Updated observation logic

This commit is contained in:
koritsa
2026-05-30 15:35:59 +03:00
committed by koritsa
parent c7b99dee7f
commit 2969800966
9 changed files with 190 additions and 47 deletions
+65 -11
View File
@@ -3,6 +3,16 @@
#include "StatsManager.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
namespace
{
// Max raw exposure one observer can read at once: Boobs + Ass + Genitals fully exposed, equal
// weights (GDD §7.1 — per-part weighting is uniform for now). Normalizes per-observer exposure
// to [0,1] so EmbarrassmentGainRate reads as "gain/sec at full exposure, single close observer".
constexpr float MaxObservedExposure = 3.0f;
}
UStatsManager::UStatsManager()
{
PrimaryComponentTick.bCanEverTick = true;
@@ -12,7 +22,9 @@ UStatsManager::UStatsManager()
void UStatsManager::BeginPlay()
{
Super::BeginPlay();
OwnerCharacter = Cast<ANakedDesireCharacter>(GetOwner());
EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment);
StaminaUpdate.Broadcast(Stamina, MaxStamina);
EnergyUpdate.Broadcast(Energy, MaxEnergy);
@@ -23,21 +35,63 @@ void UStatsManager::TickComponent(float DeltaTime, enum ELevelTick TickType,
{
DecreaseEnergy(0.9f);
if (ObserverCount > 0)
{
// TODO (#05): replace 0.0f with ClothingManager->GetEffectiveCoverage() when that lands.
constexpr float CoverageWeight = 0.0f;
IncreaseEmbarrassment(EmbarrassmentGainRate * (1.0f - CoverageWeight) * DeltaTime);
}
const float ExposureRate = ComputeObservedExposureRate();
if (ExposureRate > 0.0f)
IncreaseEmbarrassment(EmbarrassmentGainRate * ExposureRate * DeltaTime);
else
{
DecreaseEmbarrassment(EmbarrassmentDecayRate * DeltaTime);
}
}
void UStatsManager::SetObserved(const bool bObserved, const float CoverageWeight)
float UStatsManager::ComputeObservedExposureRate()
{
ObserverCount = FMath::Max(0, bObserved ? ObserverCount + 1 : ObserverCount - 1);
if (!OwnerCharacter)
return 0.0f;
// Sum each active observer's normalized exposure, re-traced live so redressing / exposing
// updates the rate immediately even while the observer set is unchanged.
float SumNormalizedExposure = 0.0f;
int32 ActiveObservers = 0;
for (int32 i = Observers.Num() - 1; i >= 0; --i)
{
AActor* Observer = Observers[i].Get();
if (!Observer)
{
Observers.RemoveAtSwap(i);
continue;
}
const float Exposure = OwnerCharacter->GetObservedExposureFrom(Observer->GetActorLocation(), Observer);
if (Exposure > 0.0f)
{
SumNormalizedExposure += Exposure / MaxObservedExposure;
++ActiveObservers;
}
}
if (ActiveObservers == 0)
return 0.0f;
// Mean per-observer exposure, then a saturating crowd multiplier (diminishing returns).
const float MeanExposure = SumNormalizedExposure / ActiveObservers;
const float DensityMultiplier = 1.0f + ObserverDensityScale * FMath::Loge(static_cast<float>(ActiveObservers));
return MeanExposure * DensityMultiplier;
}
void UStatsManager::Init(UClothingManager* InClothingManager)
{
ClothingManager = InClothingManager;
}
void UStatsManager::SetObserved(const bool bObserved, AActor* Observer)
{
if (!Observer)
return;
if (bObserved)
Observers.AddUnique(Observer);
else
Observers.Remove(Observer);
}
void UStatsManager::IncreaseEmbarrassment(const float Amount)