// © 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); 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). void SetObserved(bool bObserved, AActor* Observer); 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; // 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; };