Fix embarrassment gain/decay not tied to NPC observation state

This commit is contained in:
2026-05-18 22:47:33 +03:00
parent a04b892fe9
commit 2c78e1660e
4 changed files with 66 additions and 7 deletions
+31 -2
View File
@@ -8,8 +8,10 @@
#include "AI/NavigationSystemBase.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "Kismet/GameplayStatics.h"
#include "Perception/AISense_Sight.h"
#include "NakedDesire/Global/NakedDesireGameMode.h"
#include "NakedDesire/Player/NakedDesireCharacter.h"
#include "NakedDesire/Stats/StatsManager.h"
void ANPCAIController::SetShouldReactToPlayer(const bool Value)
{
@@ -19,7 +21,7 @@ void ANPCAIController::SetShouldReactToPlayer(const bool Value)
void ANPCAIController::OnPossess(APawn* InPawn)
{
Super::OnPossess(InPawn);
NavigationSystem = FNavigationSystem::GetCurrent<UNavigationSystemV1>(GetWorld());
GameMode = Cast<ANakedDesireGameMode>(UGameplayStatics::GetGameMode(GetWorld()));
@@ -29,7 +31,7 @@ void ANPCAIController::OnPossess(APawn* InPawn)
TArray<AActor*> TargetActors;
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ANPCTargetLocation::StaticClass(), TargetActors);
const int RandomIndex = FMath::RandRange(0, TargetActors.Num() - 1);
Blackboard->SetValueAsVector("TargetLocation", TargetActors[RandomIndex]->GetActorLocation());
Blackboard->SetValueAsVector("SpawnLocation", SpawnLocation);
@@ -37,3 +39,30 @@ void ANPCAIController::OnPossess(APawn* InPawn)
PlayerCharacter = Cast<ANakedDesireCharacter>(UGameplayStatics::GetPlayerCharacter(GetWorld(), 0));
Blackboard->SetValueAsObject("Player", PlayerCharacter);
}
void ANPCAIController::OnUnpossess()
{
if (bCurrentlyObserving && PlayerCharacter)
{
PlayerCharacter->StatsManager->SetObserved(false);
bCurrentlyObserving = false;
}
Super::OnUnpossess();
}
void ANPCAIController::OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus)
{
Super::OnTargetPerceptionUpdated(Actor, Stimulus);
if (Actor != PlayerCharacter)
return;
if (Stimulus.Type != UAISense::GetSenseID<UAISense_Sight>())
return;
const bool bSensed = Stimulus.WasSuccessfullySensed();
if (bSensed == bCurrentlyObserving)
return;
bCurrentlyObserving = bSensed;
PlayerCharacter->StatsManager->SetObserved(bSensed);
}
+7 -4
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@@ -4,14 +4,13 @@
#include "CoreMinimal.h"
#include "DetourCrowdAIController.h"
#include "Perception/AIPerceptionTypes.h"
#include "NPCAIController.generated.h"
class ANakedDesireGameMode;
class UNavigationSystemV1;
class ANakedDesireCharacter;
/**
*
*/
UCLASS()
class NAKEDDESIRE_API ANPCAIController : public ADetourCrowdAIController
{
@@ -19,7 +18,7 @@ class NAKEDDESIRE_API ANPCAIController : public ADetourCrowdAIController
UPROPERTY()
ANakedDesireCharacter* PlayerCharacter = nullptr;
UPROPERTY()
const UNavigationSystemV1* NavigationSystem = nullptr;
@@ -29,10 +28,14 @@ class NAKEDDESIRE_API ANPCAIController : public ADetourCrowdAIController
UPROPERTY(EditDefaultsOnly)
UBehaviorTree* BehaviorTreeAsset = nullptr;
bool bCurrentlyObserving = false;
public:
UFUNCTION(BlueprintCallable)
void SetShouldReactToPlayer(bool Value);
protected:
virtual void OnPossess(APawn* InPawn) override;
virtual void OnUnpossess() override;
virtual void OnTargetPerceptionUpdated(AActor* Actor, FAIStimulus Stimulus) override;
};
+16 -1
View File
@@ -24,7 +24,22 @@ void UStatsManager::TickComponent(float DeltaTime, enum ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction)
{
DecreaseEnergy(0.9f);
DecreaseEmbarrassment(1.0f);
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);
}
else
{
DecreaseEmbarrassment(EmbarrassmentDecayRate * DeltaTime);
}
}
void UStatsManager::SetObserved(const bool bObserved, const float CoverageWeight)
{
ObserverCount = FMath::Max(0, bObserved ? ObserverCount + 1 : ObserverCount - 1);
}
void UStatsManager::IncreaseEmbarrassment(const float Amount)
+12
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@@ -19,9 +19,17 @@ class NAKEDDESIRE_API UStatsManager : public UActorComponent
float Energy = 1000.0f;
float MaxEnergy = 1000.0f;
int32 ObserverCount = 0;
public:
UStatsManager();
UPROPERTY(EditDefaultsOnly, Category = "Embarrassment")
float EmbarrassmentGainRate = 10.0f;
UPROPERTY(EditDefaultsOnly, Category = "Embarrassment")
float EmbarrassmentDecayRate = 1.0f;
protected:
virtual void BeginPlay() override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
@@ -30,6 +38,10 @@ public:
float Stamina = 100.0f;
float MaxStamina = 100.0f;
// Called by NPCAIController when sight is gained or lost.
// CoverageWeight: fraction of body covered [0..1]; pass 0.0f until #05 (GetEffectiveCoverage) lands.
void SetObserved(bool bObserved, float CoverageWeight = 0.0f);
UFUNCTION(BlueprintCallable)
void IncreaseEmbarrassment(float Amount);
void DecreaseEmbarrassment(float Amount);