// © 2025 Naked People Team. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Components/ActorComponent.h" #include "StatsManager.generated.h" class UClothingManager; class ANakedDesireCharacter; DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FAttributeUpdateSignature, float, CurrentValue, float, MaxValue); DECLARE_DYNAMIC_MULTICAST_DELEGATE(FObserversChangedSignature); UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class NAKEDDESIRE_API UStatsManager : public UActorComponent { GENERATED_BODY() float Embarrassment = 0.0f; float MaxEmbarrassment = 100.0f; float Energy = 1000.0f; float MaxEnergy = 1000.0f; public: UStatsManager(); UPROPERTY(EditDefaultsOnly, Category = "Embarrassment") float EmbarrassmentGainRate = 10.0f; UPROPERTY(EditDefaultsOnly, Category = "Embarrassment") float EmbarrassmentDecayRate = 1.0f; // 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); float Stamina = 100.0f; float MaxStamina = 100.0f; // 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). Weight is the observer's NPC-type // multiplier (§10.2) — Walkers read low, Stalkers high; ignored on the un-observe path. void SetObserved(bool bObserved, AActor* Observer, float Weight = 1.0f); // Number of NPCs currently perceiving the player (used by commission objectives, §13.4). UFUNCTION(BlueprintPure) int32 GetObserverCount() const; // Fires whenever the observer set changes (an NPC gains or loses sight of the player). UPROPERTY(BlueprintAssignable) FObserversChangedSignature OnObserversChanged; UFUNCTION(BlueprintCallable) void IncreaseEmbarrassment(float Amount); void DecreaseEmbarrassment(float Amount); void DecreaseStamina(float Amount); void IncreaseStamina(float Amount); void DecreaseEnergy(float Amount); void RestoreEnergy(); UPROPERTY(BlueprintAssignable) FAttributeUpdateSignature EmbarrassmentUpdate; UPROPERTY(BlueprintAssignable) FAttributeUpdateSignature StaminaUpdate; 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; // One perceiving NPC and its observation weight (§10.2). Weak so a destroyed observer drops // out without dangling. struct FObserverEntry { TWeakObjectPtr Actor; float Weight = 1.0f; }; // NPCs currently perceiving the player (added/removed via SetObserved). Stale entries are // compacted during the tick. TArray Observers; };