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