using Unity.Entities;using Unity.Mathematics;
namespace ProjectM.Simulation
{
///
/// Pure, deterministic merge logic for a shared storage container's buffer.
/// No RNG / wall-clock, so server and (future) prediction agree. Deposit merges into an existing row
/// for the same item or appends a new row; Withdraw decrements and drops a row that hits zero, clamping
/// to available. DynamicBuffer is a handle, so mutations apply to the underlying entity buffer.
/// Unit-tested in EditMode via a plain Entities world.
///
public static class StorageMath
{
/// Add of , merging into an existing row if present. No-op for count <= 0 or itemId 0.
public static void Deposit(DynamicBuffer buffer, ushort itemId, int count)
{
if (count <= 0 || itemId == 0)
return;
for (int i = 0; i < buffer.Length; i++)
{
if (buffer[i].ItemId == itemId)
{
var entry = buffer[i];
entry.Count += count;
buffer[i] = entry;
return;
}
}
buffer.Add(new StorageEntry { ItemId = itemId, Count = count });
}
///
/// Remove up to of , clamped to what is available.
/// Drops the row when it reaches zero. Returns the amount actually withdrawn (0 if none). 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;
for (int i = 0; i < buffer.Length; i++)
{
if (buffer[i].ItemId == itemId)
{
var entry = buffer[i];
int taken = entry.Count < count ? entry.Count : count;
entry.Count -= taken;
if (entry.Count <= 0)
buffer.RemoveAt(i);
else
buffer[i] = entry;
return taken;
}
}
return 0;
}
/// Total count of across the buffer (0 if absent / itemId 0). EB-2 ledger
/// affordability read; mirrors MachineSlotMath.TotalOf. Pure, non-generic, Burst-safe.
public static int TotalOf(DynamicBuffer buffer, ushort itemId)
{
if (itemId == 0)
return 0;
int total = 0;
for (int i = 0; i < buffer.Length; i++)
if (buffer[i].ItemId == itemId)
total += buffer[i].Count;
return total;
}
/// END-1 soft-loss penalty: remove a FRACTION (0..1) of EVERY row, floored per row, dropping any
/// row that hits zero. Pure/deterministic (no RNG, no wall-clock), Burst-safe; iterates back-to-front so a
/// dropped row never skips its successor. No-op for fraction <= 0.
public static void DrainFraction(DynamicBuffer buffer, float fraction)
{
fraction = math.clamp(fraction, 0f, 1f);
if (fraction <= 0f)
return;
for (int i = buffer.Length - 1; i >= 0; i--)
{
var entry = buffer[i];
int drop = (int)math.floor(entry.Count * fraction);
if (drop <= 0)
continue;
entry.Count -= drop;
if (entry.Count <= 0)
buffer.RemoveAt(i);
else
buffer[i] = entry;
}
}
}
}