46 lines
1.7 KiB
C#
46 lines
1.7 KiB
C#
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using Theriapolis.Core.Rules.Combat;
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namespace Theriapolis.Core.Entities.Ai;
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/// <summary>
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/// One NPC behavior — what does this NPC do on its turn? Behaviors are
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/// dispatched by id (the template's <c>behavior</c> field) via
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/// <see cref="BehaviorRegistry"/>. Each behavior must produce its turn's
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/// actions within bounded time — no recursion, no while-true loops; if no
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/// valid action is available, end the turn.
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/// </summary>
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public interface INpcBehavior
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{
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/// <summary>
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/// Take one turn for <paramref name="self"/>. Behaviors call into
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/// <see cref="Resolver"/> to mutate the encounter, then return — the
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/// caller (typically <see cref="Encounter"/>'s turn pump) calls
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/// <see cref="Encounter.EndTurn"/> after this returns.
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/// </summary>
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void TakeTurn(Combatant self, AiContext ctx);
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}
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/// <summary>
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/// Maps behavior ids (the strings in <c>npc_templates.json</c>'s
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/// <c>behavior</c> field) to their <see cref="INpcBehavior"/>
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/// implementation. Phase 5 M5 ships three: <c>brigand</c>,
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/// <c>wild_animal</c>, <c>poi_guard</c>. Unknown ids fall back to
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/// <c>brigand</c> with a debug log.
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/// </summary>
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public static class BehaviorRegistry
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{
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private static readonly System.Collections.Generic.Dictionary<string, INpcBehavior> _impls
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= new(System.StringComparer.OrdinalIgnoreCase)
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{
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["brigand"] = new BrigandBehavior(),
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["wild_animal"] = new WildAnimalBehavior(),
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["poi_guard"] = new PoiGuardBehavior(),
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["patrol"] = new BrigandBehavior(), // patrol shares brigand combat behavior
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};
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public static INpcBehavior For(string id)
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{
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return _impls.TryGetValue(id, out var b) ? b : _impls["brigand"];
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}
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}
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