Added encounter registry
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@@ -56,6 +56,73 @@ namespace Jovian.EncounterSystem {
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}
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}
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}
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public EncounterTable GetEncounterTable(string id) {
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foreach(var collection in encounterCollections) {
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foreach(var table in collection.encounterTables) {
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if(table.id == id) {
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return table;
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}
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}
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}
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return null;
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}
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public IEncounter GetRandomEncounter(string encounterTableId) {
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var table = GetEncounterTable(encounterTableId);
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if(!table) {
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return null;
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}
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var ec = table.encounters;
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return ec[UnityEngine.Random.Range(0, ec.Count)];
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}
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/// <summary>Random pick restricted to encounters whose runtime type matches <paramref name="type"/>.
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/// Zero-alloc — uses reservoir sampling instead of building an intermediate filtered list.</summary>
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public IEncounter GetRandomEncounter(string encounterTableId, IEncounterKind encounterKind) {
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var table = GetEncounterTable(encounterTableId);
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if(!table || encounterKind == null) {
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return null;
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}
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IEncounter selected = null;
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var seen = 0;
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for(var i = 0; i < encounters.Count; i++) {
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var encounter = table.encounters[i];
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if(encounter == null || encounter.GetType() != encounterKind.GetType()) {
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continue;
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}
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seen++;
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if(UnityEngine.Random.Range(0, seen) == 0) {
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selected = encounter;
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}
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}
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return selected;
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}
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/// <summary>Random pick restricted by <paramref name="filter"/>. Used with
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/// <see cref="QuestProgress.IsGated"/> to exclude gated encounters. Zero-alloc via reservoir sampling.</summary>
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public IEncounter GetRandomEncounter(Predicate<IEncounter> filter, string encounterTableId) {
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var table = GetEncounterTable(encounterTableId);
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if(!table) {
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return null;
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}
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if(filter == null) {
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return GetRandomEncounter(encounterTableId);
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}
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IEncounter selected = null;
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var seen = 0;
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foreach(var encounter in table.encounters) {
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if(encounter == null || !filter(encounter)) {
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continue;
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}
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seen++;
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if(UnityEngine.Random.Range(0, seen) == 0) {
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selected = encounter;
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}
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}
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return selected;
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}
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}
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#if UNITY_EDITOR
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