Files
YachtDice/Assets/Scripts/Modifiers/Pipeline/ModifierPipeline.cs
T
2026-03-28 12:53:34 +07:00

135 lines
4.3 KiB
C#

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<EffectEntry> _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<ModifierContext> 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<string>();
}
_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;
}
}
}