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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