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using System;
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2024-04-04 12:14:58 +02:00
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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using Utility;
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using Microsoft.VisualStudio.Utilities;
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public partial class GameManager : MonoBehaviourSingleton<GameManager>
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{
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[SerializeField] private Difficulty _difficulty = Difficulty.Medium;
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public GameObject NeedFullfilledParticleEffect;
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[SerializeField]
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private Character _player;
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[SerializeField]
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private double _totalGameDurationSeconds;
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[SerializeField]
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private double _remainingGameDurationSeconds = 0.0;
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[SerializeField, ShowOnly]
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private double _currentEfficiency = 0.0;
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[SerializeField]
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private double _generalNeedDrainScaling = 0.001;
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[SerializeField]
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private List<Developer> _developers = new();
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[SerializeField]
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private MultiFalsableBool _gameRunning = new(false);
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[SerializeField, Tooltip("Der Schwellwert am dem eine Benachrichtigung für das Bedürfnis ausgelöst wird.")]
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private double _needNotificationThreshold = 0.25;
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[SerializeField]
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private DifficultySettings _difficultySettings;
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[SerializeField]
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private int _maxContextBufferSize = 5;
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[SerializeField]
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private CircularBuffer<string> _contextBuffer;
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public CircularBuffer<string> ContextBuffer => _contextBuffer;
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public Difficulty Difficulty => _difficulty;
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public double NeedNotificationThreshold => _needNotificationThreshold;
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public Character Player => _player;
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/// <summary>
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/// Die Transform des Spielers.
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/// </summary>
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public Transform PlayerTransform => _player.transform;
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/// <summary>
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/// Wie weit das Spiel bereits fortgeschritten ist.
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/// </summary>
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public double GameProgress => 1.0 - (_remainingGameDurationSeconds / _totalGameDurationSeconds);
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/// <summary>
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/// Wie Effizient das Team derzeit arbeitet.
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/// </summary>
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public double CurrentEfficiency => _currentEfficiency;
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/// <summary>
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/// Wie viele Sekunden das Spiel voraussichtlich noch dauern wird, würde die Effizienz sich nicht verändern.
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/// </summary>
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public double ExpectedRemainingGameDuration => _remainingGameDurationSeconds / _currentEfficiency;
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public bool IsGameRunning => _gameRunning.IsTrue;
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private void Start()
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{
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StartGame();
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}
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/// <summary>
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/// Startet ein neues Spiel.
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/// </summary>
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[ContextMenu("Start Game")]
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private void StartGame()
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{
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TimeManager.Instance.Init();
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_contextBuffer = new CircularBuffer<string>(_maxContextBufferSize);
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_difficultySettings = _difficulty.GetSettings();
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_totalGameDurationSeconds = TimeManager.Instance.CalculateActualDeveloperTime(_difficultySettings, 4);
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_remainingGameDurationSeconds = _totalGameDurationSeconds;
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ResumeGame();
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}
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/// <summary>
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/// Hebt eine Pausierung auf und setzt das Spiel fort, wenn alle Pausierungen aufgehoben wurden.
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/// </summary>
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/// <remarks>Hinweis: Für jedes PauseGame muss ein ResumeGame aufgerufen werden.</remarks>
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[ContextMenu("Resume Game")]
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public void ResumeGame()
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{
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if (_gameRunning.MakeTruer())
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{
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InvokeRepeating(nameof(UpdateProgress), 0.0f, 1.0f);
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}
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}
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/// <summary>
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/// Pausiert das Spiel. Ist Stapelbar.
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/// </summary>
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/// <remarks>Hinweis: Für jedes PauseGame muss ein ResumeGame aufgerufen werden.</remarks>
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[ContextMenu("Pause Game")]
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public void PauseGame()
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{
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_gameRunning.MakeFalslier();
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CancelInvoke(nameof(UpdateProgress));
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}
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void UpdateProgress()
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{
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UpdateEfficiency();
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UpdateGameDuration();
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CheckGameEndConditions();
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}
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private void CheckGameEndConditions()
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{
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if (_remainingGameDurationSeconds <= 0.0)
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{
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EndGame(EndGameCondition.Win_GamePublished);
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}
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else if (_developers.Count == 0)
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{
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EndGame(EndGameCondition.Lose_NoDevelopersLeft);
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}
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else if (TimeManager.Instance.MissedDeadline)
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{
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EndGame(EndGameCondition.Lose_DeadlineMissed);
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}
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}
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private void EndGame(EndGameCondition endGameCondition)
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{
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if (endGameCondition.IsWin())
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{
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Debug.Log("You won!");
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}
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else if (endGameCondition.IsLose())
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{
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Debug.Log("You lost!");
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}
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Debug.Log(endGameCondition.GetEndGameMessage());
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PauseGame();
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}
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void UpdateEfficiency()
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{
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double developerEfficiency = 0.0f;
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// TODO: Und eine weitere absolut nicht handle-bare variable...
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double caffeineDrain = _generalNeedDrainScaling * Math.Pow(2, _difficultySettings.CaffeineDrainScaling * GameProgress);
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double hungerDrain = _generalNeedDrainScaling * Math.Pow(2, _difficultySettings.HungerDrainScaling * GameProgress);
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double urinationDrain = _generalNeedDrainScaling * Math.Pow(2, _difficultySettings.UrinationDrainScaling * GameProgress);
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double happinessDrain = _generalNeedDrainScaling * Math.Pow(2, _difficultySettings.HappinessDrainScaling * GameProgress);
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foreach (Developer developer in _developers)
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{
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developer.UpdateStats(caffeineDrain, hungerDrain, urinationDrain, happinessDrain);
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developer.UpdateEfficiency();
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developerEfficiency += developer.CurrentEfficiency;
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}
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_currentEfficiency = developerEfficiency;
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}
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void UpdateGameDuration()
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{
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// Entwickler Effizienz ist im Grunde wie viele Entwicklersekunden wir pro Sekunde verrichten können.
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_remainingGameDurationSeconds -= _currentEfficiency;
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}
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/// <summary>
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/// Returns the context stored in the contextBuffer seperated with ',' as a string
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/// </summary>
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/// <returns></returns>
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public string GetContextAsString()
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{
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if (_contextBuffer.Count != 0)
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{
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string output = "";
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foreach (string context in _contextBuffer)
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{
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output += context + ", ";
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}
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return output;
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}
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return null;
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}
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/// <summary>
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/// Adds the given string to the context
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/// </summary>
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/// <param name="context"></param>
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public void AddContext(string context)
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{
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_contextBuffer.Add(context);
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}
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}
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