90 lines
2.9 KiB
C++
90 lines
2.9 KiB
C++
// © 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/Global/NakedDesireGameplayTags.h"
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#include "NakedDesire/Locations/LocationData.h"
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#include "NakedDesire/Locations/LocationSubsystem.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 apartment threshold is now a location event (Location.Apartment), not a per-trigger flag.
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if (ULocationSubsystem* Locations = InWorld.GetSubsystem<ULocationSubsystem>())
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{
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Locations->OnLocationEntered.AddDynamic(this, &USessionManagerSubsystem::HandleLocationEntered);
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Locations->OnLocationExited.AddDynamic(this, &USessionManagerSubsystem::HandleLocationExited);
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}
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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::HandleLocationEntered(ULocationData* Location)
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{
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// Returning to the apartment is the safe end of a session (§4.3).
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if (Location && Location->Tag.MatchesTag(TAG_Location_Apartment) && 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::HandleLocationExited(ULocationData* Location)
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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 (Location && Location->Tag.MatchesTag(TAG_Location_Apartment) && !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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} |