Updated observation logic
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@@ -3,6 +3,16 @@
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#include "StatsManager.h"
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#include "NakedDesire/Player/NakedDesireCharacter.h"
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namespace
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{
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// Max raw exposure one observer can read at once: Boobs + Ass + Genitals fully exposed, equal
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// weights (GDD §7.1 — per-part weighting is uniform for now). Normalizes per-observer exposure
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// to [0,1] so EmbarrassmentGainRate reads as "gain/sec at full exposure, single close observer".
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constexpr float MaxObservedExposure = 3.0f;
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}
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UStatsManager::UStatsManager()
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{
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PrimaryComponentTick.bCanEverTick = true;
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@@ -12,7 +22,9 @@ UStatsManager::UStatsManager()
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void UStatsManager::BeginPlay()
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{
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Super::BeginPlay();
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OwnerCharacter = Cast<ANakedDesireCharacter>(GetOwner());
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EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment);
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StaminaUpdate.Broadcast(Stamina, MaxStamina);
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EnergyUpdate.Broadcast(Energy, MaxEnergy);
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@@ -23,21 +35,63 @@ void UStatsManager::TickComponent(float DeltaTime, enum ELevelTick TickType,
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{
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DecreaseEnergy(0.9f);
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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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const float ExposureRate = ComputeObservedExposureRate();
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if (ExposureRate > 0.0f)
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IncreaseEmbarrassment(EmbarrassmentGainRate * ExposureRate * DeltaTime);
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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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float UStatsManager::ComputeObservedExposureRate()
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{
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ObserverCount = FMath::Max(0, bObserved ? ObserverCount + 1 : ObserverCount - 1);
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if (!OwnerCharacter)
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return 0.0f;
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// Sum each active observer's normalized exposure, re-traced live so redressing / exposing
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// updates the rate immediately even while the observer set is unchanged.
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float SumNormalizedExposure = 0.0f;
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int32 ActiveObservers = 0;
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for (int32 i = Observers.Num() - 1; i >= 0; --i)
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{
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AActor* Observer = Observers[i].Get();
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if (!Observer)
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{
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Observers.RemoveAtSwap(i);
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continue;
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}
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const float Exposure = OwnerCharacter->GetObservedExposureFrom(Observer->GetActorLocation(), Observer);
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if (Exposure > 0.0f)
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{
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SumNormalizedExposure += Exposure / MaxObservedExposure;
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++ActiveObservers;
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}
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}
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if (ActiveObservers == 0)
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return 0.0f;
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// Mean per-observer exposure, then a saturating crowd multiplier (diminishing returns).
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const float MeanExposure = SumNormalizedExposure / ActiveObservers;
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const float DensityMultiplier = 1.0f + ObserverDensityScale * FMath::Loge(static_cast<float>(ActiveObservers));
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return MeanExposure * DensityMultiplier;
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}
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void UStatsManager::Init(UClothingManager* InClothingManager)
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{
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ClothingManager = InClothingManager;
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}
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void UStatsManager::SetObserved(const bool bObserved, AActor* Observer)
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{
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if (!Observer)
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return;
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if (bObserved)
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Observers.AddUnique(Observer);
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else
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Observers.Remove(Observer);
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}
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void UStatsManager::IncreaseEmbarrassment(const float Amount)
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@@ -6,6 +6,8 @@
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#include "Components/ActorComponent.h"
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#include "StatsManager.generated.h"
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class UClothingManager;
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class ANakedDesireCharacter;
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAttributeUpdateSignature, float, CurrentValue, float, MaxValue);
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@@ -19,8 +21,6 @@ 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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@@ -30,17 +30,22 @@ public:
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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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// Crowd scaling: N active observers multiply embarrassment gain by 1 + ObserverDensityScale * ln(N).
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// A single observer (N=1) is the x1 baseline; extra observers add with diminishing returns.
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UPROPERTY(EditDefaultsOnly, Category = "Embarrassment")
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float ObserverDensityScale = 0.5f;
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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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void Init(UClothingManager* InClothingManager);
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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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// Called by NPCAIController when an NPC gains or loses sight of the player. Observer is the
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// observing pawn; its live location is re-traced each tick to weight embarrassment by the
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// body parts that observer can actually see (GDD §7.1).
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void SetObserved(bool bObserved, AActor* Observer);
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UFUNCTION(BlueprintCallable)
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void IncreaseEmbarrassment(float Amount);
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@@ -58,4 +63,19 @@ public:
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UPROPERTY(BlueprintAssignable)
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FAttributeUpdateSignature EnergyUpdate;
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private:
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// Re-traces every current observer against the player's live coverage and returns the
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// normalized embarrassment-gain factor (0 when nothing revealing is currently observed).
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float ComputeObservedExposureRate();
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UPROPERTY()
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TObjectPtr<UClothingManager> ClothingManager;
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UPROPERTY()
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TObjectPtr<ANakedDesireCharacter> OwnerCharacter;
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// NPCs currently perceiving the player (added/removed via SetObserved). Weak so a destroyed
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// observer drops out without dangling; stale entries are compacted during the tick.
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TArray<TWeakObjectPtr<AActor>> Observers;
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};
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