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Naked-Desire/Source/NakedDesire/Player/NakedDesireCharacter.h
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2026-06-03 15:17:02 +03:00

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// © 2025 Naked People Team. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "InputAction.h"
#include "InputMappingContext.h"
#include "NakedDesire/Clothing/BodyPart.h"
#include "NakedDesire/Global/Gait.h"
#include "NakedDesire/Global/Stance.h"
#include "Perception/AISightTargetInterface.h"
#include "NakedDesireCharacter.generated.h"
class UInteractionComponent;
class ANakedDesireHUD;
class UClothingItemDefinition;
class UClothingItemInstance;
class UClothingSlotsData;
class UAIPerceptionStimuliSourceComponent;
class UClothingManager;
class UClothingVisualsComponent;
class UCensorshipComponent;
class UStatsManager;
class ANPCAIController;
class ULocationData;
DECLARE_MULTICAST_DELEGATE_OneParam(FOnNoticedSignature, ANPCAIController*);
UCLASS(config=Game)
class ANakedDesireCharacter : public ACharacter, public IAISightTargetInterface
{
GENERATED_BODY()
public:
ANakedDesireCharacter();
// Input
UPROPERTY(EditDefaultsOnly, Category = "Input")
UInputMappingContext* MappingContext;
UPROPERTY(EditDefaultsOnly, Category = "Input")
UInputAction* LookAction;
UPROPERTY(EditDefaultsOnly, Category = "Input")
UInputAction* MoveAction;
UPROPERTY(EditDefaultsOnly, Category = "Input")
UInputAction* RunAction;
UPROPERTY(EditDefaultsOnly, Category = "Input")
UInputAction* CrouchAction;
UPROPERTY(EditDefaultsOnly, Category = "Input")
UInputAction* EquipmentAction;
UPROPERTY(EditDefaultsOnly, Category = "Input")
UInputAction* InteractAction;
// Clothing slot meshes are spawned per equipped slot at runtime by ClothingVisualsComponent.
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
UClothingVisualsComponent* ClothingVisualsComponent;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Censorship")
UStaticMeshComponent* BoobLCensorship;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Censorship")
UStaticMeshComponent* BoobRCensorship;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Censorship")
UStaticMeshComponent* VaginaCensorship;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Censorship")
UStaticMeshComponent* AnalCensorship;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Censorship")
UCensorshipComponent* CensorshipComponent;
UPROPERTY(EditDefaultsOnly, Category = "Clothing")
TObjectPtr<UClothingSlotsData> SlotsData;
// Components
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Clothing")
UClothingManager* ClothingManager;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
UStatsManager* StatsManager;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
UAIPerceptionStimuliSourceComponent* StimuliSourceComponent;
UPROPERTY(EditDefaultsOnly, Category = "Interaction")
TObjectPtr<UInteractionComponent> InteractionComponent;
// Variables
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
float WalkSpeed = 250.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly)
float RunSpeed = 500.0f;
float XP = 0.0f;
UPROPERTY()
ULocationData* CurrentArea = nullptr;
FOnNoticedSignature OnNoticed;
void NotifyNoticed(ANPCAIController* NPCController);
void SetIsRunning(bool Value);
UFUNCTION(BlueprintPure)
EGait GetGait() const;
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) override;
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;
void OnLook(const FInputActionValue& Value);
void OnMove(const FInputActionValue& Value);
void OnRunPress(const FInputActionValue& Value);
void OnRunRelease(const FInputActionValue& Value);
void OnCrouchToggle(const FInputActionValue& Value);
void OnEquipmentPress(const FInputActionValue& Value);
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();
UPROPERTY()
TObjectPtr<ANakedDesireHUD> HUD;
};