Setup NPC director
This commit is contained in:
@@ -13,3 +13,18 @@ enum class EBodyPart : uint8
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Ass = 2,
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Genitals = 3,
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};
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#define LOCTEXT_NAMESPACE "BodyPart"
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inline FText BodyPartText(const EBodyPart Part)
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{
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switch (Part)
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{
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case EBodyPart::Boobs: return LOCTEXT("Boobs", "boobs");
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case EBodyPart::Ass: return LOCTEXT("Ass", "ass");
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case EBodyPart::Genitals: return LOCTEXT("Genitals", "genitals");
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default: return LOCTEXT("None", "nothing");
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}
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}
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#undef LOCTEXT_NAMESPACE
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@@ -5,20 +5,6 @@
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#define LOCTEXT_NAMESPACE "Commissions.Objectives.ExposeBodyPart"
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namespace
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{
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FText BodyPartText(EBodyPart Part)
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{
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switch (Part)
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{
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case EBodyPart::Boobs: return LOCTEXT("Boobs", "boobs");
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case EBodyPart::Ass: return LOCTEXT("Ass", "ass");
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case EBodyPart::Genitals: return LOCTEXT("Genitals", "genitals");
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default: return LOCTEXT("None", "nothing");
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}
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}
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}
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FText UExposeBodyPartObjective::GetDescription() const
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{
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if (RequiredHoldSeconds > 0.0f)
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@@ -5,20 +5,6 @@
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#define LOCTEXT_NAMESPACE "Commissions.Objectives.ExposeWhileWalking"
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namespace
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{
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FText BodyPartText(EBodyPart Part)
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{
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switch (Part)
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{
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case EBodyPart::Boobs: return LOCTEXT("Boobs", "boobs");
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case EBodyPart::Ass: return LOCTEXT("Ass", "ass");
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case EBodyPart::Genitals: return LOCTEXT("Genitals", "genitals");
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default: return LOCTEXT("None", "nothing");
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}
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}
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}
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FText UExposeWhileWalkingObjective::GetDescription() const
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{
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return FText::Format(LOCTEXT("Walk", "Walk {0} m with your {1} exposed"),
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@@ -7,6 +7,7 @@
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class UStartingSaveData;
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class UCommissionBoardConfig;
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class UNPCDirectorConfig;
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UCLASS()
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class NAKEDDESIRE_API UNakedDesireGameInstance : public UGameInstance
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@@ -20,4 +21,8 @@ public:
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// Hand-authored commission pool the UMissionSubsystem offers (§13).
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UPROPERTY(EditDefaultsOnly, Category = "Commissions")
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TObjectPtr<UCommissionBoardConfig> CommissionBoard;
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// Crowd population tuning the UNPCDirectorSubsystem uses (§10.2, §17.1).
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UPROPERTY(EditDefaultsOnly, Category = "NPC")
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TObjectPtr<UNPCDirectorConfig> NPCDirector;
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};
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@@ -2,6 +2,9 @@
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#include "NPC.h"
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#include "NPCTypeDefinition.h"
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#include "NPCAIController.h"
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#include "Components/SkeletalMeshComponent.h"
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#include "GameFramework/CharacterMovementComponent.h"
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ANPC::ANPC()
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@@ -13,5 +16,67 @@ ANPC::ANPC()
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GetCharacterMovement()->bOrientRotationToMovement = false;
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bUseControllerRotationYaw = false;
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AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned;
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// Crowd anim hygiene (mesh-agnostic): only evaluate the pose while the NPC is on screen and
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// throttle the eval rate by distance. CharacterMovement still ticks off-screen so pooled-in
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// NPCs can keep walking; only the visible pose freezes when unrendered.
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if (USkeletalMeshComponent* MeshComp = GetMesh())
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{
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MeshComp->VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered;
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MeshComp->bEnableUpdateRateOptimizations = true;
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}
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}
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ENPCType ANPC::GetNPCType() const
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{
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return NPCTypeDefinition ? NPCTypeDefinition->Type : ENPCType::Walker;
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}
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float ANPC::GetObservationWeight() const
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{
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return NPCTypeDefinition ? NPCTypeDefinition->ObservationWeight : 1.0f;
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}
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bool ANPC::ShouldStopToObserve() const
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{
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return NPCTypeDefinition ? NPCTypeDefinition->bStopsToObserve : false;
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}
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float ANPC::GetObserveDuration() const
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{
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return NPCTypeDefinition ? NPCTypeDefinition->ObserveDurationSeconds : 0.0f;
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}
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void ANPC::ActivateFromPool(const FVector& Location, const FRotator& Rotation)
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{
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SetActorLocationAndRotation(Location, Rotation, false, nullptr, ETeleportType::TeleportPhysics);
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SetActorHiddenInGame(false);
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SetActorEnableCollision(true);
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if (UCharacterMovementComponent* Move = GetCharacterMovement())
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{
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Move->SetComponentTickEnabled(true);
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Move->SetMovementMode(MOVE_Walking);
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}
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OnActivatedFromPool();
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}
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void ANPC::DeactivateToPool()
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{
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// Drop any active observation so a pooled-out NPC stops contributing to the player's embarrassment.
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if (ANPCAIController* NPCController = Cast<ANPCAIController>(GetController()))
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NPCController->ClearObservation();
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if (UCharacterMovementComponent* Move = GetCharacterMovement())
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{
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Move->StopMovementImmediately();
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Move->DisableMovement();
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Move->SetComponentTickEnabled(false);
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}
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SetActorHiddenInGame(true);
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SetActorEnableCollision(false);
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OnDeactivatedToPool();
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}
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@@ -4,9 +4,10 @@
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#include "CoreMinimal.h"
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#include "GameFramework/Character.h"
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#include "NPCType.h"
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#include "NPC.generated.h"
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class ANPC;
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class UNPCTypeDefinition;
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UCLASS()
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class NAKEDDESIRE_API ANPC : public ACharacter
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@@ -15,4 +16,37 @@ class NAKEDDESIRE_API ANPC : public ACharacter
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public:
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ANPC();
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};
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// Behavioral template for this NPC (Walker / Stalker / …). Author one DA_* per type and assign
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// here (or on the NPC blueprint). Null falls back to Walker-ish defaults (GDD §10.2, §17.4).
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "NPC")
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TObjectPtr<UNPCTypeDefinition> NPCTypeDefinition;
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UFUNCTION(BlueprintPure, Category = "NPC")
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ENPCType GetNPCType() const;
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// Multiplier on this NPC's embarrassment contribution; read by StatsManager via the AI controller.
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UFUNCTION(BlueprintPure, Category = "NPC")
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float GetObservationWeight() const;
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// True for Stalker-like types; the behavior tree branches on this to stop and stare vs. walk past.
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UFUNCTION(BlueprintPure, Category = "NPC")
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bool ShouldStopToObserve() const;
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// Seconds a stopping NPC lingers staring before resuming its path.
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UFUNCTION(BlueprintPure, Category = "NPC")
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float GetObserveDuration() const;
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// Pooling lifecycle driven by UNPCDirectorSubsystem. The native side handles transform /
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// visibility / collision / movement; the BlueprintImplementableEvents let the behavior-tree
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// layer restart and pick a fresh destination (BT startup lives in BP, §17.5).
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void ActivateFromPool(const FVector& Location, const FRotator& Rotation);
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void DeactivateToPool();
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protected:
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UFUNCTION(BlueprintImplementableEvent, Category = "NPC")
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void OnActivatedFromPool();
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UFUNCTION(BlueprintImplementableEvent, Category = "NPC")
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void OnDeactivatedToPool();
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};
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@@ -2,6 +2,7 @@
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#include "NPCAIController.h"
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#include "NPC.h"
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#include "Perception/AISense_Sight.h"
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#include "Perception/AISenseConfig_Sight.h"
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#include "NakedDesire/Player/NakedDesireCharacter.h"
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@@ -29,13 +30,25 @@ void ANPCAIController::OnPossess(APawn* InPawn)
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}
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void ANPCAIController::OnUnPossess()
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{
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ClearObservation();
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Super::OnUnPossess();
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}
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void ANPCAIController::ClearObservation()
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{
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if (bCurrentlyObserving && PlayerCharacter)
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{
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PlayerCharacter->StatsManager->SetObserved(false, GetPawn());
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bCurrentlyObserving = false;
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}
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Super::OnUnPossess();
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}
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float ANPCAIController::GetObservationWeight() const
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{
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if (const ANPC* NPC = Cast<ANPC>(GetPawn()))
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return NPC->GetObservationWeight();
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return 1.0f;
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}
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void ANPCAIController::OnTargetPerceptionUpdate(AActor* Actor, FAIStimulus Stimulus)
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@@ -54,5 +67,5 @@ void ANPCAIController::OnTargetPerceptionUpdate(AActor* Actor, FAIStimulus Stimu
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return;
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bCurrentlyObserving = bSensed;
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PlayerCharacter->StatsManager->SetObserved(bSensed, GetPawn());
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PlayerCharacter->StatsManager->SetObserved(bSensed, GetPawn(), GetObservationWeight());
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}
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@@ -25,10 +25,16 @@ class NAKEDDESIRE_API ANPCAIController : public ADetourCrowdAIController
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public:
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ANPCAIController();
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// Clears any active observation of the player (used on un-possess and when the NPC is pooled out).
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void ClearObservation();
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protected:
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UFUNCTION()
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void OnTargetPerceptionUpdate(AActor* Actor, FAIStimulus Stimulus);
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// Observation weight of the possessed NPC's type (§10.2), 1.0 if not an ANPC.
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float GetObservationWeight() const;
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virtual void OnPossess(APawn* InPawn) override;
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virtual void OnUnPossess() override;
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};
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@@ -0,0 +1,62 @@
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// © 2025 Naked People Team. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "NPCDirectorConfig.generated.h"
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class ANPC;
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// One weighted entry in the spawn pool. Author BP_NPC_Walker / BP_NPC_Stalker (each carrying its
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// own UNPCTypeDefinition + mesh) and weight them so the crowd composition reads mostly-Walkers.
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USTRUCT(BlueprintType)
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struct FNPCSpawnEntry
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{
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GENERATED_BODY()
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UPROPERTY(EditDefaultsOnly, Category = "NPC")
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TSubclassOf<ANPC> NPCClass;
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UPROPERTY(EditDefaultsOnly, Category = "NPC", meta = (ClampMin = "0.0"))
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float Weight = 1.0f;
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};
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// Tuning for UNPCDirectorSubsystem (the GDD §17.1 NPCManager). Assigned on
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// UNakedDesireGameInstance::NPCDirector, mirroring CommissionBoard. All distances in cm.
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UCLASS(BlueprintType)
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class NAKEDDESIRE_API UNPCDirectorConfig : public UPrimaryDataAsset
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{
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GENERATED_BODY()
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public:
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// Pool size / hard cap on simultaneous NPC actors. Should be >= the largest target count.
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UPROPERTY(EditDefaultsOnly, Category = "Population", meta = (ClampMin = "0"))
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int32 MaxNPCs = 20;
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// Target live count by day/night phase (§10.1) — day streets are busier than night.
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UPROPERTY(EditDefaultsOnly, Category = "Population", meta = (ClampMin = "0"))
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int32 TargetCountDay = 14;
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UPROPERTY(EditDefaultsOnly, Category = "Population", meta = (ClampMin = "0"))
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int32 TargetCountNight = 5;
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// Reconcile cadence (seconds). 0.5 is plenty — the director is not per-frame.
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UPROPERTY(EditDefaultsOnly, Category = "Population", meta = (ClampMin = "0.05"))
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float UpdateInterval = 0.5f;
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// Spawn ring around the player: spawn between Min and Max (Min keeps NPCs from popping in on top
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// of the player), recycle past DespawnRadius (kept > Max so crossing the ring doesn't churn).
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UPROPERTY(EditDefaultsOnly, Category = "Ring", meta = (ClampMin = "0.0"))
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float SpawnRadiusMin = 1500.0f;
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UPROPERTY(EditDefaultsOnly, Category = "Ring", meta = (ClampMin = "0.0"))
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float SpawnRadiusMax = 3500.0f;
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UPROPERTY(EditDefaultsOnly, Category = "Ring", meta = (ClampMin = "0.0"))
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float DespawnRadius = 4500.0f;
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// Weighted classes drawn into the pool at prewarm. Empty = director spawns nothing.
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UPROPERTY(EditDefaultsOnly, Category = "Population")
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TArray<FNPCSpawnEntry> SpawnTable;
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};
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@@ -0,0 +1,232 @@
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// © 2025 Naked People Team. All Rights Reserved.
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#include "NPCDirectorSubsystem.h"
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#include "NPC.h"
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#include "NPCDirectorConfig.h"
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#include "NavigationSystem.h"
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#include "Engine/World.h"
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#include "GameFramework/Pawn.h"
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#include "Kismet/GameplayStatics.h"
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#include "NakedDesire/Global/NakedDesireGameInstance.h"
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void UNPCDirectorSubsystem::OnWorldBeginPlay(UWorld& InWorld)
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{
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Super::OnWorldBeginPlay(InWorld);
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if (!InWorld.IsGameWorld())
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return;
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const UNPCDirectorConfig* Config = GetConfig();
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if (!Config || Config->SpawnTable.Num() == 0)
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return;
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if (UTimeOfDaySubsystem* Time = InWorld.GetSubsystem<UTimeOfDaySubsystem>())
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{
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Time->OnPhaseChanged.AddUniqueDynamic(this, &UNPCDirectorSubsystem::HandlePhaseChanged);
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CachedPhase = Time->GetPhase();
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}
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PrewarmPool();
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const float Interval = FMath::Max(Config->UpdateInterval, 0.05f);
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InWorld.GetTimerManager().SetTimer(
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UpdateTimerHandle, this, &UNPCDirectorSubsystem::UpdatePopulation, Interval, true);
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UpdatePopulation();
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}
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void UNPCDirectorSubsystem::Deinitialize()
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{
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if (const UWorld* World = GetWorld())
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{
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World->GetTimerManager().ClearTimer(UpdateTimerHandle);
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if (UTimeOfDaySubsystem* Time = World->GetSubsystem<UTimeOfDaySubsystem>())
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Time->OnPhaseChanged.RemoveDynamic(this, &UNPCDirectorSubsystem::HandlePhaseChanged);
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}
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Super::Deinitialize();
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}
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void UNPCDirectorSubsystem::HandlePhaseChanged(EDayPhase NewPhase)
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{
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// The timer applies the new target on its next reconcile; just cache it.
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CachedPhase = NewPhase;
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}
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void UNPCDirectorSubsystem::PrewarmPool()
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{
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UWorld* World = GetWorld();
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const UNPCDirectorConfig* Config = GetConfig();
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if (!World || !Config)
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return;
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FActorSpawnParameters Params;
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Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
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for (int32 i = 0; i < Config->MaxNPCs; ++i)
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{
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const TSubclassOf<ANPC> NPCClass = PickWeightedClass();
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if (!NPCClass)
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continue;
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ANPC* NPC = World->SpawnActor<ANPC>(NPCClass, FVector::ZeroVector, FRotator::ZeroRotator, Params);
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if (!NPC)
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continue;
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NPC->DeactivateToPool();
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Pool.Add(NPC);
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}
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}
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void UNPCDirectorSubsystem::UpdatePopulation()
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{
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const APawn* Player = GetPlayerPawn();
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const UNPCDirectorConfig* Config = GetConfig();
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if (!Player || !Config)
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return;
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const FVector PlayerLocation = Player->GetActorLocation();
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const float DespawnRadiusSq = FMath::Square(Config->DespawnRadius);
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// 1. Recycle anything that wandered (or was left) beyond the despawn radius.
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for (int32 i = Active.Num() - 1; i >= 0; --i)
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{
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ANPC* NPC = Active[i];
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if (!NPC || FVector::DistSquared(NPC->GetActorLocation(), PlayerLocation) > DespawnRadiusSq)
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ReturnToPool(NPC);
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}
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const int32 Target = CurrentTargetCount();
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// 2. Over target (e.g. day -> night drop): recycle the farthest live NPCs down to target.
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while (Active.Num() > Target)
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{
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int32 FarthestIdx = INDEX_NONE;
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float FarthestDistSq = -1.0f;
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for (int32 i = 0; i < Active.Num(); ++i)
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{
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const float DistSq = FVector::DistSquared(Active[i]->GetActorLocation(), PlayerLocation);
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if (DistSq > FarthestDistSq)
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{
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FarthestDistSq = DistSq;
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FarthestIdx = i;
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}
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}
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if (FarthestIdx == INDEX_NONE)
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break;
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ReturnToPool(Active[FarthestIdx]);
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}
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// 3. Under target: activate pooled NPCs at NavMesh points in the spawn ring.
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while (Active.Num() < Target && Pool.Num() > 0)
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{
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FVector SpawnLocation;
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if (!FindSpawnPoint(PlayerLocation, SpawnLocation))
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break; // no reachable point this tick; try again next reconcile
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ANPC* NPC = TakeFromPool();
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if (!NPC)
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break;
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// Face away from the player so a newly activated NPC reads as walking into the scene.
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const FRotator Facing = (SpawnLocation - PlayerLocation).GetSafeNormal2D().Rotation();
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NPC->ActivateFromPool(SpawnLocation, Facing);
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Active.Add(NPC);
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}
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}
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int32 UNPCDirectorSubsystem::CurrentTargetCount() const
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{
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const UNPCDirectorConfig* Config = GetConfig();
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if (!Config)
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return 0;
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|
||||
const int32 PhaseTarget = (CachedPhase == EDayPhase::Day) ? Config->TargetCountDay : Config->TargetCountNight;
|
||||
// Can never exceed what the pool can hold.
|
||||
return FMath::Clamp(PhaseTarget, 0, Config->MaxNPCs);
|
||||
}
|
||||
|
||||
ANPC* UNPCDirectorSubsystem::TakeFromPool()
|
||||
{
|
||||
while (Pool.Num() > 0)
|
||||
{
|
||||
ANPC* NPC = Pool.Pop(EAllowShrinking::No);
|
||||
if (NPC)
|
||||
return NPC;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void UNPCDirectorSubsystem::ReturnToPool(ANPC* NPC)
|
||||
{
|
||||
Active.RemoveSwap(NPC);
|
||||
if (NPC)
|
||||
{
|
||||
NPC->DeactivateToPool();
|
||||
Pool.Add(NPC);
|
||||
}
|
||||
}
|
||||
|
||||
TSubclassOf<ANPC> UNPCDirectorSubsystem::PickWeightedClass() const
|
||||
{
|
||||
const UNPCDirectorConfig* Config = GetConfig();
|
||||
if (!Config)
|
||||
return nullptr;
|
||||
|
||||
float TotalWeight = 0.0f;
|
||||
for (const FNPCSpawnEntry& Entry : Config->SpawnTable)
|
||||
{
|
||||
if (Entry.NPCClass && Entry.Weight > 0.0f)
|
||||
TotalWeight += Entry.Weight;
|
||||
}
|
||||
if (TotalWeight <= 0.0f)
|
||||
return nullptr;
|
||||
|
||||
float Roll = FMath::FRandRange(0.0f, TotalWeight);
|
||||
for (const FNPCSpawnEntry& Entry : Config->SpawnTable)
|
||||
{
|
||||
if (!Entry.NPCClass || Entry.Weight <= 0.0f)
|
||||
continue;
|
||||
Roll -= Entry.Weight;
|
||||
if (Roll <= 0.0f)
|
||||
return Entry.NPCClass;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
bool UNPCDirectorSubsystem::FindSpawnPoint(const FVector& Around, FVector& OutLocation) const
|
||||
{
|
||||
UNavigationSystemV1* NavSys = UNavigationSystemV1::GetCurrent(GetWorld());
|
||||
const UNPCDirectorConfig* Config = GetConfig();
|
||||
if (!NavSys || !Config)
|
||||
return false;
|
||||
|
||||
const float MinRadiusSq = FMath::Square(Config->SpawnRadiusMin);
|
||||
|
||||
// Rejection-sample a reachable point in the outer radius until one lands outside the inner radius.
|
||||
for (int32 Attempt = 0; Attempt < 8; ++Attempt)
|
||||
{
|
||||
FNavLocation NavLocation;
|
||||
if (NavSys->GetRandomReachablePointInRadius(Around, Config->SpawnRadiusMax, NavLocation) &&
|
||||
FVector::DistSquared(NavLocation.Location, Around) >= MinRadiusSq)
|
||||
{
|
||||
OutLocation = NavLocation.Location;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
APawn* UNPCDirectorSubsystem::GetPlayerPawn() const
|
||||
{
|
||||
return UGameplayStatics::GetPlayerPawn(GetWorld(), 0);
|
||||
}
|
||||
|
||||
UNPCDirectorConfig* UNPCDirectorSubsystem::GetConfig() const
|
||||
{
|
||||
const UNakedDesireGameInstance* GameInstance =
|
||||
Cast<UNakedDesireGameInstance>(GetWorld() ? GetWorld()->GetGameInstance() : nullptr);
|
||||
return GameInstance ? GameInstance->NPCDirector : nullptr;
|
||||
}
|
||||
@@ -0,0 +1,59 @@
|
||||
// © 2025 Naked People Team. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Subsystems/WorldSubsystem.h"
|
||||
#include "NakedDesire/Global/TimeOfDaySubsystem.h"
|
||||
#include "NPCDirectorSubsystem.generated.h"
|
||||
|
||||
class ANPC;
|
||||
class APawn;
|
||||
class UNPCDirectorConfig;
|
||||
|
||||
/**
|
||||
* The GDD §17.1 NPCManager: single authority for the crowd around the player (§10.2, §19).
|
||||
* A WorldSubsystem (like UMissionSubsystem / UTimeOfDaySubsystem) — it needs world access plus the
|
||||
* day/night phase to drive density.
|
||||
*
|
||||
* Keeps a pool of NPC actors prewarmed from UNPCDirectorConfig::SpawnTable and, on a light timer,
|
||||
* reconciles the live population: recycles NPCs past the despawn radius and activates pooled ones at
|
||||
* NavMesh points in the spawn ring until the phase-appropriate target count is met. Mesh-agnostic —
|
||||
* it never touches what an NPC looks like, only how many exist and where. Supersedes the BP spawner.
|
||||
*/
|
||||
UCLASS()
|
||||
class NAKEDDESIRE_API UNPCDirectorSubsystem : public UWorldSubsystem
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
virtual void OnWorldBeginPlay(UWorld& InWorld) override;
|
||||
virtual void Deinitialize() override;
|
||||
|
||||
private:
|
||||
UFUNCTION()
|
||||
void HandlePhaseChanged(EDayPhase NewPhase);
|
||||
|
||||
void PrewarmPool();
|
||||
void UpdatePopulation(); // timer-driven reconcile
|
||||
int32 CurrentTargetCount() const;
|
||||
|
||||
ANPC* TakeFromPool();
|
||||
void ReturnToPool(ANPC* NPC);
|
||||
TSubclassOf<ANPC> PickWeightedClass() const;
|
||||
bool FindSpawnPoint(const FVector& Around, FVector& OutLocation) const;
|
||||
|
||||
APawn* GetPlayerPawn() const;
|
||||
UNPCDirectorConfig* GetConfig() const;
|
||||
|
||||
// Inactive (hidden) NPCs ready to activate.
|
||||
UPROPERTY()
|
||||
TArray<TObjectPtr<ANPC>> Pool;
|
||||
|
||||
// Currently live NPCs around the player.
|
||||
UPROPERTY()
|
||||
TArray<TObjectPtr<ANPC>> Active;
|
||||
|
||||
FTimerHandle UpdateTimerHandle;
|
||||
EDayPhase CachedPhase = EDayPhase::Day;
|
||||
};
|
||||
@@ -0,0 +1,20 @@
|
||||
// © 2025 Naked People Team. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "NPCType.generated.h"
|
||||
|
||||
// The §10.2 NPC vocabulary. Walker / Stalker are the first implemented pair (they ride the
|
||||
// existing observation→embarrassment pipeline); the rest are reserved for later phases:
|
||||
// Blogger needs Recognition (§7.6), Snitch/Police need the wanted + chase systems (§10.3).
|
||||
UENUM(BlueprintType)
|
||||
enum class ENPCType : uint8
|
||||
{
|
||||
Walker UMETA(DisplayName = "Walker"),
|
||||
Stalker UMETA(DisplayName = "Stalker"),
|
||||
Blogger UMETA(DisplayName = "Blogger"),
|
||||
Snitch UMETA(DisplayName = "Snitch"),
|
||||
Harasser UMETA(DisplayName = "Harasser"),
|
||||
Police UMETA(DisplayName = "Police")
|
||||
};
|
||||
@@ -0,0 +1,42 @@
|
||||
// © 2025 Naked People Team. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/DataAsset.h"
|
||||
#include "NPCType.h"
|
||||
#include "NPCTypeDefinition.generated.h"
|
||||
|
||||
class UAnimMontage;
|
||||
|
||||
// Data-driven NPC template (GDD §10.2, §17.4). One asset per behavioral type (DA_Walker,
|
||||
// DA_Stalker, …). ANPC points at one of these; the AI controller + behavior tree read it to
|
||||
// drive observation weight and the stop-and-stare branch.
|
||||
UCLASS(BlueprintType)
|
||||
class NAKEDDESIRE_API UNPCTypeDefinition : public UPrimaryDataAsset
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "NPC")
|
||||
ENPCType Type = ENPCType::Walker;
|
||||
|
||||
// Multiplier on this NPC's contribution to the player's observed-exposure embarrassment gain
|
||||
// (StatsManager §7.1). Walkers read low (~0.35: they glance and move on); Stalkers read high
|
||||
// (~1.5: a sustained, deliberate stare). 1.0 is the single-close-observer baseline.
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "NPC", meta = (ClampMin = "0.0"))
|
||||
float ObservationWeight = 1.0f;
|
||||
|
||||
// When true the NPC halts and observes the player (Stalker); when false it reacts but keeps
|
||||
// walking (Walker). The behavior tree branches on ANPC::ShouldStopToObserve().
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "NPC")
|
||||
bool bStopsToObserve = false;
|
||||
|
||||
// How long a stopping NPC lingers staring before resuming its path. Ignored when bStopsToObserve is false.
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "NPC", meta = (ClampMin = "0.0", EditCondition = "bStopsToObserve"))
|
||||
float ObserveDurationSeconds = 5.0f;
|
||||
|
||||
// Reaction played when the NPC first notices the player (Walker glance / Stalker stare). Optional.
|
||||
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "NPC")
|
||||
TSoftObjectPtr<UAnimMontage> ReactionMontage;
|
||||
};
|
||||
@@ -54,7 +54,7 @@ float UStatsManager::ComputeObservedExposureRate()
|
||||
|
||||
for (int32 i = Observers.Num() - 1; i >= 0; --i)
|
||||
{
|
||||
AActor* Observer = Observers[i].Get();
|
||||
AActor* Observer = Observers[i].Actor.Get();
|
||||
if (!Observer)
|
||||
{
|
||||
Observers.RemoveAtSwap(i);
|
||||
@@ -64,7 +64,8 @@ float UStatsManager::ComputeObservedExposureRate()
|
||||
const float Exposure = OwnerCharacter->GetObservedExposureFrom(Observer->GetActorLocation(), Observer);
|
||||
if (Exposure > 0.0f)
|
||||
{
|
||||
SumNormalizedExposure += Exposure / MaxObservedExposure;
|
||||
// Weight by NPC type (§10.2): a Stalker's stare contributes more than a Walker's glance.
|
||||
SumNormalizedExposure += (Exposure / MaxObservedExposure) * Observers[i].Weight;
|
||||
++ActiveObservers;
|
||||
}
|
||||
}
|
||||
@@ -83,23 +84,27 @@ void UStatsManager::Init(UClothingManager* InClothingManager)
|
||||
ClothingManager = InClothingManager;
|
||||
}
|
||||
|
||||
void UStatsManager::SetObserved(const bool bObserved, AActor* Observer)
|
||||
void UStatsManager::SetObserved(const bool bObserved, AActor* Observer, const float Weight)
|
||||
{
|
||||
if (!Observer)
|
||||
return;
|
||||
|
||||
const int32 ExistingIndex = Observers.IndexOfByPredicate(
|
||||
[Observer](const FObserverEntry& Entry) { return Entry.Actor == Observer; });
|
||||
|
||||
bool bChanged = false;
|
||||
if (bObserved)
|
||||
{
|
||||
if (!Observers.Contains(Observer))
|
||||
if (ExistingIndex == INDEX_NONE)
|
||||
{
|
||||
Observers.Add(Observer);
|
||||
Observers.Add({ Observer, Weight });
|
||||
bChanged = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
else if (ExistingIndex != INDEX_NONE)
|
||||
{
|
||||
bChanged = Observers.Remove(Observer) > 0;
|
||||
Observers.RemoveAtSwap(ExistingIndex);
|
||||
bChanged = true;
|
||||
}
|
||||
|
||||
if (bChanged)
|
||||
@@ -109,9 +114,9 @@ void UStatsManager::SetObserved(const bool bObserved, AActor* Observer)
|
||||
int32 UStatsManager::GetObserverCount() const
|
||||
{
|
||||
int32 Count = 0;
|
||||
for (const TWeakObjectPtr<AActor>& Observer : Observers)
|
||||
for (const FObserverEntry& Observer : Observers)
|
||||
{
|
||||
if (Observer.IsValid())
|
||||
if (Observer.Actor.IsValid())
|
||||
++Count;
|
||||
}
|
||||
return Count;
|
||||
|
||||
@@ -45,8 +45,9 @@ public:
|
||||
|
||||
// Called by NPCAIController when an NPC gains or loses sight of the player. Observer is the
|
||||
// observing pawn; its live location is re-traced each tick to weight embarrassment by the
|
||||
// body parts that observer can actually see (GDD §7.1).
|
||||
void SetObserved(bool bObserved, AActor* Observer);
|
||||
// body parts that observer can actually see (GDD §7.1). Weight is the observer's NPC-type
|
||||
// multiplier (§10.2) — Walkers read low, Stalkers high; ignored on the un-observe path.
|
||||
void SetObserved(bool bObserved, AActor* Observer, float Weight = 1.0f);
|
||||
|
||||
// Number of NPCs currently perceiving the player (used by commission objectives, §13.4).
|
||||
UFUNCTION(BlueprintPure)
|
||||
@@ -84,7 +85,15 @@ private:
|
||||
UPROPERTY()
|
||||
TObjectPtr<ANakedDesireCharacter> OwnerCharacter;
|
||||
|
||||
// NPCs currently perceiving the player (added/removed via SetObserved). Weak so a destroyed
|
||||
// observer drops out without dangling; stale entries are compacted during the tick.
|
||||
TArray<TWeakObjectPtr<AActor>> Observers;
|
||||
// One perceiving NPC and its observation weight (§10.2). Weak so a destroyed observer drops
|
||||
// out without dangling.
|
||||
struct FObserverEntry
|
||||
{
|
||||
TWeakObjectPtr<AActor> Actor;
|
||||
float Weight = 1.0f;
|
||||
};
|
||||
|
||||
// NPCs currently perceiving the player (added/removed via SetObserved). Stale entries are
|
||||
// compacted during the tick.
|
||||
TArray<FObserverEntry> Observers;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user