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- using System.Collections.Generic;
- using UnityEngine;
- namespace MazeGen
- {
- /// <summary>
- /// Skeleton for resolving combat between an agent and monsters in a room.
- /// This is NOT a full implementation - you'll need to expand this with:
- /// - Turn order calculation
- /// - Action resolution (attack, defend, ability)
- /// - Damage calculation
- /// - Status effects
- /// - Ability cooldowns
- ///
- /// This provides just the structure and basic helper functions.
- /// </summary>
- public class CombatResolver
- {
- public enum CombatOutcome
- {
- AgentVictory,
- AgentDefeated,
- Fleeing // Agent escaped before resolution
- }
- /// <summary>
- /// Simulate combat between an agent and the monsters in this room.
- /// Returns the outcome. You'll need to expand this significantly for a real system.
- /// </summary>
- public static CombatOutcome ResolveCombat(MazeAgent agent, MonsterEncounter encounter)
- {
- if (encounter == null || !encounter.HasLivingMonsters)
- return CombatOutcome.AgentVictory; // No fight needed
- // TODO: Implement full combat loop
- // 1. Build turn order from Speed stats
- var turnOrder = BuildTurnOrder(agent, encounter);
- // 2. Simulate turns until victory/defeat
- int maxRounds = 100; // Prevent infinite loops during development
- int round = 0;
- while (round < maxRounds && agent.CharacterSheet.Stats.IsAlive && encounter.HasLivingMonsters)
- {
- round++;
- // Execute each turn in order
- foreach (var turn in turnOrder)
- {
- if (turn.IsAgent)
- {
- ExecuteAgentTurn(agent, encounter);
- }
- else
- {
- ExecuteMonsterTurn(turn.MonsterIndex, agent, encounter);
- }
- // Check win conditions each turn
- if (!agent.CharacterSheet.Stats.IsAlive)
- return CombatOutcome.AgentDefeated;
- if (!encounter.HasLivingMonsters)
- return CombatOutcome.AgentVictory;
- }
- }
- if (agent.CharacterSheet.Stats.IsAlive && !encounter.HasLivingMonsters)
- return CombatOutcome.AgentVictory;
- return CombatOutcome.AgentDefeated;
- }
- /// <summary>
- /// Determine turn order based on Speed stats.
- /// Higher speed = earlier in turn order.
- /// </summary>
- private static List<(bool IsAgent, int MonsterIndex)> BuildTurnOrder(MazeAgent agent, MonsterEncounter encounter)
- {
- var order = new List<(bool, int)>();
- // Agent's speed
- float agentInitiative = agent.CharacterSheet.GetEffectiveSpeed();
- order.Add((true, -1)); // IsAgent=true, MonsterIndex unused
- // Each monster's speed
- for (int i = 0; i < encounter.Monsters.Count; i++)
- {
- if (!encounter.Monsters[i].IsDefeated)
- {
- float monsterInitiative = encounter.Monsters[i].CharacterSheet.GetEffectiveSpeed();
- order.Add((false, i));
- }
- }
- // Sort by initiative (higher = first)
- // TODO: Implement proper sorting by speed
- // order.Sort((a, b) => ...)
- return order;
- }
- /// <summary>
- /// Execute the agent's turn. Pick a target and attack.
- /// This is a stub - implement your action selection here.
- /// </summary>
- private static void ExecuteAgentTurn(MazeAgent agent, MonsterEncounter encounter)
- {
- // TODO: Implement agent decision (which monster to target, what ability to use)
- // For now, just attack the first alive monster
- for (int i = 0; i < encounter.Monsters.Count; i++)
- {
- if (!encounter.Monsters[i].IsDefeated)
- {
- AttackMonster(agent, encounter, i);
- break;
- }
- }
- }
- /// <summary>
- /// Execute one monster's turn. They attack the agent.
- /// This is a stub - add AI/decision logic here.
- /// </summary>
- private static void ExecuteMonsterTurn(int monsterIndex, MazeAgent agent, MonsterEncounter encounter)
- {
- if (monsterIndex < 0 || monsterIndex >= encounter.Monsters.Count)
- return;
- var monster = encounter.Monsters[monsterIndex];
- if (monster.IsDefeated)
- return;
- // TODO: Implement monster AI (target selection, ability choice, etc.)
- // For now, just attack the agent
- AttackAgent(monster, agent);
- }
- /// <summary>
- /// Calculate and apply damage when agent attacks a monster.
- /// Stub - expand with damage types, abilities, modifiers, etc.
- /// </summary>
- private static void AttackMonster(MazeAgent agent, MonsterEncounter encounter, int targetIndex)
- {
- var target = encounter.Monsters[targetIndex];
- // Simple attack: agent's attack vs target's defense
- float baseDamage = agent.CharacterSheet.GetEffectiveAttack();
- float damage = target.CharacterSheet.Stats.CalculateDamageReduction(baseDamage);
- Debug.Log($"{agent.Name} attacks {target.Template.MonsterName} for {damage} damage");
- target.CharacterSheet.Stats.TakeDamage(damage);
- if (target.IsDefeated)
- {
- Debug.Log($"{target.Template.MonsterName} defeated!");
- // TODO: Award loot to agent
- }
- }
- /// <summary>
- /// Calculate and apply damage when monster attacks agent.
- /// Stub - expand similarly to AttackMonster.
- /// </summary>
- private static void AttackAgent(MonsterEncounter.MonsterInstance attacker, MazeAgent target)
- {
- float baseDamage = attacker.CharacterSheet.GetEffectiveAttack();
- float damage = target.CharacterSheet.Stats.CalculateDamageReduction(baseDamage);
- Debug.Log($"{attacker.Template.MonsterName} attacks {target.Name} for {damage} damage");
- target.CharacterSheet.Stats.TakeDamage(damage);
- if (!target.CharacterSheet.Stats.IsAlive)
- {
- Debug.Log($"{target.Name} defeated!");
- target.Die();
- }
- }
- /// <summary>
- /// Award loot from a defeated monster to the agent.
- /// Stub - implement inventory/pickup logic.
- /// </summary>
- private static void AwardLoot(MonsterEncounter.MonsterInstance monster, MazeAgent agent)
- {
- // TODO: Implement loot pickup
- // var loot = monster.Template.GetRandomLoot();
- // if (loot != null)
- // agent.CharacterSheet.AddToInventory(loot);
- }
- }
- }
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