Files
Naked-Desire/Source/NakedDesire/Stats/StatsManager.h
T
2026-06-03 15:17:02 +03:00

91 lines
3.0 KiB
C++

// © 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).
void SetObserved(bool bObserved, AActor* Observer);
// 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<UClothingManager> ClothingManager;
UPROPERTY()
TObjectPtr<ANakedDesireCharacter> 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<TWeakObjectPtr<AActor>> Observers;
};