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CrowdControl/Assets/Feel/MMTools/Tools/MMLoot/MMLootTable.cs

126 lines
3.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace MoreMountains.Tools
{
/// <summary>
/// A loot table helper that can be used to randomly pick objects out of a weighted list
/// This design pattern was described in more details by Daniel Cook in 2014 in his blog :
/// https://lostgarden.home.blog/2014/12/08/loot-drop-tables/
///
/// This generic LootTable defines a list of objects to loot, each of them weighted.
/// The weights don't have to add to a certain number, they're relative to each other.
/// The ComputeWeights method determines, based on these weights, the chance percentage of each object to be picked
/// The GetLoot method returns one object, picked randomly from the table
/// </summary>
/// <typeparam name="T"></typeparam>
/// <typeparam name="V"></typeparam>
public class MMLootTable<T,V> where T:MMLoot<V>
{
/// the list of objects that have a chance of being returned by the table
[SerializeField]
public List<T> ObjectsToLoot;
/// the total amount of weights, for debug purposes only
[Header("Debug")]
[MMReadOnly]
public float WeightsTotal;
protected float _maximumWeightSoFar = 0f;
protected bool _weightsComputed = false;
/// <summary>
/// Determines, for each object in the table, its chance percentage, based on the specified weights
/// </summary>
public virtual void ComputeWeights()
{
if (ObjectsToLoot == null)
{
return;
}
if (ObjectsToLoot.Count == 0)
{
return;
}
_maximumWeightSoFar = 0f;
foreach(T lootDropItem in ObjectsToLoot)
{
if(lootDropItem.Weight >= 0f)
{
lootDropItem.RangeFrom = _maximumWeightSoFar;
_maximumWeightSoFar += lootDropItem.Weight;
lootDropItem.RangeTo = _maximumWeightSoFar;
}
else
{
lootDropItem.Weight = 0f;
}
}
WeightsTotal = _maximumWeightSoFar;
foreach(T lootDropItem in ObjectsToLoot)
{
lootDropItem.ChancePercentage = ((lootDropItem.Weight) / WeightsTotal) * 100;
}
_weightsComputed = true;
}
/// <summary>
/// Returns one object from the table, picked randomly
/// </summary>
/// <returns></returns>
public virtual T GetLoot()
{
if (ObjectsToLoot == null)
{
return null;
}
if (ObjectsToLoot.Count == 0)
{
return null;
}
if (!_weightsComputed)
{
ComputeWeights();
}
float index = Random.Range(0, WeightsTotal);
foreach (T lootDropItem in ObjectsToLoot)
{
if ((index > lootDropItem.RangeFrom) && (index < lootDropItem.RangeTo))
{
return lootDropItem;
}
}
return null;
}
}
/// <summary>
/// A MMLootTable implementation for GameObjects
/// </summary>
[System.Serializable]
public class MMLootTableGameObject : MMLootTable<MMLootGameObject, GameObject> { }
/// <summary>
/// A MMLootTable implementation for floats
/// </summary>
[System.Serializable]
public class MMLootTableFloat : MMLootTable<MMLootFloat, float> { }
/// <summary>
/// A MMLootTable implementation for strings
/// </summary>
[System.Serializable]
public class MMLootTableString : MMLootTable<MMLootString, string> { }
}