Added the system from trail
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63
Runtime/EncounterTable.cs
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63
Runtime/EncounterTable.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Jovian.EncounterSystem {
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/// <summary>
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/// A ScriptableObject asset holding a named list of encounters. Encounters inside the list are
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/// authored via <c>[SerializeReference]</c> so different <see cref="IEncounter"/> implementations
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/// and <see cref="IEncounterKind"/> payloads can coexist.
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/// </summary>
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[CreateAssetMenu(fileName = "EncounterTable", menuName = "Jovian/Encounter System/Encounter Table", order = 1)]
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public class EncounterTable : ScriptableObject {
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/// <summary>Designer-facing table identifier (free-form).</summary>
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public string id;
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/// <summary>Ordered encounter list. Each element is a concrete <see cref="Encounter"/> whose
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/// type-specific payload is carried by its <see cref="IEncounterKind"/> (set in the inspector
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/// via the SubclassSelector dropdown on <see cref="Encounter.Kind"/>).</summary>
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public List<Encounter> encounters;
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/// <summary>Pick a uniformly random encounter, or <c>null</c> if the table is empty.</summary>
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public IEncounter GetRandomEncounter() {
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if(encounters == null || encounters.Count == 0) {
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return null;
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}
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return encounters[UnityEngine.Random.Range(0, encounters.Count)];
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}
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/// <summary>Pick a uniformly random encounter whose runtime type matches <paramref name="type"/>,
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/// or <c>null</c> if none match.</summary>
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/// <param name="type">The concrete <see cref="IEncounter"/> runtime type to filter on.</param>
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public IEncounter GetRandomEncounter(Type type) {
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if(encounters == null || encounters.Count == 0) {
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return null;
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}
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var encountersOfType = encounters.FindAll(encounter => encounter.GetType() == type);
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if(encountersOfType.Count > 0) {
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return encountersOfType[UnityEngine.Random.Range(0, encountersOfType.Count)];
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}
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return null;
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}
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/// <summary>Pick a uniformly random encounter matching <paramref name="filter"/>, or <c>null</c>
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/// if no element passes. Used by <see cref="QuestProgress.IsGated"/> integration to exclude
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/// gated quest encounters from rolls.</summary>
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/// <param name="filter">Predicate applied to each encounter before rolling.</param>
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public IEncounter GetRandomEncounter(Predicate<IEncounter> filter) {
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if(encounters == null || encounters.Count == 0 || filter == null) {
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return GetRandomEncounter();
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}
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var pool = encounters.FindAll(filter);
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if(pool.Count == 0) {
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return null;
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}
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return pool[UnityEngine.Random.Range(0, pool.Count)];
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}
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}
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}
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