Updated plan

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2026-05-24 14:44:13 +03:00
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@@ -13,7 +13,7 @@ State of the C++ module as of the latest pass. File references use `Source/Naked
### 1.1 Implemented
- **Item identity scaffold (GDD §6.1)** — `Items/ItemInstance.h` defines `UItemInstance` as an abstract `UObject` with a stable `FGuid InstanceID`, auto-assigned in `PostInitProperties` and refreshed in `PostDuplicate`. `Clothing/ClothingItemInstance.h` inherits from it and holds per-instance `Condition`, a pointer to the immutable `UClothingItem` definition, and a `StoredItems` array for container slots.
- **Definition / instance split (GDD §6.1, §17.4)** — `Clothing/ClothingItem.h` is the immutable `UPrimaryDataAsset` definition with GDD-aligned fields: `Coverage`, `IsUnderwear`, `CanExpose`, `IsRestrictive`, `ContainerSlots` (typed S/M/L via `EGarmentContainerSlotType` + `FGarmentContainerSlot`), `ProgressionPath`, plus rendering data (`SkeletalMesh`, `Materials`, `StaticMesh`).
- **Definition / instance split (GDD §6.1, §17.4)** — `Clothing/ClothingItem.h` is the immutable `UPrimaryDataAsset` definition. Most fields align with the current GDD: `Coverage`, `CanExpose`, `ContainerSlots` (typed S/M/L via `EGarmentContainerSlotType` + `FGarmentContainerSlot`), `ProgressionPath`, plus rendering data (`SkeletalMesh`, `Materials`, `StaticMesh`). The `IsUnderwear` and `IsRestrictive` fields also exist but **no longer match the locked spec** (§20 #20, §20 #21) — see §1.4 for the removal / migration work.
- **Progression path enum (GDD §5)** — `Progression/ProgressionPath.h` defines `EProgressionPath { None, Slut, Exhibitionist, Slave }`. Used on `UClothingItem::ProgressionPath`.
- **Body-part enum (GDD §6.3)** — `Clothing/BodyPart.h` defines `EBodyPart { None, Boobs, Ass, Genitals }`. Used on `UClothingItem::CanExpose`.
- **Save scaffolding (GDD §16)** — `SaveGame/SaveSubsystem.h/.cpp` (`UGameInstanceSubsystem`), `SaveGame/ItemSaveRecord.h` (generic `{ InstanceId, Definition, Condition, ParentId }`). `Global/Constants.h` now uses `DefaultSaveSlotName` instead of a single `SLOT_NAME` macro.
@@ -33,7 +33,7 @@ State of the C++ module as of the latest pass. File references use `Source/Naked
- **Save subsystem (GDD §16)** — scaffolded but **not actually wired through gameplay**. `USaveSubsystem::SaveGame` (`SaveSubsystem.cpp:10-13`) delegates to `UGlobalSaveGameData::SaveGame`, which creates a *fresh empty* `UGlobalSaveGameData` (`GlobalSaveGameData.cpp:45-53`) and writes it — i.e., it does not capture the live player / wardrobe / world state at all. `USaveSubsystem::LoadGame` calls the static loader but discards the result without applying it (`SaveSubsystem.cpp:5-8`). `ClothingManager::HydrateClothing` (`ClothingManager.cpp:66-73`) is an empty stub with the previous logic commented out. Exit criterion of Phase 1 (round-trip an item with modified condition) is not met yet.
- **Item identity → world (§6.1)** — `UItemInstance` GUIDs exist, but no item has been promoted to a world `AActor`. `ClothingManager::DropClothing` (`ClothingManager.cpp:156-163`) still only broadcasts `OnClothingDropped` — no spawn, no parent reassignment in any registry.
- **Attributes (§7)** — `StatsManager` covers Embarrassment, Energy, Stamina with observation-driven gain now correctly tied to NPC perception. Missing: Lust, Pulse (§7.5), Recognition, Reputation, Followers, Wanted. Coverage weighting in the gain formula is stubbed at `0.0f` with a TODO marker (`StatsManager.cpp:30-32`). Food-buff hookpoints (per-rate multipliers for stamina regen, embarrassment-gain resistance, lust-gain resistance — see GDD §6.7) are not in place; future Phase 10 work depends on the attribute simulation accepting external multipliers cleanly.
- **Coverage (§6.3.2)** — `UClothingItem::Coverage` and `IsUnderwear` exist on the definition, but `ClothingManager::IsBodyTypeExposed` (`ClothingManager.cpp:14-25`) is still binary. No `GetEffectiveCoverage(EBodyPart)` function, no underwear-halving, no sum-of-garments math.
- **Coverage (§6.3.2)** — `UClothingItem::Coverage` exists; `ClothingManager::IsBodyTypeExposed` (`ClothingManager.cpp:14-25`) is still binary. No `GetEffectiveCoverage(EBodyPart)` function. **The locked formula is now `max(coverage)` across garments covering a body part** — not sum, and no underwear halving (§20 #20). `UClothingItem::IsUnderwear` is dead spec and should be removed during the Phase 1 cleanup.
- **Body-part enums — duplicated** — both `Player/PrivateBodyPartType.h` (`EPrivateBodyPartType { FrontBottom, BackBottom, FrontTop }`) and `Clothing/BodyPart.h` (`EBodyPart { Boobs, Ass, Genitals }`) exist. `UClothingItem::CoveredBodyParts` uses the **old** enum; `UClothingItem::CanExpose` uses the **new** one. Half-migrated.
- **Mission system** — composable goals work but lacks the typed objective steps from §13.4 (`BeFullyNaked`, `BeFullyNakedNearNPCs`, `WalkNakedDistance`, `MoveDistanceFromClothing`, `BeObservedByNPCType`, `TakePhotoAtLocation`, `DeliverItemTo`). Missions still hand-authored in `MissionsConfig::DailyMissions` keyed by day index — no procedural generation, no Accept lifecycle (§13.1 / §13.2), no path-filtering on the generator (§13.4).
- **Day / night** — `NPCSpawner.cpp:38-41` reads `GetCurrentTime().Hours` and gates spawn cap, but does not affect embarrassment gain, NPC type weighting, or police spawning (see §1.3).
@@ -57,7 +57,7 @@ State of the C++ module as of the latest pass. File references use `Source/Naked
- **Theft (§6.3.4)** — new chance-based model (per-tick `P_theft` after grace period) not implemented. No theft timer / probability code at all.
- **Rip & tear (§6.3.5)** — absent. `UClothingItemInstance::Condition` is read-only in code; no decrement source.
- **Expose action (§6.3.6)** — `CanExpose` data exists on the definition; runtime action absent.
- **Restrictive clothing (§6.3.7 / §10.4.1)** — `IsRestrictive` field exists; no enforcement of hand-action locks, no Key-based unlock flow.
- **Restrictions system (§6.3.7 / §10.4.1)** — `IsRestrictive` boolean exists on `UClothingItem` but is now stale spec. The locked design is a **per-item `restrictions` list** with granular entries (`BlockRun`, `BlockCrouch`, `BlockPhoneUse`, `BlockItemPickup`, `BlockMasturbate`, `BlockExposeAction`, and parameterized `BlockSlotChange(slot)`). No code enforcement of any restriction flag; no Key-based unlock flow; no DBD-style unlock minigame (§10.4.1).
- **Bodysuit exclusion rule (§6.5)** — when implementing the new slot enum, `ClothingManager` must auto-unequip `Top`/`Bottom`/`UnderwearTop`/`UnderwearBottom` on bodysuit equip, and vice versa.
- **Toy slots (§6.5)** — `Nipples`, `Anal`, `Vagina` are now **toy slots** (not body-clothing slots, not body-parts conflict). Independent; all three can be active. Items in these slots are sex toys from the Adult Shop (§10.4), follow standard item-identity rules, do **not** contribute to coverage, and may modify lust / embarrassment / pulse plus add audible vibration NPCs may detect.
- **Adult shop, gym, beauty salon, café, convenience store** — none.
@@ -66,6 +66,14 @@ State of the C++ module as of the latest pass. File references use `Source/Naked
- **Underwear selling (§15.1)** — absent. Backed by the `DeliverItemTo` typed objective (player-owned source only, §13.4).
- **Endless mode flag (§3.3)** — absent.
- **Pulse attribute (§7.5)** — absent (new in the updated GDD).
- **Hunger / max-energy decay (§7.3)** — absent. The new model has two layers of max energy: **base max** (gym progression) and **effective max** (decays via hunger). Eating any food restores effective max to base max as a universal built-in effect. Sleep does **not** clear hunger. `StatsManager` currently has only `MaxEnergy = 1000.0f` (`StatsManager.h:20`) — no hunger field, no decay tick, no eat-restores-hunger hook.
- **Police chase loss precedence (§4.4)** — when a chase is active and another loss fires, capture wins. No code logic for this yet (no chase exists, no precedence resolution in the loss path).
- **Holding-cell cutscene (§4.4)** — short non-interactive cutscene played when police capture and player can't pay. Time fast-forwards to next morning. Replaces the earlier "skip days proportional to debt" prose. Absent in code (no capture path exists yet).
- **Casino (§10.4.2)** — entire new location. Main floor (slots, blackjack, roulette), VIP room with per-day entrance fee, strip-game variants of blackjack and roulette that bet clothing items, lost-and-found inventory that retains `UItemInstance` identity for lost garments, mixed pacing (slots instant; table games burn in-game minutes), no poker. Significant scope: 3 minigames + VIP gating + strip-bet flow + lost-and-found UI.
- **Phone models + Electronics Shop (§9.9 / §10.4)** — three-tier phone (Starter / Mid / Pro) with three stat axes per tier (`camera quality`, `livestream quality`, `battery capacity`). New Electronics Shop location sells Mid and Pro. **Player can own multiple phones simultaneously**; only the equipped phone is active. Battery is per-phone-instance; hot-swap at the apartment wardrobe. Profile-side state (gallery, followers, history) does not move when swapping phones.
- **Restraint unlock minigame (§10.4.1)** — DBD-style skill checks. Successful hits speed up removal; misses have no penalty; no fail state. Restraint always comes off when the baseline timer expires. Absent (no restraint flow exists).
- **Instant commission rewards (§13.1 / §13.2 / §3.1 / §4.3)** — money / XP / followers credit at the moment of commission completion, not on return home. `UMissionsManager::CollectRewards` (`MissionsManager.cpp:35-51`) currently batches rewards into a manual "collect" call — this needs to be replaced with immediate crediting on `OnMissionCompleted`.
- **Hiding spots for ground items (§6.3.4)** — new bullet in the GDD that adds a hiding-spot concept; collides with the §4.4 "sleep = guaranteed loss" rule. Spec needs clarification before code (see Working notes).
- **GAS adoption (§17.2)** — `StatsManager` is still a bespoke `UActorComponent`; no `UAttributeSet`, no `GameplayEffect`-driven modifiers.
### 1.4 Conflicts to resolve
@@ -111,6 +119,9 @@ State of the C++ module as of the latest pass. File references use `Source/Naked
- **`Money` representation** — `ANakedDesireCharacter::Money` is `int` (`NakedDesireCharacter.h:132`); `UGlobalSaveGameData::Money` is `float` (`GlobalSaveGameData.h:27`). Pick one authoritative location and one type.
- **`STARTING_MONEY`** macro defined in `Constants.h:8` but unreferenced. Either wire it into save / character init or remove.
- **`ClothingItemInstance` has no public constructor / factory** — `ClothingItem` pointer is `protected` with no `Init(UClothingItem*)`. Wardrobe / BuyItem flows rely on `EditAnywhere Instanced` design-time population, which won't support runtime purchase or save-driven hydration.
- **`UClothingItem::IsUnderwear` is dead spec** — `ClothingItem.h:82`. The locked design (§20 #20) drops the field entirely; `coverage` is authored directly to reflect the "just underwear" discount. Remove the field and any references during Phase 1.
- **`UClothingItem::IsRestrictive` is dead spec** — `ClothingItem.h:76`. The locked design (§20 #21) replaces the boolean with a granular `restrictions` list. Remove the boolean and add a `TArray<FClothingRestriction>` (or equivalent) supporting `BlockRun`, `BlockCrouch`, `BlockPhoneUse`, `BlockItemPickup`, `BlockMasturbate`, `BlockExposeAction`, and `BlockSlotChange(slot)`. Restriction evaluation is the union across all equipped items.
- **`UClothingItem` per-body-part coverage TODO is now resolved against** — `ClothingItem.h:61` carries `// TODO: Add coverage per body part`. The locked spec uses a single `coverage` value per item (multi body parts via `covers` set + `max()` formula, §6.3.2). The TODO comment should be removed; per-body-part coverage is intentionally not the model.
- **`StatsManager::TickComponent` energy drain** — drains energy at a flat `0.9f` per tick (`StatsManager.cpp:26`) regardless of activity. GDD §7.3 specifies per-activity modifiers.
- **`NPCSpawner` day window** — uses `Hours >= 9 && < 21` for "day" (`NPCSpawner.cpp:40`); GDD §10.1 says `08:0020:00`. Off by one hour on each end.
@@ -118,18 +129,25 @@ State of the C++ module as of the latest pass. File references use `Source/Naked
- **Loss resolver** must not strip equipped clothing (§4.4).
- **Energy = 0** must trigger a "cutscene → apartment → sleep" flow, not a teleport (§4.4).
- **Embarrassment = max** must fade to apartment with **no extra cost** (no time skip, no money penalty, no rep hit) — GDD §4.4.
- **Police chase precedence (§4.4):** if a chase is active when any other loss fires, the loss resolves as police capture — chase wins.
- **Police capture, can't pay (§4.4):** short non-interactive holding-cell cutscene + time skip to next morning. Replaces the earlier "skip days proportional to debt" model.
- **Theft** is a chance-based model with grace periods and flat per-tick `P_theft`, not a ramping curve (§6.3.4).
- **Sleep** is the deterministic side of clothing loss — guaranteed loss of every clothing item left outside the apartment (§4.4).
- **No Helper NPC**; restraint removal is **Key + timed unlock only** (§10.4.1).
- **Masturbation** is **Slut-path gated** — generator must filter `PerformAction(masturbate)` for non-Slut players; quick-action entry must hide until unlocked (§5.1 / §7.2 / §14.1).
- **Sleep** is the deterministic side of clothing loss — guaranteed loss of every clothing item left outside the apartment (§4.4). Hiding-spots bullet in §6.3.4 currently contradicts this — see Working notes.
- **No Helper NPC**; restraint removal is **Key + timed-unlock action with a DBD-style skill-check minigame** (§10.4.1). Successful checks speed up removal; missed checks have no penalty; restraint always comes off when the baseline timer expires.
- **Per-item `restrictions` list** replaces `IsRestrictive` boolean (§6.3.7). Granular vocabulary: `BlockRun`, `BlockCrouch`, `BlockPhoneUse`, `BlockItemPickup`, `BlockMasturbate`, `BlockExposeAction`, parameterized `BlockSlotChange(slot)`. Restrictions union across equipped items.
- **Coverage math** is `max()` across garments covering a body part — not sum. No underwear halving; the `IsUnderwear` flag is removed entirely (§6.3.2).
- **Hunger / max-energy decay (§7.3):** two-layer max energy — base (gym) and effective (decays via hunger, restored by eating). Eating any food triggers the restoration as a universal built-in effect. Sleep does not clear hunger.
- **Masturbation** is **Slut-path gated** — generator must filter `PerformAction(masturbate)` for non-Slut players; quick-action entry must hide until unlocked (§5.1 / §7.2 / §14.1). (Note: the README has a current contradiction about home-masturbation for non-Slut players — see Working notes.)
- **Police** spawn day **and** night while `wanted` (§7.7 / §10.3).
- **XP is a single shared pool, not per-path** — Phase 9 implementation must use a shared XP counter; a path's level is derived from how many upgrades the player has bought from that path's attribute pool (§5, §7.10).
- **Commission lifecycle:** explicit Accept required for daily *and* weekly; un-accepted commissions carry no penalty; weekly rewards now include followers (§13.1 / §13.2).
- **Commission lifecycle:** explicit Accept required for daily *and* weekly; un-accepted commissions carry no penalty; weekly rewards now include followers (§13.1 / §13.2). **Rewards land instantly on completion** — money / XP / followers credit at the moment the commission completes; no return-to-home "collect rewards" step. Replace the manual `UMissionsManager::CollectRewards` flow with immediate crediting on `OnMissionCompleted`.
- **Commission generator** must respect `pathRequirement` (incl. `None` = path-neutral) and filter templates whose steps reference path-locked actions (§13.4). `failurePenalty` field is canonical; generator supplies tier-scaled default when empty.
- **`DeliverItemTo`** must source from player inventory only; commission does not auto-issue items. Worn-underwear sales (§15.1) are the canonical use case (§13.4).
- **Livestream → follower trickle** via `FollowerGainCalculator` per tick; signed by reputation. Tip requests give an additional bonus on completion (§9.1.1 / §13.5).
- **Locations locked for launch:** Beach + Train Station are in; School exterior and Hot springs were cut. Vertical slice is the basic shop set only (§10.4, §18.1).
- **Food vocabulary locked:** 2 instant effects + 4 timed buffs; same-type stacks additively up to a cap; never poison (§6.7).
- **Phone models (§9.9):** three tiers with three stat axes each (camera quality, livestream quality, battery capacity). Bought at the new Electronics Shop. Player may own multiple phones; gallery / followers / stats live on the profile (not the phone); battery is per-phone-instance.
- **Casino (§10.4 / §10.4.2):** main floor (slots / blackjack / roulette, money only), VIP room (per-day entrance fee), strip-game blackjack and roulette tables in VIP that bet clothing. Lost garments go to a casino lost-and-found inventory that retains `UItemInstance` identity. Mixed pacing.
- **Locations locked for launch:** Beach + Train Station + Casino + Electronics Shop are in; School exterior and Hot springs were cut. Vertical slice is the basic shop set only (§10.4, §18.1).
- **Food vocabulary locked:** 2 instant effects (energy restore, lust decrease) + 4 timed buffs (stamina regen +, max stamina +, embarrassment-gain resistance, lust-gain resistance); same-type stacks additively up to a cap; never poison (§6.7). Plus the universal "eating restores effective max energy" hunger reset.
---
@@ -157,6 +175,8 @@ Phase estimates are rough and assume one engineer. Adjust as we go.
- **Reshape `EClothingSlotType` to the locked 18-slot list (§1.4 table).** Add `Outerwear`, `WristRestraint`, `AnkleRestraint`, `NeckRestraint`. Rename `Bra → UnderwearTop`, `Panties → UnderwearBottom`, `Body → Bodysuit`, `Shoes → Footwear`. Add four new `USkeletalMeshComponent`s in `NakedDesireCharacter` for the new slots. Update BP references in lockstep.
- **Implement Bodysuit exclusion** in `ClothingManager::PutOnClothing` (auto-unequip `Top`/`Bottom`/`UnderwearTop`/`UnderwearBottom`; vice versa).
- **Define toy items**: either a new `USexToyItem : UItemInstance` (recommended) or extend `UClothingItem` with a toy variant. Toy items target `Nipples` / `Anal` / `Vagina` slots, carry lust / embarrassment / pulse modifier fields, and an optional NPC-audible-vibration flag. Do not contribute to coverage.
- **Drop dead spec from `UClothingItem`**: remove `IsUnderwear` (`ClothingItem.h:82`) and `IsRestrictive` (`ClothingItem.h:76`); remove the `// TODO: Add coverage per body part` comment on line 61 (resolved against — single `coverage` is locked spec).
- **Replace `IsRestrictive` with a `restrictions` list** on `UClothingItem`: `TArray<FClothingRestriction>` (struct with `ERestrictionType` enum + optional `EClothingSlotType` parameter for `BlockSlotChange`). No runtime enforcement yet (Phase 4 / 10 own that) — Phase 1 just needs the data field, the struct, and the enum.
- Money: pick one authoritative location (`UGlobalSaveGameData`), make `ANakedDesireCharacter::Money` a read-through. Apply `STARTING_MONEY` at new-save creation. Reconcile int vs. float.
- Remove dead `UClothingList` forward declarations.
@@ -180,12 +200,14 @@ Phase estimates are rough and assume one engineer. Adjust as we go.
- `USessionManager` (subsystem on `UNakedDesireGameInstance` or a `UWorldSubsystem`). Apartment `ALocationTrigger` flag drives session start / end. Emits `OnSessionStart` / `OnSessionEnd` with cause.
- `USessionLossResolver` — single class, one method `ResolveLoss(ESessionLossCause Cause)`. Implements GDD §4.4:
- **Police chase precedence**: if a chase is active (between detection and the disengage timer, §10.3), force `Cause = PoliceCapture` regardless of what triggered the loss. Chase always wins.
- Equipped clothing **stays** equipped (do not strip).
- Bag placed in world: mark its world record for deletion.
- Loose clothing on ground: leave as-is at this stage; sleep step finalizes any guaranteed loss.
- **Energy = 0**: trigger a cutscene → apartment → sleep cycle → guaranteed loss of every world clothing outside the apartment.
- **Embarrassment = max**: fade to apartment. **No extra cost** (no time skip, no money, no rep).
- **Police capture**: fade to apartment, deduct money penalty, queue skipped days for the unpaid remainder, clear `wanted`.
- **Police capture (can pay)**: fade to apartment, deduct money penalty, clear `wanted`.
- **Police capture (can't pay)**: short non-interactive holding-cell cutscene; time fast-forwards to next morning; debt settled; clear `wanted`. Already-accepted commissions still expire at day end with their normal `failurePenalty` — the cutscene does not pause the day clock.
- Wire `StatsManager::IncreaseEmbarrassment` max-hit and energy-zero into `USessionLossResolver`. Replace `EndGameEmbarrassed` BP-event with the C++ path.
- Add a debug overlay showing the current loss state and what would be lost if a given cause fired.
@@ -195,7 +217,8 @@ Phase estimates are rough and assume one engineer. Adjust as we go.
- Decision: GAS vs. extended `StatsManager`. Recommend GAS — the embarrassment formula has Pulse, Recognition, Coverage, Day/Night, per-NPC-type weights, and food-buff multipliers (§7.1, §6.7), which is exactly what `UGameplayEffect` is shaped for.
- Add Lust (§7.2), **Pulse (§7.5)**, Recognition (§7.6), Wanted (§7.7), Reputation (§7.8), Followers (§7.9). Money remains in the save schema directly (non-attribute side effects).
- Implement `GetEffectiveCoverage(EBodyPart)` on `ClothingManager` per §6.3.2 (sum of garments covering the part, underwear halved, clamped to 1.0). Replace the `0.0f` stub in `StatsManager::TickComponent`.
- **Hunger / max-energy decay (§7.3):** add a second layer to max energy. `baseMaxEnergy` (gym progression) stays; introduce `effectiveMaxEnergy` (decays at `maxEnergyDecayRate` per in-game hour toward a floor). Eating any food sets `effectiveMaxEnergy` back to `baseMaxEnergy` as a universal hook in the eat-item flow. Sleep does **not** reset hunger. Health Tracker (§9.7) surfaces effective max alongside current energy.
- Implement `GetEffectiveCoverage(EBodyPart)` on `ClothingManager` per §6.3.2 — **`max()` across garments covering the part** (no sum, no underwear halving). Replace the `0.0f` stub in `StatsManager::TickComponent`.
- Lust → masturbate action (Slut-path gated, §7.2). Block the action in BP / quick-action when the player has no Slut investment.
- **Pulse simulation:** rises with running, masturbation, exposure events; decays toward baseline at rest. Modifies embarrassment and lust gain rates (§7.5).
- Recognition rise from Blogger photo events; **face-cover bypass via `Face` + `Eyes` slots** (§7.6); reduction via news-site reporting (§11.1).
@@ -210,7 +233,7 @@ Phase estimates are rough and assume one engineer. Adjust as we go.
### Phase 5 — Time + calendar + rent + sleep (34 days)
- `UTimeOfDaySubsystem` replacing the BP-implementable time on `NakedDesireGameMode`. 90-day calendar, week boundary, day phase `08:0020:00` (fix the `0921` mismatch in `NPCSpawner.cpp:40`).
- Sleep action on apartment bed: triggers the same path as energy-zero (§4.4) for the "items left outside" cleanup, restores energy, autosaves, advances calendar.
- Sleep action on apartment bed: triggers the same path as energy-zero (§4.4) for the "items left outside" cleanup, restores energy (clamped to current effective max), autosaves, advances calendar. **Charges the equipped phone to 100%** (§9.8). **Does NOT reset hunger** (§7.3) — only eating clears effective-max decay.
- Weekly rent transaction at week boundary; eviction if money insufficient (game over (run), §3.3).
- **Weekly follower-income auto-deposit** to the bank at week boundary (§7.9, §9.4).
- Endless-mode flag on `UGlobalSaveGameData`; rent-eviction branch checks it.
@@ -243,9 +266,10 @@ Phase estimates are rough and assume one engineer. Adjust as we go.
- Both daily and weekly require explicit Accept on the forum.
- Un-accepted commissions carry no penalty; accepted-but-failed apply the template's `failurePenalty`.
- Weekly rewards include followers; weekly `failurePenalty` is heavier than daily.
- **Instant rewards on completion (§13.1 / §13.2 / §3.1 / §4.3):** money wires to the bank, XP credits to the shared pool, followers update on the profile **at the moment of completion** — not on return home. Replace the current `UMissionsManager::CollectRewards` batched flow with immediate crediting in `OnMissionCompleted`. There is no "collect rewards" step at the apartment.
- **Generator rules:** respect `pathRequirement` (incl. `None`); filter path-locked-action templates by player path investment; substitute a tier-scaled default penalty when `failurePenalty` is empty.
**Exit criteria:** daily commissions regenerate from templates each in-game day; weekly arc is distinct; explicit Accept committed flow works end-to-end; failed accepts deduct the template penalty; un-accepted commissions never penalize the player.
**Exit criteria:** daily commissions regenerate from templates each in-game day; weekly arc is distinct; explicit Accept committed flow works end-to-end; rewards credit instantly on completion (no return-home gate); failed accepts deduct the template penalty; un-accepted commissions never penalize the player.
### Phase 8 — Phone + forum UI + battery + livestream (34 weeks)
@@ -267,8 +291,15 @@ Phase estimates are rough and assume one engineer. Adjust as we go.
- **Tip requests:** phone popup with Accept / Decline + countdown. Accept = spawn live objective tracker (reuse Phase 7 primitives). Complete = tip lands + small follower bonus. Fail = viewer count drops (less passive income for the remainder); no rep hit. Decline / timeout = no effect.
- Photo system: render-to-texture (§17.6 / §21 Q5 — recommended).
- Wire `TakePhotoAtLocation` commission step to actual photo events.
- **Phone models + Electronics Shop (§9.9 / §10.4):**
- 3 tiers (Starter / Mid / Pro). Each is a `UClothingItem`-style data asset (or dedicated `UPhoneItem` definition) with `CameraQuality`, `LivestreamQuality`, `BatteryCapacity` multipliers.
- Starter is owned at game start. Mid and Pro are bought in-person at the new **Electronics Shop** location (interactable like Wardrobe / Adult Shop).
- Player can own multiple phones simultaneously — store them in the wardrobe / inventory as regular `UItemInstance`s. Only the equipped phone is active.
- Hot-swap from the apartment wardrobe; battery percentage is per-phone-instance and **does not transfer** on swap.
- Profile state (gallery, follower count, livestream history) lives on the player profile, never on the phone — swapping phones does not move or duplicate this state.
- `CameraQuality` multiplies `exposureScore` for photo posts (§13.5). `LivestreamQuality` multiplies per-tick `streamQualityScore`. `BatteryCapacity` multiplies the total charge budget (drain rates unchanged).
**Exit criteria:** end-to-end photo loop (capture → gallery → post → follower count updates). Livestream can be started, run while the phone is placed, generate trickle followers + donations, accept and complete a tip request for a bonus, end with payout. Battery drain visibly different per app; charger and powerbank both restore charge; 0% hard-shutdown behaves correctly.
**Exit criteria:** end-to-end photo loop (capture → gallery → post → follower count updates). Livestream can be started, run while the phone is placed, generate trickle followers + donations, accept and complete a tip request for a bonus, end with payout. Battery drain visibly different per app; charger and powerbank both restore charge; 0% hard-shutdown behaves correctly. Buying a Mid / Pro phone at the Electronics Shop adds it to the wardrobe; equipping it visibly improves photo / stream gain rates per the multipliers.
### Phase 9 — Path progression + content authoring (2 weeks)
@@ -285,17 +316,25 @@ Phase estimates are rough and assume one engineer. Adjust as we go.
- Bag inventory (§6.4) — uses Phase 2's `AItemActor` for world placement.
- **Food (§6.7):**
- Implement the locked vocabulary: 2 instant effects (energy restore, lust decrease) + 4 timed buffs (stamina regen +, max stamina +, embarrassment-gain resistance, lust-gain resistance).
- Universal built-in effect: every food restores effective max energy to base max (hunger reset; §7.3 hookpoint from Phase 4).
- Stacking: different types parallel; same type additive to a per-type cap.
- Three cooking minigames (slice / stir / cook); scoring modulates buff strength; never poison.
- Gym / beauty salon / adult shop / café / convenience store (§10.4). Convenience Store stocks powerbanks (Phase 8 dep). Adult Shop stocks toy items for the three toy slots (Phase 1 dep).
- Rip & tear (§6.3.5).
- **Theft model (§6.3.4)** — implement `T_grace` / `T_grace_bag` grace timers and per-tick `P_theft` chance roll. No ramp.
- Expose action (§6.3.6) — read `CanExpose` per garment, blocked by overlapping coverage.
- Restrictive-clothing flow (§6.3.7 / §10.4.1) — Key + timed unlock action. Lock hand-dependent actions while restrained.
- **Theft model (§6.3.4)** — implement `T_grace` / `T_grace_bag` grace timers and per-tick `P_theft` chance roll. No ramp. Hiding-spot mechanic is currently spec-ambiguous (see Working notes) — coordinate before implementing.
- Expose action (§6.3.6) — read `CanExpose` per garment, blocked by overlapping coverage. Also blocked when `BlockExposeAction` is active in the restrictions set.
- **Restrictions enforcement (§6.3.7 / §10.4.1):**
- Wire each `Block*` flag into the relevant subsystem (`BlockRun` into movement, `BlockPhoneUse` into `PhoneSubsystem`, `BlockMasturbate` into the quick action, `BlockSlotChange(slot)` into `ClothingManager::PutOnClothing` / `RemoveClothing`, etc.).
- **Restraint removal:** Key + timed-unlock action with a **DBD-style skill-check minigame** (§10.4.1). Rotating pointer + target zone; hits speed up removal; misses do nothing; no fail state. Restraint always comes off when the baseline timer expires.
- **Casino (§10.4 / §10.4.2):** new location, significant scope.
- Three game UIs: slots (instant single-button), blackjack (vs. dealer NPC, in-game-minute pacing), roulette (multi-bet single spin, in-game-minute pacing). No poker.
- VIP room interactable: pay per-day entrance fee at reception; access flag clears at next day boundary.
- Strip-game blackjack and roulette tables in VIP: bet a clothing item from an equipped slot. Lost garments transfer to a **casino lost-and-found** safe inventory keyed to the player; retains `UItemInstance` identity per §6.1. Reclaim by winning back at the same table or paying a flat buy-back fee at reception.
- Wire casino income/loss into the Bank app income breakdown (§9.4).
- Underwear selling (§15.1) — Feetex drop-box or location drop-off variant. Backed by `DeliverItemTo(npcOrLocation)` from Phase 7.
- Wanted-poster takedown (§10.3) — interaction + spawn placement pass.
- Beach + Train Station locations (§10.4) for full-launch scope.
- Final tuning of all §21 numbers (theft, food caps, battery, tip-request distribution, embarrassment / lust / energy / pulse rates, face-cover magnitudes, etc.).
- Final tuning of all §21 numbers (theft, food caps, battery, tip-request distribution, embarrassment / lust / energy / pulse rates, face-cover magnitudes, casino RTP + VIP fee, phone-tier multipliers, restraint minigame parameters, hunger decay, etc.).
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@@ -309,4 +348,9 @@ Use this section for in-flight decisions, blockers, and open questions that emer
- **Toy items vs. clothing items:** the `UClothingItem` schema (coverage, `CanExpose`, `IsRestrictive`) doesn't fit sex toys cleanly. Strongly recommend a separate `USexToyItem : UItemInstance` (with `LustModifier`, `EmbarrassmentModifier`, `PulseModifier`, `VibrationAudible` fields) rather than overloading `UClothingItem`. Decide before Phase 1 toy work begins.
- **XP is a single shared pool** (GDD §5, §7.10). Do not introduce per-path XP counters in Phase 9 or earlier — a path's level is derived from how much the player has invested into that path's attribute pool.
- **Food buff hookpoints belong in Phase 4** (attribute multiplier interface), even though the food items themselves ship in Phase 10. Leave the seams; don't retrofit later.
- **Hunger hookpoint also belongs in Phase 4.** Add `effectiveMaxEnergy` + decay tick when adding Lust / Pulse / etc., so Phase 10's food items only need to call an existing reset method.
- **README contradiction — follower income cadence.** §7.9 line 433 says "Followers generate money each day"; §9.4 and §13.3 say weekly auto-deposit at week boundary. Don't pick one in code until the GDD is reconciled. Phase 5 implementation depends on resolution.
- **README contradiction — hiding spots vs sleep loss.** §6.3.4's new "Hiding spots" bullet says items have a *chance* of theft after sleep, but §4.4 says sleep = guaranteed loss of anything outside. Phase 10 theft work must wait until the GDD resolves whether hiding spots are an explicit exception to the sleep rule or only affect in-session theft chance.
- **README contradiction — masturbation gating.** §7.2 says non-Slut players "must accept the max-lust handicaps... until they go home and masturbate in home before sleep" — but §5.1 has masturbation as a Slut-path unlock. Phase 4 masturbate-action work needs the spec reconciled: either home masturbation is universally available (with public masturbation gated by path) or non-Slut players cannot masturbate at all.
- **Stale §5.3 Slave path text** in the README still says "(cuffs require NPC help to remove)" — contradicts the Key + minigame removal flow. Phase 6 / Phase 10 work should not implement an NPC removal path; if encountered, treat it as stale documentation.
- _empty beyond this point_