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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace Jovian.EncounterSystem {
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/// <summary>id → encounter cache. Editor auto-repopulates on asset changes; runtime must call <see cref="PopulateEncounters"/>.</summary>
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[CreateAssetMenu(fileName = "EncounterRegistry", menuName = "Jovian/Encounter System/Encounter Registry")]
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public class EncounterRegistry : ScriptableObject {
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public EncountersCollection[] encounterCollections = Array.Empty<EncountersCollection>();
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private readonly Dictionary<string, IEncounter> encounters = new();
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public Dictionary<string, IEncounter> GetEncounters() => encounters;
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public void RegisterEncounter(IEncounter encounter) {
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var id = encounter?.EncounterDefinition?.internalId;
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if(string.IsNullOrEmpty(id)) {
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return;
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}
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encounters.TryAdd(id, encounter);
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}
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public void UnregisterEncounter(IEncounter encounter) {
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var id = encounter?.EncounterDefinition?.internalId;
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if(string.IsNullOrEmpty(id)) {
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return;
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}
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encounters.Remove(id);
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}
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public void ClearEncounters() {
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encounters.Clear();
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}
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public void PopulateEncounters() {
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if(encounterCollections == null) {
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return;
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}
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for(int c = 0; c < encounterCollections.Length; c++) {
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var collection = encounterCollections[c];
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if(collection?.encounterTables == null) {
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continue;
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}
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for(int t = 0; t < collection.encounterTables.Length; t++) {
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var table = collection.encounterTables[t];
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if(table?.encounters == null) {
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continue;
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}
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for(int i = 0; i < table.encounters.Count; i++) {
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RegisterEncounter(table.encounters[i]);
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}
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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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/// <summary>Rebuilds the registry (Addressables key "EncounterRegistry") on any asset import/move/delete.</summary>
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public class EncounterRegister : UnityEditor.AssetPostprocessor {
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private static EncounterRegistry registryCache;
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private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) {
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registryCache ??= Addressables.LoadAssetAsync<EncounterRegistry>("EncounterRegistry").WaitForCompletion();
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registryCache.ClearEncounters();
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registryCache.PopulateEncounters();
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}
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}
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#endif
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}
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