using System.Collections.Generic; using Cysharp.Threading.Tasks; using UnityEngine; using YachtDice.Modifiers.Core; using YachtDice.Modifiers.Definition; using YachtDice.Modifiers.Runtime; namespace YachtDice.Modifiers.Pipeline { public class ModifierPipeline { private readonly ModifierRegistry _registry; private readonly List _effectBuffer = new(); private bool _isExecuting; private readonly Queue<(TriggerType trigger, ModifierContext context)> _deferredQueue = new(); private const int MaxRecursionDepth = 1; private int _currentDepth; public bool TracingEnabled { get; set; } #if UNITY_EDITOR || DEVELOPMENT_BUILD = true; #endif public ModifierPipeline(ModifierRegistry registry) { this._registry = registry; } public async UniTask Execute(TriggerType trigger, ModifierContext context) { if (_isExecuting) { if (_currentDepth >= MaxRecursionDepth) { Debug.LogWarning($"[ModifierPipeline] Max recursion depth reached for trigger {trigger}. Dropping."); return context; } _currentDepth++; } _isExecuting = true; context.Trigger = trigger; PipelineTrace trace = null; if (TracingEnabled) { trace = new PipelineTrace { Trigger = trigger }; context.DebugLog ??= new List(); } _effectBuffer.Clear(); // Snapshot active modifiers to avoid modification during iteration var activeSnapshot = _registry.Active; // Gather eligible effects foreach (var inst in activeSnapshot) { var behaviors = inst.Definition.Behaviors; foreach (var behavior in behaviors) { if (behavior == null) continue; if (behavior.Trigger != trigger) continue; // Evaluate conditions with tracing bool passed = true; string failedCondition = null; var conditions = behavior.Conditions; for (int c = 0; c < conditions.Count; c++) { if (conditions[c] == null) continue; if (!conditions[c].Evaluate(context, inst)) { passed = false; failedCondition = conditions[c].name; break; } } if (trace != null) trace.AddConditionResult(inst.Definition.Id, behavior.name, passed, failedCondition); if (!passed) continue; // Collect effects var effects = behavior.Effects; for (int e = 0; e < effects.Count; e++) { var effect = effects[e]; if (effect == null) continue; if (context.IsPreview && effect.Phase == ModifierPhase.SideEffect) continue; _effectBuffer.Add(new EffectEntry { Effect = effect, Instance = inst, }); } } } // Sort by Phase -> Priority -> Id _effectBuffer.Sort(ModifierComparer.Default); // Execute sequentially for (int i = 0; i < _effectBuffer.Count; i++) { var entry = _effectBuffer[i]; await entry.Effect.Apply(context, entry.Instance); if (trace != null) trace.AddEffectApplied(entry.Instance.Definition.Id, entry.Effect.name, entry.Effect.Phase); } _registry.RemoveExpired(); if (trace != null) { string traceStr = trace.ToString(); context.DebugLog.Add(traceStr); // Debug.Log(traceStr); } _isExecuting = false; _currentDepth = 0; return context; } } }