forked from Shardstone/trail-into-darkness
136 lines
4.8 KiB
C#
136 lines
4.8 KiB
C#
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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private Dictionary<string, Encounter> idCache;
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/// <summary>O(1) lookup by <see cref="EncounterDefinition.internalId"/>. Used by <see cref="EncounterLink"/>.
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/// Call <see cref="InvalidateCache"/> if you mutate the <see cref="encounters"/> list at runtime.</summary>
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public IEncounter Resolve(string internalId) {
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if(string.IsNullOrEmpty(internalId) || encounters == null || encounters.Count == 0) {
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return null;
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}
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EnsureCache();
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return idCache.GetValueOrDefault(internalId);
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}
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/// <summary>Force the id lookup cache to rebuild on next use.</summary>
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public void InvalidateCache() {
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idCache = null;
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}
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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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/// <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(Type type) {
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if(encounters == null || encounters.Count == 0 || type == 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 = encounters[i];
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if(encounter == null || encounter.GetType() != type) {
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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) {
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if(encounters == null || encounters.Count == 0) {
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return null;
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}
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if(filter == null) {
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return GetRandomEncounter();
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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 = encounters[i];
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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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private void EnsureCache() {
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if(idCache != null) {
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return;
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}
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idCache = new Dictionary<string, Encounter>(encounters?.Count ?? 0);
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if(encounters == null) {
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return;
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}
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for(var i = 0; i < encounters.Count; i++) {
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var encounter = encounters[i];
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var internalId = encounter?.EncounterDefinition?.internalId;
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if(!string.IsNullOrEmpty(internalId)) {
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idCache[internalId] = encounter;
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}
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}
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}
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#if UNITY_EDITOR
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// Unity's inspector "+" duplicates the previous list element, including nested internalId
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// GUIDs. Regenerate any duplicates so every encounter carries a unique internalId.
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private void OnValidate() {
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InvalidateCache();
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if(encounters == null) {
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return;
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}
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var seen = new HashSet<string>(encounters.Count);
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var changed = false;
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for(int i = 0; i < encounters.Count; i++) {
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var encounter = encounters[i];
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if(encounter?.EncounterDefinition == null) {
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continue;
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}
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var entryId = encounter.EncounterDefinition.internalId;
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if(string.IsNullOrEmpty(entryId) || !seen.Add(entryId)) {
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encounter.EncounterDefinition.internalId = Guid.NewGuid().ToString();
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seen.Add(encounter.EncounterDefinition.internalId);
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changed = true;
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}
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}
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if(changed) {
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UnityEditor.EditorUtility.SetDirty(this);
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}
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}
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#endif
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}
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}
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