pet-companion-back/Repositories/ItemRepository.cs

177 lines
6.3 KiB
C#

using System.Text.RegularExpressions;
using PetCompanion.Models;
using PetCompanion.Models.Enums;
namespace PetCompanion.Repositories
{
public class ItemRepository
{
private readonly Dictionary<string, Item> _itemTemplates = new();
private readonly Dictionary<ItemRarity, List<string>> _itemsByRarity = new();
private readonly Random _random = new();
public ItemRepository()
{
foreach (ItemRarity rarity in Enum.GetValues(typeof(ItemRarity)))
{
_itemsByRarity[rarity] = new List<string>();
}
LoadItemsFromCsv();
}
private void LoadItemsFromCsv()
{
var lines = File.ReadAllLines("Items.csv").Skip(1); // Skip header
foreach (var line in lines)
{
var parts = line.Split(',');
var name = parts[0];
var type = Enum.Parse<ItemType>(parts[1]);
var rarity = Enum.Parse<ItemRarity>(parts[2]);
var description = parts[3];
Item item = type switch
{
ItemType.Consumable => CreateConsumableItem(name, description, rarity),
ItemType.Equipment => CreateEquipmentItem(name, description, rarity),
ItemType.Material => CreateMaterialItem(name, description, rarity),
_ => throw new ArgumentException($"Unknown item type: {type}")
};
_itemTemplates.Add(name, item);
_itemsByRarity[rarity].Add(name);
}
}
private Item CreateConsumableItem(string name, string description, ItemRarity rarity)
{
var item = new ConsumableItem
{
Id = Guid.NewGuid().ToString(),
Name = name,
Description = description,
Type = ItemType.Consumable,
Rarity = rarity
};
// Parse effects from description
if (description.Contains("food resources"))
{
var foodAmount = int.Parse(Regex.Match(description, @"\+(\d+) food").Groups[1].Value);
item.Effect = (pet) => pet.Resources.Food += foodAmount;
}
else if (description.Contains("Intelligence"))
{
var amount = int.Parse(Regex.Match(description, @"\+(\d+)").Groups[1].Value);
item.Effect = (pet) => pet.IncrementIntelligence(amount);
}
// Add more effect parsing as needed
return item;
}
private Item CreateEquipmentItem(string name, string description, ItemRarity rarity)
{
var equipment = new StatBoostEquipment
{
Id = Guid.NewGuid().ToString(),
Name = name,
Description = description,
Type = ItemType.Equipment,
Rarity = rarity
};
// Parse slot and stats from description
var slotMatch = Regex.Match(description, @"(Helmet|Chest|Legging|Weapon):");
if (slotMatch.Success)
{
equipment.Slot = Enum.Parse<EquipmentSlot>(slotMatch.Groups[1].Value);
}
var statMatch = Regex.Match(description, @"\+(\d+) Max (\w+)");
if (statMatch.Success)
{
var amount = int.Parse(statMatch.Groups[1].Value);
var stat = statMatch.Groups[2].Value;
equipment.StatBoosts.Add(stat, amount);
}
return equipment;
}
private Item CreateMaterialItem(string name, string description, ItemRarity rarity)
{
return new MaterialItem
{
Id = Guid.NewGuid().ToString(),
Name = name,
Description = description,
Type = ItemType.Material,
Rarity = rarity
};
}
public Item CreateItem(string itemName)
{
if (_itemTemplates.TryGetValue(itemName, out var template))
{
// Create a new instance with a new ID but same properties
var json = System.Text.Json.JsonSerializer.Serialize(template);
var newItem = System.Text.Json.JsonSerializer.Deserialize<Item>(json);
newItem.Id = Guid.NewGuid().ToString();
return newItem;
}
throw new KeyNotFoundException($"Item template not found: {itemName}");
}
/// Usage:
/* var rarityProbabilities = new Dictionary<ItemRarity, int>
{
{ ItemRarity.Common, 50 }, // 50% chance
{ ItemRarity.Uncommon, 30 }, // 30% chance
{ ItemRarity.Rare, 15 }, // 15% chance
{ ItemRarity.Legendary, 5 } // 5% chance
};
var itemRepo = new ItemRepository();
var randomItem = itemRepo.GenerateRandomItem(rarityProbabilities);
*/
public Item GenerateRandomItem(Dictionary<ItemRarity, int> rarityProbabilities)
{
// Validate probabilities
if (rarityProbabilities.Values.Sum() != 100)
{
throw new ArgumentException("Rarity probabilities must sum to 100");
}
// Generate random number between 0 and 100
var roll = _random.Next(1, 101);
var currentThreshold = 0;
// Determine which rarity we hit
ItemRarity selectedRarity = ItemRarity.Common;
foreach (var probability in rarityProbabilities)
{
currentThreshold += probability.Value;
if (roll <= currentThreshold)
{
selectedRarity = probability.Key;
break;
}
}
// Get random item from selected rarity
var possibleItems = _itemsByRarity[selectedRarity];
if (possibleItems.Count == 0)
{
// Fallback to common if no items of selected rarity
possibleItems = _itemsByRarity[ItemRarity.Common];
}
var randomItemName = possibleItems[_random.Next(possibleItems.Count)];
return CreateItem(randomItemName);
}
}
}