Files
Naked-Desire/Source/NakedDesire/NPC/NPC.cpp
T
2026-06-03 15:17:10 +03:00

119 lines
3.2 KiB
C++

// © 2025 Naked People Team. All Rights Reserved.
#include "NPC.h"
#include "BrainComponent.h"
#include "NPCTypeDefinition.h"
#include "NPCAIController.h"
#include "NPCTargetLocation.h"
#include "NPCVisualsConfig.h"
#include "BehaviorTree/BlackboardComponent.h"
#include "Components/SkeletalMeshComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
ANPC::ANPC()
{
PrimaryActorTick.bCanEverTick = false;
GetCharacterMovement()->MaxWalkSpeed = 200.0f;
GetCharacterMovement()->bUseControllerDesiredRotation = true;
GetCharacterMovement()->bOrientRotationToMovement = false;
bUseControllerRotationYaw = false;
AutoPossessAI = EAutoPossessAI::PlacedInWorldOrSpawned;
// Crowd anim hygiene (mesh-agnostic): only evaluate the pose while the NPC is on screen and
// throttle the eval rate by distance. CharacterMovement still ticks off-screen so pooled-in
// NPCs can keep walking; only the visible pose freezes when unrendered.
if (USkeletalMeshComponent* MeshComp = GetMesh())
{
MeshComp->VisibilityBasedAnimTickOption = EVisibilityBasedAnimTickOption::OnlyTickPoseWhenRendered;
MeshComp->bEnableUpdateRateOptimizations = true;
}
}
ENPCType ANPC::GetNPCType() const
{
return TypeDefinition ? TypeDefinition->Type : ENPCType::Walker;
}
float ANPC::GetObservationWeight() const
{
return TypeDefinition ? TypeDefinition->ObservationWeight : 1.0f;
}
bool ANPC::ShouldStopToObserve() const
{
return TypeDefinition ? TypeDefinition->bStopsToObserve : false;
}
float ANPC::GetObserveDuration() const
{
return TypeDefinition ? TypeDefinition->ObserveDurationSeconds : 0.0f;
}
void ANPC::ActivateFromPool(const FVector& Location, const FRotator& Rotation)
{
SetActorLocationAndRotation(Location, Rotation, false, nullptr, ETeleportType::TeleportPhysics);
SetActorHiddenInGame(false);
SetActorEnableCollision(true);
if (UCharacterMovementComponent* Move = GetCharacterMovement())
{
Move->SetComponentTickEnabled(true);
Move->SetMovementMode(MOVE_Walking);
}
if (ANPCAIController* NPCController = Cast<ANPCAIController>(GetController()))
{
NPCController->RunCustomBehaviorTree();
NPCController->GetBlackboardComponent()->SetValueAsBool(TEXT("bHasReacted"), false);
}
}
void ANPC::DeactivateToPool()
{
// Drop any active observation so a pooled-out NPC stops contributing to the player's embarrassment.
if (ANPCAIController* NPCController = Cast<ANPCAIController>(GetController()))
{
NPCController->ClearObservation();
if (UBrainComponent* Brain = NPCController->GetBrainComponent())
{
Brain->StopLogic(TEXT("Moved to pool"));
}
NPCController->ClearFocus(EAIFocusPriority::Default);
}
if (UCharacterMovementComponent* Move = GetCharacterMovement())
{
Move->StopMovementImmediately();
Move->DisableMovement();
Move->SetComponentTickEnabled(false);
}
if (TargetLocationActor)
{
TargetLocationActor->Release(this);
}
SetActorHiddenInGame(true);
SetActorEnableCollision(false);
}
void ANPC::Init(ENPCType InType)
{
if (InType == ENPCType::None)
return;
Type = InType;
if (!NPCTypeDefinitions.Contains(Type))
return;
UNPCTypeDefinition* Definition = NPCTypeDefinitions[Type];
if (!Definition)
return;
TypeDefinition = Definition;
}