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using System;
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using System.Collections.Generic;
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using OTGIntegrated.Core;
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using UnityEngine;
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namespace OTGIntegrated.Stats
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{
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public sealed class PlayerStats : MonoBehaviour
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{
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[Header("Base Values")]
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[SerializeField] private float baseMaxHealth = 100f;
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[SerializeField] private float baseMaxMana = 100f;
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[SerializeField] private float baseDamage = 10f;
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[SerializeField] private float baseMoveSpeed = 5f;
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[SerializeField] private float baseCriticalChance = 0f;
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[SerializeField] private float baseCooldownReduction = 0f;
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[Header("Runtime")]
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[SerializeField] private float currentHealth = 100f;
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[SerializeField] private float currentMana = 100f;
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[SerializeField] private List<StatModifier> activeModifiers = new List<StatModifier>();
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private readonly Dictionary<StatType, float> baseValues = new Dictionary<StatType, float>();
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private readonly Dictionary<StatType, float> finalValues = new Dictionary<StatType, float>();
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public event Action OnStatsChanged;
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public float MaxHealth => GetStat(StatType.MaxHealth);
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public float CurrentHealth => currentHealth;
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public float MaxMana => GetStat(StatType.MaxMana);
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public float CurrentMana => currentMana;
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public float Damage => GetStat(StatType.Damage);
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public float MoveSpeed => GetStat(StatType.MoveSpeed);
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public float CriticalChance => GetStat(StatType.CriticalChance);
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public float CooldownReduction => GetStat(StatType.CooldownReduction);
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public bool IsAlive => currentHealth > 0f;
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private void Awake()
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{
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RecalculateStats(false);
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currentHealth = Mathf.Clamp(currentHealth <= 0f ? MaxHealth : currentHealth, 0f, MaxHealth);
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currentMana = Mathf.Clamp(currentMana <= 0f ? MaxMana : currentMana, 0f, MaxMana);
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}
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private void OnValidate()
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{
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ClampBaseValues();
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currentHealth = Mathf.Max(0f, currentHealth);
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currentMana = Mathf.Max(0f, currentMana);
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RecalculateStats(false);
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}
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public IReadOnlyList<StatModifier> GetActiveModifiers()
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{
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return activeModifiers;
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}
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public float GetBaseStat(StatType statType)
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{
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EnsureBaseValues();
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return baseValues.TryGetValue(statType, out float value) ? value : 0f;
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}
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public float GetStat(StatType statType)
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{
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if (finalValues.Count == 0)
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{
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RecalculateStats(false);
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}
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return finalValues.TryGetValue(statType, out float value) ? value : GetBaseStat(statType);
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}
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public void AddModifier(StatModifier modifier)
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{
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if (!IsValidNumber(modifier.value))
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{
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return;
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}
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if (string.IsNullOrWhiteSpace(modifier.sourceId))
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{
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modifier.sourceId = "Runtime";
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}
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activeModifiers.Add(modifier);
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RecalculateStats();
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}
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public int RemoveModifiersBySource(string sourceId)
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{
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if (string.IsNullOrWhiteSpace(sourceId))
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{
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return 0;
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}
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int removed = activeModifiers.RemoveAll(modifier => modifier.sourceId == sourceId);
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if (removed > 0)
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{
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RecalculateStats();
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}
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return removed;
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}
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public int RemoveModifiersBySourcePrefix(string sourcePrefix)
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{
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if (string.IsNullOrWhiteSpace(sourcePrefix))
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{
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return 0;
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}
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int removed = activeModifiers.RemoveAll(modifier =>
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!string.IsNullOrEmpty(modifier.sourceId) &&
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modifier.sourceId.StartsWith(sourcePrefix, StringComparison.Ordinal));
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if (removed > 0)
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{
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RecalculateStats();
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}
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return removed;
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}
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public void ClearModifiers()
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{
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if (activeModifiers.Count == 0)
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{
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return;
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}
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activeModifiers.Clear();
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RecalculateStats();
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}
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public void RecalculateStats(bool notify = true)
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{
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float previousMaxHealth = finalValues.TryGetValue(StatType.MaxHealth, out float oldHealth) ? oldHealth : baseMaxHealth;
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float previousMaxMana = finalValues.TryGetValue(StatType.MaxMana, out float oldMana) ? oldMana : baseMaxMana;
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ClampBaseValues();
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EnsureBaseValues();
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finalValues.Clear();
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foreach (StatType statType in Enum.GetValues(typeof(StatType)))
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{
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float flatAdd = 0f;
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float percentAdd = 0f;
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float percentMultiply = 1f;
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for (int i = 0; i < activeModifiers.Count; i++)
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{
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StatModifier modifier = activeModifiers[i];
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if (modifier.statType != statType || !IsValidNumber(modifier.value))
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{
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continue;
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}
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switch (modifier.modifierType)
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{
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case ModifierType.FlatAdd:
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flatAdd += modifier.value;
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break;
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case ModifierType.PercentAdd:
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percentAdd += modifier.value;
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break;
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case ModifierType.PercentMultiply:
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percentMultiply *= Mathf.Max(0f, 1f + modifier.value);
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break;
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}
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}
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float value = (GetBaseStat(statType) + flatAdd) * Mathf.Max(0f, 1f + percentAdd) * percentMultiply;
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finalValues[statType] = ClampFinalValue(statType, value);
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}
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if (previousMaxHealth > 0f && MaxHealth > previousMaxHealth)
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{
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currentHealth += MaxHealth - previousMaxHealth;
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}
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if (previousMaxMana > 0f && MaxMana > previousMaxMana)
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{
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currentMana += MaxMana - previousMaxMana;
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}
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ClampVitals();
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if (notify)
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{
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OnStatsChanged?.Invoke();
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GameEvents.RaiseStatsChanged();
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}
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}
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public void TakeDamage(float amount)
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{
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if (amount <= 0f)
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{
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return;
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}
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currentHealth = Mathf.Clamp(currentHealth - amount, 0f, MaxHealth);
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RaiseChanged();
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}
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public void Heal(float amount)
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{
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if (amount <= 0f)
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{
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return;
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}
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currentHealth = Mathf.Clamp(currentHealth + amount, 0f, MaxHealth);
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RaiseChanged();
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}
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public bool SpendMana(float amount)
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{
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if (amount <= 0f)
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{
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return true;
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}
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if (currentMana + 0.001f < amount)
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{
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GameEvents.RaiseNotification("Недостаточно маны");
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return false;
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}
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currentMana = Mathf.Clamp(currentMana - amount, 0f, MaxMana);
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RaiseChanged();
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return true;
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}
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public void RestoreMana(float amount)
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{
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if (amount <= 0f)
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{
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return;
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}
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currentMana = Mathf.Clamp(currentMana + amount, 0f, MaxMana);
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RaiseChanged();
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}
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public float GetNormalizedHealth()
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{
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return MaxHealth <= 0f ? 0f : Mathf.Clamp01(currentHealth / MaxHealth);
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}
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public float GetNormalizedMana()
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{
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return MaxMana <= 0f ? 0f : Mathf.Clamp01(currentMana / MaxMana);
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}
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public void SetRuntimeVitals(float health, float mana)
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{
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currentHealth = Mathf.Clamp(health, 0f, MaxHealth);
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currentMana = Mathf.Clamp(mana, 0f, MaxMana);
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RaiseChanged();
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}
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private void EnsureBaseValues()
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{
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baseValues[StatType.MaxHealth] = Mathf.Max(1f, baseMaxHealth);
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baseValues[StatType.MaxMana] = Mathf.Max(0f, baseMaxMana);
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baseValues[StatType.Damage] = Mathf.Max(0f, baseDamage);
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baseValues[StatType.MoveSpeed] = Mathf.Max(0.1f, baseMoveSpeed);
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baseValues[StatType.CriticalChance] = Mathf.Clamp01(baseCriticalChance);
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baseValues[StatType.CooldownReduction] = Mathf.Clamp(baseCooldownReduction, 0f, 0.9f);
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}
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private void ClampBaseValues()
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{
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baseMaxHealth = Mathf.Max(1f, baseMaxHealth);
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baseMaxMana = Mathf.Max(0f, baseMaxMana);
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baseDamage = Mathf.Max(0f, baseDamage);
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baseMoveSpeed = Mathf.Max(0.1f, baseMoveSpeed);
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baseCriticalChance = Mathf.Clamp01(baseCriticalChance);
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baseCooldownReduction = Mathf.Clamp(baseCooldownReduction, 0f, 0.9f);
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}
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private float ClampFinalValue(StatType statType, float value)
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{
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if (!IsValidNumber(value))
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{
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value = GetBaseStat(statType);
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}
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switch (statType)
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{
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case StatType.MaxHealth:
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return Mathf.Max(1f, value);
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case StatType.MaxMana:
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case StatType.Damage:
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return Mathf.Max(0f, value);
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case StatType.MoveSpeed:
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return Mathf.Max(0.1f, value);
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case StatType.CriticalChance:
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case StatType.CooldownReduction:
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return Mathf.Clamp(value, 0f, 0.9f);
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default:
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return Mathf.Max(0f, value);
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}
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}
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private void ClampVitals()
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{
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currentHealth = Mathf.Clamp(currentHealth, 0f, MaxHealth);
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currentMana = Mathf.Clamp(currentMana, 0f, MaxMana);
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}
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private bool IsValidNumber(float value)
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{
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return !float.IsNaN(value) && !float.IsInfinity(value);
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}
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private void RaiseChanged()
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{
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OnStatsChanged?.Invoke();
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GameEvents.RaiseStatsChanged();
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}
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}
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}
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