CombatDataTransfer.cs 18 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. /// <summary>
  5. /// Static data transfer class for passing combat-related data between scenes
  6. /// Handles team data, enemy data, terrain information, and battle context
  7. /// </summary>
  8. public static class CombatDataTransfer
  9. {
  10. [System.Serializable]
  11. public class CombatSessionData
  12. {
  13. [Header("Battle Context")]
  14. public string battleDescription = "";
  15. public Vector2Int battleLocation = Vector2Int.zero;
  16. public TerrainType battleTerrain = TerrainType.Plains;
  17. public FeatureType battleFeature = FeatureType.None;
  18. [Header("Team Data")]
  19. public List<TeamCharacterCombatData> playerTeam = new List<TeamCharacterCombatData>();
  20. [Header("Enemy Data")]
  21. public List<EnemyCombatData> enemies = new List<EnemyCombatData>();
  22. [Header("Environmental Settings")]
  23. public Weather weather = Weather.Clear;
  24. public float timeOfDay = 12f; // 0-24 hours
  25. public CombatSessionData()
  26. {
  27. playerTeam = new List<TeamCharacterCombatData>();
  28. enemies = new List<EnemyCombatData>();
  29. }
  30. }
  31. [System.Serializable]
  32. public class TeamCharacterCombatData
  33. {
  34. public string characterName = "";
  35. public bool isMale = true;
  36. // Core stats
  37. public int strength = 10;
  38. public int dexterity = 10;
  39. public int constitution = 10;
  40. public int wisdom = 10;
  41. public int perception = 10;
  42. // Combat stats
  43. public int maxHealth = 20;
  44. public int currentHealth = 20;
  45. public int armorClass = 10;
  46. // Equipment
  47. public string equippedWeapon = "Sword"; // Keep for backward compatibility
  48. public WeaponItem equippedWeaponItem = null; // NEW: Actual weapon item reference
  49. public string equippedArmor = "";
  50. public List<string> availableWeapons = new List<string>();
  51. public List<string> availableArmor = new List<string>();
  52. public List<string> miscItems = new List<string>(); // Character's inventory items
  53. // Resources
  54. public int gold = 25;
  55. public int silver = 0;
  56. public int copper = 0;
  57. public TeamCharacterCombatData()
  58. {
  59. availableWeapons = new List<string>();
  60. availableArmor = new List<string>();
  61. miscItems = new List<string>();
  62. }
  63. /// <summary>
  64. /// Create combat data from a TeamCharacter
  65. /// </summary>
  66. public static TeamCharacterCombatData FromTeamCharacter(TeamCharacter teamChar)
  67. {
  68. var combatData = new TeamCharacterCombatData();
  69. if (teamChar != null)
  70. {
  71. combatData.characterName = teamChar.name;
  72. combatData.isMale = teamChar.isMale;
  73. combatData.strength = teamChar.strength;
  74. combatData.dexterity = teamChar.dexterity;
  75. combatData.constitution = teamChar.constitution;
  76. combatData.wisdom = teamChar.wisdom;
  77. combatData.perception = teamChar.perception;
  78. combatData.gold = teamChar.gold;
  79. combatData.silver = teamChar.silver;
  80. combatData.copper = teamChar.copper;
  81. // Ensure equipped weapon is not empty, fallback to first available or "Fists"
  82. combatData.equippedWeapon = !string.IsNullOrEmpty(teamChar.equippedWeapon)
  83. ? teamChar.equippedWeapon
  84. : (teamChar.weapons != null && teamChar.weapons.Count > 0)
  85. ? teamChar.weapons[0]
  86. : "Fists";
  87. Debug.Log($"🔧 FromTeamCharacter: Character '{teamChar.name}' - equippedWeapon: '{teamChar.equippedWeapon}', weapons list: [{(teamChar.weapons != null ? string.Join(", ", teamChar.weapons) : "null")}], resolved to: '{combatData.equippedWeapon}'");
  88. // Try to find the actual WeaponItem for the equipped weapon
  89. combatData.equippedWeaponItem = FindWeaponItem(combatData.equippedWeapon);
  90. if (combatData.equippedWeaponItem != null)
  91. {
  92. Debug.Log($"🔧 Team character {teamChar.name}: Found WeaponItem '{combatData.equippedWeaponItem.itemName}' for weapon '{combatData.equippedWeapon}'");
  93. }
  94. else if (combatData.equippedWeapon != "Fists")
  95. {
  96. Debug.LogWarning($"⚠️ Team character {teamChar.name}: Could not find WeaponItem for '{combatData.equippedWeapon}' - will use string fallback");
  97. }
  98. combatData.equippedArmor = teamChar.equippedArmor;
  99. // Calculate derived stats
  100. combatData.maxHealth = 10 + (teamChar.constitution * 2); // HP formula
  101. combatData.currentHealth = combatData.maxHealth; // Start at full health
  102. combatData.armorClass = 10 + (teamChar.dexterity / 2 - 5); // AC formula
  103. // Copy equipment lists
  104. if (teamChar.weapons != null)
  105. combatData.availableWeapons.AddRange(teamChar.weapons);
  106. if (teamChar.armor != null)
  107. combatData.availableArmor.AddRange(teamChar.armor);
  108. if (teamChar.miscItems != null)
  109. combatData.miscItems.AddRange(teamChar.miscItems);
  110. }
  111. return combatData;
  112. }
  113. }
  114. [System.Serializable]
  115. public class EnemyCombatData
  116. {
  117. public string enemyName = "Bandit";
  118. public string enemyType = "Humanoid";
  119. public int maxHealth = 15;
  120. public int currentHealth = 15;
  121. public int armorClass = 12;
  122. public int threatLevel = 2;
  123. public string preferredWeapon = "Sword"; // Keep for backward compatibility
  124. public WeaponItem preferredWeaponItem = null; // NEW: Actual weapon item reference
  125. public EnemyCharacterData sourceData = null; // Reference to original data
  126. /// <summary>
  127. /// Create combat data from EnemyCharacterData
  128. /// </summary>
  129. public static EnemyCombatData FromEnemyData(EnemyCharacterData enemyData, int instanceNumber = 1)
  130. {
  131. var combatData = new EnemyCombatData();
  132. if (enemyData != null)
  133. {
  134. combatData.enemyName = $"{enemyData.enemyName}_{instanceNumber}";
  135. combatData.enemyType = enemyData.enemyName;
  136. combatData.maxHealth = enemyData.maxHealth;
  137. combatData.currentHealth = enemyData.maxHealth;
  138. combatData.armorClass = enemyData.armorClass;
  139. combatData.threatLevel = enemyData.threatLevel;
  140. // Extract weapon type properly from WeaponItem
  141. if (enemyData.preferredWeapon != null)
  142. {
  143. combatData.preferredWeapon = enemyData.preferredWeapon.weaponType.ToString();
  144. combatData.preferredWeaponItem = enemyData.preferredWeapon; // Store actual WeaponItem
  145. Debug.Log($"🔧 Enemy {enemyData.enemyName}: WeaponItem.weaponType = {enemyData.preferredWeapon.weaponType} -> '{combatData.preferredWeapon}'");
  146. }
  147. else
  148. {
  149. combatData.preferredWeapon = "Fists"; // Default fallback
  150. combatData.preferredWeaponItem = null;
  151. Debug.Log($"🔧 Enemy {enemyData.enemyName}: No preferredWeapon assigned -> defaulting to 'Fists'");
  152. }
  153. combatData.sourceData = enemyData;
  154. }
  155. return combatData;
  156. }
  157. }
  158. // Current combat session data
  159. private static CombatSessionData currentSession = null;
  160. /// <summary>
  161. /// Initialize a new combat session with the given data
  162. /// </summary>
  163. public static void InitializeCombatSession(BattleEventData battleData, TravelEventContext context, List<TeamCharacter> teamMembers)
  164. {
  165. currentSession = new CombatSessionData();
  166. // Set battle context
  167. if (context != null)
  168. {
  169. currentSession.battleLocation = context.currentPosition;
  170. currentSession.battleTerrain = context.currentTile?.terrainType ?? TerrainType.Plains;
  171. currentSession.battleFeature = context.currentTile?.featureType ?? FeatureType.None;
  172. currentSession.weather = context.currentWeather;
  173. currentSession.timeOfDay = context.timeOfDay;
  174. }
  175. // Set battle description
  176. if (battleData != null)
  177. {
  178. currentSession.battleDescription = battleData.battleDescription;
  179. }
  180. // Convert team members to combat data
  181. if (teamMembers != null)
  182. {
  183. foreach (var teamMember in teamMembers)
  184. {
  185. if (teamMember != null)
  186. {
  187. currentSession.playerTeam.Add(TeamCharacterCombatData.FromTeamCharacter(teamMember));
  188. }
  189. }
  190. }
  191. // Create enemy combat data
  192. if (battleData != null && battleData.enemyCharacterData != null)
  193. {
  194. for (int i = 0; i < battleData.enemyCount; i++)
  195. {
  196. currentSession.enemies.Add(EnemyCombatData.FromEnemyData(battleData.enemyCharacterData, i + 1));
  197. }
  198. }
  199. Debug.Log($"🎯 Combat session initialized: {currentSession.playerTeam.Count} players vs {currentSession.enemies.Count} enemies on {currentSession.battleTerrain} terrain");
  200. }
  201. /// <summary>
  202. /// Get the current combat session data
  203. /// </summary>
  204. public static CombatSessionData GetCurrentSession()
  205. {
  206. return currentSession;
  207. }
  208. /// <summary>
  209. /// Check if there's a valid combat session
  210. /// </summary>
  211. public static bool HasValidSession()
  212. {
  213. return currentSession != null &&
  214. currentSession.playerTeam.Count > 0 &&
  215. currentSession.enemies.Count > 0;
  216. }
  217. /// <summary>
  218. /// Clear the current combat session (call after battle ends)
  219. /// </summary>
  220. public static void ClearSession()
  221. {
  222. currentSession = null;
  223. Debug.Log("🧹 Combat session cleared");
  224. }
  225. /// <summary>
  226. /// Get terrain-appropriate description for battle setup
  227. /// </summary>
  228. public static string GetTerrainDescription(TerrainType terrain, FeatureType feature)
  229. {
  230. string baseDescription = terrain switch
  231. {
  232. TerrainType.Plains => "open grasslands",
  233. TerrainType.Forest => "dense woodland",
  234. TerrainType.Mountain => "rocky mountain terrain",
  235. TerrainType.River => "along a flowing river",
  236. TerrainType.Lake => "near a peaceful lake",
  237. TerrainType.Ocean => "along the coastline",
  238. TerrainType.Shore => "on sandy shores",
  239. _ => "unknown terrain"
  240. };
  241. string featureDescription = feature switch
  242. {
  243. FeatureType.Road => "on a well-traveled road",
  244. FeatureType.Bridge => "at a stone bridge",
  245. FeatureType.Town => "within town limits",
  246. FeatureType.Village => "near a small village",
  247. FeatureType.Tunnel => "in a dark tunnel",
  248. FeatureType.Ferry => "at a ferry crossing",
  249. FeatureType.Harbour => "at a busy harbor",
  250. _ => ""
  251. };
  252. if (!string.IsNullOrEmpty(featureDescription))
  253. {
  254. return $"{featureDescription} in {baseDescription}";
  255. }
  256. return $"in {baseDescription}";
  257. }
  258. /// <summary>
  259. /// Create legacy BattleSetupData for compatibility with existing battle scene
  260. /// </summary>
  261. public static void PopulateLegacyBattleSetupData()
  262. {
  263. if (!HasValidSession())
  264. {
  265. Debug.LogError("❌ No valid combat session to populate legacy battle setup data");
  266. return;
  267. }
  268. // Clear existing data
  269. BattleSetupData.playerSelections.Clear();
  270. BattleSetupData.enemySelections.Clear();
  271. // Populate player selections
  272. foreach (var player in currentSession.playerTeam)
  273. {
  274. string weaponType = !string.IsNullOrEmpty(player.equippedWeapon) ? player.equippedWeapon : "Fists";
  275. Debug.Log($"🔧 Player {player.characterName}: equippedWeapon='{player.equippedWeapon}' -> weaponType='{weaponType}'");
  276. BattleSetupData.playerSelections.Add(new CharacterSelection
  277. {
  278. characterName = player.characterName,
  279. weaponType = weaponType
  280. });
  281. }
  282. // Populate enemy selections
  283. foreach (var enemy in currentSession.enemies)
  284. {
  285. string weaponType = !string.IsNullOrEmpty(enemy.preferredWeapon) ? enemy.preferredWeapon : "Fists";
  286. Debug.Log($"🔧 Enemy {enemy.enemyName}: preferredWeapon='{enemy.preferredWeapon}' -> weaponType='{weaponType}'");
  287. BattleSetupData.enemySelections.Add(new CharacterSelection
  288. {
  289. characterName = enemy.enemyName,
  290. weaponType = weaponType
  291. });
  292. }
  293. Debug.Log($"✅ Legacy battle setup data populated: {BattleSetupData.playerSelections.Count} players, {BattleSetupData.enemySelections.Count} enemies");
  294. }
  295. /// <summary>
  296. /// Debug method to log current session information
  297. /// </summary>
  298. [System.Diagnostics.Conditional("UNITY_EDITOR")]
  299. public static void DebugLogSession()
  300. {
  301. if (currentSession == null)
  302. {
  303. Debug.Log("🔍 No active combat session");
  304. return;
  305. }
  306. Debug.Log("=== COMBAT SESSION DEBUG ===");
  307. Debug.Log($"📍 Location: {currentSession.battleLocation}");
  308. Debug.Log($"🌍 Terrain: {currentSession.battleTerrain} / {currentSession.battleFeature}");
  309. Debug.Log($"🌤️ Weather: {currentSession.weather} at {currentSession.timeOfDay:F1}h");
  310. Debug.Log($"👥 Players: {currentSession.playerTeam.Count}");
  311. foreach (var player in currentSession.playerTeam)
  312. {
  313. Debug.Log($" - {player.characterName} (HP: {player.currentHealth}/{player.maxHealth}, AC: {player.armorClass}, Weapon: {player.equippedWeapon})");
  314. }
  315. Debug.Log($"👹 Enemies: {currentSession.enemies.Count}");
  316. foreach (var enemy in currentSession.enemies)
  317. {
  318. Debug.Log($" - {enemy.enemyName} (HP: {enemy.currentHealth}/{enemy.maxHealth}, AC: {enemy.armorClass}, Threat: {enemy.threatLevel})");
  319. }
  320. Debug.Log("=== END COMBAT SESSION ===");
  321. }
  322. /// <summary>
  323. /// Helper method to find a WeaponItem by name or type
  324. /// </summary>
  325. private static WeaponItem FindWeaponItem(string weaponIdentifier)
  326. {
  327. if (string.IsNullOrEmpty(weaponIdentifier) || weaponIdentifier == "Fists")
  328. {
  329. Debug.Log($"🔍 FindWeaponItem: Skipping '{weaponIdentifier}' (null/empty/Fists)");
  330. return null;
  331. }
  332. Debug.Log($"🔍 FindWeaponItem: Looking for weapon '{weaponIdentifier}'");
  333. // Load all WeaponItem assets from Resources folders
  334. WeaponItem[] allWeapons = Resources.LoadAll<WeaponItem>("");
  335. Debug.Log($"🔍 FindWeaponItem: Found {allWeapons.Length} WeaponItem assets in Resources");
  336. // Debug: List all available weapons
  337. foreach (var weapon in allWeapons)
  338. {
  339. if (weapon != null)
  340. {
  341. Debug.Log($" 📋 Available weapon: '{weapon.itemName}' (type: {weapon.weaponType})");
  342. }
  343. }
  344. // First try exact name match
  345. foreach (var weapon in allWeapons)
  346. {
  347. if (weapon != null && string.Equals(weapon.itemName, weaponIdentifier, System.StringComparison.OrdinalIgnoreCase))
  348. {
  349. Debug.Log($"✅ FindWeaponItem: Found exact match for '{weaponIdentifier}' -> '{weapon.itemName}'");
  350. return weapon;
  351. }
  352. }
  353. Debug.Log($"⚠️ FindWeaponItem: No exact name match for '{weaponIdentifier}', trying weapon type match...");
  354. // Then try weapon type match
  355. if (System.Enum.TryParse<WeaponType>(weaponIdentifier, true, out WeaponType weaponType))
  356. {
  357. Debug.Log($"🔍 FindWeaponItem: Parsed '{weaponIdentifier}' as WeaponType.{weaponType}");
  358. // Look for a weapon of this type, prefer "Simple" variants
  359. WeaponItem simpleWeapon = null;
  360. WeaponItem anyWeapon = null;
  361. foreach (var weapon in allWeapons)
  362. {
  363. if (weapon != null && weapon.weaponType == weaponType)
  364. {
  365. anyWeapon = weapon; // Keep track of any weapon of this type
  366. Debug.Log($" 🎯 Found weapon of type {weaponType}: '{weapon.itemName}'");
  367. // Prefer simple/basic weapons
  368. if (weapon.itemName.ToLower().Contains("simple") || weapon.itemName.ToLower().Contains("basic"))
  369. {
  370. simpleWeapon = weapon;
  371. Debug.Log($" ⭐ Preferred simple weapon: '{weapon.itemName}'");
  372. break; // Found preferred weapon, stop searching
  373. }
  374. }
  375. }
  376. WeaponItem result = simpleWeapon ?? anyWeapon;
  377. if (result != null)
  378. {
  379. Debug.Log($"✅ FindWeaponItem: Found weapon by type '{weaponIdentifier}' -> '{result.itemName}'");
  380. }
  381. else
  382. {
  383. Debug.LogWarning($"❌ FindWeaponItem: No weapon found for type '{weaponType}'");
  384. }
  385. return result;
  386. }
  387. else
  388. {
  389. Debug.LogWarning($"❌ FindWeaponItem: Could not parse '{weaponIdentifier}' as WeaponType enum");
  390. }
  391. Debug.LogError($"❌ FindWeaponItem: No weapon found for '{weaponIdentifier}'");
  392. return null;
  393. }
  394. internal static void SetCombatSession(CombatSessionData sessionData)
  395. {
  396. if (sessionData == null)
  397. {
  398. Debug.LogError($"❌ SetCombatSession: Invalid session data");
  399. return;
  400. }
  401. currentSession = sessionData;
  402. }
  403. }