using RPGCore.Core.Objects;
using RPGCore.Stats.ObjectModules.StatsObjectModule.Events;
using RPGCoreCommon.DynamicValues;
namespace RPGCore.Stats.ObjectModules.StatsObjectModule
{
///
/// You should never instantiate this by yourself!
/// Instantiated automatically by for every available .
///
public sealed class StatValue
{
public readonly StatValueDefinitionSO definition;
public readonly BaseObject obj;
public readonly DynamicValueSourceContext sources = new();
public readonly StatModifierContext modifiers = new();
///
/// Base value defined in attached to .
/// Formula result will be added to this base value.
/// Default base value is ZERO.
///
public int baseValue { get; private set; }
///
/// This value is calculated by in
///
public int value { get; private set; }
internal StatValue(StatValueDefinitionSO definition, int baseValue, BaseObject obj)
{
this.definition = definition;
this.obj = obj;
this.baseValue = baseValue;
}
///
/// Refreshes , by calculating formula again.
///
internal void Refresh()
{
var previous = value;
value = definition.dynamicValue.GetValue(sources);
if (previous == value) return;
obj.events.Invoke(new StatValueChangeEvent
{
after = value,
before = previous,
valueDefinition = definition,
target = obj
});
}
///
/// Sets new and then do to recalculate whole
///
/// New base value
public void SetBase(int amount)
{
if (baseValue == amount) return;
baseValue = amount;
Refresh();
}
}
}