forked from Shardstone/trail-into-darkness
added encounter system
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@@ -0,0 +1,46 @@
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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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[CreateAssetMenu(fileName = "EncounterTable", menuName = "Jovian/Encounter System/Encounter Table", order = 1)]
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public class EncounterTable : ScriptableObject {
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public string id;
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public List<Encounter> encounters;
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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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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>Random pick limited by a predicate. Used with <see cref="QuestProgress.IsGated"/> to exclude gated encounters.</summary>
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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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