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