using Unity.Entities;
namespace ProjectM.Simulation
{
///
/// Pure, deterministic stacking logic for a player's buffer (no RNG /
/// wall-clock / singleton access, so server and any future prediction agree). Parallels
/// in spirit but does NOT collapse into it: StorageMath is an unbounded
/// single-row merge, whereas this enforces a per-item stack cap and a max slot count and supports multiple
/// stacks of the same item once a stack fills. DynamicBuffer is a handle, so mutations apply to the
/// underlying entity buffer; growing it (buffer.Add) is a resize, NOT a structural change, so it is safe to
/// call while iterating a different query. Unit-tested in EditMode via a plain Entities world.
///
public static class InventoryMath
{
///
/// Add of : first tops up existing non-full stacks
/// of that item, then appends new stacks (each capped at ) while a free slot
/// remains (buffer length < ). Returns the REMAINDER that did not fit
/// (0 if everything was deposited). No-op (returns 0) for count <= 0; a positive count of itemId 0
/// returns the full count (nothing deposited — never writes a 0-id row). stackMax < 1 = unbounded.
///
public static int Deposit(DynamicBuffer buffer, ushort itemId, int count, int stackMax, int maxSlots)
{
if (count <= 0) return 0;
if (itemId == 0) return count;
if (stackMax < 1) stackMax = int.MaxValue;
// Top up existing stacks of this item.
for (int i = 0; i < buffer.Length && count > 0; i++)
{
if (buffer[i].ItemId != itemId) continue;
var e = buffer[i];
int space = stackMax - e.Count;
if (space <= 0) continue;
int add = space < count ? space : count;
e.Count += add;
buffer[i] = e;
count -= add;
}
// Append new stacks while a slot is free.
while (count > 0 && buffer.Length < maxSlots)
{
int add = stackMax < count ? stackMax : count;
buffer.Add(new InventorySlot { ItemId = itemId, Count = add });
count -= add;
}
return count;
}
///
/// Remove up to of across all its stacks, clamped to
/// what is available; drops a stack that reaches zero. Returns the amount actually withdrawn (0 if none).
/// Iterates back-to-front so RemoveAt does not skip a stack. No-op for count <= 0 or itemId 0.
///
public static int Withdraw(DynamicBuffer buffer, ushort itemId, int count)
{
if (count <= 0 || itemId == 0) return 0;
int taken = 0;
for (int i = buffer.Length - 1; i >= 0 && count > 0; i--)
{
if (buffer[i].ItemId != itemId) continue;
var e = buffer[i];
int t = e.Count < count ? e.Count : count;
e.Count -= t;
taken += t;
count -= t;
if (e.Count <= 0)
buffer.RemoveAt(i);
else
buffer[i] = e;
}
return taken;
}
/// Total quantity of across all stacks (0 if absent).
public static int CountOf(DynamicBuffer buffer, ushort itemId)
{
int total = 0;
for (int i = 0; i < buffer.Length; i++)
if (buffer[i].ItemId == itemId)
total += buffer[i].Count;
return total;
}
}
}