Files
Naked-Desire/Source/NakedDesire/Stats/StatsManager.cpp
T
2026-05-30 00:18:14 +03:00

81 lines
2.2 KiB
C++

// © 2025 Naked People Team. All Rights Reserved.
#include "StatsManager.h"
UStatsManager::UStatsManager()
{
PrimaryComponentTick.bCanEverTick = true;
PrimaryComponentTick.TickInterval = 1.0f;
}
void UStatsManager::BeginPlay()
{
Super::BeginPlay();
EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment);
StaminaUpdate.Broadcast(Stamina, MaxStamina);
EnergyUpdate.Broadcast(Energy, MaxEnergy);
}
void UStatsManager::TickComponent(float DeltaTime, enum ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction)
{
DecreaseEnergy(0.9f);
if (ObserverCount > 0)
{
// TODO (#05): replace 0.0f with ClothingManager->GetEffectiveCoverage() when that lands.
constexpr float CoverageWeight = 0.0f;
IncreaseEmbarrassment(EmbarrassmentGainRate * (1.0f - CoverageWeight) * DeltaTime);
}
else
{
DecreaseEmbarrassment(EmbarrassmentDecayRate * DeltaTime);
}
}
void UStatsManager::SetObserved(const bool bObserved, const float CoverageWeight)
{
ObserverCount = FMath::Max(0, bObserved ? ObserverCount + 1 : ObserverCount - 1);
}
void UStatsManager::IncreaseEmbarrassment(const float Amount)
{
Embarrassment = FMath::Clamp(Embarrassment + Amount, 0, MaxEmbarrassment);
// Embarrassment-max session loss is handled by USessionManagerSubsystem, which
// subscribes to EmbarrassmentUpdate (GDD §4.4). Broadcast is the integration point.
EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment);
}
void UStatsManager::DecreaseEmbarrassment(const float Amount)
{
Embarrassment = FMath::Clamp(Embarrassment - Amount, 0, MaxEmbarrassment);
EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment);
}
void UStatsManager::DecreaseStamina(const float Amount)
{
Stamina = FMath::Clamp(Stamina - Amount, 0, MaxStamina);
StaminaUpdate.Broadcast(Stamina, MaxStamina);
}
void UStatsManager::IncreaseStamina(const float Amount)
{
Stamina = FMath::Clamp(Stamina + Amount, 0, MaxStamina);
StaminaUpdate.Broadcast(Stamina, MaxStamina);
}
void UStatsManager::DecreaseEnergy(const float Amount)
{
Energy = FMath::Clamp(Energy - Amount, 0, MaxEnergy);
EnergyUpdate.Broadcast(Energy, MaxEnergy);
}
void UStatsManager::RestoreEnergy()
{
Energy = MaxEnergy;
EnergyUpdate.Broadcast(Energy, MaxEnergy);
}