Updated observation logic
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@@ -6,6 +6,7 @@
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#include "GameFramework/Character.h"
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#include "InputAction.h"
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#include "InputMappingContext.h"
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#include "NakedDesire/Clothing/BodyPart.h"
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#include "NakedDesire/Global/Gait.h"
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#include "NakedDesire/Global/NakedDesireUserSettings.h"
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#include "NakedDesire/Global/Stance.h"
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@@ -121,7 +122,18 @@ public:
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virtual void NotifyControllerChanged() override;
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virtual void BeginPlay() override;
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virtual UAISense_Sight::EVisibilityResult CanBeSeenFrom(const FCanBeSeenFromContext& Context, FVector& OutSeenLocation, int32& OutNumberOfLoSChecksPerformed, int32& OutNumberOfAsyncLosCheckRequested, float& OutSightStrength, int32* UserData = nullptr, const FOnPendingVisibilityQueryProcessedDelegate* Delegate = nullptr) override;
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// Player exposure as read by an observer at ObserverLocation, in [0, 3]: the sum over the
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// LOS-visible body regions (top -> Boobs, bottom -> Ass + Genitals) of (1 - effective coverage)
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// for parts below ObservationRevealThreshold. 0 means nothing revealing is visible to them.
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// Queried per observing NPC each tick by UStatsManager to drive embarrassment (GDD §7.1).
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float GetObservedExposureFrom(const FVector& ObserverLocation, const AActor* IgnoreActor);
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// Below this effective coverage [0,1] a body part reads as "revealing": observers notice it and
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// it contributes to embarrassment. At or above it the part is treated as decently covered.
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UPROPERTY(EditDefaultsOnly, Category = "Observation")
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float ObservationRevealThreshold = 0.9f;
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private:
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EGait Gait = EGait::Walk;
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EStance Stance = EStance::Stand;
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@@ -135,6 +147,14 @@ private:
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void OnInteractPress(const FInputActionValue& Value);
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bool CheckSight(const FVector& StartLocation, const FVector& EndLocation, FHitResult& HitResult, const AActor* IgnoreActor);
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// Traces observer->boobs_root and observer->pelvis for line of sight (top / bottom regions),
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// then sums (1 - coverage) over the revealing parts in each LOS-visible region. The out-bools
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// report raw line of sight per region (before coverage), used to pick a seen location.
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float ComputeObservedExposure(const FVector& ObserverLocation, const AActor* IgnoreActor, bool& bOutTopVisible, bool& bOutBottomVisible);
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// (1 - effective coverage) when BodyPart is below ObservationRevealThreshold, else 0.
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float RevealAmount(EBodyPart BodyPart);
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UFUNCTION(Exec)
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void LogTest();
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