86 lines
2.3 KiB
C++
86 lines
2.3 KiB
C++
// © 2025 Naked People Team. All Rights Reserved.
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#include "StatsManager.h"
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#include "Kismet/GameplayStatics.h"
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#include "NakedDesire/Global/NakedDesireGameMode.h"
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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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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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if (ObserverCount > 0)
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{
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// TODO (#05): replace 0.0f with ClothingManager->GetEffectiveCoverage() when that lands.
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constexpr float CoverageWeight = 0.0f;
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IncreaseEmbarrassment(EmbarrassmentGainRate * (1.0f - CoverageWeight) * DeltaTime);
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}
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else
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{
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DecreaseEmbarrassment(EmbarrassmentDecayRate * DeltaTime);
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}
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}
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void UStatsManager::SetObserved(const bool bObserved, const float CoverageWeight)
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{
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ObserverCount = FMath::Max(0, bObserved ? ObserverCount + 1 : ObserverCount - 1);
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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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EmbarrassmentUpdate.Broadcast(Embarrassment, MaxEmbarrassment);
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if (Embarrassment == MaxEmbarrassment)
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{
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ANakedDesireGameMode* GameMode = Cast<ANakedDesireGameMode>(UGameplayStatics::GetGameMode(this));
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GameMode->EndGameEmbarrassed();
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}
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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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