177 lines
5.9 KiB
C#
177 lines
5.9 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using game;
|
|
using MoreMountains.NiceVibrations;
|
|
using UnityEngine;
|
|
|
|
namespace RND
|
|
{
|
|
public class LevelRewardProgression
|
|
{
|
|
public bool HasReward { get; }
|
|
public ConfLevelRewardItem RewardItem => _rewardItemProgress.Item;
|
|
public float Progress => _rewardItemProgress.Progress;
|
|
public bool ProgressIsFull => _rewardItemProgress.ProgressIsFull;
|
|
|
|
private readonly ConfLevelItemRewards _allRewards;
|
|
private RewardItemProgress _rewardItemProgress;
|
|
|
|
public LevelRewardProgression(string alias)
|
|
{
|
|
_allRewards = G.Instance.Configs.Get<ConfLevelItemRewards>(alias);
|
|
|
|
if (!TryGetCurrentRewardItemProgress(out RewardItemProgress currentReward))
|
|
{
|
|
if (!AllRewardItemsIsPurchased())
|
|
SetRandomItemReward(0);
|
|
}
|
|
else
|
|
{
|
|
if (ItemIsMissingInAllRewards(currentReward.Item.item.itemAmount.protoId) ||
|
|
currentReward.ProgressIsFull)
|
|
{
|
|
if (!AllRewardItemsIsPurchased())
|
|
SetRandomItemReward(0);
|
|
}
|
|
}
|
|
|
|
HasReward = TryGetCurrentRewardItemProgress(out _rewardItemProgress);
|
|
}
|
|
|
|
private bool TryGetCurrentRewardItemProgress(out RewardItemProgress item)
|
|
{
|
|
if (Save.Progress.LevelReward.HaveItem)
|
|
{
|
|
foreach (var rewardItem in _allRewards.items)
|
|
{
|
|
if (rewardItem.item.itemAmount.protoId == Save.Progress.LevelReward.ItemId)
|
|
{
|
|
item = new RewardItemProgress(rewardItem, Save.Progress.LevelReward.Progress);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
item = default;
|
|
return false;
|
|
}
|
|
|
|
private bool AllRewardItemsIsPurchased()
|
|
{
|
|
foreach (ConfLevelRewardItem rewardItem in _allRewards.items)
|
|
{
|
|
if (!Save.Inventory.IsPurchasedItem(rewardItem.item.itemAmount.protoId))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool ItemIsMissingInAllRewards(uint itemId)
|
|
{
|
|
foreach (ConfLevelRewardItem rewardItem in _allRewards.items)
|
|
{
|
|
if (rewardItem.item.itemAmount.protoId == itemId)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private List<uint> GetNotBoughtItems()
|
|
{
|
|
var notBoughtItems = new List<uint>();
|
|
foreach (var rewardItem in _allRewards.items)
|
|
{
|
|
if (!Save.Inventory.IsPurchasedItem(rewardItem.item.itemAmount.protoId))
|
|
notBoughtItems.Add(rewardItem.item.itemAmount.protoId);
|
|
}
|
|
|
|
return notBoughtItems;
|
|
}
|
|
|
|
public void ApplyItemToInventory()
|
|
{
|
|
Save.Inventory.AddPurchaseItem(RewardItem.item.itemAmount.protoId, RewardItem.item.itemAmount.amount);
|
|
}
|
|
|
|
|
|
public void TryRandomizeNewItem(float startProgress)
|
|
{
|
|
uint? lastItem = null;
|
|
if (Save.Progress.LevelReward.HaveItem)
|
|
lastItem = Save.Progress.LevelReward.ItemId;
|
|
|
|
List<uint> possibleItems = GetNotBoughtItems();
|
|
bool excludeLastItem = lastItem != null && possibleItems.Count > 1;
|
|
if (excludeLastItem)
|
|
possibleItems.Remove(lastItem.Value);
|
|
|
|
if (possibleItems.Count == 0)
|
|
{
|
|
Save.Progress.LevelReward.ResetItemWithProgress();
|
|
return;
|
|
}
|
|
|
|
Save.Progress.LevelReward.ChangeItemWithProgress(possibleItems.RandomValue(), startProgress);
|
|
}
|
|
|
|
private void SetRandomItemReward(float startProgress)
|
|
{
|
|
List<uint> possibleItems = GetNotBoughtItems();
|
|
if (possibleItems.Count == 0)
|
|
ResetItemReward();
|
|
|
|
Save.Progress.LevelReward.ChangeItemWithProgress(possibleItems.RandomValue(), startProgress);
|
|
}
|
|
|
|
private void ResetItemReward()
|
|
{
|
|
Save.Progress.LevelReward.ResetItemWithProgress();
|
|
}
|
|
|
|
private ConfLevelRewardItem GetConfigFromItemId(uint itemId)
|
|
{
|
|
foreach (var rewardItem in _allRewards.items)
|
|
{
|
|
if (rewardItem.item.itemAmount.protoId == itemId)
|
|
return rewardItem;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public void ChangeProgress(bool canCompleteProgress)
|
|
{
|
|
float maxStep = _rewardItemProgress.MaxProgress - _rewardItemProgress.Progress;
|
|
if (!canCompleteProgress)
|
|
maxStep *= 0.5f;
|
|
|
|
float step = UnityEngine.Random.Range(_allRewards.minProgressPerLevel, _allRewards.maxProgressPerLevel);
|
|
float clampedStep = Mathf.Clamp(step, 0, maxStep);
|
|
|
|
_rewardItemProgress.AddProgress(clampedStep);
|
|
Save.Progress.LevelReward.SetProgress(_rewardItemProgress.Progress);
|
|
}
|
|
|
|
private struct RewardItemProgress
|
|
{
|
|
public bool ProgressIsFull => Progress >= MaxProgress;
|
|
public float MaxProgress => 100f;
|
|
public float Progress { get => _progress; private set => _progress = Mathf.Clamp(value, 0, MaxProgress); }
|
|
|
|
public readonly ConfLevelRewardItem Item;
|
|
private float _progress;
|
|
|
|
public RewardItemProgress(ConfLevelRewardItem item, float progress)
|
|
{
|
|
Item = item;
|
|
|
|
_progress = 0;
|
|
Progress = progress;
|
|
}
|
|
|
|
public void AddProgress(float progress) => Progress += progress;
|
|
}
|
|
}
|
|
} |