117 lines
3.6 KiB
C++
117 lines
3.6 KiB
C++
// © 2025 Naked People Team. All Rights Reserved.
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#include "Bed.h"
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#include "Components/BoxComponent.h"
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#include "Components/WidgetComponent.h"
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#include "NakedDesire/Global/SessionLossResolver.h"
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#include "NakedDesire/Global/SessionManagerSubsystem.h"
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#include "NakedDesire/Global/TimeOfDaySubsystem.h"
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#define LOCTEXT_NAMESPACE "Bed"
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ABed::ABed()
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{
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ColliderComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("Collider"));
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SetRootComponent(ColliderComponent);
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// Trace-only: detected by the interaction LOS/focus line traces (ECC_Visibility),
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// transparent to movement and physics.
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ColliderComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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ColliderComponent->SetCollisionObjectType(ECC_WorldStatic);
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ColliderComponent->SetCollisionResponseToAllChannels(ECR_Ignore);
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ColliderComponent->SetCollisionResponseToChannel(ECC_Visibility, ECR_Block);
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MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
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MeshComponent->SetupAttachment(RootComponent);
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// Movement blocker only: stops the character capsule (ECC_Pawn), but is invisible
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// to line traces so it never occludes the interaction LOS check.
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MeshComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
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MeshComponent->SetCollisionObjectType(ECC_WorldStatic);
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MeshComponent->SetCollisionResponseToAllChannels(ECR_Ignore);
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MeshComponent->SetCollisionResponseToChannel(ECC_Pawn, ECR_Block);
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InteractionHint = CreateDefaultSubobject<UWidgetComponent>(TEXT("Interaction Hint"));
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InteractionHint->SetupAttachment(RootComponent);
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}
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void ABed::Interact_Implementation(ANakedDesireCharacter* Player)
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{
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// Cosmetic transition first (BP), then resolve the sleep. The skip is instantaneous,
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// so a BP fade simply overlaps it and clears on the new time.
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PlaySleepTransition();
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DoSleep();
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}
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bool ABed::CanInteract_Implementation(ANakedDesireCharacter* Player) const
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{
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// The bed only exists in the apartment, so reaching it means the session has ended.
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// Guard defensively against sleeping while a session is still flagged active.
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if (const UWorld* World = GetWorld())
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{
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if (const USessionManagerSubsystem* Session = World->GetSubsystem<USessionManagerSubsystem>())
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{
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return !Session->IsSessionActive();
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}
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}
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return true;
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}
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FText ABed::GetInteractionPrompt_Implementation() const
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{
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return LOCTEXT("SleepPrompt", "Sleep");
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}
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void ABed::DoSleep()
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{
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UWorld* World = GetWorld();
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if (!World)
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return;
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// §4.4 step 2: clothing left outside the apartment is guaranteed lost on sleep. The
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// loss is owned by USessionLossResolver (all "what gets lost" logic lives there).
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if (USessionLossResolver* Resolver = World->GetSubsystem<USessionLossResolver>())
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{
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Resolver->ResolveSleepLoss();
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}
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// Time skip + energy restore + phone charge + autosave (§2.4 / §9.8 / §11.19). This
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// is the single save for the whole sleep flow — it also persists the loss above.
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if (UTimeOfDaySubsystem* Time = World->GetSubsystem<UTimeOfDaySubsystem>())
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{
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Time->Sleep();
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}
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}
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void ABed::HideInteractionHint_Implementation()
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{
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ApplyOutline(false, 0);
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InteractionHint->SetVisibility(false);
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}
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void ABed::ShowInteractionFocusHint_Implementation()
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{
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ApplyOutline(true, 2);
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InteractionHint->SetVisibility(true);
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}
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void ABed::ShowInteractionProximityHint_Implementation()
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{
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ApplyOutline(true, 1);
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InteractionHint->SetVisibility(false);
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}
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void ABed::BeginPlay()
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{
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Super::BeginPlay();
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InteractionHint->SetVisibility(false);
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}
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void ABed::ApplyOutline(bool bEnabled, int32 StencilValue)
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{
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MeshComponent->SetRenderCustomDepth(bEnabled);
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MeshComponent->SetCustomDepthStencilValue(StencilValue);
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}
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#undef LOCTEXT_NAMESPACE |