added session loss sequence, added energy and stamina to HUD, added home location trigger

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2026-06-04 18:59:04 +03:00
parent f2fcd42edf
commit 034694695a
26 changed files with 404 additions and 24 deletions
+3 -3
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@@ -93,9 +93,9 @@ State of the C++ module as of the latest pass. File references use `Source/Naked
- **Commission system — rebuilt (`Commissions/`, slice-first foundation).** Replaces the old `MissionBuilder/` Goal/Restriction model with the §13.4 vocabulary. `UCommissionObjective` is the unified typed step (owns its condition + an optional `RequiredHoldSeconds` hold timer — "expose for N s" vs "expose once" is a data value, not a class); concrete steps derive from a shared base chain — `UCommissionObjective``UObserverObjectiveBase` (reacts to the observer count) → `UCoverageObjectiveBase` (re-evaluates on equip/unequip via `ClothingManager::GetEffectiveCoverage`). Implemented steps: `BeFullyNaked`, `ExposeBodyPart`, `BeFullyNakedNearNPCs`, `StayUnseenWhileNaked`, `GatherCrowd`, `BeObservedWhileExposed`, `WearOnlyUnderwear`, `BareRegion` (topless/bottomless), `StayBelowCoverage`, `ReachEmbarrassment`/`SustainEmbarrassment`, plus the `UTravelObjectiveBase` distance family — `RunNakedDistance`, `WalkNakedDistance`, `ExposeWhileWalking`, `WalkNakedWhileObserved` (shared clamped distance-sampling timer; subclasses only override `DoesSampleCount()`) — and `MoveDistanceFromClothing` (polls the new `UDroppedClothingSubsystem` for the nearest garment you left behind; `ReachLocationAwayFromClothing` is this + a `ULocationConstraint`, no new class). Location objectives (`EnterLocationNaked`, etc.) are authored as a coverage step + `ULocationConstraint` (no new class). `UCommission` is the `Offered→Accepted→Completed/Expired` state machine + `FCommissionReward` (money/XP/followers). `UMissionSubsystem` (`UWorldSubsystem`, like `TimeOfDaySubsystem`) offers a hand-authored `UCommissionBoardConfig` pool (set on `UNakedDesireGameInstance::CommissionBoard`), drives accept/abandon, **pays rewards instantly on completion** (money→save, XP→character; followers stubbed, Phase 8), **expires accepted commissions on `OnDayChanged`**, and persists state to a new `UGlobalSaveGameData::Commissions` bucket (id-keyed, state-level — objective mid-progress not preserved). Added `UStatsManager::GetObserverCount()` + `OnObserversChanged` so "near NPCs" reuses the embarrassment observer set. **Composition:** objectives gate on **constraints** (`UCommissionConstraint``UObservedConstraint`, `UDayPhaseConstraint`, `UWearingSlotConstraint`) — "do X while Y" with no new objective code; and a commission can set `bSequentialObjectives` to require its steps in array order (strip → walk → …). The full objective/constraint idea backlog with feasibility tags lives in `COMMISSIONS.md`. **Follow-ups:** commission board UI is in (forum app — see Phase 8 phone block); profile tab is still a placeholder; `failurePenalty` is a hook only (no reputation/followers yet); procedural generation + path-filtering + the remaining §13.4 step types (`PerformAction`, `BeObservedByNPCType`, `TakePhotoAtLocation`, `DeliverItemTo`) are Phase 7. Weekly commissions share the daily lifecycle today (re-offered + expired every day-roll), so a true week-long weekly arc — survive day-rolls, expire at week-end, retain "completed this week" — is still unbuilt (§13.1).
- **Old mission framework — parked, not deleted.** `MissionBuilder/` (`Mission`/`MissionGoal`/`GoalRestriction`, `FlashGoal`/`MinTimeGoal`, the 3 restrictions, `MissionsConfig`) and the `ANakedDesireCharacter::MissionsManager` component remain on disk but dormant; remove in a cleanup pass once the new system's UI is wired and no Blueprint references the old classes.
- **Daily-mission OOB guarded** — `NakedDesireGameMode::RefreshDailyMissions` now clamps `DaysPassed` to the authored array bounds (`NakedDesireGameMode.cpp:70-71`). Still a hand-authored list (see §1.3).
- **Location system (GDD §10.4) — unified on `ULocationSubsystem`.** `Locations/LocationSubsystem` (`UWorldSubsystem`) is the single authority on which tagged locations the player occupies: `ALocationTrigger` volumes report player enter/leave (ref-counted, so overlapping boxes of one place don't churn), and it exposes `IsPlayerInLocation(tag)` (hierarchical via `FGameplayTagContainer::HasTag`), `GetCurrentLocation()`, and `OnLocationEntered/Exited`. Locations are identified by `ULocationData::Tag` and **nest** (inside `Location.City.Beach` you also match `Location.City`). `bIsApartment` is **gone**: `USessionManagerSubsystem` now subscribes to the subsystem and starts/ends the session on the native tag `TAG_Location_Apartment` (`Global/NakedDesireGameplayTags`). Commission location gating is `Commissions/Constraints/LocationConstraint`. **Content requirement:** the apartment trigger's `ULocationData` must be tagged `Location.Apartment` (or a child); each trigger box needs overlap-with-Pawn collision.
- **Location system (GDD §10.4) — unified on `ULocationSubsystem`.** `Locations/LocationSubsystem` (`UWorldSubsystem`) is the single authority on which tagged locations the player occupies: `ALocationTrigger` volumes report player enter/leave (ref-counted, so overlapping boxes of one place don't churn), and it exposes `IsPlayerInLocation(tag)` (hierarchical via `FGameplayTagContainer::HasTag`), `GetCurrentLocation()`, and `OnLocationEntered/Exited`. Locations are identified by `ULocationData::Tag` and **nest** (inside `Location.City.Beach` you also match `Location.City`). `bIsApartment` is **gone**: `USessionManagerSubsystem` now subscribes to the subsystem and starts/ends the session on the native tag `TAG_Location_Apartment` (`Global/NakedDesireGameplayTags`). Commission location gating is `Commissions/Constraints/LocationConstraint`. `ALocationTrigger` tracks player presence per-box (a bool) and **seeds its initial overlap one tick after BeginPlay**, so a pawn that *spawns* already inside a volume (the apartment at game start) is registered — without this the first `ExitLocation` is dropped (no matching enter) and the first session never starts. Enter/exit forwarding is idempotent and exits only fire once the player fully clears the box. **Content requirement:** the apartment trigger's `ULocationData` must be tagged `Location.Apartment` (or a child); each trigger box needs overlap-with-Pawn collision.
- **Session manager (GDD §4.1–§4.4)** — `Global/SessionManagerSubsystem.h/.cpp` (`UWorldSubsystem`). Tracks `bSessionActive`, emits `OnSessionStart` / `OnSessionEnd(ESessionLossCause)`; `ESessionLossCause = { SafeReturn, EmbarrassmentMax, EnergyZero, PoliceCapture }`. Apartment `ALocationTrigger` starts a session on exit and safely ends it on re-entry. Subscribes (next-tick after world begin play) to `UStatsManager::EmbarrassmentUpdate` (max-hit → `EmbarrassmentMax`) and `EnergyUpdate` (≤0 → `EnergyZero`). Exposes `bPoliceChaseActive` (+ setter / getter) for the §4.4 loss-precedence rule the resolver owns. Replaces the old `EndGameEmbarrassed` GameMode BP call, which `UStatsManager::IncreaseEmbarrassment` no longer invokes. The `EndGameEmbarrassed` BlueprintImplementableEvent declaration still exists on `ANakedDesireGameMode` but is now dead from C++ and should be removed once BP no longer references it.
- **Session loss resolver (GDD §4.4)** — `Global/SessionLossResolver.h/.cpp` (`UWorldSubsystem`). Single entry point `ResolveLoss(ESessionLossCause)`, bound to `USessionManagerSubsystem::OnSessionEnd`. Applies the police-chase precedence override (any cause → `PoliceCapture` while `bPoliceChaseActive`), then per cause: `EmbarrassmentMax` no-cost; `EnergyZero` destroys every world `AItemPickup` + clears its save record (guaranteed sleep loss); `PoliceCapture` deducts `PoliceCaptureMoneyPenalty` if affordable else flags a holding-cell outcome; `SafeReturn` no loss. Never strips equipped clothing. Autosaves, then broadcasts `OnSessionLossResolved(FinalCause, bWentToHoldingCell)` for the BP presentation / time-skip layer. See §1.3 for the pieces still delegated to BP / later phases.
- **Session loss resolver (GDD §4.4)** — `Global/SessionLossResolver.h/.cpp` (`UWorldSubsystem`). Single entry point `ResolveLoss(ESessionLossCause)`, bound to `USessionManagerSubsystem::OnSessionEnd`. Applies the police-chase precedence override (any cause → `PoliceCapture` while `bPoliceChaseActive`), then per cause: `EmbarrassmentMax` no-cost; `EnergyZero` destroys every world `AItemPickup` + clears its save record (guaranteed sleep loss); `PoliceCapture` deducts `PoliceCaptureMoneyPenalty` if affordable else flags a holding-cell outcome; `SafeReturn` no loss. Never strips equipped clothing. Autosaves, broadcasts `OnSessionLossResolved(FinalCause, bWentToHoldingCell)`, then runs `BeginLossPresentation(Cause)`: looks up the cause's cutscene in the data-driven `ULossPresentationConfig` (`UNakedDesireGameInstance::LossPresentation`, a `TMap<ESessionLossCause, TSoftObjectPtr<ULevelSequence>>`), plays it via `ULevelSequencePlayer` (movement/look input disabled during playback), and on `OnFinished` teleports the player to the home `APlayerStart` (one tagged `"Home"` preferred). No cutscene authored for a cause → teleports immediately; `SafeReturn` → no presentation. See §1.3 for the per-cause time-skip extras still pending.
- **Movement** — `EnhancedInput`, walk / run / crouch (`NakedDesireCharacter.cpp:115-127`), stamina-gated run (`Tick` lines 91-113).
- **Wardrobe storage + management** — `Inventory/InventorySubsystem` (`UGameInstanceSubsystem`) is the single runtime owner of the off-body store. It holds live `UItemInstance`s mirrored from `UGlobalSaveGameData::WardrobeItems` and exposes the atomic moves `AddToWardrobe` / `RemoveFromWardrobe` / `EquipFromWardrobe` / `UnequipToWardrobe`, each mutating the wardrobe + equipped save buckets together and broadcasting `OnWardrobeChanged`. `AClothingManager` stays the body-state authority (owns the `EquippedItems` bucket via the new `EquipSlot` + existing `RemoveClothing`); the bodysuit exclusion rule is now the shared static `UClothingManager::GetBodysuitExcludedSlots` and routes displaced garments back to the wardrobe instead of dropping them to the world. `AWardrobe` is reduced to an interaction shell that forwards to the subsystem (its stale `ClothingItems` array is gone). UI: `WardrobeScreenWidget` inits the inventory list and hosts the `EquipmentSlotMenuWidget` popup (same plumbing as `InventoryScreenWidget`); `WardrobeInventoryWidget` renders the live list and re-renders on `OnWardrobeChanged`; clicking a wardrobe item calls `EquipFromWardrobe`. The slot menu has a single Remove button whose `Init(slot, bAtWardrobe)` flag decides the action — store via `UnequipToWardrobe` when opened at the wardrobe, drop to the world otherwise. **Home-storage model (GDD §6.5 / §10.4 / §28):** the wardrobe is the general home stockpile for **all non-food** items (clothing, sex toys, phones, keys, spare bags) — `WardrobeItems` is already a generic `UItemInstance` list, so this matches with no change. Food is **not** stored in the wardrobe; it lives in the **fridge** (separate fixture, pending — see §1.3). **Follow-ups:** `BuyItem` buy-flow not reattached (no caller yet); world pickup (`ItemPickup``TakeClothing`) still doesn't clear the `WorldItems` record; non-clothing wardrobe items (phones/toys) are stored but not yet rendered in the wardrobe UI.
@@ -111,7 +111,7 @@ State of the C++ module as of the latest pass. File references use `Source/Naked
### 1.3 Missing
- **Session loss — remaining (GDD §4.4)** — the transactional resolver exists (`USessionLossResolver`, see §1.1), but several outcomes depend on systems not yet built: the energy-zero trudge-home cutscene, the holding-cell cutscene, and the fade/teleport-to-apartment are delegated to BP via `OnSessionLossResolved` and not yet authored. The time skips now have a C++ entry point — `UTimeOfDaySubsystem::Sleep()` (sleep cycle) and `SkipToNextMorning()` (holding cell) — so the BP cutscenes call those rather than reimplementing the skip; this also runs the skip before the resolver's autosave, closing the prior ordering gap. Bag-placed-in-world loss is a TODO (bags absent, §6.4). `ClearWanted()` is a stub (no Wanted attribute until Phase 4/6, §7.7). Apartment-interior detection for loose-item loss is approximated (all `AItemPickup`s treated as "outside").
- **Session loss — remaining (GDD §4.4)** — the transactional resolver + presentation flow exist (`USessionLossResolver`, see §1.1): cutscene-per-cause playback and teleport-home are now C++ (data-driven via `ULossPresentationConfig`). **Remaining content:** author the actual `ULevelSequence` cutscene assets, create + assign the `ULossPresentationConfig` data asset on the GameInstance, and place/tag the home `APlayerStart`. **Remaining per-cause behavior:** the time-skip extras are not wired into the resolver yet — `EnergyZero` should advance a sleep cycle (`UTimeOfDaySubsystem::Sleep()`) and the can't-pay `PoliceCapture` should fast-forward to next morning (`SkipToNextMorning()`); `EmbarrassmentMax` must stay a no-time-skip return. These entry points exist; decide whether the resolver calls them post-teleport or the cutscene sequence does. Bag-placed-in-world loss is a TODO (bags absent, §6.4). `ClearWanted()` is a stub (no Wanted attribute until Phase 4/6, §7.7). Apartment-interior detection for loose-item loss is approximated (all `AItemPickup`s treated as "outside").
- **Three progression paths runtime (§5)** — enum exists; no XP pool, no per-path level derived from investment, no path-gated unlocks at runtime, no level-up flow. **XP is a single shared pool, not per-path** (GDD §5, §7.10).
- **Phone (§9)** — entire system absent: camera, gallery, livestream, bank, Feetex, maps, health tracker. Includes the new sub-systems:
- **Battery (§9.8)** — passive base + per-app multiplier drain; apartment charger; portable powerbank consumable (Convenience Store); hard shutdown at 0%; mid-livestream cutoff with earnings-to-date deposited; sleep always charges to 100%.