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VillageBuilder/Assets/Scripts/JobManager.cs

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using UnityEngine;
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using System.Collections.Generic;
public class JobManager : MonoBehaviour
{
public static JobManager Instance;
private Building targetBuilding;
private Resource targetResource;
private NPC targetNPC;
void Awake()
{
Instance = this;
}
public Building RequestJob(NPC.Job jobType)
{
switch (jobType)
{
case NPC.Job.Builder:
targetBuilding = GetUnfinishedBuildings();
if(targetBuilding != null)
{
return targetBuilding;
}
break;
}
return null;
}
private Building GetUnfinishedBuildings()
{
Building[] buildings = GameManager.Instance.CountBuildings();
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List<Building> candidates = new List<Building>();
foreach (Building building in buildings)
{
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var state = building.GetBuildingState();
if (state == Building.BuildingState.Unbuilt)
{
if (CanBuildBuilding(building))
{
candidates.Add(building);
}
}
else if (state == Building.BuildingState.Constructing)
{
// Allow additional builders to join already-constructing buildings
candidates.Add(building);
}
}
if (candidates.Count == 0)
return null;
int idx = Random.Range(0, candidates.Count);
return candidates[idx];
}
private bool CanBuildBuilding(Building building)
{
Resource.ResourceType[] requiredResources = building.GetResourceRequirement();
int[] requiredCosts = building.GetConstructionCost();
if (requiredResources == null || requiredCosts == null)
{
Debug.LogWarning("Building missing resource or cost arrays");
return false;
}
if (requiredResources.Length != requiredCosts.Length)
{
Debug.LogWarning("Building resource and cost arrays don't match in length");
return false;
}
for (int i = 0; i < requiredResources.Length; i++)
{
if (GameManager.Instance.GetResource(requiredResources[i]) < requiredCosts[i])
{
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return false;
}
}
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return true;
}
}