AgentGroup.cs 5.8 KB

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  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. public int AvgStrength => members.Count > 0 ? (int)members.Average(a => a.Stats.Strength) : 0;
  34. public int AvgSpeed => members.Count > 0 ? (int)members.Average(a => a.Stats.Speed) : 0;
  35. public int AvgMagic => members.Count > 0 ? (int)members.Average(a => a.Stats.Magic) : 0;
  36. public int AvgDexterity => members.Count > 0 ? (int)members.Average(a => a.Stats.Dexterity) : 0;
  37. public int AvgIntelligence => members.Count > 0 ? (int)members.Average(a => a.Stats.Intelligence) : 0;
  38. public int AvgConstitution => members.Count > 0 ? (int)members.Average(a => a.Stats.Constitution) : 0;
  39. private readonly List<AIAgent> members = new();
  40. private static int nextGroupId = 1;
  41. public AgentGroup(AIAgent founder)
  42. {
  43. GroupId = nextGroupId++;
  44. AddMember(founder);
  45. }
  46. // ------------------------------------------------------------------ //
  47. // Membership //
  48. // ------------------------------------------------------------------ //
  49. /// <summary>
  50. /// Attempt to add a new agent. Returns true if accepted.
  51. /// Chance of acceptance drops with group size so large groups are
  52. /// harder to join.
  53. /// </summary>
  54. public bool TryAddMember(AIAgent candidate)
  55. {
  56. if (IsFull) return false;
  57. if (members.Contains(candidate)) return false;
  58. // Base acceptance roll – bigger group = lower chance to accept new member.
  59. // Size 1 → 100%, size 8 → ~11%
  60. float acceptanceChance = 1f / members.Count;
  61. // High INT candidate is better at selling themselves to the group;
  62. // high INT leader is more selective (slightly lower base chance but
  63. // we already reward INT via groupUpAffinity in the caller).
  64. acceptanceChance *= Mathf.Lerp(0.8f, 1.2f, candidate.GroupUpAffinity);
  65. if (Random.value > acceptanceChance) return false;
  66. AddMember(candidate);
  67. return true;
  68. }
  69. private void AddMember(AIAgent agent)
  70. {
  71. members.Add(agent);
  72. agent.JoinGroup(this);
  73. RecalcStats();
  74. UpdateVisual();
  75. Debug.Log($"[Group {GroupId}] {agent.AgentName} joined. Size now {members.Count}");
  76. }
  77. public void RemoveMember(AIAgent agent)
  78. {
  79. if (!members.Contains(agent)) return;
  80. bool wasLeader = agent == Leader;
  81. members.Remove(agent);
  82. agent.LeaveGroup();
  83. RecalcStats();
  84. if (members.Count == 0)
  85. {
  86. // Group dissolved
  87. DestroyVisual();
  88. return;
  89. }
  90. if (wasLeader)
  91. {
  92. // Promote next member; move visual to new leader
  93. Debug.Log($"[Group {GroupId}] Leader left, {Leader.AgentName} is the new leader.");
  94. }
  95. UpdateVisual();
  96. Debug.Log($"[Group {GroupId}] {agent.AgentName} left. Size now {members.Count}");
  97. }
  98. // ------------------------------------------------------------------ //
  99. // Stats //
  100. // ------------------------------------------------------------------ //
  101. private void RecalcStats()
  102. {
  103. if (members.Count == 0) return;
  104. CombinedStrength = members.Max(a => a.Stats.Strength);
  105. CombinedSpeed = members.Max(a => a.Stats.Speed);
  106. CombinedMagic = members.Max(a => a.Stats.Magic);
  107. CombinedDexterity = members.Max(a => a.Stats.Dexterity);
  108. CombinedIntelligence = members.Max(a => a.Stats.Intelligence);
  109. CombinedConstitution = members.Max(a => a.Stats.Constitution);
  110. }
  111. // ------------------------------------------------------------------ //
  112. // Visual //
  113. // ------------------------------------------------------------------ //
  114. private AgentGroupVisual visual;
  115. private void UpdateVisual()
  116. {
  117. if (Leader == null) return;
  118. if (visual == null)
  119. {
  120. visual = Leader.gameObject.AddComponent<AgentGroupVisual>();
  121. visual.Init(this);
  122. }
  123. else
  124. {
  125. visual.Refresh();
  126. }
  127. }
  128. private void DestroyVisual()
  129. {
  130. if (visual != null)
  131. {
  132. Object.Destroy(visual);
  133. visual = null;
  134. }
  135. }
  136. }