diff --git a/NakedDesire.uproject.DotSettings.user b/NakedDesire.uproject.DotSettings.user
index 381e884e..d928bc3b 100644
--- a/NakedDesire.uproject.DotSettings.user
+++ b/NakedDesire.uproject.DotSettings.user
@@ -1,2 +1,3 @@
+ ForceIncluded
ForceIncluded
\ No newline at end of file
diff --git a/PLAN.md b/PLAN.md
index 922a2ca4..d8a56a2b 100644
--- a/PLAN.md
+++ b/PLAN.md
@@ -47,7 +47,7 @@ Deferred to post-slice phases. Do **not** build these for the demo:
Each `VS-n` is a vertical task with a concrete exit check. VS-1 is the gate — it unblocks the entire risk side and should land first.
-- **VS-1 — Coverage → embarrassment (THE dial).** Implement `ClothingManager::GetEffectiveCoverage(EBodyPart)` per §6.3.2 (`max()` of `CoveredBodyParts[b].Coverage` across equipped garments + active expose state; absent part = 0). Feed a per-part exposure weight into `StatsManager::SetObserved` and delete the `0.0f` stub (`StatsManager.h:43`, `StatsManager.cpp`). Day/night and recognition multipliers may be stubbed to `1.0` for now. **Exit:** standing nude in front of an NPC raises embarrassment visibly faster than standing fully clothed; per-garment coverage changes the rate monotonically.
+- **VS-1 — Coverage → embarrassment (THE dial). DONE (2026-05-30).** `ClothingManager::GetEffectiveCoverage(EBodyPart)` implements §6.3.2 (`max()` across covering garments; absent part = 0; fixed an earlier bug where non-covering garments reported full coverage and an empty equip set crashed `FMath::Max`). The `0.0f` stub in `StatsManager::TickComponent` is gone. Observation is now **per-observer directional**: `ANakedDesireCharacter::ComputeObservedExposure` reuses the existing two-trace (`boobs_root` / `pelvis`) LOS logic and sums `(1 - coverage)` over the revealing parts each observer can actually see; `CanBeSeenFrom` shares that helper (revealing = coverage below `ObservationRevealThreshold`, default 0.9 — replaces the old binary `IsBodyPartExposed` gate so revealing-but-not-nude clothing now ticks). `StatsManager` holds the live observer set (`SetObserved(bool, AActor*)`), re-traces each at 1Hz, normalizes to `[0,1]`, and applies a saturating crowd multiplier `1 + ObserverDensityScale * ln(N)`. Per-part weights are uniform for now. Active expose state (§6.3.6) is **not** yet folded into coverage — that's VS-3. Day/night and recognition multipliers still stubbed to `1.0`. **Exit:** standing nude in front of an NPC raises embarrassment visibly faster than standing fully clothed; per-garment coverage changes the rate monotonically.
- **VS-2 — Lust + Pulse (minimal).** Add `Lust`/`MaxLust` and `Pulse`/baseline to `StatsManager`. Passive lust gain; pulse rises on run / exposure events / observed-while-exposed and decays at rest; pulse multiplies embarrassment **and** lust gain (§7.5). Masturbate quick-action resets lust. **Gating (§23 #25): home masturbation is always available; in-session masturbation is Slut-path-gated.** For the slice the in-session entry can ship open if path investment isn't wired yet, but keep the home-vs-session split in mind so it's a config flip later, not a rewrite. **Exit:** the three attributes visibly interact in a playtest — running spikes pulse, which accelerates embarrassment gain; masturbating drops lust.
- **VS-3 — Expose action.** Radial-menu entry per equipped garment exposing the parts in its `CanExpose`; temporarily counts those parts as uncovered for VS-1 math; blocked when another garment covers the same part (§6.3.6). Reuses the existing `RadialMenu` + `ClothingManager`. **Exit:** flashing a coat in front of an NPC produces an embarrassment spike that ends when the expose ends.
- **VS-4 — Commission accept + instant reward.** Add the Accept lifecycle (commit on accept, no penalty when un-accepted) and **instant reward crediting on `OnMissionCompleted`** — money to the save, XP to the shared pool, followers stub (§13.1/§13.2/§23 #23). `MissionsManager` currently completes a mission but credits nothing (`MissionsManager.cpp:27-32`) — wire crediting here. Ensure the typed goals the slice needs exist (`BeFullyNaked`, `BeFullyNakedNearNPCs`, `ExposeBodyPart` — partially covered by `FlashGoal`/`ExposeBodyPartRestriction`). Surface it through a **minimal forum/board widget** (accept + active-objective tracker) reusing the existing UI layer. **Exit:** accept a commission, satisfy it in the world, see money/XP/followers tick up at the moment of completion with no return-home step.
@@ -102,8 +102,8 @@ 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` 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.
+- **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 **live** (VS-1, §0.4) — per-observer directional exposure replaces the old `0.0f` stub. 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)** — `ClothingManager::GetEffectiveCoverage(EBodyPart)` implements the locked `max(coverage)` across covering garments (VS-1). `ClothingManager::IsBodyPartExposed` remains binary and is still used by the censorship path; the observation/embarrassment path no longer relies on it. Active expose state (§6.3.6) is not yet folded into the coverage result (VS-3). `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).
diff --git a/Source/NakedDesire/Clothing/ClothingManager.cpp b/Source/NakedDesire/Clothing/ClothingManager.cpp
index c05395ff..d757d811 100644
--- a/Source/NakedDesire/Clothing/ClothingManager.cpp
+++ b/Source/NakedDesire/Clothing/ClothingManager.cpp
@@ -58,6 +58,30 @@ bool UClothingManager::IsBodyPartExposed(const EBodyPart BodyPart)
return true;
}
+float UClothingManager::GetEffectiveCoverage(const EBodyPart BodyPart)
+{
+ // GDD §6.3.2: effective coverage of a part = max() across garments that include it.
+ // A garment that doesn't cover the part contributes nothing; nothing covering it = 0.
+ float MaxCoverage = 0.0f;
+ for (const auto& [Slot, Instance] : EquippedClothing)
+ {
+ if (!Instance)
+ continue;
+
+ const UClothingItemDefinition* Definition = Instance->GetClothingItemDefinition();
+ if (!Definition)
+ continue;
+
+ for (const FBodyPartCoverage& Coverage : Definition->CoveredBodyParts)
+ {
+ if (Coverage.BodyPart == BodyPart)
+ MaxCoverage = FMath::Max(MaxCoverage, Coverage.Coverage);
+ }
+ }
+
+ return MaxCoverage;
+}
+
void UClothingManager::HydrateClothing()
{
USaveSubsystem* SaveSubsystem = UGameplayStatics::GetGameInstance(GetWorld())->GetSubsystem();
diff --git a/Source/NakedDesire/Clothing/ClothingManager.h b/Source/NakedDesire/Clothing/ClothingManager.h
index b44cbfe9..e8c929d2 100644
--- a/Source/NakedDesire/Clothing/ClothingManager.h
+++ b/Source/NakedDesire/Clothing/ClothingManager.h
@@ -46,6 +46,7 @@ public:
TArray GetEquippedClothing() const;
UClothingItemInstance* GetSlotClothing(EClothingSlotType SlotType);
bool IsBodyPartExposed(EBodyPart BodyPart);
+ float GetEffectiveCoverage(EBodyPart BodyPart);
void HydrateClothing();
diff --git a/Source/NakedDesire/NPC/NPCAIController.cpp b/Source/NakedDesire/NPC/NPCAIController.cpp
index c9dfb0bf..aa8d6cfb 100644
--- a/Source/NakedDesire/NPC/NPCAIController.cpp
+++ b/Source/NakedDesire/NPC/NPCAIController.cpp
@@ -47,7 +47,7 @@ void ANPCAIController::OnUnPossess()
{
if (bCurrentlyObserving && PlayerCharacter)
{
- PlayerCharacter->StatsManager->SetObserved(false);
+ PlayerCharacter->StatsManager->SetObserved(false, GetPawn());
bCurrentlyObserving = false;
}
Super::OnUnPossess();
@@ -65,5 +65,5 @@ void ANPCAIController::OnTargetPerceptionUpdate(AActor* Actor, FAIStimulus Stimu
return;
bCurrentlyObserving = bSensed;
- PlayerCharacter->StatsManager->SetObserved(bSensed);
+ PlayerCharacter->StatsManager->SetObserved(bSensed, GetPawn());
}
diff --git a/Source/NakedDesire/Player/NakedDesireCharacter.cpp b/Source/NakedDesire/Player/NakedDesireCharacter.cpp
index 858a2152..18cce459 100644
--- a/Source/NakedDesire/Player/NakedDesireCharacter.cpp
+++ b/Source/NakedDesire/Player/NakedDesireCharacter.cpp
@@ -134,40 +134,63 @@ UAISense_Sight::EVisibilityResult ANakedDesireCharacter::CanBeSeenFrom(const FCa
FVector& OutSeenLocation, int32& OutNumberOfLoSChecksPerformed, int32& OutNumberOfAsyncLosCheckRequested,
float& OutSightStrength, int32* UserData, const FOnPendingVisibilityQueryProcessedDelegate* Delegate)
{
- const FVector StartLocation = Context.ObserverLocation;
- const FVector BoobsBoneLocation = GetMesh()->GetBoneLocation(FName(TEXT("boobs_root")));
- const FVector PelvisBoneLocation = GetMesh()->GetBoneLocation(FName(TEXT("pelvis")));
-
OutNumberOfLoSChecksPerformed++;
- FHitResult BoobsHitResult;
- const bool BoobsHit = CheckSight(StartLocation, BoobsBoneLocation, BoobsHitResult, Context.IgnoreActor);
-
- FHitResult PelvisHitResult;
- const bool PelvisHit = CheckSight(StartLocation, PelvisBoneLocation, PelvisHitResult, Context.IgnoreActor);
+ bool bTopVisible = false;
+ bool bBottomVisible = false;
+ const float Exposure = ComputeObservedExposure(Context.ObserverLocation, Context.IgnoreActor, bTopVisible, bBottomVisible);
- if ((!BoobsHit || BoobsHitResult.GetActor() == this) && ClothingManager->IsBodyPartExposed(EBodyPart::Boobs))
+ // An observer perceives the player only when a revealing body part is within their line of sight.
+ if (Exposure > 0.0f)
{
- UE_LOG(LogTemp, Warning, TEXT("Boobs hit"));
- OutSeenLocation = BoobsBoneLocation;
+ const bool bSeenTop = bTopVisible && RevealAmount(EBodyPart::Boobs) > 0.0f;
+ OutSeenLocation = GetMesh()->GetBoneLocation(FName(bSeenTop ? TEXT("boobs_root") : TEXT("pelvis")));
OutSightStrength = 1.0f;
return UAISense_Sight::EVisibilityResult::Visible;
}
- if ((!PelvisHit || PelvisHitResult.GetActor() == this) &&
- (ClothingManager->IsBodyPartExposed(EBodyPart::Ass) || ClothingManager->IsBodyPartExposed(EBodyPart::Genitals)))
- {
- UE_LOG(LogTemp, Warning, TEXT("Pelvis hit"));
- OutSeenLocation = PelvisBoneLocation;
- OutSightStrength = 1.0f;
- return UAISense_Sight::EVisibilityResult::Visible;
- }
-
- UE_LOG(LogTemp, Warning, TEXT("Not visoble"));
-
return UAISense_Sight::EVisibilityResult::NotVisible;
}
+float ANakedDesireCharacter::GetObservedExposureFrom(const FVector& ObserverLocation, const AActor* IgnoreActor)
+{
+ bool bTopVisible = false;
+ bool bBottomVisible = false;
+ return ComputeObservedExposure(ObserverLocation, IgnoreActor, bTopVisible, bBottomVisible);
+}
+
+float ANakedDesireCharacter::ComputeObservedExposure(const FVector& ObserverLocation, const AActor* IgnoreActor,
+ bool& bOutTopVisible, bool& bOutBottomVisible)
+{
+ const FVector BoobsBoneLocation = GetMesh()->GetBoneLocation(FName(TEXT("boobs_root")));
+ const FVector PelvisBoneLocation = GetMesh()->GetBoneLocation(FName(TEXT("pelvis")));
+
+ float Exposure = 0.0f;
+
+ // Top region -> Boobs. A region is "visible" when its LOS trace is unobstructed (or only hits self).
+ FHitResult TopHit;
+ bOutTopVisible = !CheckSight(ObserverLocation, BoobsBoneLocation, TopHit, IgnoreActor) || TopHit.GetActor() == this;
+ if (bOutTopVisible)
+ Exposure += RevealAmount(EBodyPart::Boobs);
+
+ // Bottom region (pelvis) -> Ass + Genitals; one trace gates both lower parts.
+ FHitResult BottomHit;
+ bOutBottomVisible = !CheckSight(ObserverLocation, PelvisBoneLocation, BottomHit, IgnoreActor) || BottomHit.GetActor() == this;
+ if (bOutBottomVisible)
+ {
+ Exposure += RevealAmount(EBodyPart::Ass);
+ Exposure += RevealAmount(EBodyPart::Genitals);
+ }
+
+ return Exposure;
+}
+
+float ANakedDesireCharacter::RevealAmount(const EBodyPart BodyPart)
+{
+ const float Coverage = ClothingManager->GetEffectiveCoverage(BodyPart);
+ return Coverage < ObservationRevealThreshold ? (1.0f - Coverage) : 0.0f;
+}
+
bool ANakedDesireCharacter::CheckSight(const FVector& StartLocation, const FVector& EndLocation, FHitResult& HitResult,
const AActor* IgnoreActor)
{
diff --git a/Source/NakedDesire/Player/NakedDesireCharacter.h b/Source/NakedDesire/Player/NakedDesireCharacter.h
index 36374dfa..058abbb3 100644
--- a/Source/NakedDesire/Player/NakedDesireCharacter.h
+++ b/Source/NakedDesire/Player/NakedDesireCharacter.h
@@ -6,6 +6,7 @@
#include "GameFramework/Character.h"
#include "InputAction.h"
#include "InputMappingContext.h"
+#include "NakedDesire/Clothing/BodyPart.h"
#include "NakedDesire/Global/Gait.h"
#include "NakedDesire/Global/NakedDesireUserSettings.h"
#include "NakedDesire/Global/Stance.h"
@@ -121,7 +122,18 @@ public:
virtual void NotifyControllerChanged() override;
virtual void BeginPlay() override;
virtual UAISense_Sight::EVisibilityResult CanBeSeenFrom(const FCanBeSeenFromContext& Context, FVector& OutSeenLocation, int32& OutNumberOfLoSChecksPerformed, int32& OutNumberOfAsyncLosCheckRequested, float& OutSightStrength, int32* UserData = nullptr, const FOnPendingVisibilityQueryProcessedDelegate* Delegate = nullptr) override;
-
+
+ // Player exposure as read by an observer at ObserverLocation, in [0, 3]: the sum over the
+ // LOS-visible body regions (top -> Boobs, bottom -> Ass + Genitals) of (1 - effective coverage)
+ // for parts below ObservationRevealThreshold. 0 means nothing revealing is visible to them.
+ // Queried per observing NPC each tick by UStatsManager to drive embarrassment (GDD §7.1).
+ float GetObservedExposureFrom(const FVector& ObserverLocation, const AActor* IgnoreActor);
+
+ // Below this effective coverage [0,1] a body part reads as "revealing": observers notice it and
+ // it contributes to embarrassment. At or above it the part is treated as decently covered.
+ UPROPERTY(EditDefaultsOnly, Category = "Observation")
+ float ObservationRevealThreshold = 0.9f;
+
private:
EGait Gait = EGait::Walk;
EStance Stance = EStance::Stand;
@@ -135,6 +147,14 @@ private:
void OnInteractPress(const FInputActionValue& Value);
bool CheckSight(const FVector& StartLocation, const FVector& EndLocation, FHitResult& HitResult, const AActor* IgnoreActor);
+
+ // Traces observer->boobs_root and observer->pelvis for line of sight (top / bottom regions),
+ // then sums (1 - coverage) over the revealing parts in each LOS-visible region. The out-bools
+ // report raw line of sight per region (before coverage), used to pick a seen location.
+ float ComputeObservedExposure(const FVector& ObserverLocation, const AActor* IgnoreActor, bool& bOutTopVisible, bool& bOutBottomVisible);
+
+ // (1 - effective coverage) when BodyPart is below ObservationRevealThreshold, else 0.
+ float RevealAmount(EBodyPart BodyPart);
UFUNCTION(Exec)
void LogTest();
diff --git a/Source/NakedDesire/Stats/StatsManager.cpp b/Source/NakedDesire/Stats/StatsManager.cpp
index a013ac96..089a183a 100644
--- a/Source/NakedDesire/Stats/StatsManager.cpp
+++ b/Source/NakedDesire/Stats/StatsManager.cpp
@@ -3,6 +3,16 @@
#include "StatsManager.h"
+#include "NakedDesire/Player/NakedDesireCharacter.h"
+
+namespace
+{
+ // Max raw exposure one observer can read at once: Boobs + Ass + Genitals fully exposed, equal
+ // weights (GDD §7.1 — per-part weighting is uniform for now). Normalizes per-observer exposure
+ // to [0,1] so EmbarrassmentGainRate reads as "gain/sec at full exposure, single close observer".
+ constexpr float MaxObservedExposure = 3.0f;
+}
+
UStatsManager::UStatsManager()
{
PrimaryComponentTick.bCanEverTick = true;
@@ -12,7 +22,9 @@ UStatsManager::UStatsManager()
void UStatsManager::BeginPlay()
{
Super::BeginPlay();
-
+
+ OwnerCharacter = Cast(GetOwner());
+
EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment);
StaminaUpdate.Broadcast(Stamina, MaxStamina);
EnergyUpdate.Broadcast(Energy, MaxEnergy);
@@ -23,21 +35,63 @@ void UStatsManager::TickComponent(float DeltaTime, enum ELevelTick TickType,
{
DecreaseEnergy(0.9f);
- if (ObserverCount > 0)
- {
- // TODO (#05): replace 0.0f with ClothingManager->GetEffectiveCoverage() when that lands.
- constexpr float CoverageWeight = 0.0f;
- IncreaseEmbarrassment(EmbarrassmentGainRate * (1.0f - CoverageWeight) * DeltaTime);
- }
+ const float ExposureRate = ComputeObservedExposureRate();
+ if (ExposureRate > 0.0f)
+ IncreaseEmbarrassment(EmbarrassmentGainRate * ExposureRate * DeltaTime);
else
- {
DecreaseEmbarrassment(EmbarrassmentDecayRate * DeltaTime);
- }
}
-void UStatsManager::SetObserved(const bool bObserved, const float CoverageWeight)
+float UStatsManager::ComputeObservedExposureRate()
{
- ObserverCount = FMath::Max(0, bObserved ? ObserverCount + 1 : ObserverCount - 1);
+ if (!OwnerCharacter)
+ return 0.0f;
+
+ // Sum each active observer's normalized exposure, re-traced live so redressing / exposing
+ // updates the rate immediately even while the observer set is unchanged.
+ float SumNormalizedExposure = 0.0f;
+ int32 ActiveObservers = 0;
+
+ for (int32 i = Observers.Num() - 1; i >= 0; --i)
+ {
+ AActor* Observer = Observers[i].Get();
+ if (!Observer)
+ {
+ Observers.RemoveAtSwap(i);
+ continue;
+ }
+
+ const float Exposure = OwnerCharacter->GetObservedExposureFrom(Observer->GetActorLocation(), Observer);
+ if (Exposure > 0.0f)
+ {
+ SumNormalizedExposure += Exposure / MaxObservedExposure;
+ ++ActiveObservers;
+ }
+ }
+
+ if (ActiveObservers == 0)
+ return 0.0f;
+
+ // Mean per-observer exposure, then a saturating crowd multiplier (diminishing returns).
+ const float MeanExposure = SumNormalizedExposure / ActiveObservers;
+ const float DensityMultiplier = 1.0f + ObserverDensityScale * FMath::Loge(static_cast(ActiveObservers));
+ return MeanExposure * DensityMultiplier;
+}
+
+void UStatsManager::Init(UClothingManager* InClothingManager)
+{
+ ClothingManager = InClothingManager;
+}
+
+void UStatsManager::SetObserved(const bool bObserved, AActor* Observer)
+{
+ if (!Observer)
+ return;
+
+ if (bObserved)
+ Observers.AddUnique(Observer);
+ else
+ Observers.Remove(Observer);
}
void UStatsManager::IncreaseEmbarrassment(const float Amount)
diff --git a/Source/NakedDesire/Stats/StatsManager.h b/Source/NakedDesire/Stats/StatsManager.h
index 6437a9c4..4d0a56bc 100644
--- a/Source/NakedDesire/Stats/StatsManager.h
+++ b/Source/NakedDesire/Stats/StatsManager.h
@@ -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 ClothingManager;
+
+ UPROPERTY()
+ TObjectPtr 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> Observers;
};