- ElevenLabsComponent::ForceDisableConversation() — removed ActionName param. Now a pure conversation master-switch with no knowledge of actions. OnReadyForAction is fired by the action flow itself: PendingActionName is set when OnAgentActionRequested is broadcasted, then OnReadyForAction fires either after blend-out (if conversation was disabled) or on the next tick (if not). - Rename bConversationDisabledByAction → bConversationForceDisabled — the old name implied coupling with actions which no longer exists. - Add bPendingStartListening — when StartListening is called before the WebSocket is connected (race between StartConversation and StartListening from InteractionComponent), defer instead of silently failing. Consumed automatically in HandleConnected / ClientStartConversation. Cleared by StopListening / EndConversation. - PerceptionComponent — demote the "perceived N actors but ALL filtered out" warning to Verbose; it's a normal case for civilians surrounded by non-hostile actors, not a misconfiguration. - CLAUDE.md — workflow rule: always describe and request confirmation before code changes. - Martin.uasset — agent config tweaks. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
96 lines
4.8 KiB
Markdown
96 lines
4.8 KiB
Markdown
# PS_AI_Agent — Notes pour Claude
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## Workflow règles
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**TOUJOURS demander avant de lancer un changement de code.** Avant d'appeler Edit/Write/sed sur un fichier source :
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1. Expliquer ce qu'on s'apprête à faire (quel fichier, quelle logique, quel impact)
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2. Attendre la confirmation explicite de l'utilisateur
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3. Seulement après → effectuer le changement
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Cela s'applique à : modifications de code (.cpp/.h), refactors, renames bulk, ajouts de nouvelles fonctions.
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Cela ne s'applique PAS à : lecture de fichiers, recherches, git status/log/diff, builds, questions diagnostiques.
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Exceptions où on peut agir directement :
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- L'utilisateur dit explicitement "fais-le" / "go" / "lance" / "commit"
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- L'utilisateur demande explicitement un changement précis ("renomme X en Y", "ajoute cette fonction")
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- Annulation / revert demandé par l'utilisateur
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## Plugins dans ce repo
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### PS_AI_ConvAgent
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- **Module**: `PS_AI_ConvAgent` / `PS_AI_ConvAgentEditor`
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- **API macro**: `PS_AI_CONVAGENT_API`
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- **Class prefix**: `PS_AI_ConvAgent_` (e.g. `UPS_AI_ConvAgent_PostureComponent`)
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- **ElevenLabs-specific**: suffix `_ElevenLabs` (e.g. `UPS_AI_ConvAgent_ElevenLabsComponent`)
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- **UI display**: `"PS AI ConvAgent"` (categories, DisplayName)
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- **CoreRedirects**: DefaultEngine.ini handles both ElevenLabs* and PS_AI_Agent_* → PS_AI_ConvAgent_*
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### PS_AI_Behavior
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- **Module**: `PS_AI_Behavior` / `PS_AI_BehaviorEditor`
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- **API macro**: `PS_AI_BEHAVIOR_API`
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- **Class prefix**: `PS_AI_Behavior_` (e.g. `UPS_AI_Behavior_PersonalityComponent`)
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- **UI display**: `"PS AI Behavior"` (categories, DisplayName)
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- **Interface**: `IPS_AI_Behavior_Interface` — implements on host project Pawns
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## PS_AI_Behavior — Architecture
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### Core Design
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- **Interface-driven**: `IPS_AI_Behavior_Interface` on Pawns decouples plugin from host project
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- **Personality profiles**: DataAsset with 5 trait axes, thresholds, target priority, speed per state
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- **NPCType enum**: Civilian, Enemy, Protector, Any (unified — no separate SplineCategory)
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- **TeamIds**: Civilian=1, Enemy=2, Protector=3, auto-assigned in OnPossess
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- **Hostile switch**: Enemy with IsBehaviorHostile=false → TeamId=1 (disguised), flips to 2 at runtime
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### Blackboard
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- Key `BehaviorState` = Enum type, path: `/Script/PS_AI_Behavior.EPS_AI_Behavior_State`
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- Values: Idle(0), Patrol(1), Alerted(2), Combat(3), Fleeing(4), TakingCover(5), Dead(6)
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- BB asset created manually in editor (runtime fallback exists but prefer asset)
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- SetValueAsEnum / GetValueAsEnum (not Int)
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### BT Pattern
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- Services on Selector: UpdateThreat + EvaluateReaction
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- Decorator Observer Aborts = Both on Combat/Flee branches
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- Spline branch as fallback (lowest priority, no condition decorator)
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- Attack task stays InProgress permanently, Decorator pulls out on state change
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### Spline System
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- SplinePath actors placed in level, SplineCategory = NPCType
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- SplineNetwork WorldSubsystem auto-detects junctions
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- SplineFollowerComponent on Pawns: uses Pawn's real velocity, debug green sphere
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- Junction switching: 70% probability, direction filter (dot > -0.5)
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### Perception
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- Senses configured in BeginPlay (NOT constructor — NewObject crashes in CDO)
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- RequestStimuliListenerUpdate() after ConfigureSenses
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- Detect ALL affiliations, filter by Hostile attitude in CalculateThreatLevel
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- Target priority from PersonalityProfile (combat targeting)
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### Known Gotchas (UE 5.5)
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- BB Enum picker doesn't list plugin enums — use string path
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- NTFS junctions (not symlinks) for UE5 cross-project plugin linking
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- SVN doesn't traverse junctions — robocopy for initial import
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- Live Coding fails on header changes — full rebuild required
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- BlueprintNativeEvent: UHT auto-generates _Implementation defaults, don't duplicate in .cpp
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- FGenericTeamId::NoTeam comparison: always recalculate TeamId (BP CDOs may reset to 0)
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### Testing Status (2026-03-26)
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- ✅ Patrol, Spline following, Perception, Threat, Flee, Combat delegation, Hostile switch
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- 🔲 Cover Points, EQS, Editor tools (SplineEdMode, CoverPoint placement)
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## Posture System — Diagonal Tilt Bug (à corriger)
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### Problème
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Le tilt diagonal (ear-to-shoulder) est PLUS VISIBLE avec la neck bone chain qu'avec le mono-bone.
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### Piste de fix
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Faire le swing-twist **PER-BONE** : pour chaque bone de la chaîne, composer le FractionalRot avec le bone's own rotation, swing-twist autour du bone's own tilt axis.
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### Fichiers concernés
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- `AnimNode_PS_AI_ConvAgent_Posture.cpp` — Evaluate_AnyThread, section multi-bone chain
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## Architecture Posture (ConvAgent)
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- **PS_AI_ConvAgent_PostureComponent** (game thread) : cascade Eyes→Head→Body
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- **AnimNode_PS_AI_ConvAgent_Posture** (anim thread) : applique rotation sur bone(s) + injecte curves
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- Pipeline 100% FQuat, Thread safety via FCriticalSection
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- ARKit eye curves normalisées par range fixe (40°/35°)
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