AgentGroup.cs 6.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168
  1. using UnityEngine;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. /// <summary>
  5. /// Represents a group of agents moving together through the maze.
  6. /// The first member is always the leader whose GameObject drives movement.
  7. /// Other members follow by parenting / position copy each frame.
  8. ///
  9. /// Max size: 9. Joining chance decreases as group grows.
  10. /// Group shows a single enlarged sphere with a member-count label (AgentGroupVisual).
  11. /// </summary>
  12. public class AgentGroup
  13. {
  14. public const int MAX_SIZE = 9;
  15. /// <summary>Unique id for this group (for logging / future UI)</summary>
  16. public int GroupId { get; private set; }
  17. /// <summary>All members; index 0 is always the leader.</summary>
  18. public IReadOnlyList<AIAgent> Members => members;
  19. /// <summary>The agent that physically moves – others follow.</summary>
  20. public AIAgent Leader => members.Count > 0 ? members[0] : null;
  21. public int Size => members.Count;
  22. public bool IsFull => members.Count >= MAX_SIZE;
  23. // ------------------------------------------------------------------ //
  24. // Combined stats (max of each stat across members – group benefits //
  25. // from having specialists, but average is tracked too for display) //
  26. // ------------------------------------------------------------------ //
  27. public int CombinedStrength { get; private set; }
  28. public int CombinedSpeed { get; private set; }
  29. public int CombinedMagic { get; private set; }
  30. public int CombinedDexterity { get; private set; }
  31. public int CombinedIntelligence { get; private set; }
  32. public int CombinedConstitution { get; private set; }
  33. /// <summary>
  34. /// Combined group health: sum of all members' individual health values (10 + Constitution each)
  35. /// </summary>
  36. public int CombinedHealth => members.Count > 0 ? members.Sum(a => a.Stats.Health) : 0;
  37. public int AvgStrength => members.Count > 0 ? (int)members.Average(a => a.Stats.Strength) : 0;
  38. public int AvgSpeed => members.Count > 0 ? (int)members.Average(a => a.Stats.Speed) : 0;
  39. public int AvgMagic => members.Count > 0 ? (int)members.Average(a => a.Stats.Magic) : 0;
  40. public int AvgDexterity => members.Count > 0 ? (int)members.Average(a => a.Stats.Dexterity) : 0;
  41. public int AvgIntelligence => members.Count > 0 ? (int)members.Average(a => a.Stats.Intelligence) : 0;
  42. public int AvgConstitution => members.Count > 0 ? (int)members.Average(a => a.Stats.Constitution) : 0;
  43. private readonly List<AIAgent> members = new();
  44. private static int nextGroupId = 1;
  45. public AgentGroup(AIAgent founder)
  46. {
  47. GroupId = nextGroupId++;
  48. AddMember(founder);
  49. }
  50. // ------------------------------------------------------------------ //
  51. // Membership //
  52. // ------------------------------------------------------------------ //
  53. /// <summary>
  54. /// Attempt to add a new agent. Returns true if accepted.
  55. /// Chance of acceptance drops with group size so large groups are
  56. /// harder to join.
  57. /// </summary>
  58. public bool TryAddMember(AIAgent candidate)
  59. {
  60. if (IsFull) return false;
  61. if (members.Contains(candidate)) return false;
  62. // Base acceptance roll – bigger group = lower chance to accept new member.
  63. // Size 1 → 100%, size 8 → ~11%
  64. float acceptanceChance = 1f / members.Count;
  65. // High INT candidate is better at selling themselves to the group;
  66. // high INT leader is more selective (slightly lower base chance but
  67. // we already reward INT via groupUpAffinity in the caller).
  68. acceptanceChance *= Mathf.Lerp(0.8f, 1.2f, candidate.GroupUpAffinity);
  69. if (Random.value > acceptanceChance) return false;
  70. AddMember(candidate);
  71. return true;
  72. }
  73. private void AddMember(AIAgent agent)
  74. {
  75. members.Add(agent);
  76. agent.JoinGroup(this);
  77. RecalcStats();
  78. UpdateVisual();
  79. Debug.Log($"[Group {GroupId}] {agent.AgentName} joined. Size now {members.Count}");
  80. }
  81. public void RemoveMember(AIAgent agent)
  82. {
  83. if (!members.Contains(agent)) return;
  84. bool wasLeader = agent == Leader;
  85. members.Remove(agent);
  86. agent.LeaveGroup();
  87. RecalcStats();
  88. if (members.Count == 0)
  89. {
  90. // Group dissolved
  91. DestroyVisual();
  92. return;
  93. }
  94. if (wasLeader)
  95. {
  96. // Promote next member; move visual to new leader
  97. Debug.Log($"[Group {GroupId}] Leader left, {Leader.AgentName} is the new leader.");
  98. }
  99. UpdateVisual();
  100. Debug.Log($"[Group {GroupId}] {agent.AgentName} left. Size now {members.Count}");
  101. }
  102. // ------------------------------------------------------------------ //
  103. // Stats //
  104. // ------------------------------------------------------------------ //
  105. private void RecalcStats()
  106. {
  107. if (members.Count == 0) return;
  108. CombinedStrength = members.Max(a => a.Stats.Strength);
  109. CombinedSpeed = members.Max(a => a.Stats.Speed);
  110. CombinedMagic = members.Max(a => a.Stats.Magic);
  111. CombinedDexterity = members.Max(a => a.Stats.Dexterity);
  112. CombinedIntelligence = members.Max(a => a.Stats.Intelligence);
  113. CombinedConstitution = members.Max(a => a.Stats.Constitution);
  114. }
  115. // ------------------------------------------------------------------ //
  116. // Visual //
  117. // ------------------------------------------------------------------ //
  118. private AgentGroupVisual visual;
  119. private void UpdateVisual()
  120. {
  121. if (Leader == null) return;
  122. if (visual == null)
  123. {
  124. visual = Leader.gameObject.AddComponent<AgentGroupVisual>();
  125. visual.Init(this);
  126. }
  127. else
  128. {
  129. visual.Refresh();
  130. }
  131. }
  132. private void DestroyVisual()
  133. {
  134. if (visual != null)
  135. {
  136. Object.Destroy(visual);
  137. visual = null;
  138. }
  139. }
  140. }