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UnrealPrototyping/Source/Salty/World/WorldMapSubsystem.h
T
2026-09-25 17:02:24 +03:00

122 lines
4.6 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Subsystems/WorldSubsystem.h"
#include "WorldMapSubsystem.generated.h"
class UWorldMapDefinition;
UENUM(BlueprintType)
enum class EWorldMapMarkerShape : uint8
{
/** A filled disc. Anything that is just somewhere. */
Dot,
/** An unfilled ring, so it does not hide what is under it. Objectives, regions of interest. */
Ring,
/** A cross. Reads at one pixel where a dot does not, which is what a waypoint needs when zoomed out. */
Cross,
/** A triangle pointing along Heading. The body you are in, and anything else with a facing. */
Arrow
};
/**
* Something to draw on the map at a place in the world. Purely a UI concern - nothing here is replicated and
* nothing gameplay does depends on a marker existing.
*/
USTRUCT(BlueprintType)
struct SALTY_API FWorldMapMarker
{
GENERATED_BODY()
/** Centimetres, world space. Z is ignored; the map is a plan. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Map")
FVector WorldLocation = FVector::ZeroVector;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Map")
FText Label;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Map")
FLinearColor Colour = FLinearColor::White;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Map")
EWorldMapMarkerShape Shape = EWorldMapMarkerShape::Dot;
/** World yaw in degrees for Arrow: 0 points along world +X, which is to the right on the map. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Map")
float HeadingDegrees = 0.f;
/** Drawn size in pixels, so a marker stays the same size however far the map is zoomed out. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "World Map")
float SizePx = 7.f;
};
/**
* The map's registry: which definition this level has a map from, and what is on it.
*
* A world subsystem because a map belongs to a map. Markers are registered by whoever owns the thing being
* marked - an actor in BeginPlay, unregistering in EndPlay - rather than found by the map, because a widget
* that ran GetAllActorsOfClass to draw itself would be exactly the world search the conventions forbid.
*
* The local player's own body is deliberately NOT a registered marker: it moves every frame, and a registry
* entry rewritten every frame is a registry being used as a variable. The widget asks for it instead.
*/
UCLASS()
class SALTY_API UWorldMapSubsystem : public UWorldSubsystem
{
GENERATED_BODY()
public:
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
virtual void Deinitialize() override;
/**
* The definition whose Level is this world, loading it the first time it is asked for. Null when this level
* has no map, which is the normal answer in L_Gym and is not an error.
*/
UFUNCTION(BlueprintCallable, Category = "World Map")
const UWorldMapDefinition* GetDefinition() const;
/** Adds a marker and returns its handle. Keep the handle; it is the only way to move or remove it. */
UFUNCTION(BlueprintCallable, Category = "World Map")
FGuid AddMarker(const FWorldMapMarker& Marker);
/** Replaces a marker wholesale. False when the handle is not one of ours. */
UFUNCTION(BlueprintCallable, Category = "World Map")
bool UpdateMarker(const FGuid& Handle, const FWorldMapMarker& Marker);
UFUNCTION(BlueprintCallable, Category = "World Map")
bool RemoveMarker(const FGuid& Handle);
const TMap<FGuid, FWorldMapMarker>& GetMarkers() const { return Markers; }
/**
* Where the local player is, as a marker, or false when there is no local body to speak of - a dedicated
* server, or a client before possession. The heading is the control rotation rather than the body's, because
* on a map a player expects the arrow to point where they are looking.
*/
UFUNCTION(BlueprintCallable, Category = "World Map")
bool GetLocalPlayerMarker(FWorldMapMarker& OutMarker) const;
/**
* Emits world_map_opened. Every way of opening the map calls this - the console command today, a HUD key
* when there is one - so the count is of maps opened and not of the ways of opening them.
*/
UFUNCTION(BlueprintCallable, Category = "World Map")
void NoteMapOpened(FName LayerId, float MetresPerPixel, const FString& OpenedBy);
/** Raised when a marker is added, moved or removed. The widget subscribes; it never polls. */
DECLARE_MULTICAST_DELEGATE(FOnWorldMapMarkersChanged);
FOnWorldMapMarkersChanged OnMarkersChanged;
private:
/** Every WorldMap definition whose Level is this world. Searched once; the answer, including none, sticks. */
void ResolveDefinition() const;
UPROPERTY(Transient)
mutable TObjectPtr<const UWorldMapDefinition> Definition;
mutable bool bResolved = false;
TMap<FGuid, FWorldMapMarker> Markers;
};