Initial commit: Theriapolis baseline at port/godot branch point
Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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using Theriapolis.Core.Data;
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using Theriapolis.Core.Tactical;
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namespace Theriapolis.Core.Rules.Combat;
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/// <summary>
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/// Maps a <see cref="TacticalSpawn"/> + chunk's <see cref="TacticalChunk.DangerZone"/>
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/// to the actual <see cref="NpcTemplateDef"/> that should spawn there.
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/// Lookup table lives in <c>npc_templates.json</c>'s
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/// <c>spawn_kind_to_template_by_zone</c> map (loaded into
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/// <see cref="NpcTemplateContent.SpawnKindToTemplateByZone"/>).
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///
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/// Returns null when no template is configured for the spawn kind/zone (the
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/// caller should skip that spawn — chunk is silently denser, that's OK).
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/// </summary>
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public static class NpcInstantiator
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{
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public static NpcTemplateDef? PickTemplate(
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SpawnKind kind,
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int dangerZone,
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NpcTemplateContent content)
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{
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if (kind == SpawnKind.None) return null;
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string kindKey = kind.ToString();
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if (!content.SpawnKindToTemplateByZone.TryGetValue(kindKey, out var byZone))
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return null;
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if (byZone.Length == 0) return null;
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// Clamp the zone index to the table's length.
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int zoneIdx = System.Math.Clamp(dangerZone, 0, byZone.Length - 1);
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string templateId = byZone[zoneIdx];
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foreach (var t in content.Templates)
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if (string.Equals(t.Id, templateId, System.StringComparison.OrdinalIgnoreCase))
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return t;
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return null;
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}
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}
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