Added commissions system
This commit is contained in:
+114
@@ -0,0 +1,114 @@
|
||||
# Commission objective backlog
|
||||
|
||||
Idea catalog + build status for the commission system (`Source/NakedDesire/Commissions/`). Pairs with
|
||||
GDD §13 (the design source of truth) and `PLAN.md` (live status). When an idea is implemented, mark it
|
||||
and record the class name.
|
||||
|
||||
**Feasibility legend**
|
||||
- ✅ buildable now — the signals it needs already exist.
|
||||
- 🔶 needs a planned-but-partial system — NPC types (VS‑5), lust & pulse (VS‑2), photo/livestream &
|
||||
followers (Phase 8), toys, restraints.
|
||||
- 🔭 needs an unbuilt system — theft (§6.3.4), rip & tear (§6.3.5), recognition/wanted (§7.6).
|
||||
|
||||
**Path flavor:** Exhibitionist = be *seen* · Slut = be *lewd* · Slave = be *used / controlled*.
|
||||
|
||||
---
|
||||
|
||||
## Structural features (content multipliers — build these first)
|
||||
|
||||
These aren't objectives; they make every objective compose, so a handful of conditions yields a large
|
||||
content space.
|
||||
|
||||
- **Constraints / modifiers** — a constraint decorates an objective; the step only counts while all its
|
||||
constraints also hold (the base ANDs them into the satisfaction check). "Do X **while** Y" with no new
|
||||
objective code.
|
||||
- `WhileObservedBy(count)` ✅ — **`UObservedConstraint`** *(implemented)*
|
||||
- `DuringPhase(Day/Night)` ✅ — **`UDayPhaseConstraint`** *(implemented)*
|
||||
- `WhileWearing(slot)` / `WhileNotWearing(slot)` ✅ — **`UWearingSlotConstraint`** *(implemented)*
|
||||
- `WhileAtLocation(tag)` ✅ — **`ULocationConstraint`** *(implemented)* — backed by `ULocationSubsystem`.
|
||||
- `WhileMoving` / `WhileRunning` ✅* — needs a gait-changed signal or a cheap poll.
|
||||
- **Sequential steps** — `bSequentialObjectives` on a commission: objectives activate one at a time in
|
||||
order ("strip at A → walk naked to B → masturbate at C"). *(implemented)*
|
||||
- **Optional bonus objective** — a non-required step that bumps the reward (risk/reward texture). *(idea)*
|
||||
- **Time limit** — a per-commission deadline is a *failure* condition, not a "while" gate; it belongs with
|
||||
`failurePenalty` / day-end expiry, not the constraint set.
|
||||
|
||||
---
|
||||
|
||||
## Exposure / coverage (mostly ✅ — same signals the dial already uses)
|
||||
|
||||
- **`BeFullyNaked(duration)`** ✅ — **`UBeFullyNakedObjective`** *(implemented)*
|
||||
- **`ExposeBodyPart(part, duration)`** ✅ — **`UExposeBodyPartObjective`** *(implemented)*
|
||||
- **`BeFullyNakedNearNPCs(count, duration)`** ✅ — **`UBeFullyNakedNearNPCsObjective`** *(implemented)*
|
||||
- `WearOnlyUnderwear(duration)` ✅ — **`UWearOnlyUnderwearObjective`** *(implemented)*. Exhibitionist.
|
||||
- `BeToplessOnly` / `BeBottomlessOnly(duration)` ✅ — one region bare, the other covered.
|
||||
- `StayBelowCoverage(threshold, duration)` ✅ — total/region coverage under X (revealing, not nude).
|
||||
- `ExposeWhileWalking(part, meters)` ✅ — keep a part revealing across N meters (per-part walk).
|
||||
- `UseExposeAction(part, count)` ✅ (after VS‑3) — trigger the §6.3.6 flash action N times.
|
||||
|
||||
## Observation / NPC reactions (✅ count-based; 🔶 type-based)
|
||||
|
||||
- `GatherCrowd(count)` ✅ — **`UGatherCrowdObjective`** *(implemented)*. N NPCs observing simultaneously.
|
||||
- `BeObservedWhileExposed(count, duration)` ✅ — **`UBeObservedWhileExposedObjective`** *(implemented)*. N observers while any region is revealing (partial exposure counts).
|
||||
- `StayUnseenWhileNaked(duration)` ✅ — **`UStayUnseenWhileNakedObjective`** *(implemented)*. Fully naked with **zero** observers (stealth exhibitionism / risk).
|
||||
- `BeObservedByNPCType(type, count|duration)` 🔶 (in §13.4) — Walker / Stalker / Blogger / etc.
|
||||
- `BePhotographedByBlogger(count)` 🔶 · `EndureStalker(duration)` 🔶 · `EscapeAfterSnitch()` 🔶 (VS‑5).
|
||||
|
||||
## Attributes: embarrassment / arousal (✅ embarrassment; 🔶 lust/pulse)
|
||||
|
||||
- `ReachEmbarrassment(threshold)` / `SustainEmbarrassment(threshold, duration)` ✅ — **`UReachEmbarrassmentObjective`** *(implemented; a hold duration turns Reach into Sustain)*.
|
||||
- `ReachLust(threshold)` / `EdgeWithoutResolving(duration)` 🔶 (VS‑2).
|
||||
- `MasturbateNearNPCs(count)` / `MasturbateAtLocation(tag)` 🔶 — `PerformAction`, Slut-gated (§23 #26).
|
||||
- `KeepPulseElevated(threshold, duration)` 🔶.
|
||||
|
||||
## Location / travel (✅ — `ULocationSubsystem` now provides enter/leave + tag queries)
|
||||
|
||||
- `EnterLocationNaked(tag)` ✅ · `TourLocationsNaked(tagset)` ✅ · `LingerExposed(tag, duration)` ✅
|
||||
(the last two = `BeFullyNaked` + a `ULocationConstraint`).
|
||||
- `ReachLocationAwayFromClothing(tag, meters)` ✅ — arrive having left clothes ≥N m behind.
|
||||
- `ReturnHomeNaked()` ✅-ish — end the session at the apartment with no clothing (loop-closer).
|
||||
|
||||
## Movement / endurance (✅)
|
||||
|
||||
- `WalkNakedDistance(meters)` ✅ (in §13.4) · `MoveDistanceFromClothing(meters)` ✅ (in §13.4).
|
||||
- `RunNakedDistance(meters)` ✅ — **`URunNakedDistanceObjective`** *(implemented)*. Distance accrues only while running + naked.
|
||||
- `WalkNakedWhileObserved(meters, minObservers)` ✅.
|
||||
|
||||
## Clothing / outfits / restraints
|
||||
|
||||
- `WearOutfit(tag, duration)` ✅ — go out in a specific authored set (needs an outfit id/tag on items).
|
||||
- `GoOutInBodysuitOnly(duration)` ✅.
|
||||
- `WearRestraintInPublic(slot, duration)` 🔶 (restraints §6.3.7) — Slave flavor.
|
||||
- `WearVibratingToy(duration)` / `ActivateToyNearNPCs(count)` 🔶 (toy vibration audible to NPCs).
|
||||
- `DegradeConditionTo(x)` / `RipClothing` 🔭 (rip & tear) · `LetItemBeStolen()` 🔭 (theft).
|
||||
|
||||
## Photo / livestream / followers (🔶 Phase 8)
|
||||
|
||||
- `TakePhotoAtLocation(tag)` 🔶 (in §13.4) · `PostPhotoExposing(part)` 🔶 · `PhotoExposureScoreAbove(x)` 🔶.
|
||||
- `SelfieAtLandmark(tag)` 🔶 · `LivestreamForMinutes(n)` 🔶 · `LivestreamWhileWalkingNaked(meters)` 🔶.
|
||||
- `GainFollowers(count)` 🔶 · `CompleteTipRequests(count)` 🔶.
|
||||
|
||||
## Items / economy (✅ / 🔶)
|
||||
|
||||
- `DeliverItemTo(target)` ✅ (in §13.4) · `DeliverWhileNaked(target)` ✅ — deliver fully naked (§15.1).
|
||||
- `DropClothingAtLocation(tag)` ✅ — a "dead drop" leaving a garment behind.
|
||||
- `SellWornUnderwearAtDropoff()` 🔶 — risk-based drop-off (§15.1).
|
||||
|
||||
## Risk / loss (🔶 / 🔭)
|
||||
|
||||
- `SurviveSessionNaked()` ✅-ish — complete a session never wearing clothing.
|
||||
- `GetCaughtAndEscape()` 🔶 (police, VS‑5) · `WantedWhileExposed()` 🔶 (recognition, §7.6).
|
||||
|
||||
---
|
||||
|
||||
## Suggested build order
|
||||
|
||||
1. **Structural** — constraints framework + sequential steps. *(done)*
|
||||
2. **All-✅ objectives** — done: `StayUnseenWhileNaked`, `GatherCrowd`, `BeObservedWhileExposed`,
|
||||
`WearOnlyUnderwear`, `RunNakedDistance`, `ReachEmbarrassment`/`SustainEmbarrassment`. Location
|
||||
objectives (`EnterLocationNaked`, `LingerExposed`, …) need no new class — author them as
|
||||
`BeFullyNaked` / `ExposeBodyPart` + a `ULocationConstraint`.
|
||||
3. **Location system** — done: `ULocationSubsystem` + `ULocationConstraint`; the whole Location/travel
|
||||
group and `WhileAtLocation` are unblocked. (Build the location *objectives* with the ✅ batch.)
|
||||
4. **Per-system batches** as VS‑5 (NPC types), VS‑2 (lust/pulse), toys, restraints, and Phase 8
|
||||
(photo/livestream/followers) land.
|
||||
Reference in New Issue
Block a user