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namespace Quantum
{
using Photon.Deterministic;
unsafe partial struct CardManager
{
// CONSTANTS
public const byte AVAILABLE_CARDS_COUNT = 4;
// PUBLIC METHODS
public void Initialize(Frame frame, CardInfo[] cards, GameplaySettings settings)
{
var availableCards = frame.AllocateList<CardInfo>(AVAILABLE_CARDS_COUNT);
var cardQueue = frame.AllocateList<CardInfo>(cards.Length);
CardQueue = cardQueue;
AvailableCards = availableCards;
for (int idx = 0, count = cards.Length; idx < count; idx++)
{
cardQueue.Add(cards[idx]);
}
cardQueue.Shuffle(frame.RNG);
for (int idx = 0; idx < AVAILABLE_CARDS_COUNT; idx++)
{
availableCards.Add(cardQueue[idx]);
}
QueueHeadIndex = AVAILABLE_CARDS_COUNT;
CurrentEnergy = (int)settings.StartEnergy;
MaxEnergy = (int)settings.MaxEnergy;
}
public void SetFillRate(FP energyFillRate)
{
EnergyFillRate = energyFillRate;
}
public void Deinitialize(Frame frame)
{
frame.FreeList(AvailableCards);
frame.FreeList(CardQueue);
AvailableCards = default;
CardQueue = default;
}
public void Update(Frame frame, EntityRef entity)
{
if (CardQueue.Ptr.Offset == 0)
return;
CurrentEnergy = FPMath.Clamp(CurrentEnergy + frame.DeltaTime * EnergyFillRate, FP._0, MaxEnergy);
NextFillTime -= frame.DeltaTime;
if (EmptySlots > 0 && NextFillTime <= FP._0)
{
FillCardSlot(frame, entity);
}
}
public void UseCard(Frame frame, EntityRef entity, PlayerRef owner, byte cardIndex, FPVector2 position, FP rotation)
{
if (cardIndex < 0 || cardIndex >= AVAILABLE_CARDS_COUNT)
{
Log.Error($"Out of range card use request Index: {cardIndex}");
return;
}
var availableCards = frame.ResolveList(AvailableCards);
var card = availableCards[cardIndex];
if (card.CardSettings.Id.IsValid == false)
{
Log.Error($"Invalid card use request. Index: {cardIndex}");
return;
}
var settings = frame.FindAsset<CardSettings>(card.CardSettings.Id);
if (settings.EnergyCost > CurrentEnergy)
{
Log.Error($"Not enough energy card request. Index: {cardIndex} Cost: {settings.EnergyCost} Current: {CurrentEnergy}");
return;
}
if (settings is UnitSettings)
{
var gameplay = frame.Unsafe.GetPointerSingleton<Gameplay>();
if (gameplay->IsValidUnitPosition(frame, owner, position) == false)
{
Log.Error($"Invalid unit spawn position. Position: {position}");
return;
}
}
frame.SpawnCard(settings, owner, position, rotation, card.Level);
AddCardToQueue(frame, card);
CurrentEnergy -= settings.EnergyCost;
availableCards[cardIndex] = default;
EmptySlots += 1;
frame.Events.CardsChanged(entity);
}
// PRIVATE METHODS
private void FillCardSlot(Frame frame, EntityRef entity)
{
var availableCards = frame.ResolveList(AvailableCards);
for (int idx = 0; idx < AVAILABLE_CARDS_COUNT; idx++)
{
if (availableCards[idx].CardSettings.Id.IsValid == true)
continue;
var cardQueue = frame.ResolveList(CardQueue);
availableCards[idx] = cardQueue[QueueHeadIndex];
QueueHeadIndex = (byte)((QueueHeadIndex + 1) % cardQueue.Count);
EmptySlots -= 1;
NextFillTime = FP._2;
frame.Events.CardsChanged(entity);
break;
}
}
private void AddCardToQueue(Frame frame, CardInfo card)
{
var cardQueue = frame.ResolveList(CardQueue);
cardQueue[QueueTailIndex] = card;
QueueTailIndex = (byte)((QueueTailIndex + 1) % cardQueue.Count);
}
private FPVector2 TransformPosition(FPVector2 position, int unitCount, int unitIndex)
{
if (unitCount == 1)
return position;
if (unitCount <= 4)
{
var rotationOffset = FP.Rad_180 * FP._2 / unitCount * unitIndex;
position += FPVector2.Rotate(FPVector2.Right * FP._0_50, rotationOffset);
}
if (unitCount <= 12)
{
if (unitIndex < 4)
{
var rotationOffset = FP.Rad_180 * FP._2 / 4 * unitIndex;
position += FPVector2.Rotate(FPVector2.Right * FP._0_50, rotationOffset);
}
else
{
var rotationOffset = FP.Rad_180 * FP._2 / (unitCount - 4) * unitIndex;
position += FPVector2.Rotate(FPVector2.Right, rotationOffset);
}
}
return position;
}
}
[System.Serializable]
unsafe partial struct CardInfo
{
}
}
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