158 lines
4.1 KiB
C++
158 lines
4.1 KiB
C++
// © 2025 Naked People Team. All Rights Reserved.
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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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PrimaryComponentTick.TickInterval = 1.0f;
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}
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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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}
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void UStatsManager::TickComponent(float DeltaTime, enum ELevelTick TickType,
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FActorComponentTickFunction* ThisTickFunction)
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{
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DecreaseEnergy(0.9f);
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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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DecreaseEmbarrassment(EmbarrassmentDecayRate * DeltaTime);
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}
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float UStatsManager::ComputeObservedExposureRate()
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{
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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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bool bChanged = false;
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if (bObserved)
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{
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if (!Observers.Contains(Observer))
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{
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Observers.Add(Observer);
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bChanged = true;
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}
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}
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else
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{
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bChanged = Observers.Remove(Observer) > 0;
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}
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if (bChanged)
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OnObserversChanged.Broadcast();
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}
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int32 UStatsManager::GetObserverCount() const
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{
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int32 Count = 0;
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for (const TWeakObjectPtr<AActor>& Observer : Observers)
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{
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if (Observer.IsValid())
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++Count;
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}
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return Count;
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}
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void UStatsManager::IncreaseEmbarrassment(const float Amount)
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{
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Embarrassment = FMath::Clamp(Embarrassment + Amount, 0, MaxEmbarrassment);
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// Embarrassment-max session loss is handled by USessionManagerSubsystem, which
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// subscribes to EmbarrassmentUpdate (GDD §4.4). Broadcast is the integration point.
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EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment);
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}
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void UStatsManager::DecreaseEmbarrassment(const float Amount)
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{
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Embarrassment = FMath::Clamp(Embarrassment - Amount, 0, MaxEmbarrassment);
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EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment);
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}
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void UStatsManager::DecreaseStamina(const float Amount)
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{
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Stamina = FMath::Clamp(Stamina - Amount, 0, MaxStamina);
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StaminaUpdate.Broadcast(Stamina, MaxStamina);
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}
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void UStatsManager::IncreaseStamina(const float Amount)
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{
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Stamina = FMath::Clamp(Stamina + Amount, 0, MaxStamina);
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StaminaUpdate.Broadcast(Stamina, MaxStamina);
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}
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void UStatsManager::DecreaseEnergy(const float Amount)
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{
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Energy = FMath::Clamp(Energy - Amount, 0, MaxEnergy);
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EnergyUpdate.Broadcast(Energy, MaxEnergy);
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}
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void UStatsManager::RestoreEnergy()
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{
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Energy = MaxEnergy;
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EnergyUpdate.Broadcast(Energy, MaxEnergy);
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}
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