GameVsJam/3d Prototyp/Assets/Scripts/Developer.cs

551 lines
18 KiB
C#

using Microsoft.VisualStudio.Utilities;
using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using UnityEngine;
using UnityEngine.Serialization;
using Utility;
using Random = UnityEngine.Random;
[Serializable]
public struct DeveloperStats
{
public double BaseEfficiency;
public int Fingers;
public double CaffeineDrainFactor;
public double HungerDrainFactor;
public double UrinationDrainFactor;
public double HappinessDrainFactor;
// TODO: Not yet used
public double CoffeePreference;
public double MatePreference;
public DeveloperStats(double baseEfficiency, int fingers, double caffeineDrainFactor, double hungerDrainFactor, double urinationDrainFactor, double happinessDrainFactor, double coffeePreference, double matePreference)
{
BaseEfficiency = baseEfficiency;
Fingers = fingers;
CaffeineDrainFactor = caffeineDrainFactor;
HungerDrainFactor = hungerDrainFactor;
UrinationDrainFactor = urinationDrainFactor;
HappinessDrainFactor = happinessDrainFactor;
CoffeePreference = coffeePreference;
MatePreference = matePreference;
}
public static readonly DeveloperStats Default = new DeveloperStats(1.0, 10, 1, 1, 1, 1, 0.5, 0.5);
}
public class Developer : MonoBehaviour
{
[Header("Basis Informationen")]
[SerializeField]
private string _name;
[SerializeField]
private DeveloperStats _baseStats = DeveloperStats.Default;
[SerializeField]
private float _talkRange = 2.0f;
[Header("Aktuelle Informationen")]
[SerializeField, ShowOnly]
private double _currentEfficiency = 1.0;
[SerializeField]
private int _fingersLeft = 10;
[SerializeField]
private double _caffeineLevel = 1.0;
[SerializeField]
private double _hungerLevel = 1.0;
[SerializeField]
private double _urgeToUrinateLevel = 1.0;
[SerializeField]
private double _happiness = 0.75;
[SerializeField, ShowOnly]
private bool _isSleeping = false;
[SerializeField, ShowOnly]
private bool _isHyperactive = false;
[SerializeField, ShowOnly]
private bool _isOvercaffeinated = false;
[SerializeField]
private DeveloperNeeds _developerNeeds;
/// <summary>
/// Gibt die Grunddaten des Entwicklers zurück.
/// </summary>
public DeveloperStats BaseStats => _baseStats;
/// <summary>
/// Gibt die Anzahl der Finger zurück.
/// </summary>
public int FingersLeft => _fingersLeft;
/// <summary>
/// Gibt die aktuelle Effizienz des Entwicklers in Prozent zurück.
/// </summary>
public double CurrentEfficiency => _currentEfficiency;
public string Name => _name;
[SerializeField]
private GameObject _caffeineNeed;
[SerializeField]
private WantedConsumable _wantedDrink;
[SerializeField]
private GameObject _hungerNeed;
[SerializeField]
private WantedConsumable _wantedFood;
[SerializeField]
private GameObject _toiletNeed;
private List<GameObject> _needList = new List<GameObject>();
private bool _isDead = false;
/// <summary>
/// indicates wether the Dev is dead or not
/// </summary>
public bool IsDead => _isDead;
[SerializeField]
private int _maxPrivateContextBufferSize = 2;
[SerializeField]
private CircularBuffer<string> _privateContextBuffer;
/// <summary>
/// Returns the private Context Buffer
/// </summary>
public CircularBuffer<string> PrivateContextBuffer => _privateContextBuffer;
// stuff for talking
[SerializeField, ShowOnly]
private float _talkTimer;
private AudioSource _audioSource;
private float _talkPauseTime = 15.0f;
private bool _hasTalkedWhileHyperactive = false;
private bool _hasTalkedWhileOvercaffeinated = false;
private bool _hasTalkedBeforeSleeping = false;
void Start()
{
_developerNeeds = gameObject.GetComponent<DeveloperNeeds>();
_audioSource = GetComponent<AudioSource>();
_talkTimer = Random.Range(5.0f, 15.0f);
_fingersLeft = _baseStats.Fingers;
_privateContextBuffer = new CircularBuffer<string>(_maxPrivateContextBufferSize);
}
private void Update()
{
if (!_audioSource.isPlaying)
{
_talkTimer -= Time.deltaTime;
if (_talkTimer < 0.0f)
{
_talkTimer = _talkPauseTime;
TalkIfInRange();
}
}
}
[ContextMenu("Hurt him")]
private void TestHurt()
{
Hurt();
}
[ContextMenu("Give Coffee")]
private void TestCoffee()
{
GiveDrink(0.3, WantedConsumable.Coffee);
}
[ContextMenu("Give Mate")]
private void TestMate()
{
GiveDrink(0.3, WantedConsumable.Mate);
}
[ContextMenu("Give Food")]
private void TestFood()
{
GiveFood(0.3, WantedConsumable.Pizza);
}
[ContextMenu("Drain Bladder")]
private void TestPee()
{
Pee(0.3, true);
}
public void GiveDrink(double caffeineAmount, WantedConsumable drinkType)
{
if (!drinkType.HasFlag(WantedConsumable.Drink))
throw new ArgumentException(nameof(drinkType),
$"{nameof(drinkType)} must be a value with the \"{WantedConsumable.Drink}\" flag");
_caffeineLevel = Math.Min(_caffeineLevel + caffeineAmount, 2.0);
if (_caffeineNeed != null && _caffeineLevel > GameManager.Instance.NeedNotificationThreshold)
{
UpdateNeedPositions(_caffeineNeed);
_needList.Remove(_caffeineNeed);
NeedFullfilled(_caffeineNeed);
_caffeineNeed = null;
}
if (_wantedDrink != WantedConsumable.None)
{
// TODO: Wie wäre es damit, das nicht fest zu coden?
if (drinkType == _wantedDrink)
{
Talk($"The Developer thanks Gottfried for the {drinkType.GetAsString()}", 1);
_privateContextBuffer.Add($"The Developer is greatful for the {drinkType.GetAsString()} Gottfried brought him a while ago");
_happiness += 0.2;
}
else
{
Talk($"The Developer is happy about the caffeine but he blames Gottfried for bringing {drinkType.GetAsString()} because he actaully wanted a {_wantedDrink.GetAsString()} instead", 0, true);
_privateContextBuffer.Add($"The Developer is still annoyed and reminds Gottfried that he brought him {drinkType.GetAsString()} instead of {_wantedDrink.GetAsString()} a while ago");
_happiness -= 0.2;
}
}
else
{
_happiness += 0.2;
}
_wantedDrink = WantedConsumable.None;
}
public void GiveFood(double foodAmount, WantedConsumable foodType)
{
if (!foodType.HasFlag(WantedConsumable.Food))
throw new ArgumentException(nameof(foodType),
$"{nameof(foodType)} must be a value with the \"{WantedConsumable.Food}\" flag");
_hungerLevel = Math.Min(_hungerLevel + foodAmount, 1.0);
if (_hungerNeed != null && _hungerLevel > GameManager.Instance.NeedNotificationThreshold)
{
UpdateNeedPositions(_hungerNeed);
_needList.Remove(_hungerNeed);
NeedFullfilled(_hungerNeed);
_hungerNeed = null;
Talk("The Developer thanks Gottfried for the Pizza", 1);
_privateContextBuffer.Add($"The Developer is greatful for the Pizza Gottfried brought him a while ago");
}
if (_wantedFood != WantedConsumable.None)
{
if (foodType == _wantedFood)
_happiness += 0.2;
else
_happiness -= 0.2;
}
else
{
_happiness += 0.2;
}
_wantedFood = WantedConsumable.None;
}
/// <summary>
/// Der Entwickler Pinkelt die angegebene Menge aus.
/// </summary>
/// <param name="peeAmount">Die Menge die ausgepinkelt wird.</param>
/// <param name="onToilet">Wenn true, dann pinkelt der Entwickler auf einer Toilette. Wenn false, dann pinkelt er auf den Boden (was schlecht ist)</param>
public void Pee(double peeAmount, bool onToilet)
{
_urgeToUrinateLevel = Math.Min(_urgeToUrinateLevel += peeAmount, 1.0);
if (_toiletNeed != null && _urgeToUrinateLevel > GameManager.Instance.NeedNotificationThreshold)
{
UpdateNeedPositions(_toiletNeed);
_needList.Remove(_toiletNeed);
NeedFullfilled(_toiletNeed);
_toiletNeed = null;
Talk("The Developer finally can go to the toilet", 1);
_privateContextBuffer.Add($"The developer is grateful that he went to the toilet a while ago");
}
if (onToilet)
_happiness += 0.2;
else
_happiness -= 0.2;
}
public void UpdateStats(double caffeineDrain, double hungerDrain, double urinationDrain, double happinessDrain)
{
_caffeineLevel -= caffeineDrain * _baseStats.CaffeineDrainFactor;
_hungerLevel -= hungerDrain * _baseStats.HungerDrainFactor;
_urgeToUrinateLevel -= urinationDrain * _baseStats.UrinationDrainFactor;
_happiness -= happinessDrain * _baseStats.UrinationDrainFactor;
_caffeineLevel = Math.Max(_caffeineLevel, 0.0);
_hungerLevel = Math.Max(_hungerLevel, 0.0);
_urgeToUrinateLevel = Math.Max(_urgeToUrinateLevel, 0.0);
_happiness = Math.Max(_happiness, 0.0);
_isHyperactive = _caffeineLevel > 1.0 && _caffeineLevel <= 1.5;
_isOvercaffeinated = _caffeineLevel > 1.5;
_isSleeping = _caffeineLevel <= 0.0;
if (_caffeineLevel < GameManager.Instance.NeedNotificationThreshold && _caffeineNeed == null)
{
// TODO: Wir können hier anhand von Präferenz gewichten.
if (Random.Range(0.0f, 1.0f) > 0.5f)
{
_caffeineNeed = _developerNeeds.SpawnMateNeed(_needList.Count);
_wantedDrink = WantedConsumable.Mate;
_needList.Add(_caffeineNeed);
}
else
{
_caffeineNeed = _developerNeeds.SpawnCoffeeNeed(_needList.Count);
_wantedDrink = WantedConsumable.Coffee;
_needList.Add(_caffeineNeed);
}
}
if (_hungerLevel < GameManager.Instance.NeedNotificationThreshold && _hungerNeed == null)
{
_hungerNeed = _developerNeeds.SpawnHungerNeed(_needList.Count);
_wantedFood = WantedConsumable.Pizza;
_needList.Add(_hungerNeed);
}
if (_urgeToUrinateLevel < GameManager.Instance.NeedNotificationThreshold && _toiletNeed == null)
{
// TODO: Go to toilet
Debug.Log("Ich muss aufs Klo!");
_toiletNeed = _developerNeeds.SpawnToiletNeed(_needList.Count);
_needList.Add(_toiletNeed);
}
if (_hungerLevel <= 0.0)
{
if (!_isDead)
Talk($"The developer is starving, The developer is dying, The developer blames Gottfried for letting him starve with his last words", 0, true);
Die();
}
}
private void UpdateNeedPositions(GameObject reference)
{
int referenceIndex = _needList.IndexOf(reference);
if (referenceIndex == -1)
{
Debug.LogError("Reference GameObject not in List.");
return;
}
for (int i = referenceIndex + 1; i < _needList.Count; i++)
{
GameObject currentItem = _needList[i];
currentItem.GetComponent<SpinningSpinner>().originalY -= 0.5f;
}
}
private void NeedFullfilled(GameObject needObject)
{
Instantiate(GameManager.Instance.NeedFullfilledParticleEffect, needObject.transform.position, needObject.transform.rotation);
Destroy(needObject);
}
public void UpdateEfficiency()
{
_currentEfficiency = _baseStats.BaseEfficiency * (_fingersLeft / 10.0) * CalculateCaffeineEfficiency() * CalculateHungerEfficiency() * CalculateUrinationEfficiency() * CalculateHappinessEfficiency();
}
// TODO: Es könnte sich als schwierig erweisen, die Effizienz hoch zu halten.
// Man könnte ggf. die Funktionen so anpassen, dass sie eine ganze Weile 100% Effizienz geben.
// TODO: Das auch nur ansatzweise zu balancieren wird wiztig 🤯
private double CalculateCaffeineEfficiency()
{
if (_isSleeping)
{
if (!_hasTalkedBeforeSleeping)
{
Talk("The Developer is very sleepy right now duo to a lack of caffeine, The Developer takes a nap now", 0, true);
_privateContextBuffer.Add($"The developer took a refreshing nap but is annoyed that Gottfried forgot to bring him any caffeine before the nap");
_hasTalkedBeforeSleeping = true;
}
return 0.0;
}
else
{
_hasTalkedBeforeSleeping = false;
}
if (_isHyperactive)
{
if (!_hasTalkedWhileHyperactive)
{
GetComponent<Text2Speech>().speakingSpeed = 1.3f;
Talk("The Developer is surprisingly productive right now and feels an energyboost duo to caffeine", 0, true);
_hasTalkedWhileHyperactive = true;
}
}
else
{
_hasTalkedWhileHyperactive = false;
}
if (_isOvercaffeinated)
{
if (!_hasTalkedWhileOvercaffeinated)
{
GetComponent<Text2Speech>().speakingSpeed = 1.4f;
Talk("The Developer had too much caffeine, The Developer needs a break immediately", 0, true);
_privateContextBuffer.Add($"The developer overcaffeinated a while ago because Gottfried gave him too much caffeine");
_hasTalkedWhileOvercaffeinated = true;
}
return 0.0;
}
else
{
_hasTalkedWhileOvercaffeinated = false;
}
if (!_isHyperactive && !_isOvercaffeinated)
GetComponent<Text2Speech>().speakingSpeed = 1.1f;
// https://easings.net/#easeOutCubic
return 1.0 - Math.Pow(1.0 - _caffeineLevel, 3.0);
}
private double CalculateHungerEfficiency()
{
if (_hungerLevel > 1.0)
return 1.0;
// https://easings.net/#easeOutCirc
return Math.Sqrt(1.0 - Math.Pow(_hungerLevel - 1.0, 2.0));
}
private double CalculateUrinationEfficiency()
{
if (_urgeToUrinateLevel > 1.0)
return 1.0;
// https://easings.net/#easeOutExpo
return Math.Abs(_urgeToUrinateLevel - 1.0) < 0.0001f ? 1.0 : 1.0 - Math.Pow(2, -10 * _urgeToUrinateLevel);
}
private double CalculateHappinessEfficiency()
{
// 50% bei 0 Happiness, 100% bei 0.75 Happiness, 125% bei 1 Happiness
return 0.5 + _happiness * 2.0 / 3.0;
}
/// <summary>
/// Der Entwickler wird verletzt und der Idiot bricht sich ausgerechnet einen Finger...
/// </summary>
public void Hurt()
{
_fingersLeft--;
// Ob er stirbt oder nicht, für uns hat er auf jeden Fall seinen Nutzen verloren.
if (_fingersLeft == 0)
{
if (!_isDead)
Talk($"The developer lost all his fingers duo to an attack by a monster, The developer is dying, The developer gives a short speech with his last words, The developer blames Gottfried for his death", 0, true);
Die();
}
else
{
if (_fingersLeft == 9)
Talk($"The developer lost a finger duo to an attack by a monster, The developer has {_fingersLeft} left, The developer is in pain, The developer is irrevocably less productive now, The developer blames Gottfried for this", 0, true);
else
Talk($"The developer lost another finger duo to an attack by a monster, The developer has only {_fingersLeft} left, The developer is in pain, The developer is irrevocably less productive now, The developer blames Gottfried for this", 0, true);
if (Random.Range(0, 3) < 2)
_privateContextBuffer.Add($"The developer cries for his {10 - _fingersLeft} lost fingers");
else
_privateContextBuffer.Add($"The developer is greatful he still has {_fingersLeft} fingers even tho he had 10 once");
}
}
private void Die()
{
_isDead = true;
Debug.Log($"{Name} ist verreckt.");
}
private bool IsGottfriedInRange()
{
float distanceToPlayer = Vector3.Distance(transform.position, GameManager.Instance.PlayerTransform.position);
return distanceToPlayer <= _talkRange;
}
/// <summary>
/// Returns the context stored in the contextBuffer seperated with ',' as a string
/// </summary>
/// <returns></returns>
public string GetPrivateContextAsString()
{
if (_privateContextBuffer.Count != 0)
{
string output = "";
foreach (string context in _privateContextBuffer)
{
output += context + ", ";
}
return output;
}
return string.Empty;
}
/// <summary>
/// Starts talking when player is near to the Dev.
/// </summary>
public void TalkIfInRange()
{
if (IsGottfriedInRange() && !_isDead && !_isSleeping && (_needList.Count == 0))
{
string context = GetPrivateContextAsString();
context += GameManager.Instance.GetContextAsString();
Talk(context);
}
}
/// <summary>
/// Dev starts talking.
/// </summary>
public void Talk(string context, int shortnessLevel = 0, bool priority = false)
{
if (priority)
{
_audioSource.Stop();
_audioSource.clip = null;
}
if (!_audioSource.isPlaying)
{
GetComponent<Text2Speech>().Generate(context, shortnessLevel);
}
}
}