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public void StartBuilding() - { - if (buildingState != BuildingState.Unbuilt) - return; +public void StartBuilding() +{ + if (buildingState != BuildingState.Unbuilt) + return; - for (int i = 0; i < constructionResources.Length && i < constructionCost.Length; i++) + Resource.ResourceType[] resources = GetResourceRequirement(); + int[] costs = GetConstructionCost(); + + for (int i = 0; i < resources.Length && i < costs.Length; i++) + { + if (GameManager.Instance.GetResource(resources[i]) < costs[i]) { - if (GameManager.Instance.GetResource(constructionResources[i]) < constructionCost[i]) - { - Debug.Log("Not enough resources"); - return; - } - GameManager.Instance.AddResource(constructionResources[i], -constructionCost[i]); + Debug.Log("Not enough resources"); + return; } - Debug.Log("Building Started"); - buildingState = BuildingState.Constructing; - SetBuildingModel(buildingState); + GameManager.Instance.AddResource(resources[i], -costs[i]); } + Debug.Log("Building Started"); + buildingState = BuildingState.Constructing; + SetBuildingModel(buildingState); +} public void FinishBuilding() { if (buildingState != BuildingState.Constructing) diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs index b334cb30..eedfe6d9 100644 --- a/Assets/Scripts/GameManager.cs +++ b/Assets/Scripts/GameManager.cs @@ -42,8 +42,17 @@ public class GameManager : MonoBehaviour population += amountToAdd; break; } + // If the dictionary doesn't contain this resource yet, initialize it at 0 + if (!statistics.ContainsKey(resourceToAdd)) + { + statistics.Add(resourceToAdd, 0); + } statistics[resourceToAdd] += amountToAdd; - UIController.Instance.UpdateStats(); + // Safety check to prevent a crash on Awake + if (UIController.Instance != null) + { + UIController.Instance.UpdateStats(); + } } public float GetResource(Resource.ResourceType resourceToGet) diff --git a/Assets/Scripts/JobManager.cs b/Assets/Scripts/JobManager.cs index 13ea99e4..cc177e6e 100644 --- a/Assets/Scripts/JobManager.cs +++ b/Assets/Scripts/JobManager.cs @@ -1,4 +1,5 @@ using UnityEngine; +using System.Collections.Generic; public class JobManager : MonoBehaviour { @@ -28,13 +29,57 @@ public class JobManager : MonoBehaviour private Building GetUnfinishedBuildings() { Building[] buildings = GameManager.Instance.CountBuildings(); + List candidates = new List(); + foreach (Building building in buildings) { - if(building.GetBuildingState() == Building.BuildingState.Unbuilt) + var state = building.GetBuildingState(); + if (state == Building.BuildingState.Unbuilt) { - return building; + if (CanBuildBuilding(building)) + { + candidates.Add(building); + } + } + else if (state == Building.BuildingState.Constructing) + { + // Allow additional builders to join already-constructing buildings + candidates.Add(building); } } - return null; + + 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]) + { + return false; + } + } + + return true; } } diff --git a/Assets/Scripts/NPC.cs b/Assets/Scripts/NPC.cs index d5e00d71..2e1eaaed 100644 --- a/Assets/Scripts/NPC.cs +++ b/Assets/Scripts/NPC.cs @@ -14,6 +14,7 @@ public class NPC : MonoBehaviour private Resource.ResourceType resourceToWorkWith, carryingResource; public Dictionary inventory = new Dictionary(); + public Dictionary skills = new Dictionary(); [SerializeField] int gatherAmount, inventoryCapacity; [SerializeField] NavMeshAgent navMeshAgent; @@ -74,7 +75,8 @@ public class NPC : MonoBehaviour } else { - float distanceToTarget = Vector3.Distance(transform.position, currentTargetResource.transform.position); + Vector3 targetPosition = GetResourceTargetPosition(); + float distanceToTarget = Vector3.Distance(transform.position, targetPosition); if (distanceToTarget <= interactionRadius) { @@ -82,11 +84,21 @@ public class NPC : MonoBehaviour } else { - MoveToLocation(currentTargetResource.transform.position); + MoveToLocation(targetPosition); } } } + private Vector3 GetResourceTargetPosition() + { + if (currentTargetResource != null && job == Job.Miner && currentTargetResource.mineLocation != null) + { + return currentTargetResource.mineLocation.position; + } + + return currentTargetResource != null ? currentTargetResource.transform.position : transform.position; + } + private void HandleDeliveryPhase() { // 1. Find a TownHall if we haven't cached one yet @@ -191,7 +203,7 @@ public class NPC : MonoBehaviour foreach (Resource res in resources) { if (res.resourceType == resourceToWorkWith && res.resourceState == Resource.ResourceState.Full) - { + { float distance = Vector3.Distance(transform.position, res.transform.position); if (distance < closestDistance) { @@ -204,7 +216,10 @@ public class NPC : MonoBehaviour if (closestResource != null) { currentTargetResource = closestResource; - MoveToLocation(currentTargetResource.transform.position); + if(this.job == Job.Miner) + MoveToLocation(currentTargetResource.mineLocation.transform.position); + else + MoveToLocation(currentTargetResource.transform.position); } else { @@ -250,7 +265,40 @@ public class NPC : MonoBehaviour } currentTargetResource.RemoveResource(gatherAmount); - AddToInventory(resourceToWorkWith, gatherAmount); + + Skills.SkillType currentSkillType = resourceToWorkWith switch + { + Resource.ResourceType.Wood => Skills.SkillType.Woodcutting, + Resource.ResourceType.Stone => Skills.SkillType.Stonecutting, + Resource.ResourceType.Metal => Skills.SkillType.Mining, + Resource.ResourceType.Food => Skills.SkillType.Farming, + _ => Skills.SkillType.Woodcutting + }; + + int currentSkillLevel = 1; + if (skills.TryGetValue(currentSkillType, out Skills currentSkill)) + { + currentSkillLevel = currentSkill.GetLevel(currentSkill.skillType); + } + + int bonusHarvest = Mathf.Max(0, currentSkillLevel - 1); + AddToInventory(resourceToWorkWith, gatherAmount + bonusHarvest); + + switch (resourceToWorkWith) + { + case Resource.ResourceType.Wood: + GainExperience(Skills.SkillType.Woodcutting, 10); + break; + case Resource.ResourceType.Stone: + GainExperience(Skills.SkillType.Stonecutting, 10); + break; + case Resource.ResourceType.Metal: + GainExperience(Skills.SkillType.Mining, 10); + break; + case Resource.ResourceType.Food: + GainExperience(Skills.SkillType.Farming, 10); + break; + } if (currentTargetResource.GetResourceState() == false) { @@ -350,6 +398,18 @@ public class NPC : MonoBehaviour { return GetTotalInventoryAmount() + amountToAdd <= inventoryCapacity; } + private void GainExperience(Skills.SkillType type, int amount) + { + // 1. Check if the dictionary does NOT contain the skill yet + if (!skills.ContainsKey(type)) + { + // The NPC learns the skill for the first time, using our new Constructor + skills.Add(type, new Skills(type)); + } + + // 2. Add the XP to that specific skill in the dictionary + skills[type].AddExperience(amount); + } // Efficiency: Created a helper method so we aren't writing out the dictionary loop constantly private int GetTotalInventoryAmount() diff --git a/Assets/Scripts/Resource.cs b/Assets/Scripts/Resource.cs index 1c1236d2..99f1493a 100644 --- a/Assets/Scripts/Resource.cs +++ b/Assets/Scripts/Resource.cs @@ -22,6 +22,7 @@ public class Resource : MonoBehaviour [SerializeField] int maxResourceQuantity; private int curResourceQuantity; [SerializeField] private GameObject fullModel, depletedModel; + public Transform mineLocation; // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { diff --git a/Assets/Scripts/Skills.cs b/Assets/Scripts/Skills.cs new file mode 100644 index 00000000..04ab66ec --- /dev/null +++ b/Assets/Scripts/Skills.cs @@ -0,0 +1,53 @@ +using UnityEngine; + +// System.Serializable makes these show up in the Unity Inspector so you can debug NPC levels! +[System.Serializable] +public class Skills +{ + public enum SkillType + { + Woodcutting, + Stonecutting, + Mining, + Building, + Farming // Added to match your Farmer job + } + + public SkillType skillType; + public int skillExp; + public int skillLevel; + + // 1. The Constructor: This runs automatically when the NPC learns the skill for the first time + public Skills(SkillType type) + { + skillType = type; + skillLevel = 1; + skillExp = 0; + } + + // 2. The Math: Handles gaining XP and checking for level ups + public void AddExperience(int amount) + { + skillExp += amount; + + // Example leveling formula: Level 1 requires 100xp, Level 2 requires 200xp, etc. + int xpRequiredForNextLevel = skillLevel * 100; + + if (skillExp >= xpRequiredForNextLevel) + { + // Subtract the requirement but keep the rollover XP + skillExp -= xpRequiredForNextLevel; + skillLevel++; + + Debug.Log($"Leveled up! {skillType} is now Level {skillLevel}"); + } + } + public int GetLevel(SkillType type) + { + if (type == skillType) + return skillLevel; + + Debug.LogWarning($"Requested level for {type} but this skill is {skillType}"); + return 0; + } +} \ No newline at end of file diff --git a/Assets/Scripts/Skills.cs.meta b/Assets/Scripts/Skills.cs.meta new file mode 100644 index 00000000..b23f8c00 --- /dev/null +++ b/Assets/Scripts/Skills.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 073eee246aee481449d8f5619dc58baa \ No newline at end of file diff --git a/Assets/Scripts/SpinningWindmill.cs b/Assets/Scripts/SpinningWindmill.cs new file mode 100644 index 00000000..b7dc06c0 --- /dev/null +++ b/Assets/Scripts/SpinningWindmill.cs @@ -0,0 +1,13 @@ +using UnityEngine; + +public class SpinningWindmill : MonoBehaviour +{ + [SerializeField] private float rotationSpeed; + [SerializeField] GameObject windmillBlades; + + void Update() + { + //transform.Rotate(0f, 0f, rotationSpeed * Time.deltaTime); + windmillBlades.transform.Rotate(0f, 0f, rotationSpeed * Time.deltaTime); + } +} diff --git a/Assets/Scripts/SpinningWindmill.cs.meta b/Assets/Scripts/SpinningWindmill.cs.meta new file mode 100644 index 00000000..29d2733c --- /dev/null +++ b/Assets/Scripts/SpinningWindmill.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9f8348a8c83d0884f864ffaf4554faa1 \ No newline at end of file