Data refactor
This commit is contained in:
@@ -78,11 +78,8 @@ namespace Minigames.FortFight.Core
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#region State
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// Per-player turn-based cooldowns: projectileType -> playerIndex -> turnsRemaining
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private Dictionary<ProjectileType, Dictionary<int, int>> cooldowns = new Dictionary<ProjectileType, Dictionary<int, int>>();
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// Per-player selected ammo: playerIndex -> ProjectileType
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private Dictionary<int, ProjectileType> selectedAmmoByPlayer = new Dictionary<int, ProjectileType>();
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// Per-player ammunition state (encapsulates cooldowns, selection, usage)
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private Dictionary<int, PlayerAmmoState> playerStates = new Dictionary<int, PlayerAmmoState>();
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#endregion
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@@ -92,21 +89,21 @@ namespace Minigames.FortFight.Core
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{
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base.OnManagedStart();
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// Initialize per-player turn-based cooldowns to 0 for all players
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// Initialize player states
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var configs = AvailableConfigs;
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foreach (var config in configs)
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{
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cooldowns[config.projectileType] = new Dictionary<int, int>();
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for (int playerIndex = 0; playerIndex < MaxPlayers; playerIndex++)
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{
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cooldowns[config.projectileType][playerIndex] = 0;
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}
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}
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// Select default ammo for all players
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for (int playerIndex = 0; playerIndex < MaxPlayers; playerIndex++)
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{
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// Create player state with default ammo
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playerStates[playerIndex] = new PlayerAmmoState(playerIndex, defaultProjectileType);
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// Initialize cooldowns for all projectile types
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foreach (var config in configs)
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{
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playerStates[playerIndex].InitializeCooldown(config.projectileType);
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}
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// Select default ammo (triggers event)
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SelectAmmo(defaultProjectileType, playerIndex);
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}
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}
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@@ -117,22 +114,15 @@ namespace Minigames.FortFight.Core
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/// </summary>
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public void DecrementCooldowns(int playerIndex)
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{
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List<ProjectileType> completedCooldowns = new List<ProjectileType>();
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List<ProjectileType> projectileTypes = new List<ProjectileType>(cooldowns.Keys);
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foreach (var type in projectileTypes)
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if (!playerStates.ContainsKey(playerIndex))
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{
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if (cooldowns[type].ContainsKey(playerIndex) && cooldowns[type][playerIndex] > 0)
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{
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cooldowns[type][playerIndex]--;
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if (cooldowns[type][playerIndex] == 0)
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{
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completedCooldowns.Add(type);
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}
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}
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Logging.Warning($"[AmmunitionManager] Player {playerIndex} state not found!");
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return;
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}
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// Decrement cooldowns and get completed types
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List<ProjectileType> completedCooldowns = playerStates[playerIndex].DecrementCooldowns();
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// Fire events for completed cooldowns
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var settings = CachedSettings;
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foreach (var type in completedCooldowns)
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@@ -157,6 +147,12 @@ namespace Minigames.FortFight.Core
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/// </summary>
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public bool SelectAmmo(ProjectileType type, int playerIndex)
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{
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if (!playerStates.ContainsKey(playerIndex))
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{
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Logging.Warning($"[AmmunitionManager] Player {playerIndex} state not found!");
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return false;
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}
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var settings = CachedSettings;
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var config = settings?.GetProjectileConfig(type);
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@@ -172,7 +168,7 @@ namespace Minigames.FortFight.Core
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return false;
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}
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selectedAmmoByPlayer[playerIndex] = type;
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playerStates[playerIndex].SelectedAmmo = type;
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if (showDebugLogs) Logging.Debug($"[AmmunitionManager] Player {playerIndex} selected: {config.displayName}");
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OnAmmoSelected?.Invoke(type, playerIndex);
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@@ -184,9 +180,9 @@ namespace Minigames.FortFight.Core
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/// </summary>
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public ProjectileType GetSelectedAmmoType(int playerIndex)
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{
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if (selectedAmmoByPlayer.ContainsKey(playerIndex))
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if (playerStates.ContainsKey(playerIndex))
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{
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return selectedAmmoByPlayer[playerIndex];
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return playerStates[playerIndex].SelectedAmmo;
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}
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return defaultProjectileType;
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}
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@@ -201,21 +197,16 @@ namespace Minigames.FortFight.Core
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}
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/// <summary>
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/// Check if ammo is available for a specific player (not on cooldown)
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/// Check if ammunition type is available for a specific player (not on cooldown)
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/// </summary>
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public bool IsAmmoAvailable(ProjectileType type, int playerIndex)
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{
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if (!cooldowns.ContainsKey(type))
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if (!playerStates.ContainsKey(playerIndex))
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{
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return true;
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return false;
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}
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if (!cooldowns[type].ContainsKey(playerIndex))
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{
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return true;
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}
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return cooldowns[type][playerIndex] <= 0;
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return playerStates[playerIndex].IsAmmoAvailable(type);
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}
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/// <summary>
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@@ -223,17 +214,12 @@ namespace Minigames.FortFight.Core
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/// </summary>
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public int GetCooldownRemaining(ProjectileType type, int playerIndex)
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{
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if (!cooldowns.ContainsKey(type))
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if (!playerStates.ContainsKey(playerIndex))
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{
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return 0;
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}
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if (!cooldowns[type].ContainsKey(playerIndex))
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{
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return 0;
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}
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return cooldowns[type][playerIndex];
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return playerStates[playerIndex].GetCooldown(type);
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}
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#endregion
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@@ -245,6 +231,12 @@ namespace Minigames.FortFight.Core
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/// </summary>
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public void UseAmmo(ProjectileType type, int playerIndex)
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{
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if (!playerStates.ContainsKey(playerIndex))
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{
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Logging.Warning($"[AmmunitionManager] Player {playerIndex} state not found!");
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return;
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}
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var settings = CachedSettings;
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var config = settings?.GetProjectileConfig(type);
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@@ -254,19 +246,9 @@ namespace Minigames.FortFight.Core
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return;
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}
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// Initialize cooldowns dict if needed
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if (!cooldowns.ContainsKey(type))
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{
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cooldowns[type] = new Dictionary<int, int>();
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for (int i = 0; i < MaxPlayers; i++)
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{
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cooldowns[type][i] = 0;
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}
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}
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// Start turn-based cooldown for this player
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cooldowns[type][playerIndex] = config.cooldownTurns;
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// Set cooldown and record usage
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playerStates[playerIndex].SetCooldown(type, config.cooldownTurns);
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playerStates[playerIndex].RecordUsage(type);
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if (showDebugLogs) Logging.Debug($"[AmmunitionManager] Player {playerIndex}: {config.displayName} used - cooldown: {config.cooldownTurns} turns");
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@@ -282,14 +264,13 @@ namespace Minigames.FortFight.Core
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/// </summary>
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public void ResetAllCooldowns()
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{
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foreach (var projectileType in cooldowns.Keys)
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var configs = AvailableConfigs;
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foreach (var playerState in playerStates.Values)
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{
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for (int playerIndex = 0; playerIndex < MaxPlayers; playerIndex++)
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foreach (var config in configs)
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{
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if (cooldowns[projectileType].ContainsKey(playerIndex))
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{
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cooldowns[projectileType][playerIndex] = 0;
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}
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playerState.SetCooldown(config.projectileType, 0);
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}
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}
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156
Assets/Scripts/Minigames/FortFight/Data/PlayerAmmoState.cs
Normal file
156
Assets/Scripts/Minigames/FortFight/Data/PlayerAmmoState.cs
Normal file
@@ -0,0 +1,156 @@
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using System;
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using System.Collections.Generic;
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namespace Minigames.FortFight.Data
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{
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/// <summary>
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/// Encapsulates all ammunition state for a single player.
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/// Tracks cooldowns, selection, and usage history per player.
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/// </summary>
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[Serializable]
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public class PlayerAmmoState
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{
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#region Properties
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public int PlayerIndex { get; private set; }
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public ProjectileType SelectedAmmo { get; set; }
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#endregion
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#region State
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// Cooldowns per projectile type (turns remaining)
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private Dictionary<ProjectileType, int> cooldowns;
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// Optional: Track usage for statistics/analytics
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private Dictionary<ProjectileType, int> usageCount;
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private ProjectileType lastUsedProjectile;
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#endregion
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#region Constructor
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public PlayerAmmoState(int playerIndex, ProjectileType defaultAmmo)
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{
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PlayerIndex = playerIndex;
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SelectedAmmo = defaultAmmo;
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cooldowns = new Dictionary<ProjectileType, int>();
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usageCount = new Dictionary<ProjectileType, int>();
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lastUsedProjectile = defaultAmmo;
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}
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#endregion
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#region Cooldown Management
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/// <summary>
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/// Initialize cooldown for a specific projectile type.
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/// </summary>
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public void InitializeCooldown(ProjectileType type)
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{
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if (!cooldowns.ContainsKey(type))
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{
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cooldowns[type] = 0;
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}
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}
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/// <summary>
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/// Set cooldown for a specific projectile type.
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/// </summary>
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public void SetCooldown(ProjectileType type, int turns)
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{
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cooldowns[type] = turns;
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}
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/// <summary>
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/// Get remaining cooldown turns for a projectile type.
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/// </summary>
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public int GetCooldown(ProjectileType type)
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{
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return cooldowns.ContainsKey(type) ? cooldowns[type] : 0;
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}
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/// <summary>
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/// Check if projectile type is available (not on cooldown).
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/// </summary>
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public bool IsAmmoAvailable(ProjectileType type)
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{
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return GetCooldown(type) == 0;
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}
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/// <summary>
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/// Decrement all cooldowns by 1 turn.
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/// Returns list of projectile types that completed cooldown this turn.
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/// </summary>
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public List<ProjectileType> DecrementCooldowns()
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{
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List<ProjectileType> completedCooldowns = new List<ProjectileType>();
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List<ProjectileType> types = new List<ProjectileType>(cooldowns.Keys);
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foreach (var type in types)
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{
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if (cooldowns[type] > 0)
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{
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cooldowns[type]--;
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if (cooldowns[type] == 0)
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{
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completedCooldowns.Add(type);
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}
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}
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}
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return completedCooldowns;
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}
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#endregion
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#region Usage Tracking
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/// <summary>
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/// Record that a projectile type was used.
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/// </summary>
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public void RecordUsage(ProjectileType type)
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{
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lastUsedProjectile = type;
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if (!usageCount.ContainsKey(type))
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{
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usageCount[type] = 0;
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}
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usageCount[type]++;
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}
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/// <summary>
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/// Get usage count for a projectile type.
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/// </summary>
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public int GetUsageCount(ProjectileType type)
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{
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return usageCount.ContainsKey(type) ? usageCount[type] : 0;
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}
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/// <summary>
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/// Get the last projectile type used by this player.
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/// </summary>
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public ProjectileType LastUsedProjectile => lastUsedProjectile;
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/// <summary>
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/// Get total number of projectiles used by this player.
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/// </summary>
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public int TotalUsageCount
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{
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get
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{
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int total = 0;
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foreach (var count in usageCount.Values)
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{
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total += count;
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}
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return total;
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}
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}
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#endregion
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: fd7545bfc92d4096b53954bab9884b15
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timeCreated: 1764797211
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