G3 finish
This commit is contained in:
+9
-210
@@ -11,10 +11,8 @@ namespace GeometryTD.CustomComponent
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public sealed class CombatSettlementService
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{
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private const int RewardSelectDisplayCount = 3;
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private const float FullBaseHpGoldBonusRate = 0.3f;
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private const float HighBaseHpGoldBonusRate = 0.1f;
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private const float HighBaseHpThreshold = 0.8f;
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private const float SettlementTowerEnduranceLoss = 1f;
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private readonly CombatSettlementCalculator _calculator = new();
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private readonly CombatSettlementCommitter _committer = new();
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public CombatSettlementContext BuildSettlementContext(
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bool didCombatWin,
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@@ -22,63 +20,16 @@ namespace GeometryTD.CustomComponent
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int defeatedEnemyCount,
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CombatRunResourceStore resourceStore)
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{
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bool shouldOpenFullBaseHpRewardSelect = false;
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ResolveSettlementByBaseHp(
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return _calculator.BuildSettlementContext(
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didCombatWin,
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currentLevel,
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resourceStore,
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out int currentBaseHp,
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out int maxBaseHp,
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out int levelRewardGold,
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out float bonusRate,
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out int bonusGold,
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out shouldOpenFullBaseHpRewardSelect);
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CombatSettlementContext settlementContext = new CombatSettlementContext
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{
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};
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settlementContext.Result.DidCombatWin = didCombatWin;
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settlementContext.Result.FinalCoin = Mathf.Max(0, resourceStore != null ? resourceStore.CurrentCoin : 0);
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settlementContext.Result.FinalBaseHp = currentBaseHp;
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settlementContext.Result.MaxBaseHp = maxBaseHp;
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settlementContext.Result.DefeatedEnemyCount = Mathf.Max(0, defeatedEnemyCount);
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settlementContext.Result.GainedGold = Mathf.Max(0, resourceStore != null ? resourceStore.GainedGold : 0);
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settlementContext.Result.RewardInventory = resourceStore != null
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? resourceStore.GetRewardInventorySnapshot()
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: new BackpackInventoryData();
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PopulateEnduranceSettlement(settlementContext, resourceStore);
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settlementContext.Flags.ShouldOpenRewardSelection = shouldOpenFullBaseHpRewardSelect;
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settlementContext.Flags.DidEnterRewardSelection = false;
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settlementContext.Summary.DefeatedEnemyCount = settlementContext.Result.DefeatedEnemyCount;
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settlementContext.Summary.GainedGold = settlementContext.Result.GainedGold;
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settlementContext.Summary.RewardInventory = settlementContext.Result.RewardInventory;
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Log.Info(
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"Combat settlement resolved. Level={0}, BaseHp={1}/{2}, LevelReward={3}, BonusRate={4:P0}, BonusGold={5}, FullHpRewardSelect={6}, EnduranceTargets={7}.",
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currentLevel != null ? currentLevel.Id : 0,
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currentBaseHp,
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maxBaseHp,
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levelRewardGold,
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bonusRate,
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bonusGold,
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shouldOpenFullBaseHpRewardSelect,
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settlementContext.Result.Endurance.TargetTowerInstanceIds.Count);
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return settlementContext;
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defeatedEnemyCount,
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resourceStore);
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}
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public void CommitSettlementInventory(CombatSettlementContext settlementContext)
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{
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if (settlementContext == null || settlementContext.Flags.IsCommitted)
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{
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return;
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}
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BackpackInventoryData rewardInventory = settlementContext.Result.RewardInventory ?? new BackpackInventoryData();
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GameEntry.PlayerInventory?.MergeInventory(rewardInventory);
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settlementContext.Result.RewardInventory = rewardInventory;
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settlementContext.Summary.RewardInventory = rewardInventory;
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settlementContext.Result.Endurance.AffectedTowerCount = ApplyDeferredSettlementEndurance(settlementContext);
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settlementContext.Flags.IsCommitted = true;
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_committer.CommitSettlementInventory(settlementContext);
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}
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public bool TryPrepareRewardSelection(
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@@ -104,26 +55,9 @@ namespace GeometryTD.CustomComponent
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return false;
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}
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List<RewardSelectItemRawData> rewardPool = new List<RewardSelectItemRawData>(candidateItems.Count);
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foreach (var item in candidateItems)
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{
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if (item == null)
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{
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continue;
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}
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rewardPool.Add(BuildRewardSelectRawData(item));
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}
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if (rewardPool.Count <= 0)
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{
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settlementContext.Flags.ShouldOpenRewardSelection = false;
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return false;
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}
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rewardSelectFormUseCase.SetCallbacks(onRewardSelected, onGiveUp);
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rewardSelectFormUseCase.ConfigureRewardPool(
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rewardPool,
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rewardSelectFormUseCase.ConfigureRewardCandidates(
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candidateItems,
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displayCount: RewardSelectDisplayCount,
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refreshCost: 0,
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allowRefreshOnce: false,
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@@ -144,13 +78,7 @@ namespace GeometryTD.CustomComponent
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public void ApplySelectedReward(CombatSettlementContext settlementContext, RewardSelectItemRawData selectedReward)
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{
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if (settlementContext?.Result.RewardInventory == null || selectedReward?.SourceItem == null)
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{
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return;
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}
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TryAppendRewardComponent(settlementContext.Result.RewardInventory, selectedReward.SourceItem);
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settlementContext.Summary.RewardInventory = settlementContext.Result.RewardInventory;
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_committer.ApplySelectedReward(settlementContext, selectedReward);
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}
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public void OpenCombatFinishForm(
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@@ -166,134 +94,5 @@ namespace GeometryTD.CustomComponent
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GameEntry.UIRouter.OpenUI(UIFormType.CombatFinishForm);
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}
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private static void ResolveSettlementByBaseHp(
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bool didCombatWin,
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DRLevel currentLevel,
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CombatRunResourceStore resourceStore,
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out int currentBaseHp,
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out int maxBaseHp,
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out int levelRewardGold,
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out float bonusRate,
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out int bonusGold,
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out bool shouldOpenFullBaseHpRewardSelect)
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{
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currentBaseHp = Mathf.Max(0, resourceStore != null ? resourceStore.CurrentBaseHp : 0);
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maxBaseHp = resourceStore != null ? Mathf.Max(0, resourceStore.MaxBaseHp) : 0;
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if (maxBaseHp > 0)
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{
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currentBaseHp = Mathf.Clamp(currentBaseHp, 0, maxBaseHp);
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}
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levelRewardGold = currentLevel != null ? Mathf.Max(0, currentLevel.RewardGold) : 0;
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bonusRate = 0f;
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bonusGold = 0;
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shouldOpenFullBaseHpRewardSelect = false;
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if (!didCombatWin || resourceStore == null)
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{
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return;
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}
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if (maxBaseHp > 0 && currentBaseHp >= maxBaseHp)
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{
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bonusRate = FullBaseHpGoldBonusRate;
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shouldOpenFullBaseHpRewardSelect = true;
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}
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else if (maxBaseHp > 0)
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{
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float hpRate = (float)currentBaseHp / maxBaseHp;
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if (hpRate >= HighBaseHpThreshold)
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{
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bonusRate = HighBaseHpGoldBonusRate;
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}
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}
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int goldForBonusCalculation = Mathf.Max(0, resourceStore.GainedGold) + levelRewardGold;
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bonusGold = bonusRate > 0f ? Mathf.FloorToInt(goldForBonusCalculation * bonusRate) : 0;
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int settlementGold = levelRewardGold + bonusGold;
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resourceStore.AddSettlementGold(settlementGold);
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}
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private static void PopulateEnduranceSettlement(
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CombatSettlementContext settlementContext,
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CombatRunResourceStore resourceStore)
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{
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if (settlementContext == null)
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{
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return;
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}
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CombatSettlementEnduranceResult enduranceResult = settlementContext.Result.Endurance;
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enduranceResult.TargetTowerInstanceIds.Clear();
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enduranceResult.EnduranceLossPerComponent = SettlementTowerEnduranceLoss;
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IReadOnlyList<long> participantTowerIds = resourceStore?.GetParticipantTowerInstanceIdSnapshot();
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if (participantTowerIds == null || participantTowerIds.Count <= 0)
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{
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return;
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}
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for (int i = 0; i < participantTowerIds.Count; i++)
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{
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long towerId = participantTowerIds[i];
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if (towerId > 0)
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{
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enduranceResult.TargetTowerInstanceIds.Add(towerId);
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}
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}
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}
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private static int ApplyDeferredSettlementEndurance(CombatSettlementContext settlementContext)
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{
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if (settlementContext == null ||
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settlementContext.Result.Endurance.EnduranceLossPerComponent <= 0f ||
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settlementContext.Result.Endurance.TargetTowerInstanceIds.Count <= 0)
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{
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return 0;
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}
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PlayerInventoryComponent inventory = GameEntry.PlayerInventory;
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if (inventory == null)
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{
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return 0;
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}
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return inventory.ReduceTowerEndurance(
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settlementContext.Result.Endurance.TargetTowerInstanceIds,
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settlementContext.Result.Endurance.EnduranceLossPerComponent);
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}
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private static bool TryAppendRewardComponent(BackpackInventoryData rewardInventory, TowerCompItemData selectedItem)
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{
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if (rewardInventory == null || selectedItem == null)
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{
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return false;
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}
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if (selectedItem is MuzzleCompItemData muzzleComp)
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{
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rewardInventory.MuzzleComponents.Add(muzzleComp);
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return true;
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}
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if (selectedItem is BearingCompItemData bearingComp)
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{
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rewardInventory.BearingComponents.Add(bearingComp);
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return true;
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}
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if (selectedItem is BaseCompItemData baseComp)
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{
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rewardInventory.BaseComponents.Add(baseComp);
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return true;
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}
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return false;
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}
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private static RewardSelectItemRawData BuildRewardSelectRawData(TowerCompItemData item)
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{
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return RewardSelectItemRawDataBuilder.Build(item);
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}
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}
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}
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@@ -0,0 +1,141 @@
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using System.Collections.Generic;
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using GeometryTD.DataTable;
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using GeometryTD.Definition;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace GeometryTD.CustomComponent
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{
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public sealed class CombatSettlementCalculator
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{
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private const float FullBaseHpGoldBonusRate = 0.3f;
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private const float HighBaseHpGoldBonusRate = 0.1f;
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private const float HighBaseHpThreshold = 0.8f;
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private const float SettlementTowerEnduranceLoss = 1f;
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public CombatSettlementContext BuildSettlementContext(
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bool didCombatWin,
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DRLevel currentLevel,
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int defeatedEnemyCount,
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CombatRunResourceStore resourceStore)
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{
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bool shouldOpenFullBaseHpRewardSelect = false;
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ResolveSettlementByBaseHp(
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didCombatWin,
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currentLevel,
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resourceStore,
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out int currentBaseHp,
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out int maxBaseHp,
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out int levelRewardGold,
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out float bonusRate,
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out int bonusGold,
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out shouldOpenFullBaseHpRewardSelect);
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CombatSettlementContext settlementContext = new CombatSettlementContext();
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settlementContext.Result.DidCombatWin = didCombatWin;
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settlementContext.Result.FinalCoin = Mathf.Max(0, resourceStore != null ? resourceStore.CurrentCoin : 0);
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settlementContext.Result.FinalBaseHp = currentBaseHp;
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settlementContext.Result.MaxBaseHp = maxBaseHp;
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settlementContext.Result.DefeatedEnemyCount = Mathf.Max(0, defeatedEnemyCount);
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settlementContext.Result.GainedGold = Mathf.Max(0, resourceStore != null ? resourceStore.GainedGold : 0);
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settlementContext.Result.RewardInventory = resourceStore != null
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? resourceStore.GetRewardInventorySnapshot()
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: new BackpackInventoryData();
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PopulateEnduranceSettlement(settlementContext, resourceStore);
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settlementContext.Flags.ShouldOpenRewardSelection = shouldOpenFullBaseHpRewardSelect;
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settlementContext.Flags.DidEnterRewardSelection = false;
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settlementContext.Summary.DefeatedEnemyCount = settlementContext.Result.DefeatedEnemyCount;
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settlementContext.Summary.GainedGold = settlementContext.Result.GainedGold;
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settlementContext.Summary.RewardInventory = settlementContext.Result.RewardInventory;
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Log.Info(
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"Combat settlement resolved. Level={0}, BaseHp={1}/{2}, LevelReward={3}, BonusRate={4:P0}, BonusGold={5}, FullHpRewardSelect={6}, EnduranceTargets={7}.",
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currentLevel != null ? currentLevel.Id : 0,
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currentBaseHp,
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maxBaseHp,
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levelRewardGold,
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bonusRate,
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bonusGold,
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shouldOpenFullBaseHpRewardSelect,
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settlementContext.Result.Endurance.TargetTowerInstanceIds.Count);
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return settlementContext;
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}
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private static void ResolveSettlementByBaseHp(
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bool didCombatWin,
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DRLevel currentLevel,
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CombatRunResourceStore resourceStore,
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out int currentBaseHp,
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out int maxBaseHp,
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out int levelRewardGold,
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out float bonusRate,
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out int bonusGold,
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out bool shouldOpenFullBaseHpRewardSelect)
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{
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currentBaseHp = Mathf.Max(0, resourceStore != null ? resourceStore.CurrentBaseHp : 0);
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maxBaseHp = resourceStore != null ? Mathf.Max(0, resourceStore.MaxBaseHp) : 0;
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if (maxBaseHp > 0)
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{
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currentBaseHp = Mathf.Clamp(currentBaseHp, 0, maxBaseHp);
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}
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levelRewardGold = currentLevel != null ? Mathf.Max(0, currentLevel.RewardGold) : 0;
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bonusRate = 0f;
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bonusGold = 0;
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shouldOpenFullBaseHpRewardSelect = false;
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if (!didCombatWin || resourceStore == null)
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{
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return;
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}
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if (maxBaseHp > 0 && currentBaseHp >= maxBaseHp)
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{
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bonusRate = FullBaseHpGoldBonusRate;
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shouldOpenFullBaseHpRewardSelect = true;
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}
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else if (maxBaseHp > 0)
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{
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float hpRate = (float)currentBaseHp / maxBaseHp;
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if (hpRate >= HighBaseHpThreshold)
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{
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bonusRate = HighBaseHpGoldBonusRate;
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}
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}
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int goldForBonusCalculation = Mathf.Max(0, resourceStore.GainedGold) + levelRewardGold;
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bonusGold = bonusRate > 0f ? Mathf.FloorToInt(goldForBonusCalculation * bonusRate) : 0;
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int settlementGold = levelRewardGold + bonusGold;
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resourceStore.AddSettlementGold(settlementGold);
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}
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private static void PopulateEnduranceSettlement(
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CombatSettlementContext settlementContext,
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CombatRunResourceStore resourceStore)
|
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{
|
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if (settlementContext == null)
|
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{
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return;
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}
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CombatSettlementEnduranceResult enduranceResult = settlementContext.Result.Endurance;
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enduranceResult.TargetTowerInstanceIds.Clear();
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enduranceResult.EnduranceLossPerComponent = SettlementTowerEnduranceLoss;
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IReadOnlyList<long> participantTowerIds = resourceStore?.GetParticipantTowerInstanceIdSnapshot();
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if (participantTowerIds == null || participantTowerIds.Count <= 0)
|
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{
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return;
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}
|
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|
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for (int i = 0; i < participantTowerIds.Count; i++)
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{
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long towerId = participantTowerIds[i];
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if (towerId > 0)
|
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{
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enduranceResult.TargetTowerInstanceIds.Add(towerId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c8aa78b2f9ff4eb4bf83b8c4f652ce24
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,83 @@
|
||||
using GeometryTD.Definition;
|
||||
using GeometryTD.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace GeometryTD.CustomComponent
|
||||
{
|
||||
public sealed class CombatSettlementCommitter
|
||||
{
|
||||
public void CommitSettlementInventory(CombatSettlementContext settlementContext)
|
||||
{
|
||||
if (settlementContext == null || settlementContext.Flags.IsCommitted)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
BackpackInventoryData rewardInventory = settlementContext.Result.RewardInventory ?? new BackpackInventoryData();
|
||||
GameEntry.PlayerInventory?.MergeInventory(rewardInventory);
|
||||
settlementContext.Result.RewardInventory = rewardInventory;
|
||||
settlementContext.Summary.RewardInventory = rewardInventory;
|
||||
settlementContext.Result.Endurance.AffectedTowerCount = ApplyDeferredSettlementEndurance(settlementContext);
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settlementContext.Flags.IsCommitted = true;
|
||||
}
|
||||
|
||||
public void ApplySelectedReward(CombatSettlementContext settlementContext, RewardSelectItemRawData selectedReward)
|
||||
{
|
||||
if (settlementContext?.Result.RewardInventory == null || selectedReward?.SourceItem == null)
|
||||
{
|
||||
return;
|
||||
}
|
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|
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TryAppendRewardComponent(settlementContext.Result.RewardInventory, selectedReward.SourceItem);
|
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settlementContext.Summary.RewardInventory = settlementContext.Result.RewardInventory;
|
||||
}
|
||||
|
||||
private static int ApplyDeferredSettlementEndurance(CombatSettlementContext settlementContext)
|
||||
{
|
||||
if (settlementContext == null ||
|
||||
settlementContext.Result.Endurance.EnduranceLossPerComponent <= 0f ||
|
||||
settlementContext.Result.Endurance.TargetTowerInstanceIds.Count <= 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
PlayerInventoryComponent inventory = GameEntry.PlayerInventory;
|
||||
if (inventory == null)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
return inventory.ReduceTowerEndurance(
|
||||
settlementContext.Result.Endurance.TargetTowerInstanceIds,
|
||||
settlementContext.Result.Endurance.EnduranceLossPerComponent);
|
||||
}
|
||||
|
||||
private static bool TryAppendRewardComponent(BackpackInventoryData rewardInventory, TowerCompItemData selectedItem)
|
||||
{
|
||||
if (rewardInventory == null || selectedItem == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (selectedItem is MuzzleCompItemData muzzleComp)
|
||||
{
|
||||
rewardInventory.MuzzleComponents.Add(muzzleComp);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (selectedItem is BearingCompItemData bearingComp)
|
||||
{
|
||||
rewardInventory.BearingComponents.Add(bearingComp);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (selectedItem is BaseCompItemData baseComp)
|
||||
{
|
||||
rewardInventory.BaseComponents.Add(baseComp);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e4e69cf76f34e5baec16562d765fb85
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using GeometryTD.Definition;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
@@ -51,6 +52,37 @@ namespace GeometryTD.UI
|
||||
_currentModel = null;
|
||||
}
|
||||
|
||||
public void ConfigureRewardCandidates(
|
||||
IReadOnlyList<TowerCompItemData> rewardCandidates,
|
||||
int displayCount = 3,
|
||||
int refreshCost = 0,
|
||||
bool allowRefreshOnce = true,
|
||||
bool allowGiveUp = true,
|
||||
string tipText = null)
|
||||
{
|
||||
_rewardPool.Clear();
|
||||
if (rewardCandidates != null)
|
||||
{
|
||||
foreach (var item in rewardCandidates)
|
||||
{
|
||||
if (item == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_rewardPool.Add(RewardSelectItemRawDataBuilder.Build(item));
|
||||
}
|
||||
}
|
||||
|
||||
_displayCount = Mathf.Max(1, displayCount);
|
||||
_refreshCost = Mathf.Max(0, refreshCost);
|
||||
_allowRefreshOnce = allowRefreshOnce;
|
||||
_allowGiveUp = allowGiveUp;
|
||||
_tipText = string.IsNullOrWhiteSpace(tipText) ? "Select one reward" : tipText;
|
||||
_hasRefreshed = false;
|
||||
_currentModel = null;
|
||||
}
|
||||
|
||||
public void SetCallbacks(Action<RewardSelectItemRawData> onRewardSelected, Action onGiveUp = null)
|
||||
{
|
||||
_onRewardSelected = onRewardSelected;
|
||||
|
||||
Reference in New Issue
Block a user