101 lines
3.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace DunGenPlus.Managers {
public static class EnemyManager {
internal static SelectableLevel previousLevel;
internal static List<SpawnableEnemyWithRarity> previouslyAddedEnemies = new List<SpawnableEnemyWithRarity>();
internal static List<SpawnableEnemyWithRarity> previouslyModifiedEnemies = new List<SpawnableEnemyWithRarity>();
internal static void UndoPreviousChanges(){
//
if (previousLevel != null){
Plugin.logger.LogDebug($"Undoing changes of EnemyManager for {previousLevel.PlanetName}");
var levelList = previousLevel.Enemies;
if (previouslyAddedEnemies.Count > 0){
// we doing it backwards since previously added items would be at the end of the list yuh?
for(var j = previouslyAddedEnemies.Count - 1; j >= 0; j--){
var previousItem = previouslyAddedEnemies[j];
for(var i = levelList.Count - 1; i >= 0; i--){
var levelItem = levelList[i];
if (levelItem == previousItem){
levelList.RemoveAt(i);
Plugin.logger.LogDebug($"Properly removed temporary enemy {previousItem.enemyType.enemyName}");
goto RemovedItemCorrect;
}
}
//
Plugin.logger.LogWarning($"Couldn't find/remove temporary enemy {previousItem.enemyType.enemyName}");
RemovedItemCorrect:
continue;
}
previouslyAddedEnemies.Clear();
}
if (previouslyModifiedEnemies.Count > 0){
for(var j = 0; j < previouslyModifiedEnemies.Count; j++){
var previousItem = previouslyModifiedEnemies[j];
for(var i = 0; i < levelList.Count; i++){
if (levelList[i].enemyType == previousItem.enemyType){
levelList[i] = previousItem;
Plugin.logger.LogDebug($"Properly fixed modified enemy {previousItem.enemyType.enemyName}");
goto ModifiedItemCorrect;
}
}
//
Plugin.logger.LogWarning($"Couldn't find/fix modified enemy {previousItem.enemyType.enemyName}");
ModifiedItemCorrect:
continue;
}
previouslyModifiedEnemies.Clear();
}
previousLevel = null;
}
}
internal static void Initialize(RoundManager roundManager){
UndoPreviousChanges();
previousLevel = roundManager.currentLevel;
Plugin.logger.LogDebug($"Initialized EnemyManager to {previousLevel.PlanetName}");
}
public static void AddEnemies(IEnumerable<SpawnableEnemyWithRarity> newEnemies){
foreach(var item in newEnemies){
AddEnemy(item);
}
}
public static void AddEnemy(SpawnableEnemyWithRarity newEnemy){
var levelList = previousLevel.Enemies;
for(var i = 0; i < levelList.Count; ++i) {
if (levelList[i].enemyType == newEnemy.enemyType) {
if (levelList[i].rarity == newEnemy.rarity){
Plugin.logger.LogDebug($"Skipping {newEnemy.enemyType.enemyName} as it has the same rarity");
return;
}
previouslyModifiedEnemies.Add(levelList[i]);
levelList[i] = newEnemy;
Plugin.logger.LogDebug($"Modifying already existing enemy {newEnemy.enemyType.enemyName} to new weight {newEnemy.rarity}");
return;
}
}
previouslyAddedEnemies.Add(newEnemy);
levelList.Add(newEnemy);
Plugin.logger.LogDebug($"Adding temporary enemy {newEnemy.enemyType.enemyName} with weight {newEnemy.rarity}");
}
}
}