Aetheria/Assets/Scripts/ServerShared/ItemInstance.cs

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using JsonKnownTypes;
//using JM.LinqFaster;
using MessagePack;
using MessagePack.Formatters;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Union(0, typeof(SimpleCommodity)),
Union(1, typeof(CompoundCommodity)),
Union(2, typeof(EquippableItem)),
Union(3, typeof(ConsumableItem)),
JsonObject(MemberSerialization.OptIn),
JsonConverter(typeof(JsonKnownTypesConverter<ItemInstance>))]
public abstract class ItemInstance
{
[JsonProperty("data"), Key(0)] public DatabaseLink<ItemData> Data;
[JsonProperty("rotation"), Key(1)] public ItemRotation Rotation;
}
[Union(0, typeof(CompoundCommodity)),
Union(1, typeof(EquippableItem)),
Union(2, typeof(ConsumableItem)),
JsonObject(MemberSerialization.OptIn),
JsonConverter(typeof(JsonKnownTypesConverter<CraftedItemInstance>))]
public abstract class CraftedItemInstance : ItemInstance
{
// The workmanship of this particular unit, as distinct from the parts that went into it.
[JsonProperty("quality"), Key(2)] public float Quality;
// Keys 9 and 10, past every key the derived instances use: an item saved before these existed has no
// element there at all. Keys 3 to 6 sit inside the old range and read back as nil, which a non-nullable
// Guid cannot deserialize, so nothing new may go there.
// How good the part filling each of the design's roles turned out. Empty on items made before roles
// existed; stats then read Quality as they always did.
[JsonProperty("ingredients"), Key(9)] public List<RoleFill> Ingredients = new List<RoleFill>();
// The manufacturer's branded product this was built as, naming it and carrying its flavor text.
[JsonProperty("product"), Key(10)] public Guid Product;
// The quality a stat reads for one of the design's roles. An unnamed role, a design without roles, and an
// item built before roles existed all fall back to this item's own workmanship.
public float QualityForRole(string role)
{
if (string.IsNullOrEmpty(role) || Ingredients == null) return Quality;
foreach (var fill in Ingredients)
if (fill.Role == role) return fill.Quality;
return Quality;
}
}
// One filled slot: the design's role name and how good the part that went into it turned out to be.
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class RoleFill
{
[JsonProperty("role"), Key(0)] public string Role;
[JsonProperty("quality"), Key(1)] public float Quality;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class CompoundCommodity : CraftedItemInstance { }
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class SimpleCommodity : ItemInstance
{
[JsonProperty("quantity"), Key(2)] public int Quantity;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class EquippableItem : CraftedItemInstance
{
[JsonProperty("durability"), Key(7)] public float Durability;
[JsonProperty("override"), Key(8)] public bool OverrideShutdown;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ConsumableItem : CraftedItemInstance
{
}