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- using UnityEngine;
- using System.Collections.Generic;
- using System.Linq;
- /// <summary>
- /// Represents a group of agents moving together through the maze.
- /// The first member is always the leader whose GameObject drives movement.
- /// Other members follow by parenting / position copy each frame.
- ///
- /// Max size: 9. Joining chance decreases as group grows.
- /// Group shows a single enlarged sphere with a member-count label (AgentGroupVisual).
- /// </summary>
- public class AgentGroup
- {
- public const int MAX_SIZE = 9;
- /// <summary>Unique id for this group (for logging / future UI)</summary>
- public int GroupId { get; private set; }
- /// <summary>All members; index 0 is always the leader.</summary>
- public IReadOnlyList<AIAgent> Members => members;
- /// <summary>The agent that physically moves – others follow.</summary>
- public AIAgent Leader => members.Count > 0 ? members[0] : null;
- public int Size => members.Count;
- public bool IsFull => members.Count >= MAX_SIZE;
- // ------------------------------------------------------------------ //
- // Combined stats (max of each stat across members – group benefits //
- // from having specialists, but average is tracked too for display) //
- // ------------------------------------------------------------------ //
- public int CombinedStrength { get; private set; }
- public int CombinedSpeed { get; private set; }
- public int CombinedMagic { get; private set; }
- public int CombinedDexterity { get; private set; }
- public int CombinedIntelligence { get; private set; }
- public int CombinedConstitution { get; private set; }
- /// <summary>
- /// Combined group health: sum of all members' individual health values (10 + Constitution each)
- /// </summary>
- public int CombinedHealth => members.Count > 0 ? members.Sum(a => a.Stats.Health) : 0;
- public int AvgStrength => members.Count > 0 ? (int)members.Average(a => a.Stats.Strength) : 0;
- public int AvgSpeed => members.Count > 0 ? (int)members.Average(a => a.Stats.Speed) : 0;
- public int AvgMagic => members.Count > 0 ? (int)members.Average(a => a.Stats.Magic) : 0;
- public int AvgDexterity => members.Count > 0 ? (int)members.Average(a => a.Stats.Dexterity) : 0;
- public int AvgIntelligence => members.Count > 0 ? (int)members.Average(a => a.Stats.Intelligence) : 0;
- public int AvgConstitution => members.Count > 0 ? (int)members.Average(a => a.Stats.Constitution) : 0;
- private readonly List<AIAgent> members = new();
- private static int nextGroupId = 1;
- public AgentGroup(AIAgent founder)
- {
- GroupId = nextGroupId++;
- AddMember(founder);
- }
- // ------------------------------------------------------------------ //
- // Membership //
- // ------------------------------------------------------------------ //
- /// <summary>
- /// Attempt to add a new agent. Returns true if accepted.
- /// Chance of acceptance drops with group size so large groups are
- /// harder to join.
- /// </summary>
- public bool TryAddMember(AIAgent candidate)
- {
- if (IsFull) return false;
- if (members.Contains(candidate)) return false;
- // Base acceptance roll – bigger group = lower chance to accept new member.
- // Size 1 → 100%, size 8 → ~11%
- float acceptanceChance = 1f / members.Count;
- // High INT candidate is better at selling themselves to the group;
- // high INT leader is more selective (slightly lower base chance but
- // we already reward INT via groupUpAffinity in the caller).
- acceptanceChance *= Mathf.Lerp(0.8f, 1.2f, candidate.GroupUpAffinity);
- if (Random.value > acceptanceChance) return false;
- AddMember(candidate);
- return true;
- }
- private void AddMember(AIAgent agent)
- {
- members.Add(agent);
- agent.JoinGroup(this);
- RecalcStats();
- UpdateVisual();
- Debug.Log($"[Group {GroupId}] {agent.AgentName} joined. Size now {members.Count}");
- }
- public void RemoveMember(AIAgent agent)
- {
- if (!members.Contains(agent)) return;
- bool wasLeader = agent == Leader;
- members.Remove(agent);
- agent.LeaveGroup();
- RecalcStats();
- if (members.Count == 0)
- {
- // Group dissolved
- DestroyVisual();
- return;
- }
- if (wasLeader)
- {
- // Promote next member; move visual to new leader
- Debug.Log($"[Group {GroupId}] Leader left, {Leader.AgentName} is the new leader.");
- }
- UpdateVisual();
- Debug.Log($"[Group {GroupId}] {agent.AgentName} left. Size now {members.Count}");
- }
- // ------------------------------------------------------------------ //
- // Stats //
- // ------------------------------------------------------------------ //
- private void RecalcStats()
- {
- if (members.Count == 0) return;
- CombinedStrength = members.Max(a => a.Stats.Strength);
- CombinedSpeed = members.Max(a => a.Stats.Speed);
- CombinedMagic = members.Max(a => a.Stats.Magic);
- CombinedDexterity = members.Max(a => a.Stats.Dexterity);
- CombinedIntelligence = members.Max(a => a.Stats.Intelligence);
- CombinedConstitution = members.Max(a => a.Stats.Constitution);
- }
- // ------------------------------------------------------------------ //
- // Visual //
- // ------------------------------------------------------------------ //
- private AgentGroupVisual visual;
- private void UpdateVisual()
- {
- if (Leader == null) return;
- if (visual == null)
- {
- visual = Leader.gameObject.AddComponent<AgentGroupVisual>();
- visual.Init(this);
- }
- else
- {
- visual.Refresh();
- }
- }
- private void DestroyVisual()
- {
- if (visual != null)
- {
- Object.Destroy(visual);
- visual = null;
- }
- }
- }
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