feat: 허수아비 계산 시뮬레이터 추가
- 빌드 입력, 룰셋, 회전 정책, 결과/리포트 모델을 포함한 데미지 계산 시뮬레이터 기반을 추가 - 단일 실행 창과 배치 전수 조사 창, 플레이어 데미지 스윕 메뉴를 추가 - DamageEffect 계산값 접근자를 열어 기존 전투 공식을 시뮬레이터에서 재사용하도록 정리
This commit is contained in:
607
Assets/_Game/Scripts/Combat/Simulation/BuildSimulationEngine.cs
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607
Assets/_Game/Scripts/Combat/Simulation/BuildSimulationEngine.cs
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Colosseum.Passives;
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using Colosseum.Skills;
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using Colosseum.Skills.Effects;
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using Colosseum.Stats;
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using Colosseum.Weapons;
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namespace Colosseum.Combat.Simulation
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{
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/// <summary>
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/// 허수아비 계산 시뮬레이터의 단일 대상 피해 계산 엔진입니다.
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/// </summary>
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public static class BuildSimulationEngine
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{
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private const float MinimumActionDuration = 0.01f;
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private const string UnsupportedEffectsWarning = "현재 MVP는 DamageEffect만 계산합니다.";
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private sealed class SimulationContext
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{
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public GameObject actor;
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public CharacterStats stats;
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public PassiveRuntimeController passiveController;
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public float currentMana;
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public float maxMana;
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public float totalDamage;
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public float totalManaUsed;
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public float currentTime;
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public float firstCycleEndTime = -1f;
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}
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private sealed class SkillRuntimeSnapshot
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{
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public int slotIndex;
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public SkillLoadoutEntry loadoutEntry;
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public SkillData skill;
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public string skillName;
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public float castDuration;
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public float cooldown;
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public float manaCost;
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public List<DamageEventSnapshot> damageEvents = new List<DamageEventSnapshot>();
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public bool containsUnsupportedEffects;
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}
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private sealed class DamageEventSnapshot
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{
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public float relativeTime;
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public float damageAmount;
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}
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private sealed class SkillMetrics
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{
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public string skillName;
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public int castCount;
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public float totalDamage;
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}
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/// <summary>
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/// 입력 조건에 따라 허수아비 계산 시뮬레이션을 실행합니다.
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/// </summary>
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public static SimulationResult Run(
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BuildSimulationInput input,
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SimulationRuleSet ruleSet,
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RotationPolicy rotationPolicy)
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{
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SimulationResult result = new SimulationResult();
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List<string> warnings = new List<string>();
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if (input == null)
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{
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warnings.Add("BuildSimulationInput이 없습니다.");
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result.FinalizeResult("입력 없음", string.Empty, string.Empty, 0f, 0f, 0f, -1f, new List<SimulationSkillBreakdown>(), warnings);
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return result;
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}
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IReadOnlyList<SkillLoadoutEntry> resolvedEntries = input.ResolveLoadoutEntries();
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if (resolvedEntries == null || resolvedEntries.Count == 0 || !input.HasAnyResolvedSkill())
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{
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warnings.Add("유효한 스킬 슬롯이 없습니다.");
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result.FinalizeResult(input.BuildLabel, ruleSet != null ? ruleSet.RuleName : string.Empty, rotationPolicy != null ? rotationPolicy.PolicyName : string.Empty, 0f, 0f, 0f, -1f, new List<SimulationSkillBreakdown>(), warnings);
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return result;
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}
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ruleSet ??= new SimulationRuleSet();
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rotationPolicy ??= new RotationPolicy();
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SimulationContext context = CreateContext(input, warnings);
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try
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{
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SkillRuntimeSnapshot[] skillSnapshots = BuildSnapshots(input, context, ruleSet, warnings);
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Dictionary<int, float> cooldownReadyTimes = new Dictionary<int, float>();
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Dictionary<int, SkillMetrics> metricsBySlot = new Dictionary<int, SkillMetrics>();
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HashSet<int> cycleCompletedSlots = new HashSet<int>();
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List<int> validPrioritySlots = CollectValidPrioritySlots(rotationPolicy, skillSnapshots);
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while (context.currentTime < ruleSet.DurationSeconds)
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{
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SkillRuntimeSnapshot nextSkill = TrySelectSkill(skillSnapshots, cooldownReadyTimes, context, rotationPolicy);
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if (nextSkill == null)
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{
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if (!TryAdvanceIdleTime(skillSnapshots, cooldownReadyTimes, context, ruleSet, rotationPolicy, warnings))
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break;
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continue;
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}
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float castStartTime = context.currentTime;
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context.currentMana = Mathf.Max(0f, context.currentMana - nextSkill.manaCost);
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context.totalManaUsed += nextSkill.manaCost;
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cooldownReadyTimes[nextSkill.slotIndex] = castStartTime + nextSkill.cooldown;
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if (!metricsBySlot.TryGetValue(nextSkill.slotIndex, out SkillMetrics skillMetrics))
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{
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skillMetrics = new SkillMetrics
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{
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skillName = nextSkill.skillName,
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};
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metricsBySlot.Add(nextSkill.slotIndex, skillMetrics);
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}
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skillMetrics.castCount++;
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for (int i = 0; i < nextSkill.damageEvents.Count; i++)
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{
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DamageEventSnapshot damageEvent = nextSkill.damageEvents[i];
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float eventTime = castStartTime + damageEvent.relativeTime;
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if (eventTime > ruleSet.DurationSeconds)
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continue;
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context.totalDamage += damageEvent.damageAmount;
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skillMetrics.totalDamage += damageEvent.damageAmount;
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}
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if (validPrioritySlots.Contains(nextSkill.slotIndex))
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{
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cycleCompletedSlots.Add(nextSkill.slotIndex);
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if (context.firstCycleEndTime < 0f && cycleCompletedSlots.Count >= validPrioritySlots.Count)
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{
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context.firstCycleEndTime = Mathf.Min(ruleSet.DurationSeconds, castStartTime + nextSkill.castDuration);
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}
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}
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AdvanceTime(context, Mathf.Min(ruleSet.DurationSeconds, castStartTime + nextSkill.castDuration), ruleSet);
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}
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result.FinalizeResult(
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input.BuildLabel,
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ruleSet.RuleName,
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rotationPolicy.PolicyName,
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ruleSet.DurationSeconds,
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context.totalDamage,
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context.totalManaUsed,
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context.firstCycleEndTime,
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BuildBreakdowns(metricsBySlot),
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warnings);
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return result;
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}
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finally
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{
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DestroyContext(context);
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}
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}
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private static SimulationContext CreateContext(BuildSimulationInput input, List<string> warnings)
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{
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SimulationContext context = new SimulationContext
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{
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actor = new GameObject("BuildSimulationActor")
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{
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hideFlags = HideFlags.HideAndDontSave,
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},
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};
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context.stats = context.actor.AddComponent<CharacterStats>();
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context.passiveController = context.actor.AddComponent<PassiveRuntimeController>();
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context.passiveController.Initialize(context.stats);
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ApplyBaseStats(context.stats, input);
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ApplyWeaponStats(context.stats, input.Weapon);
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PassiveTreeData resolvedTree = input.ResolvePassiveTree();
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List<string> selectedNodeIds = input.BuildSelectedPassiveNodeIdList();
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if (resolvedTree != null && selectedNodeIds.Count > 0)
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{
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bool applied = context.passiveController.TryApplySelection(
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resolvedTree,
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selectedNodeIds,
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input.PassivePreset != null ? input.PassivePreset.PresetName : "직접구성",
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out string reason);
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if (!applied && !string.IsNullOrWhiteSpace(reason))
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warnings.Add($"패시브 적용 실패: {reason}");
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}
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context.maxMana = context.stats.MaxMana;
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context.currentMana = context.maxMana;
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return context;
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}
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private static void ApplyBaseStats(CharacterStats stats, BuildSimulationInput input)
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{
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stats.Strength.BaseValue = input.Strength;
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stats.Dexterity.BaseValue = input.Dexterity;
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stats.Intelligence.BaseValue = input.Intelligence;
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stats.Vitality.BaseValue = input.Vitality;
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stats.Wisdom.BaseValue = input.Wisdom;
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stats.Spirit.BaseValue = input.Spirit;
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}
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private static void ApplyWeaponStats(CharacterStats stats, WeaponData weapon)
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{
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if (stats == null || weapon == null)
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return;
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foreach (StatType statType in Enum.GetValues(typeof(StatType)))
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{
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int bonus = weapon.GetStatBonus(statType);
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if (bonus == 0)
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continue;
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CharacterStat stat = stats.GetStat(statType);
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stat?.AddModifier(new StatModifier(bonus, StatModType.Flat, weapon));
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}
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}
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private static SkillRuntimeSnapshot[] BuildSnapshots(
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BuildSimulationInput input,
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SimulationContext context,
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SimulationRuleSet ruleSet,
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List<string> warnings)
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{
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IReadOnlyList<SkillLoadoutEntry> slots = input.ResolveLoadoutEntries();
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SkillRuntimeSnapshot[] snapshots = new SkillRuntimeSnapshot[slots.Count];
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float weaponDamageMultiplier = input.Weapon != null ? input.Weapon.DamageMultiplier : 1f;
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float weaponManaMultiplier = input.Weapon != null ? input.Weapon.ManaCostMultiplier : 1f;
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for (int slotIndex = 0; slotIndex < slots.Count; slotIndex++)
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{
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SkillLoadoutEntry sourceEntry = slots[slotIndex];
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SkillData skill = sourceEntry != null ? sourceEntry.BaseSkill : null;
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if (sourceEntry == null || skill == null)
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continue;
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SkillLoadoutEntry loadoutEntry = sourceEntry.CreateCopy();
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SkillRuntimeSnapshot snapshot = new SkillRuntimeSnapshot
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{
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slotIndex = slotIndex,
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loadoutEntry = loadoutEntry,
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skill = skill,
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skillName = string.IsNullOrWhiteSpace(skill.SkillName) ? $"Slot {slotIndex}" : skill.SkillName,
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cooldown = loadoutEntry.GetResolvedCooldown(),
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manaCost = loadoutEntry.GetResolvedManaCost() * weaponManaMultiplier * context.passiveController.GetManaCostMultiplier(skill),
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};
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float resolvedAnimationSpeed = loadoutEntry.GetResolvedAnimationSpeed();
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float mainClipDuration = ResolveClipDuration(skill.SkillClip, resolvedAnimationSpeed);
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float endClipDuration = ResolveClipDuration(skill.EndClip, 1f);
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int repeatCount = loadoutEntry.GetResolvedRepeatCount();
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snapshot.castDuration = Mathf.Max(MinimumActionDuration, (mainClipDuration * repeatCount) + endClipDuration + ruleSet.MovementLossSecondsPerCast);
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Dictionary<int, List<SkillEffect>> effectMap = new Dictionary<int, List<SkillEffect>>();
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loadoutEntry.CollectTriggeredEffects(effectMap);
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BuildDamageEvents(snapshot, effectMap, context, weaponDamageMultiplier, ruleSet, mainClipDuration, resolvedAnimationSpeed, repeatCount, warnings);
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snapshots[slotIndex] = snapshot;
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}
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return snapshots;
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}
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private static void BuildDamageEvents(
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SkillRuntimeSnapshot snapshot,
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Dictionary<int, List<SkillEffect>> effectMap,
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SimulationContext context,
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float weaponDamageMultiplier,
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SimulationRuleSet ruleSet,
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float mainClipDuration,
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float resolvedAnimationSpeed,
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int repeatCount,
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List<string> warnings)
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{
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if (snapshot == null || effectMap == null || effectMap.Count == 0)
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return;
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List<AnimationEvent> effectEvents = new List<AnimationEvent>();
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AnimationClip clip = snapshot.skill.SkillClip;
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if (clip != null)
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{
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AnimationEvent[] clipEvents = clip.events;
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for (int i = 0; i < clipEvents.Length; i++)
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{
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if (string.Equals(clipEvents[i].functionName, "OnEffect", StringComparison.Ordinal))
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effectEvents.Add(clipEvents[i]);
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}
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}
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effectEvents.Sort((left, right) => left.time.CompareTo(right.time));
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float passiveDamageMultiplier = context.passiveController.GetDamageMultiplier(snapshot.skill);
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for (int iteration = 0; iteration < repeatCount; iteration++)
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{
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float iterationOffset = mainClipDuration * iteration;
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for (int eventIndex = 0; eventIndex < effectEvents.Count; eventIndex++)
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{
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AnimationEvent animationEvent = effectEvents[eventIndex];
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if (!effectMap.TryGetValue(animationEvent.intParameter, out List<SkillEffect> effectsAtIndex) || effectsAtIndex == null)
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continue;
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float relativeTime = iterationOffset + (animationEvent.time / Mathf.Max(0.05f, resolvedAnimationSpeed));
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for (int effectListIndex = 0; effectListIndex < effectsAtIndex.Count; effectListIndex++)
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{
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SkillEffect effect = effectsAtIndex[effectListIndex];
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if (effect is DamageEffect damageEffect)
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{
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float damageAmount = CalculateDamage(damageEffect, context.stats, snapshot.loadoutEntry, passiveDamageMultiplier, weaponDamageMultiplier);
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damageAmount *= ResolveTargetCount(effect, ruleSet);
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snapshot.damageEvents.Add(new DamageEventSnapshot
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{
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relativeTime = relativeTime,
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damageAmount = damageAmount,
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});
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}
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else
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{
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snapshot.containsUnsupportedEffects = true;
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}
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}
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}
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}
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if (snapshot.containsUnsupportedEffects)
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warnings.Add($"{snapshot.skillName}: {UnsupportedEffectsWarning}");
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if (effectEvents.Count == 0 && effectMap.Count > 0)
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warnings.Add($"{snapshot.skillName}: OnEffect 애니메이션 이벤트가 없어 트리거 효과를 계산하지 못했습니다.");
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}
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private static float CalculateDamage(
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DamageEffect effect,
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CharacterStats stats,
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SkillLoadoutEntry loadoutEntry,
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float passiveDamageMultiplier,
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float weaponDamageMultiplier)
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{
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if (effect == null || stats == null)
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return 0f;
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if (effect.DamageKind == DamageType.True)
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{
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return effect.BaseDamage * loadoutEntry.GetResolvedDamageMultiplier() * passiveDamageMultiplier;
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}
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float statDamage = effect.DamageKind switch
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{
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DamageType.Physical => stats.PhysicalDamage,
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DamageType.Magical => stats.MagicDamage,
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DamageType.Ranged => stats.Dexterity.FinalValue * 2f,
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_ => 0f,
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};
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float baseTotal = effect.BaseDamage + (statDamage * effect.StatScaling);
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return baseTotal * weaponDamageMultiplier * loadoutEntry.GetResolvedDamageMultiplier() * passiveDamageMultiplier;
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}
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private static int ResolveTargetCount(SkillEffect effect, SimulationRuleSet ruleSet)
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{
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if (effect == null)
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return 1;
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return effect.TargetType == TargetType.Area ? ruleSet.TargetCount : 1;
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}
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private static SkillRuntimeSnapshot TrySelectSkill(
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SkillRuntimeSnapshot[] snapshots,
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Dictionary<int, float> cooldownReadyTimes,
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SimulationContext context,
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RotationPolicy rotationPolicy)
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{
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SkillRuntimeSnapshot snapshot = TrySelectFromSlots(rotationPolicy.PrioritySlots, snapshots, cooldownReadyTimes, context, rotationPolicy);
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if (snapshot != null)
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return snapshot;
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if (!rotationPolicy.UseFallbackSlot)
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return null;
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return TrySelectFromSlots(new[] { rotationPolicy.FallbackSlotIndex }, snapshots, cooldownReadyTimes, context, rotationPolicy);
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}
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private static SkillRuntimeSnapshot TrySelectFromSlots(
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int[] slotOrder,
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SkillRuntimeSnapshot[] snapshots,
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Dictionary<int, float> cooldownReadyTimes,
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SimulationContext context,
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RotationPolicy rotationPolicy)
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{
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if (slotOrder == null || snapshots == null)
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return null;
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for (int i = 0; i < slotOrder.Length; i++)
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{
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int slotIndex = slotOrder[i];
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if (slotIndex < 0 || slotIndex >= snapshots.Length)
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continue;
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SkillRuntimeSnapshot snapshot = snapshots[slotIndex];
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if (snapshot == null)
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continue;
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if (rotationPolicy.DelayHighPowerSkillUntilTime &&
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slotIndex == rotationPolicy.HighPowerSlotIndex &&
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context.currentTime < rotationPolicy.HighPowerFirstUseTime &&
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!cooldownReadyTimes.ContainsKey(slotIndex))
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{
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continue;
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}
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if (cooldownReadyTimes.TryGetValue(slotIndex, out float readyTime) && readyTime > context.currentTime)
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continue;
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if (snapshot.manaCost > context.currentMana)
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continue;
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return snapshot;
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}
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return null;
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}
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private static bool TryAdvanceIdleTime(
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SkillRuntimeSnapshot[] snapshots,
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Dictionary<int, float> cooldownReadyTimes,
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SimulationContext context,
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SimulationRuleSet ruleSet,
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RotationPolicy rotationPolicy,
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List<string> warnings)
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{
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float nextReadyTime = float.PositiveInfinity;
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bool hasActionCandidate = false;
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for (int i = 0; i < snapshots.Length; i++)
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{
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SkillRuntimeSnapshot snapshot = snapshots[i];
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if (snapshot == null || !IsSlotRelevantToRotation(snapshot.slotIndex, rotationPolicy))
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continue;
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hasActionCandidate = true;
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if (rotationPolicy.DelayHighPowerSkillUntilTime &&
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snapshot.slotIndex == rotationPolicy.HighPowerSlotIndex &&
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context.currentTime < rotationPolicy.HighPowerFirstUseTime &&
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!cooldownReadyTimes.ContainsKey(snapshot.slotIndex))
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{
|
||||
nextReadyTime = Mathf.Min(nextReadyTime, rotationPolicy.HighPowerFirstUseTime);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (cooldownReadyTimes.TryGetValue(snapshot.slotIndex, out float readyTime))
|
||||
{
|
||||
if (readyTime > context.currentTime)
|
||||
nextReadyTime = Mathf.Min(nextReadyTime, readyTime);
|
||||
}
|
||||
else if (snapshot.manaCost <= context.currentMana)
|
||||
{
|
||||
warnings.Add("대기 없이 사용할 수 있는 스킬을 찾지 못해 시뮬레이션을 중단했습니다.");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if (!hasActionCandidate)
|
||||
{
|
||||
warnings.Add("유효한 스킬이 없어 시뮬레이션을 종료했습니다.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (ruleSet.ManaRegenPerSecond > 0f)
|
||||
{
|
||||
float nextManaReadyTime = ResolveNextManaReadyTime(snapshots, context, ruleSet, rotationPolicy);
|
||||
nextReadyTime = Mathf.Min(nextReadyTime, nextManaReadyTime);
|
||||
}
|
||||
|
||||
if (float.IsPositiveInfinity(nextReadyTime))
|
||||
{
|
||||
warnings.Add("더 이상 실행 가능한 스킬이 없어 시뮬레이션을 조기 종료했습니다.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (nextReadyTime <= context.currentTime + 0.0001f)
|
||||
{
|
||||
warnings.Add("다음 행동 시점을 계산하지 못해 시뮬레이션을 중단했습니다.");
|
||||
return false;
|
||||
}
|
||||
|
||||
AdvanceTime(context, Mathf.Min(ruleSet.DurationSeconds, nextReadyTime), ruleSet);
|
||||
return context.currentTime < ruleSet.DurationSeconds;
|
||||
}
|
||||
|
||||
private static float ResolveNextManaReadyTime(
|
||||
SkillRuntimeSnapshot[] snapshots,
|
||||
SimulationContext context,
|
||||
SimulationRuleSet ruleSet,
|
||||
RotationPolicy rotationPolicy)
|
||||
{
|
||||
float nextTime = float.PositiveInfinity;
|
||||
for (int i = 0; i < snapshots.Length; i++)
|
||||
{
|
||||
SkillRuntimeSnapshot snapshot = snapshots[i];
|
||||
if (snapshot == null ||
|
||||
!IsSlotRelevantToRotation(snapshot.slotIndex, rotationPolicy) ||
|
||||
snapshot.manaCost <= context.currentMana)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
float shortage = snapshot.manaCost - context.currentMana;
|
||||
nextTime = Mathf.Min(nextTime, context.currentTime + (shortage / ruleSet.ManaRegenPerSecond));
|
||||
}
|
||||
|
||||
return nextTime;
|
||||
}
|
||||
|
||||
private static void AdvanceTime(SimulationContext context, float nextTime, SimulationRuleSet ruleSet)
|
||||
{
|
||||
float clampedNextTime = Mathf.Max(context.currentTime, nextTime);
|
||||
float deltaTime = clampedNextTime - context.currentTime;
|
||||
if (deltaTime <= 0f)
|
||||
return;
|
||||
|
||||
context.currentTime = clampedNextTime;
|
||||
if (ruleSet.ManaRegenPerSecond > 0f)
|
||||
{
|
||||
context.currentMana = Mathf.Min(context.maxMana, context.currentMana + (ruleSet.ManaRegenPerSecond * deltaTime));
|
||||
}
|
||||
}
|
||||
|
||||
private static float ResolveClipDuration(AnimationClip clip, float speed)
|
||||
{
|
||||
if (clip == null)
|
||||
return 0f;
|
||||
|
||||
return clip.length / Mathf.Max(0.05f, speed);
|
||||
}
|
||||
|
||||
private static List<int> CollectValidPrioritySlots(RotationPolicy rotationPolicy, SkillRuntimeSnapshot[] snapshots)
|
||||
{
|
||||
List<int> validSlots = new List<int>();
|
||||
int[] prioritySlots = rotationPolicy.PrioritySlots;
|
||||
for (int i = 0; i < prioritySlots.Length; i++)
|
||||
{
|
||||
int slotIndex = prioritySlots[i];
|
||||
if (slotIndex < 0 || slotIndex >= snapshots.Length)
|
||||
continue;
|
||||
|
||||
if (snapshots[slotIndex] == null || validSlots.Contains(slotIndex))
|
||||
continue;
|
||||
|
||||
validSlots.Add(slotIndex);
|
||||
}
|
||||
|
||||
return validSlots;
|
||||
}
|
||||
|
||||
private static bool IsSlotRelevantToRotation(int slotIndex, RotationPolicy rotationPolicy)
|
||||
{
|
||||
int[] prioritySlots = rotationPolicy.PrioritySlots;
|
||||
for (int i = 0; i < prioritySlots.Length; i++)
|
||||
{
|
||||
if (prioritySlots[i] == slotIndex)
|
||||
return true;
|
||||
}
|
||||
|
||||
return rotationPolicy.UseFallbackSlot && rotationPolicy.FallbackSlotIndex == slotIndex;
|
||||
}
|
||||
|
||||
private static List<SimulationSkillBreakdown> BuildBreakdowns(Dictionary<int, SkillMetrics> metricsBySlot)
|
||||
{
|
||||
List<SimulationSkillBreakdown> breakdowns = new List<SimulationSkillBreakdown>();
|
||||
foreach (KeyValuePair<int, SkillMetrics> pair in metricsBySlot)
|
||||
{
|
||||
SkillMetrics metrics = pair.Value;
|
||||
breakdowns.Add(new SimulationSkillBreakdown(metrics.skillName, metrics.castCount, metrics.totalDamage));
|
||||
}
|
||||
|
||||
breakdowns.Sort((left, right) => right.TotalDamage.CompareTo(left.TotalDamage));
|
||||
return breakdowns;
|
||||
}
|
||||
|
||||
private static void DestroyContext(SimulationContext context)
|
||||
{
|
||||
if (context == null || context.actor == null)
|
||||
return;
|
||||
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
UnityEngine.Object.Destroy(context.actor);
|
||||
return;
|
||||
}
|
||||
|
||||
UnityEngine.Object.DestroyImmediate(context.actor);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 67edd6a2a08d58646a03a1b1c45e5a5c
|
||||
338
Assets/_Game/Scripts/Combat/Simulation/BuildSimulationInput.cs
Normal file
338
Assets/_Game/Scripts/Combat/Simulation/BuildSimulationInput.cs
Normal file
@@ -0,0 +1,338 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
using Colosseum.Passives;
|
||||
using Colosseum.Skills;
|
||||
using Colosseum.Weapons;
|
||||
|
||||
namespace Colosseum.Combat.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// 허수아비 계산 시뮬레이터가 사용할 완성형 빌드 입력값입니다.
|
||||
/// 프리셋 없이 직접 구성한 빌드와 기존 프리셋 기반 입력을 모두 지원합니다.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class BuildSimulationInput
|
||||
{
|
||||
private const int DefaultSlotCount = 7;
|
||||
|
||||
[Header("Label")]
|
||||
[SerializeField] private string buildName = "새 빌드";
|
||||
|
||||
[Header("Stats")]
|
||||
[Min(0f)] [SerializeField] private float strength = 10f;
|
||||
[Min(0f)] [SerializeField] private float dexterity = 10f;
|
||||
[Min(0f)] [SerializeField] private float intelligence = 10f;
|
||||
[Min(0f)] [SerializeField] private float vitality = 10f;
|
||||
[Min(0f)] [SerializeField] private float wisdom = 10f;
|
||||
[Min(0f)] [SerializeField] private float spirit = 10f;
|
||||
|
||||
[Header("Build Assets")]
|
||||
[SerializeField] private WeaponData weapon;
|
||||
|
||||
[Header("Direct Build")]
|
||||
[Tooltip("직접 구성한 스킬/젬 슬롯입니다. 비어 있으면 로드아웃 프리셋을 사용합니다.")]
|
||||
[SerializeField] private SkillLoadoutEntry[] directSkillSlots = new SkillLoadoutEntry[DefaultSlotCount];
|
||||
[Tooltip("직접 구성한 패시브 트리입니다. 비어 있으면 패시브 프리셋의 트리를 사용합니다.")]
|
||||
[SerializeField] private PassiveTreeData passiveTree;
|
||||
[Tooltip("직접 선택한 패시브 노드 목록입니다. 비어 있으면 패시브 프리셋의 선택 노드를 사용합니다.")]
|
||||
[SerializeField] private List<PassiveNodeData> selectedPassiveNodes = new List<PassiveNodeData>();
|
||||
|
||||
[Header("Preset Fallback")]
|
||||
[SerializeField] private PassivePresetData passivePreset;
|
||||
[SerializeField] private PlayerLoadoutPreset loadoutPreset;
|
||||
|
||||
public string BuildName => string.IsNullOrWhiteSpace(buildName) ? "새 빌드" : buildName.Trim();
|
||||
public float Strength => strength;
|
||||
public float Dexterity => dexterity;
|
||||
public float Intelligence => intelligence;
|
||||
public float Vitality => vitality;
|
||||
public float Wisdom => wisdom;
|
||||
public float Spirit => spirit;
|
||||
public WeaponData Weapon => weapon;
|
||||
public PassiveTreeData PassiveTree => passiveTree;
|
||||
public IReadOnlyList<PassiveNodeData> SelectedPassiveNodes => selectedPassiveNodes;
|
||||
public PassivePresetData PassivePreset => passivePreset;
|
||||
public PlayerLoadoutPreset LoadoutPreset => loadoutPreset;
|
||||
|
||||
/// <summary>
|
||||
/// 입력 상태를 읽기 쉬운 라벨로 구성합니다.
|
||||
/// </summary>
|
||||
public string BuildLabel
|
||||
{
|
||||
get
|
||||
{
|
||||
string passiveName = ResolvePassiveLabel();
|
||||
string loadoutName = ResolveLoadoutLabel();
|
||||
return $"{BuildName} | Passive={passiveName} | Loadout={loadoutName}";
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 직접 구성 슬롯과 프리셋을 합쳐 실제 계산에 사용할 슬롯 배열을 반환합니다.
|
||||
/// </summary>
|
||||
public IReadOnlyList<SkillLoadoutEntry> ResolveLoadoutEntries()
|
||||
{
|
||||
EnsureDirectSlotCapacity();
|
||||
|
||||
if (HasDirectSkillSetup())
|
||||
return directSkillSlots;
|
||||
|
||||
return loadoutPreset != null ? loadoutPreset.Slots : System.Array.Empty<SkillLoadoutEntry>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 실제 계산 가능한 기반 스킬이 하나 이상 있는지 반환합니다.
|
||||
/// </summary>
|
||||
public bool HasAnyResolvedSkill()
|
||||
{
|
||||
IReadOnlyList<SkillLoadoutEntry> entries = ResolveLoadoutEntries();
|
||||
for (int i = 0; i < entries.Count; i++)
|
||||
{
|
||||
if (entries[i] != null && entries[i].BaseSkill != null)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 실제 계산에 사용할 패시브 트리를 반환합니다.
|
||||
/// </summary>
|
||||
public PassiveTreeData ResolvePassiveTree()
|
||||
{
|
||||
if (passiveTree != null)
|
||||
return passiveTree;
|
||||
|
||||
return passivePreset != null ? passivePreset.Tree : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 실제 계산에 사용할 패시브 노드 ID 목록을 반환합니다.
|
||||
/// </summary>
|
||||
public List<string> BuildSelectedPassiveNodeIdList()
|
||||
{
|
||||
List<string> nodeIds = new List<string>();
|
||||
|
||||
IReadOnlyList<PassiveNodeData> resolvedNodes = ResolveSelectedPassiveNodes();
|
||||
for (int i = 0; i < resolvedNodes.Count; i++)
|
||||
{
|
||||
PassiveNodeData node = resolvedNodes[i];
|
||||
if (node == null || string.IsNullOrWhiteSpace(node.NodeId))
|
||||
continue;
|
||||
|
||||
nodeIds.Add(node.NodeId);
|
||||
}
|
||||
return nodeIds;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 실제 계산에 사용할 패시브 노드 목록을 반환합니다.
|
||||
/// </summary>
|
||||
public IReadOnlyList<PassiveNodeData> ResolveSelectedPassiveNodes()
|
||||
{
|
||||
if (selectedPassiveNodes != null && selectedPassiveNodes.Count > 0)
|
||||
return selectedPassiveNodes;
|
||||
|
||||
return passivePreset != null ? passivePreset.SelectedNodes : System.Array.Empty<PassiveNodeData>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 직접 구성 슬롯을 덮어씁니다.
|
||||
/// </summary>
|
||||
public void SetDirectSkillSlots(IReadOnlyList<SkillLoadoutEntry> entries)
|
||||
{
|
||||
EnsureDirectSlotCapacity();
|
||||
|
||||
for (int i = 0; i < directSkillSlots.Length; i++)
|
||||
{
|
||||
directSkillSlots[i] = null;
|
||||
}
|
||||
|
||||
if (entries == null)
|
||||
return;
|
||||
|
||||
int copyCount = Mathf.Min(entries.Count, directSkillSlots.Length);
|
||||
for (int i = 0; i < copyCount; i++)
|
||||
{
|
||||
SkillLoadoutEntry entry = entries[i];
|
||||
directSkillSlots[i] = entry != null ? entry.CreateCopy() : null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 직접 구성 패시브를 덮어씁니다.
|
||||
/// </summary>
|
||||
public void SetDirectPassiveSelection(PassiveTreeData tree, IReadOnlyList<PassiveNodeData> nodes)
|
||||
{
|
||||
passiveTree = tree;
|
||||
selectedPassiveNodes.Clear();
|
||||
|
||||
if (nodes == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < nodes.Count; i++)
|
||||
{
|
||||
if (nodes[i] != null)
|
||||
selectedPassiveNodes.Add(nodes[i]);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 빌드 이름을 갱신합니다.
|
||||
/// </summary>
|
||||
public void SetBuildName(string value)
|
||||
{
|
||||
buildName = value ?? string.Empty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 현재 입력값의 복사본을 생성합니다.
|
||||
/// </summary>
|
||||
public BuildSimulationInput CreateCopy()
|
||||
{
|
||||
EnsureDirectSlotCapacity();
|
||||
|
||||
BuildSimulationInput copy = new BuildSimulationInput
|
||||
{
|
||||
buildName = buildName,
|
||||
strength = strength,
|
||||
dexterity = dexterity,
|
||||
intelligence = intelligence,
|
||||
vitality = vitality,
|
||||
wisdom = wisdom,
|
||||
spirit = spirit,
|
||||
weapon = weapon,
|
||||
passiveTree = passiveTree,
|
||||
passivePreset = passivePreset,
|
||||
loadoutPreset = loadoutPreset,
|
||||
};
|
||||
|
||||
copy.directSkillSlots = new SkillLoadoutEntry[directSkillSlots.Length];
|
||||
for (int i = 0; i < directSkillSlots.Length; i++)
|
||||
{
|
||||
copy.directSkillSlots[i] = directSkillSlots[i] != null ? directSkillSlots[i].CreateCopy() : null;
|
||||
}
|
||||
|
||||
copy.selectedPassiveNodes = new List<PassiveNodeData>(selectedPassiveNodes.Count);
|
||||
for (int i = 0; i < selectedPassiveNodes.Count; i++)
|
||||
{
|
||||
if (selectedPassiveNodes[i] != null)
|
||||
copy.selectedPassiveNodes.Add(selectedPassiveNodes[i]);
|
||||
}
|
||||
|
||||
return copy;
|
||||
}
|
||||
|
||||
private bool HasDirectSkillSetup()
|
||||
{
|
||||
if (directSkillSlots == null)
|
||||
return false;
|
||||
|
||||
for (int i = 0; i < directSkillSlots.Length; i++)
|
||||
{
|
||||
if (directSkillSlots[i] != null && directSkillSlots[i].BaseSkill != null)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void EnsureDirectSlotCapacity()
|
||||
{
|
||||
if (directSkillSlots != null && directSkillSlots.Length == DefaultSlotCount)
|
||||
return;
|
||||
|
||||
SkillLoadoutEntry[] resized = new SkillLoadoutEntry[DefaultSlotCount];
|
||||
if (directSkillSlots != null)
|
||||
{
|
||||
int copyCount = Mathf.Min(directSkillSlots.Length, resized.Length);
|
||||
for (int i = 0; i < copyCount; i++)
|
||||
{
|
||||
resized[i] = directSkillSlots[i];
|
||||
}
|
||||
}
|
||||
|
||||
directSkillSlots = resized;
|
||||
}
|
||||
|
||||
private string ResolvePassiveLabel()
|
||||
{
|
||||
if (selectedPassiveNodes != null && selectedPassiveNodes.Count > 0)
|
||||
return BuildPassiveNodeSummary(selectedPassiveNodes);
|
||||
|
||||
if (passivePreset != null && !string.IsNullOrWhiteSpace(passivePreset.PresetName))
|
||||
return passivePreset.PresetName;
|
||||
|
||||
return "패시브 없음";
|
||||
}
|
||||
|
||||
private string ResolveLoadoutLabel()
|
||||
{
|
||||
if (HasDirectSkillSetup())
|
||||
return BuildLoadoutSummary(directSkillSlots);
|
||||
|
||||
if (loadoutPreset != null && !string.IsNullOrWhiteSpace(loadoutPreset.PresetName))
|
||||
return loadoutPreset.PresetName;
|
||||
|
||||
return "로드아웃 없음";
|
||||
}
|
||||
|
||||
private static string BuildPassiveNodeSummary(IReadOnlyList<PassiveNodeData> nodes)
|
||||
{
|
||||
StringBuilder builder = new StringBuilder();
|
||||
for (int i = 0; i < nodes.Count; i++)
|
||||
{
|
||||
PassiveNodeData node = nodes[i];
|
||||
if (node == null)
|
||||
continue;
|
||||
|
||||
if (builder.Length > 0)
|
||||
builder.Append('+');
|
||||
|
||||
builder.Append(string.IsNullOrWhiteSpace(node.DisplayName) ? node.name : node.DisplayName);
|
||||
}
|
||||
|
||||
return builder.Length > 0 ? builder.ToString() : "패시브 없음";
|
||||
}
|
||||
|
||||
private static string BuildLoadoutSummary(IReadOnlyList<SkillLoadoutEntry> entries)
|
||||
{
|
||||
StringBuilder builder = new StringBuilder();
|
||||
for (int i = 0; i < entries.Count; i++)
|
||||
{
|
||||
SkillLoadoutEntry entry = entries[i];
|
||||
if (entry == null || entry.BaseSkill == null)
|
||||
continue;
|
||||
|
||||
if (builder.Length > 0)
|
||||
builder.Append(" / ");
|
||||
|
||||
builder.Append('S');
|
||||
builder.Append(i);
|
||||
builder.Append('=');
|
||||
builder.Append(entry.BaseSkill.SkillName);
|
||||
|
||||
bool hasGem = false;
|
||||
IReadOnlyList<SkillGemData> gems = entry.SocketedGems;
|
||||
for (int gemIndex = 0; gemIndex < gems.Count; gemIndex++)
|
||||
{
|
||||
SkillGemData gem = gems[gemIndex];
|
||||
if (gem == null)
|
||||
continue;
|
||||
|
||||
builder.Append(hasGem ? '+' : '[');
|
||||
builder.Append(gem.GemName);
|
||||
hasGem = true;
|
||||
}
|
||||
|
||||
if (hasGem)
|
||||
builder.Append(']');
|
||||
}
|
||||
|
||||
return builder.Length > 0 ? builder.ToString() : "직접구성";
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f38a3a26c057b2f459b8d2bb89bc5482
|
||||
56
Assets/_Game/Scripts/Combat/Simulation/RotationPolicy.cs
Normal file
56
Assets/_Game/Scripts/Combat/Simulation/RotationPolicy.cs
Normal file
@@ -0,0 +1,56 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Colosseum.Combat.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// 허수아비 계산 시뮬레이터의 회전 규칙입니다.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class RotationPolicy
|
||||
{
|
||||
[Header("Label")]
|
||||
[SerializeField] private string policyName = "기본 우선순위";
|
||||
|
||||
[Header("Priority")]
|
||||
[Tooltip("앞에서부터 우선 적용할 슬롯 순서입니다. 0 기반 인덱스를 사용합니다.")]
|
||||
[SerializeField] private int[] prioritySlots = new[] { 0, 1, 2, 3, 4, 5 };
|
||||
|
||||
[Header("Fallback")]
|
||||
[SerializeField] private bool useFallbackSlot = true;
|
||||
[Min(0)] [SerializeField] private int fallbackSlotIndex = 0;
|
||||
|
||||
[Header("High Power Skill")]
|
||||
[SerializeField] private bool delayHighPowerSkillUntilTime;
|
||||
[Min(0)] [SerializeField] private int highPowerSlotIndex = 5;
|
||||
[Min(0f)] [SerializeField] private float highPowerFirstUseTime = 0f;
|
||||
|
||||
public string PolicyName => string.IsNullOrWhiteSpace(policyName) ? "Rotation" : policyName.Trim();
|
||||
public int[] PrioritySlots => prioritySlots ?? System.Array.Empty<int>();
|
||||
public bool UseFallbackSlot => useFallbackSlot;
|
||||
public int FallbackSlotIndex => Mathf.Max(0, fallbackSlotIndex);
|
||||
public bool DelayHighPowerSkillUntilTime => delayHighPowerSkillUntilTime;
|
||||
public int HighPowerSlotIndex => Mathf.Max(0, highPowerSlotIndex);
|
||||
public float HighPowerFirstUseTime => Mathf.Max(0f, highPowerFirstUseTime);
|
||||
|
||||
/// <summary>
|
||||
/// 회전 정책 값을 한 번에 설정합니다.
|
||||
/// </summary>
|
||||
public void Configure(
|
||||
string policyName,
|
||||
int[] prioritySlots,
|
||||
bool useFallbackSlot,
|
||||
int fallbackSlotIndex,
|
||||
bool delayHighPowerSkillUntilTime,
|
||||
int highPowerSlotIndex,
|
||||
float highPowerFirstUseTime)
|
||||
{
|
||||
this.policyName = policyName ?? string.Empty;
|
||||
this.prioritySlots = prioritySlots ?? System.Array.Empty<int>();
|
||||
this.useFallbackSlot = useFallbackSlot;
|
||||
this.fallbackSlotIndex = Mathf.Max(0, fallbackSlotIndex);
|
||||
this.delayHighPowerSkillUntilTime = delayHighPowerSkillUntilTime;
|
||||
this.highPowerSlotIndex = Mathf.Max(0, highPowerSlotIndex);
|
||||
this.highPowerFirstUseTime = Mathf.Max(0f, highPowerFirstUseTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ef4440d129fca8442bdca9bdafdec626
|
||||
@@ -0,0 +1,162 @@
|
||||
using System.Text;
|
||||
|
||||
namespace Colosseum.Combat.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// 배치 시뮬레이션 결과를 추출용 문자열로 변환합니다.
|
||||
/// </summary>
|
||||
public static class SimulationBatchReportUtility
|
||||
{
|
||||
/// <summary>
|
||||
/// Markdown 리포트를 생성합니다.
|
||||
/// </summary>
|
||||
public static string BuildMarkdown(SimulationBatchResult result)
|
||||
{
|
||||
if (result == null)
|
||||
return string.Empty;
|
||||
|
||||
StringBuilder builder = new StringBuilder();
|
||||
builder.Append("# 허수아비 배치 시뮬레이션 결과");
|
||||
builder.AppendLine();
|
||||
builder.AppendLine();
|
||||
builder.Append("- Batch: ");
|
||||
builder.Append(result.BatchName);
|
||||
builder.AppendLine();
|
||||
builder.Append("- Generated Builds: ");
|
||||
builder.Append(result.GeneratedBuildCount);
|
||||
builder.AppendLine();
|
||||
builder.Append("- Truncated: ");
|
||||
builder.Append(result.Truncated ? "Yes" : "No");
|
||||
builder.AppendLine();
|
||||
builder.AppendLine();
|
||||
builder.AppendLine("| 순위 | 빌드 | DPS | 총 피해 | 총 마나 | 첫 사이클 |");
|
||||
builder.AppendLine("| --- | --- | ---: | ---: | ---: | ---: |");
|
||||
|
||||
for (int i = 0; i < result.Entries.Count; i++)
|
||||
{
|
||||
SimulationBatchEntry entry = result.Entries[i];
|
||||
SimulationResult simulation = entry != null ? entry.Result : null;
|
||||
if (simulation == null)
|
||||
continue;
|
||||
|
||||
builder.Append("| ");
|
||||
builder.Append(i + 1);
|
||||
builder.Append(" | ");
|
||||
builder.Append(entry.BuildLabel);
|
||||
builder.Append(" | ");
|
||||
builder.Append(simulation.AverageDps.ToString("0.##"));
|
||||
builder.Append(" | ");
|
||||
builder.Append(simulation.TotalDamage.ToString("0.##"));
|
||||
builder.Append(" | ");
|
||||
builder.Append(simulation.TotalManaUsed.ToString("0.##"));
|
||||
builder.Append(" | ");
|
||||
builder.Append(simulation.FirstCycleEndTime >= 0f ? simulation.FirstCycleEndTime.ToString("0.##") + "s" : "미완료");
|
||||
builder.AppendLine(" |");
|
||||
}
|
||||
|
||||
if (result.Warnings.Count > 0)
|
||||
{
|
||||
builder.AppendLine();
|
||||
builder.AppendLine("## 경고");
|
||||
builder.AppendLine();
|
||||
for (int i = 0; i < result.Warnings.Count; i++)
|
||||
{
|
||||
builder.Append("- ");
|
||||
builder.Append(result.Warnings[i]);
|
||||
builder.AppendLine();
|
||||
}
|
||||
}
|
||||
|
||||
return builder.ToString().TrimEnd();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// CSV 리포트를 생성합니다.
|
||||
/// </summary>
|
||||
public static string BuildCsv(SimulationBatchResult result)
|
||||
{
|
||||
if (result == null)
|
||||
return string.Empty;
|
||||
|
||||
StringBuilder builder = new StringBuilder();
|
||||
builder.AppendLine("Rank,BuildLabel,RuleName,RotationName,DurationSeconds,TotalDamage,AverageDps,TotalManaUsed,AverageManaPerSecond,FirstCycleEndTime,TopSkill,TopSkillDamage,Warnings");
|
||||
|
||||
for (int i = 0; i < result.Entries.Count; i++)
|
||||
{
|
||||
SimulationBatchEntry entry = result.Entries[i];
|
||||
SimulationResult simulation = entry != null ? entry.Result : null;
|
||||
if (simulation == null)
|
||||
continue;
|
||||
|
||||
SimulationSkillBreakdown topSkill = simulation.SkillBreakdowns.Count > 0 ? simulation.SkillBreakdowns[0] : null;
|
||||
string warnings = string.Join(" / ", simulation.Warnings);
|
||||
|
||||
builder.Append(i + 1);
|
||||
builder.Append(',');
|
||||
builder.Append(Escape(entry.BuildLabel));
|
||||
builder.Append(',');
|
||||
builder.Append(Escape(simulation.RuleName));
|
||||
builder.Append(',');
|
||||
builder.Append(Escape(simulation.RotationName));
|
||||
builder.Append(',');
|
||||
builder.Append(simulation.DurationSeconds.ToString("0.##"));
|
||||
builder.Append(',');
|
||||
builder.Append(simulation.TotalDamage.ToString("0.##"));
|
||||
builder.Append(',');
|
||||
builder.Append(simulation.AverageDps.ToString("0.##"));
|
||||
builder.Append(',');
|
||||
builder.Append(simulation.TotalManaUsed.ToString("0.##"));
|
||||
builder.Append(',');
|
||||
builder.Append(simulation.AverageManaPerSecond.ToString("0.##"));
|
||||
builder.Append(',');
|
||||
builder.Append(simulation.FirstCycleEndTime >= 0f ? simulation.FirstCycleEndTime.ToString("0.##") : string.Empty);
|
||||
builder.Append(',');
|
||||
builder.Append(Escape(topSkill != null ? topSkill.SkillName : string.Empty));
|
||||
builder.Append(',');
|
||||
builder.Append(topSkill != null ? topSkill.TotalDamage.ToString("0.##") : string.Empty);
|
||||
builder.Append(',');
|
||||
builder.Append(Escape(warnings));
|
||||
builder.AppendLine();
|
||||
}
|
||||
|
||||
return builder.ToString().TrimEnd();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 기본 파일 이름을 생성합니다.
|
||||
/// </summary>
|
||||
public static string BuildDefaultFileName(SimulationBatchResult result, bool csv)
|
||||
{
|
||||
string batchName = result != null && !string.IsNullOrWhiteSpace(result.BatchName) ? result.BatchName : "BuildSimulationBatch";
|
||||
string extension = csv ? "csv" : "md";
|
||||
return $"{Sanitize(batchName)}.{extension}";
|
||||
}
|
||||
|
||||
private static string Escape(string value)
|
||||
{
|
||||
if (string.IsNullOrEmpty(value))
|
||||
return string.Empty;
|
||||
|
||||
bool needsQuotes = value.Contains(",") || value.Contains("\"") || value.Contains("\n") || value.Contains("\r");
|
||||
if (!needsQuotes)
|
||||
return value;
|
||||
|
||||
return $"\"{value.Replace("\"", "\"\"")}\"";
|
||||
}
|
||||
|
||||
private static string Sanitize(string value)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(value))
|
||||
return "BuildSimulationBatch";
|
||||
|
||||
string sanitized = value;
|
||||
char[] invalidChars = System.IO.Path.GetInvalidFileNameChars();
|
||||
for (int i = 0; i < invalidChars.Length; i++)
|
||||
{
|
||||
sanitized = sanitized.Replace(invalidChars[i], '_');
|
||||
}
|
||||
|
||||
return sanitized.Replace(' ', '_');
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d741ba4f455e909469d52f22bad21c8b
|
||||
@@ -0,0 +1,53 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Colosseum.Combat.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// 배치 시뮬레이션의 단일 결과 엔트리입니다.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public sealed class SimulationBatchEntry
|
||||
{
|
||||
[SerializeField] private string buildLabel;
|
||||
[SerializeField] private SimulationResult result;
|
||||
|
||||
public string BuildLabel => buildLabel;
|
||||
public SimulationResult Result => result;
|
||||
|
||||
public SimulationBatchEntry(string buildLabel, SimulationResult result)
|
||||
{
|
||||
this.buildLabel = buildLabel ?? string.Empty;
|
||||
this.result = result;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 배치 시뮬레이션의 전체 결과입니다.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public sealed class SimulationBatchResult
|
||||
{
|
||||
[SerializeField] private string batchName = string.Empty;
|
||||
[SerializeField] private int generatedBuildCount;
|
||||
[SerializeField] private bool truncated;
|
||||
[SerializeField] private List<SimulationBatchEntry> entries = new List<SimulationBatchEntry>();
|
||||
[SerializeField] private List<string> warnings = new List<string>();
|
||||
|
||||
public string BatchName => batchName;
|
||||
public int GeneratedBuildCount => generatedBuildCount;
|
||||
public bool Truncated => truncated;
|
||||
public IReadOnlyList<SimulationBatchEntry> Entries => entries;
|
||||
public IReadOnlyList<string> Warnings => warnings;
|
||||
|
||||
public void Initialize(string batchName, int generatedBuildCount, bool truncated, List<SimulationBatchEntry> entries, List<string> warnings)
|
||||
{
|
||||
this.batchName = batchName ?? string.Empty;
|
||||
this.generatedBuildCount = Mathf.Max(0, generatedBuildCount);
|
||||
this.truncated = truncated;
|
||||
this.entries = entries ?? new List<SimulationBatchEntry>();
|
||||
this.warnings = warnings ?? new List<string>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6b13c6fe196ef0343942b700dbc02414
|
||||
@@ -0,0 +1,58 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Colosseum.Combat.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// 여러 빌드를 순회하며 배치 시뮬레이션을 실행합니다.
|
||||
/// </summary>
|
||||
public static class SimulationBatchRunner
|
||||
{
|
||||
/// <summary>
|
||||
/// 생성된 빌드 목록을 순회 실행하고 결과를 묶어 반환합니다.
|
||||
/// </summary>
|
||||
public static SimulationBatchResult Run(
|
||||
string batchName,
|
||||
IReadOnlyList<BuildSimulationInput> builds,
|
||||
SimulationRuleSet ruleSet,
|
||||
RotationPolicy rotationPolicy,
|
||||
IReadOnlyList<string> generationWarnings,
|
||||
bool truncated)
|
||||
{
|
||||
List<SimulationBatchEntry> entries = new List<SimulationBatchEntry>();
|
||||
List<string> warnings = new List<string>();
|
||||
|
||||
if (generationWarnings != null)
|
||||
{
|
||||
for (int i = 0; i < generationWarnings.Count; i++)
|
||||
{
|
||||
if (!string.IsNullOrWhiteSpace(generationWarnings[i]))
|
||||
warnings.Add(generationWarnings[i]);
|
||||
}
|
||||
}
|
||||
|
||||
if (builds != null)
|
||||
{
|
||||
for (int i = 0; i < builds.Count; i++)
|
||||
{
|
||||
BuildSimulationInput build = builds[i];
|
||||
if (build == null)
|
||||
continue;
|
||||
|
||||
SimulationResult result = BuildSimulationEngine.Run(build, ruleSet, rotationPolicy);
|
||||
entries.Add(new SimulationBatchEntry(build.BuildLabel, result));
|
||||
}
|
||||
}
|
||||
|
||||
entries.Sort((left, right) =>
|
||||
{
|
||||
float leftDps = left != null && left.Result != null ? left.Result.AverageDps : 0f;
|
||||
float rightDps = right != null && right.Result != null ? right.Result.AverageDps : 0f;
|
||||
return rightDps.CompareTo(leftDps);
|
||||
});
|
||||
|
||||
SimulationBatchResult batchResult = new SimulationBatchResult();
|
||||
batchResult.Initialize(batchName, builds != null ? builds.Count : 0, truncated, entries, warnings);
|
||||
return batchResult;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 886744cabe7fc084e884d2dbd297ed8e
|
||||
@@ -0,0 +1,424 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
using Colosseum.Passives;
|
||||
using Colosseum.Skills;
|
||||
|
||||
namespace Colosseum.Combat.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// 스킬/젬/패시브 자산 풀에서 유효한 빌드 조합을 생성합니다.
|
||||
/// </summary>
|
||||
public static class SimulationCombinationGenerator
|
||||
{
|
||||
/// <summary>
|
||||
/// 조합 조건에 따라 실제 시뮬레이션 입력 빌드를 생성합니다.
|
||||
/// </summary>
|
||||
public static List<BuildSimulationInput> GenerateBuilds(
|
||||
BuildSimulationInput template,
|
||||
SimulationCombinationSpec spec,
|
||||
IReadOnlyList<SkillData> skillPool,
|
||||
IReadOnlyList<SkillGemData> gemPool,
|
||||
IReadOnlyList<PassiveNodeData> passiveNodePool,
|
||||
List<string> warnings,
|
||||
out bool truncated)
|
||||
{
|
||||
warnings ??= new List<string>();
|
||||
truncated = false;
|
||||
|
||||
BuildSimulationInput baseTemplate = template != null ? template.CreateCopy() : new BuildSimulationInput();
|
||||
List<BuildSimulationInput> results = new List<BuildSimulationInput>();
|
||||
SimulationCombinationSpec safeSpec = spec ?? new SimulationCombinationSpec();
|
||||
|
||||
List<List<PassiveNodeData>> passiveSelections = BuildPassiveSelections(baseTemplate, safeSpec, passiveNodePool, warnings);
|
||||
List<int> activeSlots = BuildActiveSlots(safeSpec);
|
||||
Dictionary<SkillData, List<SkillLoadoutEntry>> loadoutCache = new Dictionary<SkillData, List<SkillLoadoutEntry>>();
|
||||
SkillLoadoutEntry[] workingSlots = new SkillLoadoutEntry[7];
|
||||
|
||||
for (int i = 0; i < workingSlots.Length; i++)
|
||||
{
|
||||
IReadOnlyList<SkillLoadoutEntry> templateSlots = baseTemplate.ResolveLoadoutEntries();
|
||||
if (i < templateSlots.Count && templateSlots[i] != null)
|
||||
workingSlots[i] = templateSlots[i].CreateCopy();
|
||||
}
|
||||
|
||||
int buildIndex = 0;
|
||||
for (int passiveIndex = 0; passiveIndex < passiveSelections.Count; passiveIndex++)
|
||||
{
|
||||
if (results.Count >= safeSpec.MaxBuildCount)
|
||||
{
|
||||
truncated = true;
|
||||
break;
|
||||
}
|
||||
|
||||
List<PassiveNodeData> passiveSelection = passiveSelections[passiveIndex];
|
||||
GenerateSkillAssignments(
|
||||
baseTemplate,
|
||||
safeSpec,
|
||||
skillPool,
|
||||
gemPool,
|
||||
activeSlots,
|
||||
loadoutCache,
|
||||
workingSlots,
|
||||
0,
|
||||
new HashSet<SkillData>(),
|
||||
passiveSelection,
|
||||
results,
|
||||
warnings,
|
||||
ref buildIndex,
|
||||
ref truncated);
|
||||
}
|
||||
|
||||
if (truncated)
|
||||
warnings.Add($"조합 생성이 상한에 도달해 중단되었습니다. MaxBuildCount={safeSpec.MaxBuildCount}");
|
||||
|
||||
return results;
|
||||
}
|
||||
|
||||
private static void GenerateSkillAssignments(
|
||||
BuildSimulationInput template,
|
||||
SimulationCombinationSpec spec,
|
||||
IReadOnlyList<SkillData> skillPool,
|
||||
IReadOnlyList<SkillGemData> gemPool,
|
||||
IReadOnlyList<int> activeSlots,
|
||||
Dictionary<SkillData, List<SkillLoadoutEntry>> loadoutCache,
|
||||
SkillLoadoutEntry[] workingSlots,
|
||||
int slotCursor,
|
||||
HashSet<SkillData> usedSkills,
|
||||
IReadOnlyList<PassiveNodeData> passiveSelection,
|
||||
List<BuildSimulationInput> results,
|
||||
List<string> warnings,
|
||||
ref int buildIndex,
|
||||
ref bool truncated)
|
||||
{
|
||||
if (truncated || results.Count >= spec.MaxBuildCount)
|
||||
{
|
||||
truncated = true;
|
||||
return;
|
||||
}
|
||||
|
||||
if (slotCursor >= activeSlots.Count)
|
||||
{
|
||||
BuildSimulationInput variant = template.CreateCopy();
|
||||
variant.SetDirectSkillSlots(workingSlots);
|
||||
variant.SetDirectPassiveSelection(spec.CombinePassives ? spec.PassiveTree : template.ResolvePassiveTree(), passiveSelection);
|
||||
variant.SetBuildName($"{spec.BatchName}_{buildIndex + 1:D4}");
|
||||
results.Add(variant);
|
||||
buildIndex++;
|
||||
return;
|
||||
}
|
||||
|
||||
int slotIndex = activeSlots[slotCursor];
|
||||
if (!spec.CombineSkills)
|
||||
{
|
||||
GenerateFromTemplateSlot(
|
||||
template,
|
||||
spec,
|
||||
gemPool,
|
||||
activeSlots,
|
||||
loadoutCache,
|
||||
workingSlots,
|
||||
slotCursor,
|
||||
passiveSelection,
|
||||
results,
|
||||
warnings,
|
||||
ref buildIndex,
|
||||
ref truncated);
|
||||
return;
|
||||
}
|
||||
|
||||
if (skillPool == null || skillPool.Count == 0)
|
||||
{
|
||||
warnings.Add("스킬 풀에 자산이 없어 조합 생성을 진행하지 못했습니다.");
|
||||
truncated = true;
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < skillPool.Count; i++)
|
||||
{
|
||||
SkillData skill = skillPool[i];
|
||||
if (skill == null)
|
||||
continue;
|
||||
|
||||
if (!spec.AllowDuplicateSkills && usedSkills.Contains(skill))
|
||||
continue;
|
||||
|
||||
List<SkillLoadoutEntry> variants = GetLoadoutVariants(skill, spec, gemPool, loadoutCache);
|
||||
for (int variantIndex = 0; variantIndex < variants.Count; variantIndex++)
|
||||
{
|
||||
workingSlots[slotIndex] = variants[variantIndex].CreateCopy();
|
||||
|
||||
bool added = false;
|
||||
if (!spec.AllowDuplicateSkills)
|
||||
{
|
||||
added = usedSkills.Add(skill);
|
||||
}
|
||||
|
||||
GenerateSkillAssignments(
|
||||
template,
|
||||
spec,
|
||||
skillPool,
|
||||
gemPool,
|
||||
activeSlots,
|
||||
loadoutCache,
|
||||
workingSlots,
|
||||
slotCursor + 1,
|
||||
usedSkills,
|
||||
passiveSelection,
|
||||
results,
|
||||
warnings,
|
||||
ref buildIndex,
|
||||
ref truncated);
|
||||
|
||||
if (added)
|
||||
usedSkills.Remove(skill);
|
||||
|
||||
if (truncated)
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void GenerateFromTemplateSlot(
|
||||
BuildSimulationInput template,
|
||||
SimulationCombinationSpec spec,
|
||||
IReadOnlyList<SkillGemData> gemPool,
|
||||
IReadOnlyList<int> activeSlots,
|
||||
Dictionary<SkillData, List<SkillLoadoutEntry>> loadoutCache,
|
||||
SkillLoadoutEntry[] workingSlots,
|
||||
int slotCursor,
|
||||
IReadOnlyList<PassiveNodeData> passiveSelection,
|
||||
List<BuildSimulationInput> results,
|
||||
List<string> warnings,
|
||||
ref int buildIndex,
|
||||
ref bool truncated)
|
||||
{
|
||||
int slotIndex = activeSlots[slotCursor];
|
||||
IReadOnlyList<SkillLoadoutEntry> templateSlots = template.ResolveLoadoutEntries();
|
||||
SkillLoadoutEntry templateEntry = slotIndex < templateSlots.Count ? templateSlots[slotIndex] : null;
|
||||
SkillData skill = templateEntry != null ? templateEntry.BaseSkill : null;
|
||||
if (skill == null)
|
||||
{
|
||||
warnings.Add($"템플릿 슬롯 {slotIndex}에 기반 스킬이 없어 배치 생성이 중단되었습니다.");
|
||||
truncated = true;
|
||||
return;
|
||||
}
|
||||
|
||||
List<SkillLoadoutEntry> variants = spec.CombineGems
|
||||
? GetLoadoutVariants(skill, spec, gemPool, loadoutCache)
|
||||
: new List<SkillLoadoutEntry> { templateEntry.CreateCopy() };
|
||||
|
||||
for (int i = 0; i < variants.Count; i++)
|
||||
{
|
||||
workingSlots[slotIndex] = variants[i].CreateCopy();
|
||||
GenerateSkillAssignments(
|
||||
template,
|
||||
spec,
|
||||
null,
|
||||
gemPool,
|
||||
activeSlots,
|
||||
loadoutCache,
|
||||
workingSlots,
|
||||
slotCursor + 1,
|
||||
new HashSet<SkillData>(),
|
||||
passiveSelection,
|
||||
results,
|
||||
warnings,
|
||||
ref buildIndex,
|
||||
ref truncated);
|
||||
|
||||
if (truncated)
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
private static List<SkillLoadoutEntry> GetLoadoutVariants(
|
||||
SkillData skill,
|
||||
SimulationCombinationSpec spec,
|
||||
IReadOnlyList<SkillGemData> gemPool,
|
||||
Dictionary<SkillData, List<SkillLoadoutEntry>> loadoutCache)
|
||||
{
|
||||
if (loadoutCache.TryGetValue(skill, out List<SkillLoadoutEntry> cachedVariants))
|
||||
return cachedVariants;
|
||||
|
||||
List<SkillLoadoutEntry> variants = new List<SkillLoadoutEntry>();
|
||||
int gemSlotCount = skill != null ? skill.MaxGemSlotCount : 0;
|
||||
|
||||
if (skill == null)
|
||||
return variants;
|
||||
|
||||
List<SkillGemData> compatibleGems = new List<SkillGemData>();
|
||||
if (gemPool != null)
|
||||
{
|
||||
for (int i = 0; i < gemPool.Count; i++)
|
||||
{
|
||||
SkillGemData gem = gemPool[i];
|
||||
if (gem != null && gem.CanAttachToSkill(skill))
|
||||
compatibleGems.Add(gem);
|
||||
}
|
||||
}
|
||||
|
||||
if (!spec.CombineGems || gemSlotCount <= 0 || compatibleGems.Count == 0)
|
||||
{
|
||||
variants.Add(SkillLoadoutEntry.CreateTemporary(skill));
|
||||
loadoutCache.Add(skill, variants);
|
||||
return variants;
|
||||
}
|
||||
|
||||
List<SkillGemData> selected = new List<SkillGemData>();
|
||||
if (spec.IncludeEmptyGemSet)
|
||||
variants.Add(SkillLoadoutEntry.CreateTemporary(skill));
|
||||
|
||||
CollectGemVariants(skill, compatibleGems, selected, 0, gemSlotCount, variants);
|
||||
|
||||
if (variants.Count == 0)
|
||||
variants.Add(SkillLoadoutEntry.CreateTemporary(skill));
|
||||
|
||||
loadoutCache.Add(skill, variants);
|
||||
return variants;
|
||||
}
|
||||
|
||||
private static void CollectGemVariants(
|
||||
SkillData skill,
|
||||
IReadOnlyList<SkillGemData> compatibleGems,
|
||||
List<SkillGemData> selected,
|
||||
int startIndex,
|
||||
int maxGemCount,
|
||||
List<SkillLoadoutEntry> variants)
|
||||
{
|
||||
if (selected.Count > 0)
|
||||
{
|
||||
SkillLoadoutEntry entry = SkillLoadoutEntry.CreateTemporary(skill);
|
||||
bool valid = true;
|
||||
for (int i = 0; i < selected.Count; i++)
|
||||
{
|
||||
if (!entry.TrySetGem(i, selected[i], out _))
|
||||
{
|
||||
valid = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (valid)
|
||||
variants.Add(entry.CreateCopy());
|
||||
}
|
||||
|
||||
if (selected.Count >= maxGemCount)
|
||||
return;
|
||||
|
||||
for (int i = startIndex; i < compatibleGems.Count; i++)
|
||||
{
|
||||
selected.Add(compatibleGems[i]);
|
||||
CollectGemVariants(skill, compatibleGems, selected, i + 1, maxGemCount, variants);
|
||||
selected.RemoveAt(selected.Count - 1);
|
||||
}
|
||||
}
|
||||
|
||||
private static List<List<PassiveNodeData>> BuildPassiveSelections(
|
||||
BuildSimulationInput template,
|
||||
SimulationCombinationSpec spec,
|
||||
IReadOnlyList<PassiveNodeData> passiveNodePool,
|
||||
List<string> warnings)
|
||||
{
|
||||
List<List<PassiveNodeData>> selections = new List<List<PassiveNodeData>>();
|
||||
|
||||
if (!spec.CombinePassives)
|
||||
{
|
||||
List<PassiveNodeData> currentSelection = new List<PassiveNodeData>();
|
||||
IReadOnlyList<PassiveNodeData> templateNodes = template.ResolveSelectedPassiveNodes();
|
||||
for (int i = 0; i < templateNodes.Count; i++)
|
||||
{
|
||||
if (templateNodes[i] != null)
|
||||
currentSelection.Add(templateNodes[i]);
|
||||
}
|
||||
|
||||
selections.Add(currentSelection);
|
||||
return selections;
|
||||
}
|
||||
|
||||
PassiveTreeData tree = spec.PassiveTree;
|
||||
if (tree == null)
|
||||
{
|
||||
warnings.Add("패시브 트리가 없어 패시브 조합 생성은 빈 선택만 사용합니다.");
|
||||
selections.Add(new List<PassiveNodeData>());
|
||||
return selections;
|
||||
}
|
||||
|
||||
List<PassiveNodeData> candidates = new List<PassiveNodeData>();
|
||||
IReadOnlyList<PassiveNodeData> sourcePool = passiveNodePool != null && passiveNodePool.Count > 0 ? passiveNodePool : tree.Nodes;
|
||||
for (int i = 0; i < sourcePool.Count; i++)
|
||||
{
|
||||
PassiveNodeData node = sourcePool[i];
|
||||
if (node != null && tree.GetNodeById(node.NodeId) != null)
|
||||
candidates.Add(node);
|
||||
}
|
||||
|
||||
List<PassiveNodeData> selected = new List<PassiveNodeData>();
|
||||
if (spec.IncludeEmptyPassiveSelection)
|
||||
selections.Add(new List<PassiveNodeData>());
|
||||
|
||||
CollectPassiveSelections(tree, spec, candidates, selected, 0, selections);
|
||||
|
||||
if (selections.Count == 0)
|
||||
selections.Add(new List<PassiveNodeData>());
|
||||
|
||||
return selections;
|
||||
}
|
||||
|
||||
private static void CollectPassiveSelections(
|
||||
PassiveTreeData tree,
|
||||
SimulationCombinationSpec spec,
|
||||
IReadOnlyList<PassiveNodeData> candidates,
|
||||
List<PassiveNodeData> selected,
|
||||
int startIndex,
|
||||
List<List<PassiveNodeData>> results)
|
||||
{
|
||||
if (spec.MaxPassiveNodeCount > 0 && selected.Count >= spec.MaxPassiveNodeCount)
|
||||
return;
|
||||
|
||||
for (int i = startIndex; i < candidates.Count; i++)
|
||||
{
|
||||
PassiveNodeData node = candidates[i];
|
||||
selected.Add(node);
|
||||
|
||||
if (TryValidatePassiveSelection(tree, selected))
|
||||
{
|
||||
results.Add(new List<PassiveNodeData>(selected));
|
||||
CollectPassiveSelections(tree, spec, candidates, selected, i + 1, results);
|
||||
}
|
||||
|
||||
selected.RemoveAt(selected.Count - 1);
|
||||
}
|
||||
}
|
||||
|
||||
private static bool TryValidatePassiveSelection(PassiveTreeData tree, IReadOnlyList<PassiveNodeData> selected)
|
||||
{
|
||||
List<string> ids = new List<string>(selected.Count);
|
||||
for (int i = 0; i < selected.Count; i++)
|
||||
{
|
||||
if (selected[i] != null && !string.IsNullOrWhiteSpace(selected[i].NodeId))
|
||||
ids.Add(selected[i].NodeId);
|
||||
}
|
||||
|
||||
return tree.TryResolveSelection(ids, out _, out _);
|
||||
}
|
||||
|
||||
private static List<int> BuildActiveSlots(SimulationCombinationSpec spec)
|
||||
{
|
||||
List<int> activeSlots = new List<int>();
|
||||
int[] slotIndices = spec.ActiveSlotIndices;
|
||||
for (int i = 0; i < slotIndices.Length; i++)
|
||||
{
|
||||
int slotIndex = slotIndices[i];
|
||||
if (slotIndex < 0 || slotIndex >= 7 || activeSlots.Contains(slotIndex))
|
||||
continue;
|
||||
|
||||
activeSlots.Add(slotIndex);
|
||||
}
|
||||
|
||||
if (activeSlots.Count == 0)
|
||||
activeSlots.Add(0);
|
||||
|
||||
return activeSlots;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 68001ec95567cad4bb70cfc9863c469a
|
||||
@@ -0,0 +1,78 @@
|
||||
using UnityEngine;
|
||||
|
||||
using Colosseum.Passives;
|
||||
|
||||
namespace Colosseum.Combat.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// 전수 점검용 조합 생성 조건입니다.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class SimulationCombinationSpec
|
||||
{
|
||||
[Header("Label")]
|
||||
[SerializeField] private string batchName = "전체 조합";
|
||||
|
||||
[Header("Dimensions")]
|
||||
[SerializeField] private bool combineSkills = true;
|
||||
[SerializeField] private bool combineGems = true;
|
||||
[SerializeField] private bool combinePassives = true;
|
||||
|
||||
[Header("Slots")]
|
||||
[Tooltip("조합 생성 대상 슬롯 인덱스입니다. 0 기반입니다.")]
|
||||
[SerializeField] private int[] activeSlotIndices = new[] { 0, 1, 2, 3, 4, 5 };
|
||||
[SerializeField] private bool allowDuplicateSkills;
|
||||
[SerializeField] private bool includeEmptyGemSet = true;
|
||||
|
||||
[Header("Passive")]
|
||||
[SerializeField] private PassiveTreeData passiveTree;
|
||||
[SerializeField] private bool includeEmptyPassiveSelection = true;
|
||||
[Tooltip("0이면 포인트 허용 범위 안에서 제한 없이 생성합니다.")]
|
||||
[Min(0)] [SerializeField] private int maxPassiveNodeCount = 0;
|
||||
|
||||
[Header("Safety")]
|
||||
[Tooltip("생성할 최대 빌드 수입니다. 조합 폭발을 막기 위한 안전장치입니다.")]
|
||||
[Min(1)] [SerializeField] private int maxBuildCount = 500;
|
||||
|
||||
public string BatchName => string.IsNullOrWhiteSpace(batchName) ? "전체 조합" : batchName.Trim();
|
||||
public bool CombineSkills => combineSkills;
|
||||
public bool CombineGems => combineGems;
|
||||
public bool CombinePassives => combinePassives;
|
||||
public int[] ActiveSlotIndices => activeSlotIndices ?? System.Array.Empty<int>();
|
||||
public bool AllowDuplicateSkills => allowDuplicateSkills;
|
||||
public bool IncludeEmptyGemSet => includeEmptyGemSet;
|
||||
public PassiveTreeData PassiveTree => passiveTree;
|
||||
public bool IncludeEmptyPassiveSelection => includeEmptyPassiveSelection;
|
||||
public int MaxPassiveNodeCount => Mathf.Max(0, maxPassiveNodeCount);
|
||||
public int MaxBuildCount => Mathf.Max(1, maxBuildCount);
|
||||
|
||||
/// <summary>
|
||||
/// 조합 생성 조건을 한 번에 설정합니다.
|
||||
/// </summary>
|
||||
public void Configure(
|
||||
string batchName,
|
||||
bool combineSkills,
|
||||
bool combineGems,
|
||||
bool combinePassives,
|
||||
int[] activeSlotIndices,
|
||||
bool allowDuplicateSkills,
|
||||
bool includeEmptyGemSet,
|
||||
PassiveTreeData passiveTree,
|
||||
bool includeEmptyPassiveSelection,
|
||||
int maxPassiveNodeCount,
|
||||
int maxBuildCount)
|
||||
{
|
||||
this.batchName = batchName ?? string.Empty;
|
||||
this.combineSkills = combineSkills;
|
||||
this.combineGems = combineGems;
|
||||
this.combinePassives = combinePassives;
|
||||
this.activeSlotIndices = activeSlotIndices ?? System.Array.Empty<int>();
|
||||
this.allowDuplicateSkills = allowDuplicateSkills;
|
||||
this.includeEmptyGemSet = includeEmptyGemSet;
|
||||
this.passiveTree = passiveTree;
|
||||
this.includeEmptyPassiveSelection = includeEmptyPassiveSelection;
|
||||
this.maxPassiveNodeCount = Mathf.Max(0, maxPassiveNodeCount);
|
||||
this.maxBuildCount = Mathf.Max(1, maxBuildCount);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8311c1f399b18a54a844b5d373eb27fa
|
||||
@@ -0,0 +1,221 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
namespace Colosseum.Combat.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// 결과 미리보기/추출 포맷입니다.
|
||||
/// </summary>
|
||||
public enum SimulationReportFormat
|
||||
{
|
||||
DetailText,
|
||||
Markdown,
|
||||
Csv,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 허수아비 계산 시뮬레이터 결과를 외부 공유용 문자열로 변환합니다.
|
||||
/// </summary>
|
||||
public static class SimulationReportUtility
|
||||
{
|
||||
/// <summary>
|
||||
/// 선택한 포맷으로 결과 문자열을 생성합니다.
|
||||
/// </summary>
|
||||
public static string BuildReport(SimulationResult result, SimulationReportFormat format)
|
||||
{
|
||||
if (result == null)
|
||||
return string.Empty;
|
||||
|
||||
return format switch
|
||||
{
|
||||
SimulationReportFormat.Markdown => BuildMarkdown(result),
|
||||
SimulationReportFormat.Csv => BuildCsv(result),
|
||||
_ => result.DetailText,
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 마크다운 리포트를 생성합니다.
|
||||
/// </summary>
|
||||
public static string BuildMarkdown(SimulationResult result)
|
||||
{
|
||||
if (result == null)
|
||||
return string.Empty;
|
||||
|
||||
StringBuilder builder = new StringBuilder();
|
||||
builder.Append("# 허수아비 계산 시뮬레이션 결과");
|
||||
builder.AppendLine();
|
||||
builder.AppendLine();
|
||||
builder.Append("- Build: ");
|
||||
builder.Append(result.BuildLabel);
|
||||
builder.AppendLine();
|
||||
builder.Append("- Rule: ");
|
||||
builder.Append(result.RuleName);
|
||||
builder.AppendLine();
|
||||
builder.Append("- Rotation: ");
|
||||
builder.Append(result.RotationName);
|
||||
builder.AppendLine();
|
||||
builder.AppendLine();
|
||||
|
||||
builder.AppendLine("| 항목 | 값 |");
|
||||
builder.AppendLine("| --- | --- |");
|
||||
builder.Append("| Duration | ");
|
||||
builder.Append(result.DurationSeconds.ToString("0.##"));
|
||||
builder.AppendLine("s |");
|
||||
builder.Append("| Total Damage | ");
|
||||
builder.Append(result.TotalDamage.ToString("0.##"));
|
||||
builder.AppendLine(" |");
|
||||
builder.Append("| DPS | ");
|
||||
builder.Append(result.AverageDps.ToString("0.##"));
|
||||
builder.AppendLine(" |");
|
||||
builder.Append("| Total Mana | ");
|
||||
builder.Append(result.TotalManaUsed.ToString("0.##"));
|
||||
builder.AppendLine(" |");
|
||||
builder.Append("| Mana / Sec | ");
|
||||
builder.Append(result.AverageManaPerSecond.ToString("0.##"));
|
||||
builder.AppendLine(" |");
|
||||
builder.Append("| First Cycle End | ");
|
||||
builder.Append(result.FirstCycleEndTime >= 0f ? result.FirstCycleEndTime.ToString("0.##") + "s" : "미완료");
|
||||
builder.AppendLine(" |");
|
||||
|
||||
if (result.SkillBreakdowns.Count > 0)
|
||||
{
|
||||
builder.AppendLine();
|
||||
builder.AppendLine("## 스킬 기여도");
|
||||
builder.AppendLine();
|
||||
builder.AppendLine("| 스킬 | 사용 횟수 | 누적 피해 |");
|
||||
builder.AppendLine("| --- | ---: | ---: |");
|
||||
|
||||
for (int i = 0; i < result.SkillBreakdowns.Count; i++)
|
||||
{
|
||||
SimulationSkillBreakdown entry = result.SkillBreakdowns[i];
|
||||
builder.Append("| ");
|
||||
builder.Append(entry.SkillName);
|
||||
builder.Append(" | ");
|
||||
builder.Append(entry.CastCount);
|
||||
builder.Append(" | ");
|
||||
builder.Append(entry.TotalDamage.ToString("0.##"));
|
||||
builder.AppendLine(" |");
|
||||
}
|
||||
}
|
||||
|
||||
if (result.Warnings.Count > 0)
|
||||
{
|
||||
builder.AppendLine();
|
||||
builder.AppendLine("## 경고");
|
||||
builder.AppendLine();
|
||||
for (int i = 0; i < result.Warnings.Count; i++)
|
||||
{
|
||||
builder.Append("- ");
|
||||
builder.Append(result.Warnings[i]);
|
||||
builder.AppendLine();
|
||||
}
|
||||
}
|
||||
|
||||
return builder.ToString().TrimEnd();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// CSV 리포트를 생성합니다.
|
||||
/// </summary>
|
||||
public static string BuildCsv(SimulationResult result)
|
||||
{
|
||||
if (result == null)
|
||||
return string.Empty;
|
||||
|
||||
StringBuilder builder = new StringBuilder();
|
||||
builder.AppendLine("BuildLabel,RuleName,RotationName,DurationSeconds,TotalDamage,AverageDps,TotalManaUsed,AverageManaPerSecond,FirstCycleEndTime,SkillName,CastCount,SkillDamage,Warnings");
|
||||
|
||||
string warnings = string.Join(" / ", result.Warnings);
|
||||
IReadOnlyList<SimulationSkillBreakdown> breakdowns = result.SkillBreakdowns;
|
||||
|
||||
if (breakdowns.Count == 0)
|
||||
{
|
||||
AppendCsvRow(builder, result, null, warnings);
|
||||
return builder.ToString().TrimEnd();
|
||||
}
|
||||
|
||||
for (int i = 0; i < breakdowns.Count; i++)
|
||||
{
|
||||
AppendCsvRow(builder, result, breakdowns[i], warnings);
|
||||
}
|
||||
|
||||
return builder.ToString().TrimEnd();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 저장에 적합한 기본 파일 이름을 생성합니다.
|
||||
/// </summary>
|
||||
public static string BuildDefaultFileName(SimulationResult result, SimulationReportFormat format)
|
||||
{
|
||||
string baseName = result != null
|
||||
? $"{result.BuildLabel}_{result.RuleName}_{result.RotationName}"
|
||||
: "BuildSimulation";
|
||||
|
||||
string extension = format == SimulationReportFormat.Csv ? "csv" : "md";
|
||||
return $"{SanitizeFileName(baseName)}.{extension}";
|
||||
}
|
||||
|
||||
private static void AppendCsvRow(
|
||||
StringBuilder builder,
|
||||
SimulationResult result,
|
||||
SimulationSkillBreakdown breakdown,
|
||||
string warnings)
|
||||
{
|
||||
builder.Append(EscapeCsv(result.BuildLabel));
|
||||
builder.Append(',');
|
||||
builder.Append(EscapeCsv(result.RuleName));
|
||||
builder.Append(',');
|
||||
builder.Append(EscapeCsv(result.RotationName));
|
||||
builder.Append(',');
|
||||
builder.Append(result.DurationSeconds.ToString("0.##"));
|
||||
builder.Append(',');
|
||||
builder.Append(result.TotalDamage.ToString("0.##"));
|
||||
builder.Append(',');
|
||||
builder.Append(result.AverageDps.ToString("0.##"));
|
||||
builder.Append(',');
|
||||
builder.Append(result.TotalManaUsed.ToString("0.##"));
|
||||
builder.Append(',');
|
||||
builder.Append(result.AverageManaPerSecond.ToString("0.##"));
|
||||
builder.Append(',');
|
||||
builder.Append(result.FirstCycleEndTime >= 0f ? result.FirstCycleEndTime.ToString("0.##") : string.Empty);
|
||||
builder.Append(',');
|
||||
builder.Append(EscapeCsv(breakdown != null ? breakdown.SkillName : string.Empty));
|
||||
builder.Append(',');
|
||||
builder.Append(breakdown != null ? breakdown.CastCount.ToString() : string.Empty);
|
||||
builder.Append(',');
|
||||
builder.Append(breakdown != null ? breakdown.TotalDamage.ToString("0.##") : string.Empty);
|
||||
builder.Append(',');
|
||||
builder.Append(EscapeCsv(warnings));
|
||||
builder.AppendLine();
|
||||
}
|
||||
|
||||
private static string EscapeCsv(string value)
|
||||
{
|
||||
if (string.IsNullOrEmpty(value))
|
||||
return string.Empty;
|
||||
|
||||
bool needsQuotes = value.Contains(",") || value.Contains("\"") || value.Contains("\n") || value.Contains("\r");
|
||||
if (!needsQuotes)
|
||||
return value;
|
||||
|
||||
return $"\"{value.Replace("\"", "\"\"")}\"";
|
||||
}
|
||||
|
||||
private static string SanitizeFileName(string value)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(value))
|
||||
return "BuildSimulation";
|
||||
|
||||
string sanitized = value;
|
||||
char[] invalidChars = System.IO.Path.GetInvalidFileNameChars();
|
||||
for (int i = 0; i < invalidChars.Length; i++)
|
||||
{
|
||||
sanitized = sanitized.Replace(invalidChars[i], '_');
|
||||
}
|
||||
|
||||
return sanitized.Replace(' ', '_');
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 47296b792ba84ab4cbf71d24c403fc0f
|
||||
152
Assets/_Game/Scripts/Combat/Simulation/SimulationResult.cs
Normal file
152
Assets/_Game/Scripts/Combat/Simulation/SimulationResult.cs
Normal file
@@ -0,0 +1,152 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Colosseum.Combat.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// 스킬별 기여도 요약입니다.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public sealed class SimulationSkillBreakdown
|
||||
{
|
||||
[SerializeField] private string skillName;
|
||||
[Min(0)] [SerializeField] private int castCount;
|
||||
[Min(0f)] [SerializeField] private float totalDamage;
|
||||
|
||||
public string SkillName => skillName;
|
||||
public int CastCount => castCount;
|
||||
public float TotalDamage => totalDamage;
|
||||
|
||||
public SimulationSkillBreakdown(string skillName, int castCount, float totalDamage)
|
||||
{
|
||||
this.skillName = skillName ?? "Unknown";
|
||||
this.castCount = Mathf.Max(0, castCount);
|
||||
this.totalDamage = Mathf.Max(0f, totalDamage);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 허수아비 계산 시뮬레이터 결과입니다.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public sealed class SimulationResult
|
||||
{
|
||||
[SerializeField] private string summaryLine = string.Empty;
|
||||
[TextArea(8, 30)]
|
||||
[SerializeField] private string detailText = string.Empty;
|
||||
[SerializeField] private string buildLabel = string.Empty;
|
||||
[SerializeField] private string ruleName = string.Empty;
|
||||
[SerializeField] private string rotationName = string.Empty;
|
||||
[Min(0f)] [SerializeField] private float durationSeconds;
|
||||
[Min(0f)] [SerializeField] private float totalDamage;
|
||||
[Min(0f)] [SerializeField] private float averageDps;
|
||||
[Min(0f)] [SerializeField] private float totalManaUsed;
|
||||
[Min(0f)] [SerializeField] private float averageManaPerSecond;
|
||||
[SerializeField] private float firstCycleEndTime = -1f;
|
||||
[SerializeField] private List<SimulationSkillBreakdown> skillBreakdowns = new List<SimulationSkillBreakdown>();
|
||||
[SerializeField] private List<string> warnings = new List<string>();
|
||||
|
||||
public string SummaryLine => summaryLine;
|
||||
public string DetailText => detailText;
|
||||
public string BuildLabel => buildLabel;
|
||||
public string RuleName => ruleName;
|
||||
public string RotationName => rotationName;
|
||||
public float DurationSeconds => durationSeconds;
|
||||
public float TotalDamage => totalDamage;
|
||||
public float AverageDps => averageDps;
|
||||
public float TotalManaUsed => totalManaUsed;
|
||||
public float AverageManaPerSecond => averageManaPerSecond;
|
||||
public float FirstCycleEndTime => firstCycleEndTime;
|
||||
public IReadOnlyList<SimulationSkillBreakdown> SkillBreakdowns => skillBreakdowns;
|
||||
public IReadOnlyList<string> Warnings => warnings;
|
||||
|
||||
public void FinalizeResult(
|
||||
string buildLabel,
|
||||
string ruleName,
|
||||
string rotationName,
|
||||
float durationSeconds,
|
||||
float totalDamage,
|
||||
float totalManaUsed,
|
||||
float firstCycleEndTime,
|
||||
List<SimulationSkillBreakdown> breakdowns,
|
||||
List<string> warnings)
|
||||
{
|
||||
this.buildLabel = buildLabel ?? string.Empty;
|
||||
this.ruleName = ruleName ?? string.Empty;
|
||||
this.rotationName = rotationName ?? string.Empty;
|
||||
this.durationSeconds = Mathf.Max(0f, durationSeconds);
|
||||
this.totalDamage = Mathf.Max(0f, totalDamage);
|
||||
averageDps = this.durationSeconds > 0f ? this.totalDamage / this.durationSeconds : 0f;
|
||||
this.totalManaUsed = Mathf.Max(0f, totalManaUsed);
|
||||
averageManaPerSecond = this.durationSeconds > 0f ? this.totalManaUsed / this.durationSeconds : 0f;
|
||||
this.firstCycleEndTime = firstCycleEndTime;
|
||||
|
||||
skillBreakdowns = breakdowns ?? new List<SimulationSkillBreakdown>();
|
||||
this.warnings = warnings ?? new List<string>();
|
||||
summaryLine = BuildSummaryLine();
|
||||
detailText = BuildDetailText();
|
||||
}
|
||||
|
||||
private string BuildSummaryLine()
|
||||
{
|
||||
StringBuilder builder = new StringBuilder();
|
||||
builder.Append("[BuildSimulation] ");
|
||||
builder.Append(buildLabel);
|
||||
builder.Append(" | Rule=");
|
||||
builder.Append(ruleName);
|
||||
builder.Append(" | Rotation=");
|
||||
builder.Append(rotationName);
|
||||
builder.Append(" | Dmg=");
|
||||
builder.Append(totalDamage.ToString("0.##"));
|
||||
builder.Append(" | DPS=");
|
||||
builder.Append(averageDps.ToString("0.##"));
|
||||
builder.Append(" | Mana=");
|
||||
builder.Append(totalManaUsed.ToString("0.##"));
|
||||
builder.Append(" | Cycle=");
|
||||
builder.Append(firstCycleEndTime >= 0f ? firstCycleEndTime.ToString("0.##") + "s" : "미완료");
|
||||
return builder.ToString();
|
||||
}
|
||||
|
||||
private string BuildDetailText()
|
||||
{
|
||||
StringBuilder builder = new StringBuilder();
|
||||
builder.AppendLine(summaryLine);
|
||||
builder.Append("Duration=");
|
||||
builder.Append(durationSeconds.ToString("0.##"));
|
||||
builder.Append("s | ManaPerSec=");
|
||||
builder.Append(averageManaPerSecond.ToString("0.##"));
|
||||
builder.AppendLine();
|
||||
|
||||
if (skillBreakdowns.Count > 0)
|
||||
{
|
||||
builder.AppendLine("Skill Breakdown");
|
||||
for (int i = 0; i < skillBreakdowns.Count; i++)
|
||||
{
|
||||
SimulationSkillBreakdown entry = skillBreakdowns[i];
|
||||
builder.Append("- ");
|
||||
builder.Append(entry.SkillName);
|
||||
builder.Append(" | Cast=");
|
||||
builder.Append(entry.CastCount);
|
||||
builder.Append(" | Dmg=");
|
||||
builder.Append(entry.TotalDamage.ToString("0.##"));
|
||||
builder.AppendLine();
|
||||
}
|
||||
}
|
||||
|
||||
if (warnings.Count > 0)
|
||||
{
|
||||
builder.AppendLine("Warnings");
|
||||
for (int i = 0; i < warnings.Count; i++)
|
||||
{
|
||||
builder.Append("- ");
|
||||
builder.Append(warnings[i]);
|
||||
builder.AppendLine();
|
||||
}
|
||||
}
|
||||
|
||||
return builder.ToString().TrimEnd();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bbfa42a3c08321246b85393c07df6a8e
|
||||
38
Assets/_Game/Scripts/Combat/Simulation/SimulationRuleSet.cs
Normal file
38
Assets/_Game/Scripts/Combat/Simulation/SimulationRuleSet.cs
Normal file
@@ -0,0 +1,38 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Colosseum.Combat.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// 허수아비 계산 시뮬레이터의 고정 가정입니다.
|
||||
/// </summary>
|
||||
[System.Serializable]
|
||||
public class SimulationRuleSet
|
||||
{
|
||||
[Header("Label")]
|
||||
[SerializeField] private string ruleName = "Dummy10s";
|
||||
|
||||
[Header("Timeline")]
|
||||
[Min(0.1f)] [SerializeField] private float durationSeconds = 10f;
|
||||
[Min(1)] [SerializeField] private int targetCount = 1;
|
||||
[Min(0f)] [SerializeField] private float movementLossSecondsPerCast = 0f;
|
||||
[Min(0f)] [SerializeField] private float manaRegenPerSecond = 0f;
|
||||
|
||||
public string RuleName => string.IsNullOrWhiteSpace(ruleName) ? "Rule" : ruleName.Trim();
|
||||
public float DurationSeconds => durationSeconds;
|
||||
public int TargetCount => Mathf.Max(1, targetCount);
|
||||
public float MovementLossSecondsPerCast => Mathf.Max(0f, movementLossSecondsPerCast);
|
||||
public float ManaRegenPerSecond => Mathf.Max(0f, manaRegenPerSecond);
|
||||
|
||||
/// <summary>
|
||||
/// 룰셋 값을 한 번에 설정합니다.
|
||||
/// </summary>
|
||||
public void Configure(string ruleName, float durationSeconds, int targetCount, float movementLossSecondsPerCast, float manaRegenPerSecond)
|
||||
{
|
||||
this.ruleName = ruleName ?? string.Empty;
|
||||
this.durationSeconds = Mathf.Max(0.1f, durationSeconds);
|
||||
this.targetCount = Mathf.Max(1, targetCount);
|
||||
this.movementLossSecondsPerCast = Mathf.Max(0f, movementLossSecondsPerCast);
|
||||
this.manaRegenPerSecond = Mathf.Max(0f, manaRegenPerSecond);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d870cf57849e6f447b843cccdc235d42
|
||||
Reference in New Issue
Block a user