Files
encounter-system/Runtime/EncounterTable.cs
Sebastian Bularca f71e6a145e semantic changes
2026-04-21 00:08:13 +02:00

136 lines
4.8 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace Jovian.EncounterSystem {
[CreateAssetMenu(fileName = "EncounterTable", menuName = "Jovian/Encounter System/Encounter Table", order = 1)]
public class EncounterTable : ScriptableObject {
public string id;
public List<Encounter> encounters;
private Dictionary<string, Encounter> idCache;
/// <summary>O(1) lookup by <see cref="EncounterDefinition.internalId"/>. Used by <see cref="EncounterLink"/>.
/// Call <see cref="InvalidateCache"/> if you mutate the <see cref="encounters"/> list at runtime.</summary>
public IEncounter Resolve(string internalId) {
if(string.IsNullOrEmpty(internalId) || encounters == null || encounters.Count == 0) {
return null;
}
EnsureCache();
return idCache.GetValueOrDefault(internalId);
}
/// <summary>Force the id lookup cache to rebuild on next use.</summary>
public void InvalidateCache() {
idCache = null;
}
public IEncounter GetRandomEncounter() {
if(encounters == null || encounters.Count == 0) {
return null;
}
return encounters[UnityEngine.Random.Range(0, encounters.Count)];
}
/// <summary>Random pick restricted to encounters whose runtime type matches <paramref name="type"/>.
/// Zero-alloc — uses reservoir sampling instead of building an intermediate filtered list.</summary>
public IEncounter GetRandomEncounter(Type type) {
if(encounters == null || encounters.Count == 0 || type == null) {
return null;
}
IEncounter selected = null;
var seen = 0;
for(var i = 0; i < encounters.Count; i++) {
var encounter = encounters[i];
if(encounter == null || encounter.GetType() != type) {
continue;
}
seen++;
if(UnityEngine.Random.Range(0, seen) == 0) {
selected = encounter;
}
}
return selected;
}
/// <summary>Random pick restricted by <paramref name="filter"/>. Used with
/// <see cref="QuestProgress.IsGated"/> to exclude gated encounters. Zero-alloc via reservoir sampling.</summary>
public IEncounter GetRandomEncounter(Predicate<IEncounter> filter) {
if(encounters == null || encounters.Count == 0) {
return null;
}
if(filter == null) {
return GetRandomEncounter();
}
IEncounter selected = null;
var seen = 0;
for(var i = 0; i < encounters.Count; i++) {
var encounter = encounters[i];
if(encounter == null || !filter(encounter)) {
continue;
}
seen++;
if(UnityEngine.Random.Range(0, seen) == 0) {
selected = encounter;
}
}
return selected;
}
private void EnsureCache() {
if(idCache != null) {
return;
}
idCache = new Dictionary<string, Encounter>(encounters?.Count ?? 0);
if(encounters == null) {
return;
}
for(var i = 0; i < encounters.Count; i++) {
var encounter = encounters[i];
var internalId = encounter?.EncounterDefinition?.internalId;
if(!string.IsNullOrEmpty(internalId)) {
idCache[internalId] = encounter;
}
}
}
#if UNITY_EDITOR
// Unity's inspector "+" duplicates the previous list element, including nested internalId
// GUIDs. Regenerate any duplicates so every encounter carries a unique internalId.
private void OnValidate() {
InvalidateCache();
if(encounters == null) {
return;
}
var seen = new HashSet<string>(encounters.Count);
var changed = false;
for(int i = 0; i < encounters.Count; i++) {
var encounter = encounters[i];
if(encounter?.EncounterDefinition == null) {
continue;
}
var entryId = encounter.EncounterDefinition.internalId;
if(string.IsNullOrEmpty(entryId) || !seen.Add(entryId)) {
encounter.EncounterDefinition.internalId = Guid.NewGuid().ToString();
seen.Add(encounter.EncounterDefinition.internalId);
changed = true;
}
}
if(changed) {
UnityEditor.EditorUtility.SetDirty(this);
}
}
#endif
}
}