Fix embarrassment gain/decay not tied to NPC observation state
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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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