp` proximity-gated spawn with day / night caps.
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- **Mission framework** — `Mission` → `MissionGoal` → `GoalRestriction` composition (`MissionBuilder/`). Two goals (`FlashGoal`, `MinTimeGoal`), three restrictions (`EquipClothing`, `ExposeBodyPart`, `Location`). Iterate-and-mutate bug in `MissionsManager::RefreshDailyMissions` resolved (`MissionsManager.cpp:53-68`).
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- **Daily-mission OOB guarded** — `NakedDesireGameMode::RefreshDailyMissions` now clamps `DaysPassed` to the authored array bounds (`NakedDesireGameMode.cpp:70-71`). Still a hand-authored list (see §1.3).
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- **Location triggers** — `Locations/LocationTrigger`, `Locations/LocationData` via gameplay tags (GDD §10.4 area foundation).
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- **Location triggers** — `Locations/LocationTrigger`, `Locations/LocationData` via gameplay tags (GDD §10.4 area foundation). `ALocationTrigger` now carries a `bIsApartment` flag; when set, its box overlap drives session start / end on the session subsystem.
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- **Session manager (GDD §4.1–§4.4)** — `Global/SessionManagerSubsystem.h/.cpp` (`UWorldSubsystem`). Tracks `bSessionActive`, emits `OnSessionStart` / `OnSessionEnd(ESessionLossCause)`; `ESessionLossCause = { SafeReturn, EmbarrassmentMax, EnergyZero, PoliceCapture }`. Apartment `ALocationTrigger` starts a session on exit and safely ends it on re-entry. Subscribes (next-tick after world begin play) to `UStatsManager::EmbarrassmentUpdate` (max-hit → `EmbarrassmentMax`) and `EnergyUpdate` (≤0 → `EnergyZero`). Exposes `bPoliceChaseActive` (+ setter / getter) for the §4.4 loss-precedence rule the resolver owns. Replaces the old `EndGameEmbarrassed` GameMode BP call, which `UStatsManager::IncreaseEmbarrassment` no longer invokes. The `EndGameEmbarrassed` BlueprintImplementableEvent declaration still exists on `ANakedDesireGameMode` but is now dead from C++ and should be removed once BP no longer references it.
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- **Session loss resolver (GDD §4.4)** — `Global/SessionLossResolver.h/.cpp` (`UWorldSubsystem`). Single entry point `ResolveLoss(ESessionLossCause)`, bound to `USessionManagerSubsystem::OnSessionEnd`. Applies the police-chase precedence override (any cause → `PoliceCapture` while `bPoliceChaseActive`), then per cause: `EmbarrassmentMax` no-cost; `EnergyZero` destroys every world `AItemPickup` + clears its save record (guaranteed sleep loss); `PoliceCapture` deducts `PoliceCaptureMoneyPenalty` if affordable else flags a holding-cell outcome; `SafeReturn` no loss. Never strips equipped clothing. Autosaves, then broadcasts `OnSessionLossResolved(FinalCause, bWentToHoldingCell)` for the BP presentation / time-skip layer. See §1.3 for the pieces still delegated to BP / later phases.
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- **Movement** — `EnhancedInput`, walk / run / crouch (`NakedDesireCharacter.cpp:115-127`), stamina-gated run (`Tick` lines 91-113).
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- **Wardrobe interactable** — `Interactables/Wardrobe.h` holds `TArray<TObjectPtr<UClothingItemInstance>> ClothingItems`; `NakedDesireGameMode::BuyItem` charges money and pushes into the wardrobe.
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@@ -40,7 +42,7 @@ State of the C++ module as of the latest pass. File references use `Source/Naked
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### 1.3 Missing
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- **Session system (GDD §4)** — no `USessionManager`, no session start / end events, no `USessionLossResolver`. Game-over on embarrassment is a single `EndGameEmbarrassed` BP event in `NakedDesireGameMode`; none of §4.4's behavior (energy-zero cutscene to home, bag-placed-in-world loss, sleep-deterministic clothing loss, embarrassment-max → apartment with no extras) is implemented.
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- **Session loss — remaining (GDD §4.4)** — the transactional resolver exists (`USessionLossResolver`, see §1.1), but several outcomes depend on systems not yet built: the energy-zero trudge-home cutscene, the holding-cell cutscene, the fade/teleport-to-apartment, and the time skips (one sleep cycle / fast-forward to next morning) are all delegated to BP via `OnSessionLossResolved` and not yet authored. Bag-placed-in-world loss is a TODO (bags absent, §6.4). `ClearWanted()` is a stub (no Wanted attribute until Phase 4/6, §7.7). Apartment-interior detection for loose-item loss is approximated (all `AItemPickup`s treated as "outside").
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- **Three progression paths runtime (§5)** — enum exists; no XP pool, no per-path level derived from investment, no path-gated unlocks at runtime, no level-up flow. **XP is a single shared pool, not per-path** (GDD §5, §7.10).
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- **Phone (§9)** — entire system absent: camera, gallery, livestream, bank, Feetex, maps, health tracker. Includes the new sub-systems:
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- **Battery (§9.8)** — passive base + per-app multiplier drain; apartment charger; portable powerbank consumable (Convenience Store); hard shutdown at 0%; mid-livestream cutoff with earnings-to-date deposited; sleep always charges to 100%.
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@@ -198,8 +200,8 @@ Phase estimates are rough and assume one engineer. Adjust as we go.
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### Phase 3 — Session system + loss resolver (1 week)
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- `USessionManager` (subsystem on `UNakedDesireGameInstance` or a `UWorldSubsystem`). Apartment `ALocationTrigger` flag drives session start / end. Emits `OnSessionStart` / `OnSessionEnd` with cause.
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- `USessionLossResolver` — single class, one method `ResolveLoss(ESessionLossCause Cause)`. Implements GDD §4.4:
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- ~~`USessionManager` (subsystem on `UNakedDesireGameInstance` or a `UWorldSubsystem`). Apartment `ALocationTrigger` flag drives session start / end. Emits `OnSessionStart` / `OnSessionEnd` with cause.~~ **DONE (DEV-99)** — `USessionManagerSubsystem` (`UWorldSubsystem`, `Global/`). See §1.1.
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- ~~`USessionLossResolver` — single class, one method `ResolveLoss(ESessionLossCause Cause)`.~~ **DONE (DEV-100)** — `Global/SessionLossResolver` (`UWorldSubsystem`). See §1.1. C++ owns the transaction (precedence, money, item loss, autosave); cutscenes / fade / time-skip are delegated to BP via `OnSessionLossResolved`. Implements GDD §4.4:
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- **Police chase precedence**: if a chase is active (between detection and the disengage timer, §10.3), force `Cause = PoliceCapture` regardless of what triggered the loss. Chase always wins.
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- Equipped clothing **stays** equipped (do not strip).
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- Bag placed in world: mark its world record for deletion.
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@@ -208,7 +210,7 @@ Phase estimates are rough and assume one engineer. Adjust as we go.
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- **Embarrassment = max**: fade to apartment. **No extra cost** (no time skip, no money, no rep).
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- **Police capture (can pay)**: fade to apartment, deduct money penalty, clear `wanted`.
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- **Police capture (can't pay)**: short non-interactive holding-cell cutscene; time fast-forwards to next morning; debt settled; clear `wanted`. Already-accepted commissions still expire at day end with their normal `failurePenalty` — the cutscene does not pause the day clock.
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- Wire `StatsManager::IncreaseEmbarrassment` max-hit and energy-zero into `USessionLossResolver`. Replace `EndGameEmbarrassed` BP-event with the C++ path.
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- ~~Wire `StatsManager::IncreaseEmbarrassment` max-hit and energy-zero into~~ the session subsystem — **DONE (DEV-99)**: `USessionManagerSubsystem` subscribes to `EmbarrassmentUpdate` / `EnergyUpdate` and the C++ embarrassment path no longer calls `EndGameEmbarrassed`. DEV-100 routes `OnSessionEnd` into `USessionLossResolver`.
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- Add a debug overlay showing the current loss state and what would be lost if a given cause fired.
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**Exit criteria:** all four code paths (safe end, embarrassment max, energy zero, police capture) produce the §4.4 outcomes deterministically. Inventory state after each loss matches the §6.6 summary table 1:1.
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@@ -0,0 +1,132 @@
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// © 2025 Naked People Team. All Rights Reserved.
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#include "SessionLossResolver.h"
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#include "Kismet/GameplayStatics.h"
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#include "NakedDesire/Clothing/ClothingItemInstance.h"
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#include "NakedDesire/Interactables/ItemPickup.h"
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#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
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#include "NakedDesire/SaveGame/SaveSubsystem.h"
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void USessionLossResolver::OnWorldBeginPlay(UWorld& InWorld)
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{
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Super::OnWorldBeginPlay(InWorld);
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if (USessionManagerSubsystem* SessionManager = InWorld.GetSubsystem<USessionManagerSubsystem>())
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{
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SessionManager->OnSessionEnd.AddDynamic(this, &USessionLossResolver::ResolveLoss);
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}
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}
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void USessionLossResolver::ResolveLoss(ESessionLossCause Cause)
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{
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// §4.4 precedence: if a chase is in progress, the loss always resolves as
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// police capture — the chase wins regardless of what actually fired.
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if (const USessionManagerSubsystem* SessionManager = GetWorld()->GetSubsystem<USessionManagerSubsystem>())
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{
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if (SessionManager->IsPoliceChaseActive())
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{
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Cause = ESessionLossCause::PoliceCapture;
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}
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}
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// §4.4: equipped clothing is never forcibly removed — the resolver simply never
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// touches equipped items.
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// TODO(§6.4): when bags exist, a bag placed in the world is lost with its
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// contents — mark its world record for deletion here.
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bool bWentToHoldingCell = false;
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switch (Cause)
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{
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case ESessionLossCause::SafeReturn:
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// Normal session end; nothing is lost. Autosave below.
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break;
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case ESessionLossCause::EmbarrassmentMax:
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// Fade to apartment with no extra cost — no time skip, money, or rep hit.
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break;
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case ESessionLossCause::EnergyZero:
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// Forced sleep cycle: everything left outside the apartment is guaranteed lost.
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LoseAllWorldClothing();
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break;
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case ESessionLossCause::PoliceCapture:
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{
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UGlobalSaveGameData* Save = GetSave();
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if (Save && Save->Money >= PoliceCaptureMoneyPenalty)
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{
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// Can pay: deduct the penalty and go home.
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Save->Money -= PoliceCaptureMoneyPenalty;
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}
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else
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{
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// Can't pay: a night in the holding cell settles the debt; no money owed.
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bWentToHoldingCell = true;
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}
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ClearWanted();
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}
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break;
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}
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Autosave();
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OnSessionLossResolved.Broadcast(Cause, bWentToHoldingCell);
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}
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void USessionLossResolver::LoseAllWorldClothing()
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{
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UGlobalSaveGameData* Save = GetSave();
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// Loose clothing in the world is represented by AItemPickup actors. Dropping only
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// happens outside, and the apartment stores items in the wardrobe (not as pickups),
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// so every pickup currently counts as "outside the apartment".
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// TODO: once an apartment volume query exists, spare pickups that sit inside it.
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TArray<AActor*> Pickups;
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UGameplayStatics::GetAllActorsOfClass(this, AItemPickup::StaticClass(), Pickups);
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for (AActor* Actor : Pickups)
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{
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AItemPickup* Pickup = Cast<AItemPickup>(Actor);
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if (!Pickup)
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continue;
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if (Save)
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{
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if (UClothingItemInstance* Item = Pickup->GetItem())
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{
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Save->RemoveWorldItem(Item);
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}
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}
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Pickup->Destroy();
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}
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}
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void USessionLossResolver::ClearWanted()
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{
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// TODO(§7.7 / Phase 6): clear the `wanted` tag once the Wanted attribute exists.
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}
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void USessionLossResolver::Autosave() const
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{
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if (const UGameInstance* GameInstance = GetWorld()->GetGameInstance())
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{
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if (USaveSubsystem* SaveSubsystem = GameInstance->GetSubsystem<USaveSubsystem>())
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{
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SaveSubsystem->SaveGame();
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}
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}
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}
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UGlobalSaveGameData* USessionLossResolver::GetSave() const
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{
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if (const UGameInstance* GameInstance = GetWorld()->GetGameInstance())
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{
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if (USaveSubsystem* SaveSubsystem = GameInstance->GetSubsystem<USaveSubsystem>())
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{
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return SaveSubsystem->GetCurrentSave();
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}
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}
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return nullptr;
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}
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@@ -0,0 +1,57 @@
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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 "Subsystems/WorldSubsystem.h"
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#include "SessionManagerSubsystem.h"
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#include "SessionLossResolver.generated.h"
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/**
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* Broadcast once a loss has been resolved transactionally. The presentation layer
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* (fade / cutscene / teleport) and the time skip live in Blueprint / the future
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* time subsystem and react to this, switching on FinalCause:
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* - EmbarrassmentMax → fade to apartment. No time skip.
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* - EnergyZero → trudge-home cutscene, then advance one sleep cycle.
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* - PoliceCapture (!cell) → fade to apartment.
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* - PoliceCapture (cell) → holding-cell cutscene, then fast-forward to next morning.
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* - SafeReturn → no special presentation.
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* The C++ side has already applied money / item / wanted changes by the time this fires.
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*/
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnSessionLossResolvedSignature, ESessionLossCause, FinalCause, bool, bWentToHoldingCell);
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/**
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* The single, deterministic owner of "what gets lost" on session end (GDD §4.4).
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* Subscribes to USessionManagerSubsystem::OnSessionEnd and routes every cause
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* through ResolveLoss. Per the architecture rule, no loss-handling logic should
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* live anywhere else.
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*/
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UCLASS()
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class NAKEDDESIRE_API USessionLossResolver : public UWorldSubsystem
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{
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GENERATED_BODY()
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public:
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virtual void OnWorldBeginPlay(UWorld& InWorld) override;
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// Single entry point for all §4.4 outcomes. Bound to OnSessionEnd; also callable
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// directly (e.g. from a debug command) to exercise a path.
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UFUNCTION(BlueprintCallable, Category = "Session")
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void ResolveLoss(ESessionLossCause Cause);
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UPROPERTY(BlueprintAssignable, Category = "Session")
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FOnSessionLossResolvedSignature OnSessionLossResolved;
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private:
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// EnergyZero / sleep: every clothing item left outside the apartment is guaranteed lost.
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void LoseAllWorldClothing();
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// §7.7: cleared on police capture. No-op until the Wanted attribute exists (Phase 6).
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void ClearWanted();
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void Autosave() const;
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class UGlobalSaveGameData* GetSave() const;
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// §21 tuning placeholder — the police-capture money penalty.
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float PoliceCaptureMoneyPenalty = 200.0f;
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};
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@@ -0,0 +1,80 @@
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// © 2025 Naked People Team. All Rights Reserved.
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#include "SessionManagerSubsystem.h"
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#include "Kismet/GameplayStatics.h"
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#include "NakedDesire/Global/Constants.h"
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#include "NakedDesire/Player/NakedDesireCharacter.h"
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#include "NakedDesire/Stats/StatsManager.h"
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void USessionManagerSubsystem::OnWorldBeginPlay(UWorld& InWorld)
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{
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Super::OnWorldBeginPlay(InWorld);
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// The player pawn and its UStatsManager may not have finished BeginPlay when
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// the world begins play, so defer binding by one tick.
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InWorld.GetTimerManager().SetTimerForNextTick(this, &USessionManagerSubsystem::BindToPlayerStats);
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}
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void USessionManagerSubsystem::BindToPlayerStats()
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{
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ANakedDesireCharacter* Player = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(this, SLOT_PLAYER));
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if (!Player || !Player->StatsManager)
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{
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UE_LOG(LogTemp, Warning, TEXT("USessionManagerSubsystem: no player StatsManager to bind to; loss detection disabled."));
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return;
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}
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Player->StatsManager->EmbarrassmentUpdate.AddDynamic(this, &USessionManagerSubsystem::HandleEmbarrassmentUpdate);
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Player->StatsManager->EnergyUpdate.AddDynamic(this, &USessionManagerSubsystem::HandleEnergyUpdate);
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}
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void USessionManagerSubsystem::NotifyEnteredApartment()
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{
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// Returning home is the safe end of a session (§4.3).
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if (bSessionActive)
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{
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EndSession(ESessionLossCause::SafeReturn);
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}
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}
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void USessionManagerSubsystem::NotifyLeftApartment()
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{
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// Leaving the apartment is the only way to start a session (§4.1).
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if (!bSessionActive)
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{
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StartSession();
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}
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}
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void USessionManagerSubsystem::StartSession()
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{
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bSessionActive = true;
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OnSessionStart.Broadcast();
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}
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void USessionManagerSubsystem::EndSession(const ESessionLossCause Cause)
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{
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if (!bSessionActive)
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return;
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bSessionActive = false;
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OnSessionEnd.Broadcast(Cause);
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}
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void USessionManagerSubsystem::HandleEmbarrassmentUpdate(const float CurrentValue, const float MaxValue)
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{
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if (bSessionActive && MaxValue > 0.0f && CurrentValue >= MaxValue)
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{
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EndSession(ESessionLossCause::EmbarrassmentMax);
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}
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}
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void USessionManagerSubsystem::HandleEnergyUpdate(const float CurrentValue, const float MaxValue)
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{
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if (bSessionActive && CurrentValue <= 0.0f)
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{
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EndSession(ESessionLossCause::EnergyZero);
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}
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}
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@@ -0,0 +1,80 @@
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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 "Subsystems/WorldSubsystem.h"
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#include "SessionManagerSubsystem.generated.h"
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class UStatsManager;
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/**
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* Why a session ended (GDD §4.4). SafeReturn is a non-loss end (player walked
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* home); the other three are the session-loss conditions from §3.3. The actual
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* "what gets lost" handling lives in USessionLossResolver (DEV-100), which also
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* applies police-chase precedence via bPoliceChaseActive.
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*/
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UENUM(BlueprintType)
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enum class ESessionLossCause : uint8
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{
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SafeReturn,
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EmbarrassmentMax,
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EnergyZero,
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PoliceCapture
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnSessionStartSignature);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnSessionEndSignature, ESessionLossCause, Cause);
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/**
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* Owns the "going outside" session state (GDD §4). A session starts when the
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* player leaves the apartment and ends when they return safely or hit a loss
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* condition (embarrassment max / energy zero / police capture). The apartment
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* ALocationTrigger drives start / end; embarrassment-max and energy-zero are
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* detected by subscribing to UStatsManager. This replaces the EndGameEmbarrassed
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* Blueprint event on ANakedDesireGameMode.
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*/
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UCLASS()
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class NAKEDDESIRE_API USessionManagerSubsystem : public UWorldSubsystem
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{
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GENERATED_BODY()
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public:
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virtual void OnWorldBeginPlay(UWorld& InWorld) override;
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// Called by the apartment ALocationTrigger as the player crosses the threshold.
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void NotifyEnteredApartment();
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void NotifyLeftApartment();
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UFUNCTION(BlueprintPure, Category = "Session")
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bool IsSessionActive() const { return bSessionActive; }
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// Set by the police AI pipeline (Phase 6). Read by USessionLossResolver for
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// the §4.4 loss precedence rule: a loss fired mid-chase resolves as capture.
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UFUNCTION(BlueprintCallable, Category = "Session")
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void SetPoliceChaseActive(bool bActive) { bPoliceChaseActive = bActive; }
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UFUNCTION(BlueprintPure, Category = "Session")
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bool IsPoliceChaseActive() const { return bPoliceChaseActive; }
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UPROPERTY(BlueprintAssignable, Category = "Session")
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FOnSessionStartSignature OnSessionStart;
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UPROPERTY(BlueprintAssignable, Category = "Session")
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FOnSessionEndSignature OnSessionEnd;
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private:
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void StartSession();
|
||||
void EndSession(ESessionLossCause Cause);
|
||||
|
||||
void BindToPlayerStats();
|
||||
|
||||
UFUNCTION()
|
||||
void HandleEmbarrassmentUpdate(float CurrentValue, float MaxValue);
|
||||
|
||||
UFUNCTION()
|
||||
void HandleEnergyUpdate(float CurrentValue, float MaxValue);
|
||||
|
||||
bool bSessionActive = false;
|
||||
bool bPoliceChaseActive = false;
|
||||
};
|
||||
@@ -4,6 +4,8 @@
|
||||
#include "LocationTrigger.h"
|
||||
|
||||
#include "Components/BoxComponent.h"
|
||||
#include "NakedDesire/Global/SessionManagerSubsystem.h"
|
||||
#include "NakedDesire/Player/NakedDesireCharacter.h"
|
||||
|
||||
|
||||
ALocationTrigger::ALocationTrigger()
|
||||
@@ -19,3 +21,38 @@ ULocationData* ALocationTrigger::GetLocationData() const
|
||||
return LocationData;
|
||||
}
|
||||
|
||||
void ALocationTrigger::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
if (bIsApartment)
|
||||
{
|
||||
BoxTrigger->OnComponentBeginOverlap.AddDynamic(this, &ALocationTrigger::OnTriggerBeginOverlap);
|
||||
BoxTrigger->OnComponentEndOverlap.AddDynamic(this, &ALocationTrigger::OnTriggerEndOverlap);
|
||||
}
|
||||
}
|
||||
|
||||
void ALocationTrigger::OnTriggerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult)
|
||||
{
|
||||
if (!OtherActor || !OtherActor->IsA<ANakedDesireCharacter>())
|
||||
return;
|
||||
|
||||
if (USessionManagerSubsystem* SessionManager = GetWorld()->GetSubsystem<USessionManagerSubsystem>())
|
||||
{
|
||||
SessionManager->NotifyEnteredApartment();
|
||||
}
|
||||
}
|
||||
|
||||
void ALocationTrigger::OnTriggerEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
|
||||
{
|
||||
if (!OtherActor || !OtherActor->IsA<ANakedDesireCharacter>())
|
||||
return;
|
||||
|
||||
if (USessionManagerSubsystem* SessionManager = GetWorld()->GetSubsystem<USessionManagerSubsystem>())
|
||||
{
|
||||
SessionManager->NotifyLeftApartment();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -20,8 +20,26 @@ 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();
|
||||
|
||||
ULocationData* GetLocationData() const;
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
private:
|
||||
UFUNCTION()
|
||||
void OnTriggerBeginOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
|
||||
|
||||
UFUNCTION()
|
||||
void OnTriggerEndOverlap(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
|
||||
};
|
||||
|
||||
@@ -2,8 +2,6 @@
|
||||
|
||||
|
||||
#include "StatsManager.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "NakedDesire/Global/NakedDesireGameMode.h"
|
||||
|
||||
UStatsManager::UStatsManager()
|
||||
{
|
||||
@@ -45,12 +43,9 @@ void UStatsManager::SetObserved(const bool bObserved, const float CoverageWeight
|
||||
void UStatsManager::IncreaseEmbarrassment(const float Amount)
|
||||
{
|
||||
Embarrassment = FMath::Clamp(Embarrassment + Amount, 0, MaxEmbarrassment);
|
||||
// Embarrassment-max session loss is handled by USessionManagerSubsystem, which
|
||||
// subscribes to EmbarrassmentUpdate (GDD §4.4). Broadcast is the integration point.
|
||||
EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment);
|
||||
if (Embarrassment == MaxEmbarrassment)
|
||||
{
|
||||
ANakedDesireGameMode* GameMode = Cast<ANakedDesireGameMode>(UGameplayStatics::GetGameMode(this));
|
||||
GameMode->EndGameEmbarrassed();
|
||||
}
|
||||
}
|
||||
|
||||
void UStatsManager::DecreaseEmbarrassment(const float Amount)
|
||||
|
||||
Reference in New Issue
Block a user