using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace Jovian.EncounterSystem {
/// id → encounter cache. Editor auto-repopulates on asset changes; runtime must call .
[CreateAssetMenu(fileName = "EncounterRegistry", menuName = "Jovian/Encounter System/Encounter Registry")]
public class EncounterRegistry : ScriptableObject {
public EncountersCollection[] encounterCollections = Array.Empty();
private readonly Dictionary encounters = new();
public Dictionary GetEncounters() => encounters;
public void RegisterEncounter(IEncounter encounter) {
var id = encounter?.EncounterDefinition?.internalId;
if(string.IsNullOrEmpty(id)) {
return;
}
encounters.TryAdd(id, encounter);
}
public void UnregisterEncounter(IEncounter encounter) {
var id = encounter?.EncounterDefinition?.internalId;
if(string.IsNullOrEmpty(id)) {
return;
}
encounters.Remove(id);
}
public void ClearEncounters() {
encounters.Clear();
}
public void PopulateEncounters() {
if(encounterCollections == null) {
return;
}
for(int c = 0; c < encounterCollections.Length; c++) {
var collection = encounterCollections[c];
if(collection?.encounterTables == null) {
continue;
}
for(int t = 0; t < collection.encounterTables.Length; t++) {
var table = collection.encounterTables[t];
if(table?.encounters == null) {
continue;
}
for(int i = 0; i < table.encounters.Count; i++) {
RegisterEncounter(table.encounters[i]);
}
}
}
}
public EncounterTable GetEncounterTable(string id) {
foreach(var collection in encounterCollections) {
foreach(var table in collection.encounterTables) {
if(table.id == id) {
return table;
}
}
}
return null;
}
public IEncounter GetRandomEncounter(string encounterTableId) {
var table = GetEncounterTable(encounterTableId);
if(!table) {
return null;
}
var ec = table.encounters;
return ec[UnityEngine.Random.Range(0, ec.Count)];
}
/// Random pick restricted to encounters whose runtime type matches .
/// Zero-alloc — uses reservoir sampling instead of building an intermediate filtered list.
public IEncounter GetRandomEncounter(string encounterTableId, IEncounterKind encounterKind) {
var table = GetEncounterTable(encounterTableId);
if(!table || encounterKind == null) {
return null;
}
IEncounter selected = null;
var seen = 0;
for(var i = 0; i < encounters.Count; i++) {
var encounter = table.encounters[i];
if(encounter == null || encounter.GetType() != encounterKind.GetType()) {
continue;
}
seen++;
if(UnityEngine.Random.Range(0, seen) == 0) {
selected = encounter;
}
}
return selected;
}
/// Random pick restricted by . Used with
/// to exclude gated encounters. Zero-alloc via reservoir sampling.
public IEncounter GetRandomEncounter(Predicate filter, string encounterTableId) {
var table = GetEncounterTable(encounterTableId);
if(!table) {
return null;
}
if(filter == null) {
return GetRandomEncounter(encounterTableId);
}
IEncounter selected = null;
var seen = 0;
foreach(var encounter in table.encounters) {
if(encounter == null || !filter(encounter)) {
continue;
}
seen++;
if(UnityEngine.Random.Range(0, seen) == 0) {
selected = encounter;
}
}
return selected;
}
}
#if UNITY_EDITOR
/// Rebuilds the registry (Addressables key "EncounterRegistry") on any asset import/move/delete.
public class EncounterRegister : UnityEditor.AssetPostprocessor {
private static EncounterRegistry registryCache;
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) {
registryCache ??= Addressables.LoadAssetAsync("EncounterRegistry").WaitForCompletion();
registryCache.ClearEncounters();
registryCache.PopulateEncounters();
}
}
#endif
}