Files
trail-into-darkness/Assets/Code/GameState/UI/CharacterCreationView.cs
Sebastian Bularca a807405585 som qol fixes
2026-04-06 01:35:15 +02:00

605 lines
25 KiB
C#

using Jovian.InGameLogging;
using Jovian.InGameLogging.UI;
using Jovian.SaveSystem;
using Nox.Core;
using Nox.Game;
using Nox.Game.UI;
using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using ZLinq;
using Attribute = Nox.Game.Attribute;
using PlayMode = Nox.Core.PlayMode;
namespace Nox.UI {
public class CharacterCreationView : IGameLifecycle, IMenuView {
public ISaveSystem SaveSystem { get; }
private readonly CharacterCreationReference characterCreationReference;
private readonly MenuGameStateData menuGameStateData;
private readonly GameDataState gameDataState;
private readonly PartySettings partySettings;
private readonly ICharacterSystems characterSystems;
private readonly PortraitsHolder portraitsHolder;
private readonly StarterCharacterSettings starterCharacterSettings;
// Logger
private GameLogView gameLogView;
private InGameLogger inGameLogger;
// Working state
private CharacterRace selectedRace;
private CharacterClass selectedClass;
private int currentPortraitIndex;
private int remainingPoints;
private readonly int[] allocatedPoints = new int[4]; // Might, Reflex, Knowledge, Perception (AttributeType 1-4)
private int previousHealth;
private int previousMana;
// Modifier source tracking
private PerksData racialPerks = new();
private ModifiersData racialModifiers = new();
private PerksData classPerks = new();
private ModifiersData classModifiers = new();
private readonly List<PerkDefinition> playerPerks = new();
private List<IPerk> availablePerks = new();
// Computed state
private EntityAttributes workingAttributes;
private EntityStats workingStats;
// Output
private List<CharacterCreationRequest> characterCreationRequests;
private Action canStartCheck;
// Back confirmation (null until popup is implemented)
private Action confirmBackAction;
public CharacterCreationView(CharacterCreationReference characterCreationReference,
MenuGameStateData menuGameStateData,
ISaveSystem saveSystem,
GameDataState gameDataState,
PartySettings partySettings,
ICharacterSystems characterSystems,
PortraitsHolder portraitsHolder,
StarterCharacterSettings starterCharacterSettings) {
SaveSystem = saveSystem;
this.characterCreationReference = characterCreationReference;
this.menuGameStateData = menuGameStateData;
this.gameDataState = gameDataState;
this.partySettings = partySettings;
this.characterSystems = characterSystems;
this.portraitsHolder = portraitsHolder;
this.starterCharacterSettings = starterCharacterSettings;
}
public void Initialize() {
// Logger
var store = new GameLogStore(500);
gameLogView = characterCreationReference.gameLogView;
gameLogView.Initialize(store);
inGameLogger = new InGameLogger(store, LogChannel.CharacterCreation);
inGameLogger.Enable();
// Start Game button
canStartCheck = () => {
var canStart = characterCreationRequests is { Count: > 0 };
characterCreationReference.startGameButton.interactable = canStart;
};
characterCreationReference.startGameButton.onClick.AddListener(() => {
if(characterCreationRequests == null || characterCreationRequests.Count == 0) {
inGameLogger.Log("You must accept your character before starting the game.", "#FF4444");
return;
}
Hide();
menuGameStateData.startGameRequests?.Invoke(PlayMode.Adventure);
});
// Back buttons with popup check
characterCreationReference.backButton.onClick.AddListener(OnBackClicked);
characterCreationReference.backButtonCenter.onClick.AddListener(OnBackClicked);
// Accept button
characterCreationReference.acceptButton.onClick.AddListener(OnAcceptClicked);
// Race dropdown
PopulateEnumDropdown<CharacterRace>(characterCreationReference.raceDropdown);
characterCreationReference.raceDropdown.onValueChanged.AddListener(OnRaceChanged);
// Class dropdown
PopulateEnumDropdown<CharacterClass>(characterCreationReference.classDropdown);
characterCreationReference.classDropdown.onValueChanged.AddListener(OnClassChanged);
// Perks dropdown
PopulatePerksDropdown();
characterCreationReference.perksDropdown.onValueChanged.AddListener(OnPerkSelected);
// Attribute +/- buttons
var attrTypes = new[] { AttributeType.Might, AttributeType.Reflex, AttributeType.Knowledge, AttributeType.Perception };
var attrRefs = characterCreationReference.attributeReference;
for(int i = 0; i < attrRefs.Length && i < attrTypes.Length; i++) {
var type = attrTypes[i];
attrRefs[i].attributeName.text = type.ToString();
attrRefs[i].addPointsButton.onClick.AddListener(() => OnAttributeAdd(type));
attrRefs[i].removePointsButton.onClick.AddListener(() => OnAttributeRemove(type));
}
// Portrait navigation
currentPortraitIndex = 0;
if(portraitsHolder != null && portraitsHolder.portraits.Length > 0) {
characterCreationReference.portraitImage.sprite = portraitsHolder.portraits[0];
}
characterCreationReference.portraitSelectionLeftButton.onClick.AddListener(OnPortraitLeft);
characterCreationReference.portraitSelectionRightButton.onClick.AddListener(OnPortraitRight);
// Initial state
selectedRace = CharacterRace.Human;
selectedClass = CharacterClass.Warrior;
characterCreationReference.raceDropdown.SetValueWithoutNotify(0);
characterCreationReference.classDropdown.SetValueWithoutNotify(0);
ResetWorkingState();
}
// --- Dropdown helpers ---
private void PopulateEnumDropdown<T>(TMP_Dropdown dropdown) where T : Enum {
dropdown.ClearOptions();
var options = new List<string>();
foreach(T value in Enum.GetValues(typeof(T))) {
if(Convert.ToInt32(value) == 0) {
continue; // skip None
}
options.Add(value.ToString());
}
dropdown.AddOptions(options);
}
private void PopulatePerksDropdown() {
var dropdown = characterCreationReference.perksDropdown;
dropdown.ClearOptions();
availablePerks = new List<IPerk>(characterSystems.PerkFactory.GetAll());
var options = new List<string> { "Select a perk..." };
foreach(var perk in availablePerks) {
options.Add(perk.Name);
}
dropdown.AddOptions(options);
dropdown.SetValueWithoutNotify(0);
}
// --- State management ---
private void ResetWorkingState() {
Array.Clear(allocatedPoints, 0, allocatedPoints.Length);
racialPerks = new PerksData();
racialModifiers = new ModifiersData();
classPerks = new PerksData();
classModifiers = new ModifiersData();
playerPerks.Clear();
ApplyRacialBonuses();
ApplyClassBonuses();
UpdateRemainingPoints();
RecalculateAll();
// Initialize previous values so first change doesn't log a delta from 0
previousHealth = workingStats.GetValue(StatType.Health);
previousMana = workingStats.GetValue(StatType.Mana);
}
private void ApplyRacialBonuses() {
racialPerks = new PerksData();
racialModifiers = new ModifiersData();
var bonuses = starterCharacterSettings.racialBonuses;
if(bonuses == null) {
return;
}
foreach(var rb in bonuses) {
if(rb.race == selectedRace) {
racialPerks = rb.startingPerks ?? new PerksData();
racialModifiers = rb.permanentModifiers ?? new ModifiersData();
break;
}
}
}
private void ApplyClassBonuses() {
classPerks = new PerksData();
classModifiers = new ModifiersData();
var bonuses = starterCharacterSettings.classBonuses;
if(bonuses == null) {
return;
}
foreach(var cb in bonuses) {
if(cb.@class == selectedClass) {
classPerks = cb.startingPerks ?? new PerksData();
classModifiers = cb.permanentModifiers ?? new ModifiersData();
break;
}
}
}
private void UpdateRemainingPoints() {
var totalPoints = 0;
if(starterCharacterSettings.distributionPointsPerClass != null) {
foreach(var dpc in starterCharacterSettings.distributionPointsPerClass) {
if(dpc.@class == selectedClass) {
totalPoints = dpc.points;
break;
}
}
}
var spent = 0;
for(int i = 0; i < allocatedPoints.Length; i++) {
spent += allocatedPoints[i];
}
remainingPoints = totalPoints - spent;
}
// --- Core calculation ---
private void RecalculateAll() {
// 1. Start from default attributes + player allocations
var baseAttrs = starterCharacterSettings.defaultEntityAttributes;
var attrTypes = new[] { AttributeType.Might, AttributeType.Reflex, AttributeType.Knowledge, AttributeType.Perception };
var finalAttrs = new Attribute[attrTypes.Length];
for(int i = 0; i < attrTypes.Length; i++) {
var baseVal = baseAttrs.GetValue(attrTypes[i]);
finalAttrs[i] = new Attribute(attrTypes[i], baseVal + allocatedPoints[i]);
}
workingAttributes = new EntityAttributes { attributes = finalAttrs };
// 2. Build combined perks and modifiers (defaults + racial + class + player)
// Racial/class attribute and stat bonuses flow through permanentModifiers
var combinedPerks = BuildCombinedPerks();
var combinedModifiers = BuildCombinedModifiers();
// 3. Build temp entity for modifier collection
var tempEntity = new CharacterCreationRequest {
Id = Guid.NewGuid(),
Race = selectedRace,
Class = selectedClass,
Role = CharacterRole.Protagonist,
Attributes = workingAttributes,
Perks = combinedPerks,
Modifiers = combinedModifiers
};
// 4. Resolve attributes through modifiers (racial/class attribute bonuses come via modifiers)
var resolver = characterSystems.ModifierResolver;
var resolvedAttrs = new Attribute[attrTypes.Length];
for(int i = 0; i < attrTypes.Length; i++) {
var mods = resolver.CollectModifiers(tempEntity, attrTypes[i]);
resolvedAttrs[i] = new Attribute(attrTypes[i], resolver.Resolve(finalAttrs[i].value, mods, tempEntity));
}
workingAttributes = new EntityAttributes { attributes = resolvedAttrs };
tempEntity.Attributes = workingAttributes;
// 5. Calculate stats through modifiers (racial/class stat bonuses come via modifiers)
var baseStats = starterCharacterSettings.defaultEntityStats;
var statTypes = new[] { StatType.Health, StatType.Mana, StatType.Level, StatType.Experience };
var resolvedStats = new Stat[statTypes.Length];
for(int i = 0; i < statTypes.Length; i++) {
var baseVal = baseStats.GetValue(statTypes[i]);
var mods = resolver.CollectModifiers(tempEntity, statTypes[i]);
resolvedStats[i] = new Stat(statTypes[i], resolver.Resolve(baseVal, mods, tempEntity));
}
workingStats = new EntityStats { stats = resolvedStats };
// 9. Update UI
UpdateAttributeUI();
UpdateStatUI();
UpdatePointsDisplay();
// 10. Log stat deltas
var newHealth = workingStats.GetValue(StatType.Health);
var newMana = workingStats.GetValue(StatType.Mana);
if(newHealth != previousHealth && previousHealth != 0) {
var delta = newHealth - previousHealth;
var sign = delta > 0 ? "+" : "";
inGameLogger.Log($"Health: {previousHealth} -> {newHealth} ({sign}{delta})", "#87CEEB");
}
if(newMana != previousMana && previousMana != 0) {
var delta = newMana - previousMana;
var sign = delta > 0 ? "+" : "";
inGameLogger.Log($"Mana: {previousMana} -> {newMana} ({sign}{delta})", "#FFFF99");
}
previousHealth = newHealth;
previousMana = newMana;
}
private PerksData BuildCombinedPerks() {
// Start with defaults, add racial/class/player perks (deduplicate by Id)
var combined = new PerksData { perks = new List<PerkDefinition>() };
var seenIds = new HashSet<Guid>();
void AddPerks(PerksData source) {
if(source?.perks == null) {
return;
}
foreach(var perk in source.perks) {
if(perk != null && seenIds.Add(perk.Id)) {
combined.perks.Add(perk);
}
}
}
AddPerks(starterCharacterSettings.defaultPerksData);
AddPerks(racialPerks);
AddPerks(classPerks);
foreach(var perk in playerPerks) {
if(perk != null && seenIds.Add(perk.Id)) {
combined.perks.Add(perk);
}
}
return combined;
}
private ModifiersData BuildCombinedModifiers() {
// Start with defaults. Racial/class modifiers override defaults that target the same
// thing, but ONLY if the override's requirements are currently met. If requirements
// are not met, the default stays and the override is still added — the resolver will
// skip the unqualified override at resolution time, leaving the default active.
var combined = new ModifiersData { modifiers = new List<ModifierDefinition>() };
// Seed with defaults
if(starterCharacterSettings.defaultModifiersData?.modifiers != null) {
combined.modifiers.AddRange(starterCharacterSettings.defaultModifiersData.modifiers);
}
// Override with racial modifiers
OverrideModifiers(combined, racialModifiers, workingAttributes);
// Override with class modifiers
OverrideModifiers(combined, classModifiers, workingAttributes);
return combined;
}
private static void OverrideModifiers(ModifiersData combined, ModifiersData overrides, EntityAttributes currentAttributes) {
if(overrides?.modifiers == null) {
return;
}
foreach(var mod in overrides.modifiers) {
if(mod?.Target == null) {
continue;
}
// Only remove the default if the override's requirements are currently met.
// Both are added regardless — the resolver skips unqualified modifiers at
// resolution time, so if requirements aren't met, the default still applies.
var requirementsMet = AreRequirementsMet(mod, currentAttributes);
if(requirementsMet) {
for(int i = combined.modifiers.Count - 1; i >= 0; i--) {
var existing = combined.modifiers[i];
if(existing?.Target != null && TargetsMatch(existing.Target, mod.Target)) {
combined.modifiers.RemoveAt(i);
}
}
}
combined.modifiers.Add(mod);
}
}
private static bool AreRequirementsMet(ModifierDefinition mod, EntityAttributes attributes) {
if(mod.Requirements == null || mod.Requirements.Count == 0) {
return true;
}
foreach(var req in mod.Requirements) {
if(!req.IsMet(attributes)) {
return false;
}
}
return true;
}
private static bool TargetsMatch(ModifierTarget a, ModifierTarget b) {
if(a.Type != b.Type) {
return false;
}
return a.Type switch {
ModifierTargetType.Attribute => a.AttributeType == b.AttributeType,
ModifierTargetType.Stat => a.StatType == b.StatType,
ModifierTargetType.CombatScore => a.CombatScoreType == b.CombatScoreType,
_ => false
};
}
// --- UI updates ---
private void UpdateAttributeUI() {
var attrTypes = new[] { AttributeType.Might, AttributeType.Reflex, AttributeType.Knowledge, AttributeType.Perception };
var attrRefs = characterCreationReference.attributeReference;
for(int i = 0; i < attrRefs.Length && i < attrTypes.Length; i++) {
attrRefs[i].attributeValue.text = workingAttributes.GetValue(attrTypes[i]).ToString();
attrRefs[i].addPointsButton.interactable = remainingPoints > 0;
attrRefs[i].removePointsButton.interactable = allocatedPoints[i] > 0;
}
}
private void UpdateStatUI() {
var statTypes = new[] { StatType.Health, StatType.Mana };
var statRefs = characterCreationReference.statReference;
for(int i = 0; i < statRefs.Length && i < statTypes.Length; i++) {
var value = workingStats.GetValue(statTypes[i]);
statRefs[i].statName.text = statTypes[i].ToString();
statRefs[i].statValue.text = value.ToString();
statRefs[i].statBar.fillAmount = Mathf.Clamp01(value / 200f);
}
}
private void UpdatePointsDisplay() {
characterCreationReference.pointsToDistribute.text = remainingPoints.ToString();
}
// --- Event handlers ---
private void OnRaceChanged(int index) {
selectedRace = (CharacterRace)(index + 1);
Array.Clear(allocatedPoints, 0, allocatedPoints.Length);
ApplyRacialBonuses();
UpdateRemainingPoints();
RecalculateAll();
inGameLogger.Log($"Race changed to {selectedRace}");
}
private void OnClassChanged(int index) {
selectedClass = (CharacterClass)(index + 1);
Array.Clear(allocatedPoints, 0, allocatedPoints.Length);
ApplyClassBonuses();
UpdateRemainingPoints();
RecalculateAll();
inGameLogger.Log($"Class changed to {selectedClass}");
}
private void OnPerkSelected(int index) {
if(index <= 0 || index > availablePerks.Count) {
return; // "Select a perk..." placeholder
}
var perkIndex = index - 1; // offset for placeholder
var perk = availablePerks[perkIndex];
playerPerks.Add(new PerkDefinition {
Id = perk.Id,
Name = perk.Name,
Modifiers = perk.Modifiers
});
availablePerks.RemoveAt(perkIndex);
PopulatePerksDropdown();
RecalculateAll();
inGameLogger.Log($"Perk added: {perk.Name}");
}
private void OnAttributeAdd(AttributeType type) {
if(remainingPoints <= 0) {
return;
}
var idx = (int)type - 1;
allocatedPoints[idx]++;
remainingPoints--;
RecalculateAll();
}
private void OnAttributeRemove(AttributeType type) {
var idx = (int)type - 1;
if(allocatedPoints[idx] <= 0) {
return;
}
allocatedPoints[idx]--;
remainingPoints++;
RecalculateAll();
}
private void OnPortraitLeft() {
if(portraitsHolder == null || portraitsHolder.portraits.Length == 0) {
return;
}
currentPortraitIndex--;
if(currentPortraitIndex < 0) {
currentPortraitIndex = portraitsHolder.portraits.Length - 1;
}
characterCreationReference.portraitImage.sprite = portraitsHolder.portraits[currentPortraitIndex];
}
private void OnPortraitRight() {
if(portraitsHolder == null || portraitsHolder.portraits.Length == 0) {
return;
}
currentPortraitIndex++;
if(currentPortraitIndex >= portraitsHolder.portraits.Length) {
currentPortraitIndex = 0;
}
characterCreationReference.portraitImage.sprite = portraitsHolder.portraits[currentPortraitIndex];
}
private void OnBackClicked() {
if(confirmBackAction != null) {
confirmBackAction();
return;
}
Hide();
}
// --- Accept ---
private void OnAcceptClicked() {
var errors = new List<string>();
if(selectedRace == CharacterRace.None) {
errors.Add("Race must be selected");
}
if(selectedClass == CharacterClass.None) {
errors.Add("Class must be selected");
}
if(remainingPoints > 0) {
errors.Add($"{remainingPoints} distribution points remaining");
}
var characterName = characterCreationReference.nameInputField.text;
if(string.IsNullOrWhiteSpace(characterName)) {
errors.Add("Name cannot be empty");
}
if(errors.Count > 0) {
foreach(var error in errors) {
inGameLogger.Log(error, "#FF4444");
}
return;
}
var request = new CharacterCreationRequest {
Id = Guid.NewGuid(),
Name = characterName,
Race = selectedRace,
Class = selectedClass,
Role = CharacterRole.Protagonist,
PortraitIndex = currentPortraitIndex,
Attributes = workingAttributes,
Stats = workingStats,
Perks = BuildCombinedPerks(),
Modifiers = BuildCombinedModifiers()
};
characterCreationRequests = new List<CharacterCreationRequest> { request };
// Log full breakdown
inGameLogger.Log("--- Character Accepted ---");
inGameLogger.Log($"Name: {request.Name}", "#FFBF00");
inGameLogger.Log($"Race: {request.Race}");
inGameLogger.Log($"Class: {request.Class}");
inGameLogger.Log($"Portrait: #{request.PortraitIndex}");
inGameLogger.Log($"{request.Attributes}");
inGameLogger.Log($"{request.Stats}");
if(request.Perks?.perks != null && request.Perks.perks.Count > 0) {
foreach(var perk in request.Perks.perks) {
inGameLogger.Log($"Perk: {perk.Name}");
}
}
CreateParty();
canStartCheck.Invoke();
}
private void CreateParty() {
var partyCreatorModel = new PartyCreatorModel(characterSystems.CharacterFactory, characterSystems.PartyFactory, characterCreationRequests, partySettings);
var party = partyCreatorModel.CreatePartyForNewRun();
gameDataState.ActiveParty = party;
}
// --- Lifecycle ---
public void Tick() {
}
public void Show() {
characterCreationReference.gameObject.SetActive(true);
}
public void Hide() {
characterCreationReference.gameObject.SetActive(false);
}
public void Dispose() {
inGameLogger.Disable();
}
}
}