Updated observation logic

This commit is contained in:
2026-05-30 15:35:59 +03:00
parent a7a61bd60e
commit 4218b36ac9
9 changed files with 190 additions and 47 deletions
+27 -7
View File
@@ -6,6 +6,8 @@
#include "Components/ActorComponent.h"
#include "StatsManager.generated.h"
class UClothingManager;
class ANakedDesireCharacter;
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAttributeUpdateSignature, float, CurrentValue, float, MaxValue);
@@ -19,8 +21,6 @@ class NAKEDDESIRE_API UStatsManager : public UActorComponent
float Energy = 1000.0f;
float MaxEnergy = 1000.0f;
int32 ObserverCount = 0;
public:
UStatsManager();
@@ -30,17 +30,22 @@ public:
UPROPERTY(EditDefaultsOnly, Category = "Embarrassment")
float EmbarrassmentDecayRate = 1.0f;
protected:
// Crowd scaling: N active observers multiply embarrassment gain by 1 + ObserverDensityScale * ln(N).
// A single observer (N=1) is the x1 baseline; extra observers add with diminishing returns.
UPROPERTY(EditDefaultsOnly, Category = "Embarrassment")
float ObserverDensityScale = 0.5f;
virtual void BeginPlay() override;
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
void Init(UClothingManager* InClothingManager);
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);
// Called by NPCAIController when an NPC gains or loses sight of the player. Observer is the
// observing pawn; its live location is re-traced each tick to weight embarrassment by the
// body parts that observer can actually see (GDD §7.1).
void SetObserved(bool bObserved, AActor* Observer);
UFUNCTION(BlueprintCallable)
void IncreaseEmbarrassment(float Amount);
@@ -58,4 +63,19 @@ public:
UPROPERTY(BlueprintAssignable)
FAttributeUpdateSignature EnergyUpdate;
private:
// Re-traces every current observer against the player's live coverage and returns the
// normalized embarrassment-gain factor (0 when nothing revealing is currently observed).
float ComputeObservedExposureRate();
UPROPERTY()
TObjectPtr<UClothingManager> ClothingManager;
UPROPERTY()
TObjectPtr<ANakedDesireCharacter> OwnerCharacter;
// NPCs currently perceiving the player (added/removed via SetObserved). Weak so a destroyed
// observer drops out without dangling; stale entries are compacted during the tick.
TArray<TWeakObjectPtr<AActor>> Observers;
};