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Naked-Desire/Source/NakedDesire/Global/SessionLossResolver.cpp
T

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C++

// © 2025 Naked People Team. All Rights Reserved.
#include "SessionLossResolver.h"
#include "DefaultLevelSequenceInstanceData.h"
#include "LevelSequence.h"
#include "LevelSequenceActor.h"
#include "LevelSequencePlayer.h"
#include "LossPresentationConfig.h"
#include "MovieSceneSequencePlaybackSettings.h"
#include "NakedDesireGameInstance.h"
#include "GameFramework/Character.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/PlayerStart.h"
#include "Kismet/GameplayStatics.h"
#include "NakedDesire/Clothing/ClothingItemInstance.h"
#include "NakedDesire/Interactables/ItemPickup.h"
#include "NakedDesire/SaveGame/GlobalSaveGameData.h"
#include "NakedDesire/SaveGame/SaveSubsystem.h"
const FName USessionLossResolver::HomePlayerStartTag = FName(TEXT("Home"));
void USessionLossResolver::OnWorldBeginPlay(UWorld& InWorld)
{
Super::OnWorldBeginPlay(InWorld);
if (USessionManagerSubsystem* SessionManager = InWorld.GetSubsystem<USessionManagerSubsystem>())
{
SessionManager->OnSessionEnd.AddDynamic(this, &USessionLossResolver::ResolveLoss);
}
}
void USessionLossResolver::ResolveLoss(ESessionLossCause Cause)
{
// §4.4 precedence: if a chase is in progress, the loss always resolves as
// police capture — the chase wins regardless of what actually fired.
if (const USessionManagerSubsystem* SessionManager = GetWorld()->GetSubsystem<USessionManagerSubsystem>())
{
if (SessionManager->IsPoliceChaseActive())
{
Cause = ESessionLossCause::PoliceCapture;
}
}
// §4.4: equipped clothing is never forcibly removed — the resolver simply never
// touches equipped items.
// TODO(§6.4): when bags exist, a bag placed in the world is lost with its
// contents — mark its world record for deletion here.
bool bWentToHoldingCell = false;
switch (Cause)
{
case ESessionLossCause::SafeReturn:
// Normal session end; nothing is lost. Autosave below.
break;
case ESessionLossCause::EmbarrassmentMax:
// Fade to apartment with no extra cost — no time skip, money, or rep hit.
break;
case ESessionLossCause::EnergyZero:
// Forced sleep cycle: everything left outside the apartment is guaranteed lost.
LoseAllWorldClothing();
break;
case ESessionLossCause::PoliceCapture:
{
UGlobalSaveGameData* Save = GetSave();
if (Save && Save->Money >= PoliceCaptureMoneyPenalty)
{
// Can pay: deduct the penalty and go home.
Save->Money -= PoliceCaptureMoneyPenalty;
}
else
{
// Can't pay: a night in the holding cell settles the debt; no money owed.
bWentToHoldingCell = true;
}
ClearWanted();
}
break;
}
Autosave();
OnSessionLossResolved.Broadcast(Cause, bWentToHoldingCell);
// Presentation: play the cause's cutscene, then teleport the player home on finish.
BeginLossPresentation(Cause);
}
void USessionLossResolver::ResolveSleepLoss()
{
// §4.4: sleeping is the deterministic side of the theft model — everything left
// outside the apartment is lost, regardless of the in-session grace / roll state.
// No autosave here: the sleep flow persists once via UTimeOfDaySubsystem::Sleep(),
// which runs immediately after this. Callers must ensure a save follows.
LoseAllWorldClothing();
}
void USessionLossResolver::LoseAllWorldClothing()
{
UGlobalSaveGameData* Save = GetSave();
// Loose clothing in the world is represented by AItemPickup actors. Dropping only
// happens outside, and the apartment stores items in the wardrobe (not as pickups),
// so every pickup currently counts as "outside the apartment".
// TODO: once an apartment volume query exists, spare pickups that sit inside it.
TArray<AActor*> Pickups;
UGameplayStatics::GetAllActorsOfClass(this, AItemPickup::StaticClass(), Pickups);
for (AActor* Actor : Pickups)
{
AItemPickup* Pickup = Cast<AItemPickup>(Actor);
if (!Pickup)
continue;
if (Save)
{
if (UClothingItemInstance* Item = Pickup->GetItem())
{
Save->RemoveWorldItem(Item);
}
}
Pickup->Destroy();
}
}
void USessionLossResolver::ClearWanted()
{
// TODO(§7.7 / Phase 6): clear the `wanted` tag once the Wanted attribute exists.
}
void USessionLossResolver::BeginLossPresentation(ESessionLossCause Cause)
{
// SafeReturn = the player walked home under their own power; nothing to present.
if (Cause == ESessionLossCause::SafeReturn)
return;
ULevelSequence* Sequence = nullptr;
if (const ULossPresentationConfig* Config = GetPresentationConfig())
{
if (const TSoftObjectPtr<ULevelSequence>* Found = Config->LossCutscenes.Find(Cause))
{
// Synchronous load is acceptable here: the loss has already resolved and the
// player is stationary, so the brief hitch is hidden by the transition.
Sequence = Found->LoadSynchronous();
}
}
if (!Sequence)
{
// No cutscene authored for this cause — go straight home.
TeleportPlayerHome();
return;
}
// Lock the player out of movement / look while the cutscene owns the view; state is
// restored when the sequence finishes (just before we teleport home).
FMovieSceneSequencePlaybackSettings Settings;
Settings.bDisableMovementInput = true;
Settings.bDisableLookAtInput = true;
// Restore track state on finish so the view/player return to normal before we teleport.
Settings.FinishCompletionStateOverride = EMovieSceneCompletionModeOverride::ForceRestoreState;
ALevelSequenceActor* SequenceActor = nullptr;
ActiveLossSequencePlayer = ULevelSequencePlayer::CreateLevelSequencePlayer(this, Sequence, Settings, SequenceActor);
ActiveLossSequenceActor = SequenceActor;
ActiveLossSequenceActor->bOverrideInstanceData = true;
UDefaultLevelSequenceInstanceData* InstanceData = Cast<UDefaultLevelSequenceInstanceData>(ActiveLossSequenceActor->DefaultInstanceData.Get());
InstanceData->TransformOriginActor = UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
if (!ActiveLossSequencePlayer)
{
// Playback couldn't be created — don't strand the player outside.
TeleportPlayerHome();
return;
}
ActiveLossSequencePlayer->OnFinished.AddDynamic(this, &USessionLossResolver::HandleLossCutsceneFinished);
ActiveLossSequencePlayer->Play();
}
void USessionLossResolver::HandleLossCutsceneFinished()
{
if (ActiveLossSequencePlayer)
{
ActiveLossSequencePlayer->OnFinished.RemoveDynamic(this, &USessionLossResolver::HandleLossCutsceneFinished);
}
TeleportPlayerHome();
// Tear down the spawned sequence player/actor now that the cutscene is done.
if (ActiveLossSequenceActor)
{
ActiveLossSequenceActor->Destroy();
}
ActiveLossSequenceActor = nullptr;
ActiveLossSequencePlayer = nullptr;
}
void USessionLossResolver::TeleportPlayerHome()
{
UWorld* World = GetWorld();
if (!World)
return;
APawn* PlayerPawn = UGameplayStatics::GetPlayerPawn(World, 0);
if (!PlayerPawn)
return;
// Prefer a PlayerStart tagged "Home"; fall back to the first one in the level.
TArray<AActor*> Starts;
UGameplayStatics::GetAllActorsOfClass(World, APlayerStart::StaticClass(), Starts);
APlayerStart* Home = nullptr;
for (AActor* Actor : Starts)
{
APlayerStart* Start = Cast<APlayerStart>(Actor);
if (!Start)
continue;
if (!Home)
Home = Start;
if (Start->PlayerStartTag == HomePlayerStartTag)
{
Home = Start;
break;
}
}
if (!Home)
{
UE_LOG(LogTemp, Warning, TEXT("USessionLossResolver: no APlayerStart found; cannot teleport player home."));
return;
}
PlayerPawn->TeleportTo(Home->GetActorLocation(), Home->GetActorRotation());
// Kill residual velocity so the character doesn't slide on arrival.
if (const ACharacter* Character = Cast<ACharacter>(PlayerPawn))
{
if (UCharacterMovementComponent* Movement = Character->GetCharacterMovement())
{
Movement->StopMovementImmediately();
}
}
}
void USessionLossResolver::Autosave() const
{
if (const UGameInstance* GameInstance = GetWorld()->GetGameInstance())
{
if (USaveSubsystem* SaveSubsystem = GameInstance->GetSubsystem<USaveSubsystem>())
{
SaveSubsystem->SaveGame();
}
}
}
UGlobalSaveGameData* USessionLossResolver::GetSave() const
{
if (const UGameInstance* GameInstance = GetWorld()->GetGameInstance())
{
if (USaveSubsystem* SaveSubsystem = GameInstance->GetSubsystem<USaveSubsystem>())
{
return SaveSubsystem->GetCurrentSave();
}
}
return nullptr;
}
ULossPresentationConfig* USessionLossResolver::GetPresentationConfig() const
{
const UNakedDesireGameInstance* GameInstance =
Cast<UNakedDesireGameInstance>(GetWorld() ? GetWorld()->GetGameInstance() : nullptr);
return GameInstance ? GameInstance->LossPresentation : nullptr;
}