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326 lines (279 loc) · 11.8 KB
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using System;
using System.Collections.Generic;
using UnityEngine;
using Il2CppScheduleOne.GameTime;
using Il2CppScheduleOne.Levelling;
using PaxDrops.Configs;
namespace PaxDrops
{
/// <summary>
/// New tier-based drop system that integrates with ERank and uses exact drop tables.
/// Replaces the old TierLevel.cs with proper tier unlocking logic.
/// </summary>
public static class TierDropSystem
{
/// <summary>
/// Represents a complete drop package with cash and items
/// </summary>
public class DropPackage
{
public int CashAmount { get; set; }
public List<DropItem> Items { get; set; }
public TierConfig.Tier Tier { get; set; }
public DropPackage()
{
Items = new List<DropItem>();
}
public override string ToString()
{
string items = string.Join(", ", Items.ConvertAll(x => $"{x.ItemId} x{x.Quantity}"));
return $"${CashAmount} + [{items}] (Tier: {TierConfig.GetTierName(Tier)})";
}
/// <summary>
/// Convert to flat list format for database storage
/// </summary>
public List<string> ToFlatList()
{
var list = new List<string>
{
$"cash:{CashAmount}"
};
foreach (var item in Items)
{
list.Add($"{item.ItemId}:{item.Quantity}");
}
return list;
}
}
/// <summary>
/// Represents a single item in a drop
/// </summary>
public class DropItem
{
public string ItemId { get; set; }
public int Quantity { get; set; }
public bool IsValuable { get; set; }
public DropItem(string itemId, int quantity, bool isValuable = false)
{
ItemId = itemId;
Quantity = quantity;
IsValuable = isValuable;
}
}
private static bool _initialized = false;
/// <summary>
/// Initialize the tier drop system
/// </summary>
public static void Init()
{
if (_initialized) return;
_initialized = true;
Logger.Info("🎯 New tier-based drop system initialized", "TierDropSystem");
Logger.Debug($"📊 {Enum.GetValues(typeof(TierConfig.Tier)).Length} tiers configured", "TierDropSystem");
Logger.Debug($"🏢 {Enum.GetValues(typeof(TierConfig.Organization)).Length} organizations available", "TierDropSystem");
}
/// <summary>
/// Generate a standard drop package based on current player state
/// </summary>
public static DropPackage GenerateDropPackage()
{
var currentTier = DropConfig.GetCurrentPlayerTier();
return GenerateDropPackage(currentTier);
}
/// <summary>
/// Generate a drop package for a specific tier
/// </summary>
public static DropPackage GenerateDropPackage(TierConfig.Tier tier)
{
if (!_initialized) Init();
var package = new DropPackage
{
Tier = tier,
CashAmount = DropConfig.GetCashAmount(tier)
};
// Generate items according to drop table specification
var itemIds = ItemPools.GenerateDropItems(tier);
foreach (var itemId in itemIds)
{
bool isValuable = ItemPools.IsValuableItem(tier, itemId);
int quantity = CalculateItemQuantity(tier, isValuable, false);
package.Items.Add(new DropItem(itemId, quantity, isValuable));
}
Logger.Debug($"📦 Generated {TierConfig.GetTierName(tier)} drop: {package}", "TierDropSystem");
return package;
}
/// <summary>
/// Generate a premium drop package with enhanced rewards
/// </summary>
public static DropPackage GeneratePremiumDropPackage()
{
var currentTier = DropConfig.GetCurrentPlayerTier();
return GeneratePremiumDropPackage(currentTier);
}
/// <summary>
/// Generate a premium drop package for a specific tier
/// </summary>
public static DropPackage GeneratePremiumDropPackage(TierConfig.Tier tier)
{
if (!_initialized) Init();
var package = new DropPackage
{
Tier = tier,
CashAmount = (int)(DropConfig.GetCashAmount(tier) * 1.5f) // 50% more cash
};
// Premium gets more valuable items
var valuableItems = ItemPools.GetValuableItems(tier);
var fillerItems = ItemPools.GetFillerItems(tier);
// Add 2-3 valuable items for premium
int valuableCount = UnityEngine.Random.Range(2, 4);
for (int i = 0; i < valuableCount && i < valuableItems.Count; i++)
{
var itemId = valuableItems[UnityEngine.Random.Range(0, valuableItems.Count)];
int quantity = CalculateItemQuantity(tier, true, true); // Premium quantities
package.Items.Add(new DropItem(itemId, quantity, true));
valuableItems.Remove(itemId); // No duplicates
}
// Add 1-2 filler items
int fillerCount = UnityEngine.Random.Range(1, 3);
for (int i = 0; i < fillerCount && i < fillerItems.Count; i++)
{
var itemId = fillerItems[UnityEngine.Random.Range(0, fillerItems.Count)];
int quantity = CalculateItemQuantity(tier, false, true); // Premium quantities
package.Items.Add(new DropItem(itemId, quantity, false));
fillerItems.Remove(itemId); // No duplicates
}
Logger.Debug($"💎 Generated PREMIUM {TierConfig.GetTierName(tier)} drop: {package}", "TierDropSystem");
return package;
}
/// <summary>
/// Generate a random drop package with items from player's current tier
/// </summary>
public static DropPackage GenerateRandomDropPackage()
{
if (!_initialized) Init();
var playerTier = DropConfig.GetCurrentPlayerTier();
var randomTier = playerTier;
// Check if we should upgrade the tier based on player's current tier
if (DropConfig.ShouldUpgradeRandomDrop(playerTier))
{
var nextTier = TierConfig.GetNextTier(playerTier);
if (nextTier.HasValue)
{
randomTier = nextTier.Value;
Logger.Debug($"🎲 Random drop upgraded from {TierConfig.GetTierName(playerTier)} to {TierConfig.GetTierName(randomTier)}", "TierDropSystem");
}
}
var package = GenerateDropPackage(randomTier);
Logger.Debug($"🎲 Generated random drop: {package}", "TierDropSystem");
return package;
}
/// <summary>
/// Calculate item quantity based on tier level and type
/// </summary>
private static int CalculateItemQuantity(TierConfig.Tier tier, bool isValuable, bool isPremium)
{
int tierLevel = (int)tier;
int baseQuantity;
if (isValuable)
{
// Valuable items: lower quantities but higher value
if (tierLevel >= 9) baseQuantity = UnityEngine.Random.Range(2, 4); // Golden Circle: 2-3
else if (tierLevel >= 4) baseQuantity = UnityEngine.Random.Range(2, 3); // Crimson Vultures: 2-2
else baseQuantity = UnityEngine.Random.Range(1, 3); // Cherry Green: 1-2
}
else
{
// Filler items: higher quantities but lower value
if (tierLevel >= 9) baseQuantity = UnityEngine.Random.Range(3, 6); // Golden Circle: 3-5
else if (tierLevel >= 4) baseQuantity = UnityEngine.Random.Range(2, 5); // Crimson Vultures: 2-4
else baseQuantity = UnityEngine.Random.Range(2, 4); // Cherry Green: 2-3
}
// Premium gets 25% more
if (isPremium)
{
baseQuantity = Mathf.Max(1, (int)(baseQuantity * 1.25f));
}
return baseQuantity;
}
/// <summary>
/// Check if player can access a specific tier (rank-based)
/// </summary>
public static bool CanPlayerAccessTier(TierConfig.Tier tier)
{
var playerRank = DropConfig.GetCurrentPlayerRank();
return DropConfig.IsTierUnlocked(tier, playerRank);
}
/// <summary>
/// Get player's current tier (1:1 mapping with their rank)
/// </summary>
public static TierConfig.Tier GetPlayerMaxTier()
{
return DropConfig.GetCurrentPlayerTier();
}
/// <summary>
/// Get all organizations unlocked by player's rank
/// </summary>
public static List<TierConfig.Organization> GetPlayerUnlockedOrganizations()
{
return DropConfig.GetCurrentlyUnlockedOrganizations();
}
/// <summary>
/// Get all tiers unlocked by player's rank
/// </summary>
public static List<TierConfig.Tier> GetPlayerUnlockedTiers()
{
return DropConfig.GetCurrentlyUnlockedTiers();
}
/// <summary>
/// Get unlocked tiers for a specific organization based on player's rank
/// </summary>
public static List<TierConfig.Tier> GetPlayerUnlockedTiersForOrganization(TierConfig.Organization org)
{
var allUnlockedTiers = GetPlayerUnlockedTiers();
var orgTiers = TierConfig.GetTiersForOrganization(org);
var unlockedOrgTiers = new List<TierConfig.Tier>();
foreach (var tier in orgTiers)
{
if (allUnlockedTiers.Contains(tier))
{
unlockedOrgTiers.Add(tier);
}
}
unlockedOrgTiers.Sort();
return unlockedOrgTiers;
}
/// <summary>
/// Get requirements for next tier progression
/// </summary>
public static string GetNextTierRequirements()
{
var playerRank = DropConfig.GetCurrentPlayerRank();
var currentTier = TierConfig.GetTierForRank(playerRank);
var nextTier = TierConfig.GetNextTier(currentTier);
if (!nextTier.HasValue)
{
return "You've reached the maximum tier (Kingpin)! No further progression available.";
}
var requiredRank = TierConfig.GetRequiredRank(nextTier.Value);
var tierName = TierConfig.GetTierName(nextTier.Value);
var orgName = TierConfig.GetOrganizationName(TierConfig.GetOrganization(nextTier.Value));
return $"Next tier: {tierName} ({orgName}) - Requires rank {requiredRank}";
}
/// <summary>
/// Convert old TierLevel.DropPacket to new DropPackage format (for compatibility)
/// </summary>
public static DropPackage ConvertFromLegacyDropPacket(TierLevel.DropPacket legacyPacket)
{
var package = new DropPackage
{
CashAmount = legacyPacket.CashAmount,
Tier = TierConfig.Tier.TIER_STREET_RAT // Default tier
};
foreach (var legacyItem in legacyPacket.Loot)
{
package.Items.Add(new DropItem(legacyItem.ItemID, legacyItem.Quantity));
}
return package;
}
}
}