2021-01-15 20:07:39 +00:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Mathematics;
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2026-06-13 19:12:56 +01:00
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public static class RuntimeEntityBlueprintProjector
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{
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public static RuntimeEntityBlueprint CaptureBlueprint(Entity entity)
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{
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RuntimeEntityBlueprint blueprint;
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if (entity is OrbitalEntity orbital)
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blueprint = new RuntimeOrbitalEntityBlueprint
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{
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Orbit = orbital.OrbitData,
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SecurityLevel = orbital.SecurityLevel,
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SecurityRadius = orbital.SecurityRadius
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};
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else if (entity is Ship ship)
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blueprint = new RuntimeShipBlueprint
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{
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Position = ship.Position,
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Direction = ship.Direction,
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IsPlayerShip = ship.IsPlayerShip
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};
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else throw new ArgumentException("Attempted to capture an instance of abstract class Entity!");
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2021-03-15 11:40:46 +00:00
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blueprint.Settings = entity.Settings;
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// Filter item behavior collections by those with any persistent behaviors
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// For each item create an object containing the item position and a list of persistent behaviors
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// Then turn that into a dictionary mapping from item position to an array of every behaviors persistent data
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blueprint.PersistedBehaviors = entity.Equipment
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.Where(item => item.Behaviors.Any(b=>b is IPersistentBehavior))
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.Select(item => new {equippable=item, behaviors = item.Behaviors
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.Where(b=>b is IPersistentBehavior)
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.Cast<IPersistentBehavior>()})
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.ToDictionary(x=> x.equippable.Position, x=>x.behaviors.Select(b => b.Store()).ToArray());
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blueprint.Hull = entity.Hull;
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blueprint.Name = entity.Name;
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blueprint.Faction = entity.Faction?.ID ?? Guid.Empty;
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blueprint.Equipment = entity.Equipment.Select(e => (e.Position, e.EquippableItem)).ToArray();
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blueprint.CargoBays = entity.CargoBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
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blueprint.DockingBays = entity.DockingBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
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blueprint.DockingBayAssignments = entity.DockingBays.Select(x => entity.Children.IndexOf(x.DockedShip)).ToArray();
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blueprint.CargoContents = entity.CargoBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
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blueprint.DockingBayContents = entity.DockingBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
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blueprint.Armor = entity.Armor;
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blueprint.Temperature = entity.Temperature;
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blueprint.Conductivity = entity.HullConductivity;
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blueprint.Children = entity.Children.Select(CaptureBlueprint).ToArray();
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blueprint.WeaponGroups = entity.WeaponGroups.Select(wg => wg.items.Select(item => entity.Equipment.IndexOf(item)).ToArray()).ToArray();
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return blueprint;
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}
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public static Entity InstantiateFromBlueprint(ItemManager itemManager, Zone zone, RuntimeEntityBlueprint blueprint, bool instantiate = false)
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{
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blueprint.Settings ??= itemManager.GameplaySettings.DefaultEntitySettings.Copy();
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return blueprint switch
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{
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RuntimeShipBlueprint shipBlueprint => InstantiateFromBlueprint(itemManager, zone, shipBlueprint, instantiate),
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RuntimeOrbitalEntityBlueprint orbitalBlueprint => InstantiateFromBlueprint(itemManager, zone, orbitalBlueprint, instantiate),
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_ => null
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};
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}
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private static Ship InstantiateFromBlueprint(ItemManager itemManager, Zone zone, RuntimeShipBlueprint blueprint, bool instantiate = false)
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{
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var entity = new Ship(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(blueprint.Hull) : blueprint.Hull, blueprint.Settings);
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Restore(itemManager, zone, blueprint, entity, instantiate);
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entity.Position = blueprint.Position;
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entity.Direction = blueprint.Direction;
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entity.IsPlayerShip = blueprint.IsPlayerShip;
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return entity;
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}
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private static OrbitalEntity InstantiateFromBlueprint(ItemManager itemManager, Zone zone, RuntimeOrbitalEntityBlueprint blueprint, bool instantiate = false)
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{
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var entity = new OrbitalEntity(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(blueprint.Hull) : blueprint.Hull, blueprint.Orbit, blueprint.Settings);
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Restore(itemManager, zone, blueprint, entity, instantiate);
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entity.SecurityLevel = blueprint.SecurityLevel;
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entity.SecurityRadius = blueprint.SecurityRadius;
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if (blueprint.Story >= 0) entity.Story = zone.GalaxyZone.Locations[blueprint.Story];
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return entity;
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}
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private static void Restore(ItemManager itemManager, Zone zone, RuntimeEntityBlueprint blueprint, Entity entity, bool instantiate = false)
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{
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entity.Name = blueprint.Name;
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entity.Faction = zone?.Galaxy?.ResolveFaction(blueprint.Faction);
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entity.Children = blueprint.Children.Select(c =>
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{
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var child = InstantiateFromBlueprint(itemManager, zone, c, instantiate);
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child.Parent = entity;
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return child;
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}).ToList();
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foreach (var (position, item) in blueprint.Equipment) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
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foreach (var (position, item) in blueprint.CargoBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
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foreach (var (position, item) in blueprint.DockingBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
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for (var i = 0; i < blueprint.DockingBayAssignments.Length; i++)
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{
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if (blueprint.DockingBayAssignments[i] != -1)
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entity.DockingBays[i].DockedShip = entity.Children[blueprint.DockingBayAssignments[i]] as Ship;
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}
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for (var bayIndex = 0; bayIndex < blueprint.CargoContents.Length; bayIndex++)
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if(entity.CargoBays.Count >= bayIndex + 1)
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foreach (var (position, item) in blueprint.CargoContents[bayIndex])
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entity.CargoBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position);
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for (var bayIndex = 0; bayIndex < blueprint.DockingBayContents.Length; bayIndex++)
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if(entity.DockingBays.Count >= bayIndex + 1)
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foreach (var (position, item) in blueprint.DockingBayContents[bayIndex])
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entity.DockingBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position);
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// Iterate only over the behaviors of items which contain persistent data
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// Filter the behaviors for each item to get the persistent ones, then cast them and combine with the persisted data array for that item
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foreach (var persistentBehaviorData in entity.Equipment
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.Where(item => blueprint.PersistedBehaviors.ContainsKey(item.Position))
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.SelectMany(item => item.Behaviors
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.Where(b=> b is IPersistentBehavior)
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.Cast<IPersistentBehavior>()
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.Zip(blueprint.PersistedBehaviors[item.Position], (behavior, data) => new{behavior, data})))
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persistentBehaviorData.behavior.Restore(persistentBehaviorData.data);
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2021-02-01 08:13:14 +00:00
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if(!instantiate)
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entity.Temperature = blueprint.Temperature;
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if(!instantiate)
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entity.Armor = blueprint.Armor;
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var hullData = itemManager.GetData(entity.Hull);
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foreach(var v in hullData.Shape.Coordinates)
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entity.HullConductivity[v.x,v.y] = blueprint.Conductivity[v.x,v.y];
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entity.WeaponGroups = blueprint.WeaponGroups.Select(itemIndices =>
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{
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var items = itemIndices.Select(i => entity.Equipment[i]);
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return (items.Select(i => i.GetBehavior<Weapon>()).ToList(), items.ToList());
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}).ToArray();
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}
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}
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public class RuntimeShipBlueprint : RuntimeEntityBlueprint
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{
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public float3 Position;
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public float2 Direction;
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public bool IsPlayerShip;
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}
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public class RuntimeOrbitalEntityBlueprint : RuntimeEntityBlueprint
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{
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public Guid Orbit;
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public int Story = -1;
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public SecurityLevel SecurityLevel;
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public float SecurityRadius;
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}
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public abstract class RuntimeEntityBlueprint
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{
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public string Name;
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public EquippableItem Hull;
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public (int2 position, EquippableItem item)[] Equipment;
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public (int2 position, EquippableItem item)[] CargoBays;
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public (int2 position, EquippableItem item)[] DockingBays;
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public Dictionary<int2, PersistentBehaviorData[]> PersistedBehaviors;
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public float[,] Temperature;
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public float[,] Armor;
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public bool2[,] Conductivity;
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public int[] DockingBayAssignments;
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public (int2 position, ItemInstance item)[][] CargoContents;
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public (int2 position, ItemInstance item)[][] DockingBayContents;
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public RuntimeEntityBlueprint[] Children;
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public EntitySettings Settings;
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public Guid Faction;
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public int[][] WeaponGroups;
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private int _price;
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public int Price(ItemManager itemManager)
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{
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if (_price != 0) return _price;
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var hullData = itemManager.GetData(Hull);
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_price = hullData.Price;
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foreach (var (_, item) in Equipment)
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{
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var itemData = itemManager.GetData(item);
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_price += itemData.Price;
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}
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foreach (var (_, item) in CargoBays)
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{
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var itemData = itemManager.GetData(item);
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_price += itemData.Price;
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}
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foreach (var (_, item) in DockingBays)
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{
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var itemData = itemManager.GetData(item);
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_price += itemData.Price;
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}
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foreach (var t in CargoContents)
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{
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foreach (var (_, item) in t)
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{
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var itemData = itemManager.GetData(item);
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if (item is SimpleCommodity s)
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_price += itemData.Price * s.Quantity;
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else
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_price += itemData.Price;
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}
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}
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foreach (var t in DockingBayContents)
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{
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foreach (var (_, item) in t)
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{
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var itemData = itemManager.GetData(item);
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if (item is SimpleCommodity s)
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_price += itemData.Price * s.Quantity;
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else
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_price += itemData.Price;
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}
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}
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return _price;
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}
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}
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