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/ * This Source Code Form is subject to the terms of the Mozilla Public
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* 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 ;
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using System.Collections ;
using System.Collections.Generic ;
using System.Linq ;
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using Unity.Mathematics ;
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using static Unity . Mathematics . math ;
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using float2 = Unity . Mathematics . float2 ;
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using Random = Unity . Mathematics . Random ;
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using JM.LinqFaster ;
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using UniRx ;
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using float4 = Unity . Mathematics . float4 ;
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public class ItemManager
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{
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public Random Random = new Random ( ( uint ) ( DateTime . Now . Ticks % uint . MaxValue ) ) ;
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// public SimpleCommodityData[] Resources;
// public Dictionary<Guid, List<IController>> CorporationControllers = new Dictionary<Guid, List<IController>>();
// public Dictionary<Guid, ZoneDefinition> GalaxyZones;
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private Action < string > _logger ;
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private double _time ;
private float _deltaTime ;
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private Dictionary < Guid , Zone > _zones = new Dictionary < Guid , Zone > ( ) ;
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// private Guid _forceLoadZone;
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private readonly IRuntimeItemProjectionReader _itemProjections ;
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public GameplaySettings GameplaySettings { get ; }
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// public double Time
// {
// get => _time;
// set
// {
// _deltaTime = (float) (value - _time);
// _time = value;
// //Log($"GameContext delta time: {_deltaTime}");
// }
// }
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// private readonly Dictionary<CraftedItemData, int> Tier = new Dictionary<CraftedItemData, int>();
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public ItemManager ( IRuntimeItemProjectionReader itemProjections , GameplaySettings settings , Action < string > logger )
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{
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_itemProjections = itemProjections ;
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GameplaySettings = settings ;
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_logger = logger ;
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}
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public T GetRuntimeItemProjection < T > ( Guid id ) where T : ItemData
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{
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return _itemProjections . Get < T > ( id ) ;
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}
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public RuntimeItemReference CreateReference ( ItemData item )
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{
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return new RuntimeItemReference ( item ) ;
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}
public ItemData GetData ( ItemInstance item )
{
Hydrate ( item ) ;
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return item ? . Data ? . Projection ;
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}
public void Hydrate ( ItemInstance item )
{
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if ( item ? . Data = = null | | item . Data . Projection ! = null )
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{
return ;
}
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var data = _itemProjections . Get ( item . Data . ItemId ) ;
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if ( data = = null )
{
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_logger ( $"Attempted to hydrate missing item id {item.Data.ItemId}" ) ;
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return ;
}
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item . Data . SetProjection ( data ) ;
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}
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public void Log ( string s )
{
_logger ( s ) ;
}
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public SimpleCommodityData GetData ( SimpleCommodity item )
{
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return GetData ( ( ItemInstance ) item ) as SimpleCommodityData ;
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}
public CraftedItemData GetData ( CraftedItemInstance item )
{
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return GetData ( ( ItemInstance ) item ) as CraftedItemData ;
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}
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public EquippableItemData GetData ( EquippableItem item )
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{
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return GetData ( ( ItemInstance ) item ) as EquippableItemData ;
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}
public float GetMass ( ItemInstance item )
{
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return item switch
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{
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CraftedItemInstance _ = > GetData ( item ) . Mass ,
SimpleCommodity commodity = > GetData ( item ) . Mass * commodity . Quantity ,
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_ = > 0
} ;
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}
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public float GetThermalMass ( ItemInstance item )
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{
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var data = GetData ( item ) ;
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return item switch
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{
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CraftedItemInstance _ = > data . Mass * data . SpecificHeat ,
SimpleCommodity commodity = > data . Mass * data . SpecificHeat * commodity . Quantity ,
_ = > 0
} ;
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}
// Returns stat when not equipped
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public float Evaluate ( PerformanceStat stat , EquippableItem item )
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{
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var data = GetData ( item ) ;
var quality = pow ( item . Quality , stat . QualityExponent ) ;
var durabilityExponent = lerp (
GameplaySettings . DurabilityQualityMin ,
GameplaySettings . DurabilityQualityMax ,
pow ( item . Quality , GameplaySettings . DurabilityQualityExponent ) ) ;
var durability = pow ( item . Durability / data . Durability , durabilityExponent * stat . DurabilityExponentMultiplier ) ;
var result = lerp ( stat . Min , stat . Max , quality * durability ) ;
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if ( float . IsNaN ( result ) )
throw new InvalidOperationException ( $"Performance Stat on {data.Name} evaluating as NaN: input data is invalid! Durability: {item.Durability} / {data.Durability}" ) ;
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return result ;
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}
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public int GetPrice ( CraftedItemInstance item )
{
var data = GetData ( item ) ;
return ( int ) ( GameplaySettings . QualityPriceModifier . Evaluate ( item . Quality ) * data . Price ) ;
}
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public SimpleCommodity CreateInstance ( SimpleCommodityData item , int count )
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{
if ( item ! = null )
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{
var newItem = new SimpleCommodity
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{
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Data = CreateReference ( item ) ,
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Quantity = count
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} ;
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//ItemData.Add(newItem);
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return newItem ;
}
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_logger ( "Attempted to create Simple Commodity instance using missing or incorrect item id" ) ;
return null ;
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}
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public ItemInstance Instantiate ( ItemInstance item )
{
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var data = GetData ( item ) ;
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if ( data is CraftedItemData c )
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{
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var i = CreateInstance ( c ) ;
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i . Rotation = item . Rotation ;
return i ;
}
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if ( item is SimpleCommodity s )
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{
var i = CreateInstance ( data as SimpleCommodityData , s . Quantity ) ;
i . Rotation = item . Rotation ;
return i ;
}
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return null ;
}
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public CraftedItemInstance CreateInstance ( CraftedItemData item , float quality )
{
if ( item is EquippableItemData equippableItemData )
{
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return new EquippableItem
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{
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Data = CreateReference ( item ) , Quality = quality , Durability = equippableItemData . Durability
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} ;
}
var newCommodity = new CompoundCommodity
{
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Data = CreateReference ( item ) ,
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Quality = quality
} ;
return newCommodity ;
}
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public CraftedItemInstance CreateInstance ( CraftedItemData item )
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{
if ( item = = null )
{
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throw new NullReferenceException ( "Attempted to create crafted item instance using missing or incorrect item data!" ) ;
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return null ;
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}
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var quality = Random . NextFloat ( ) ;
var tier = GameplaySettings . Tiers [ 0 ] ;
foreach ( var t in GameplaySettings . Tiers )
{
if ( t . Rarity > quality )
tier = t ;
}
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return CreateInstance ( item , tier . Quality ) ;
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}
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public ( RarityTier tier , int upgrades ) GetTier ( CraftedItemInstance item )
{
var tier = GameplaySettings . Tiers [ 0 ] ;
foreach ( var t in GameplaySettings . Tiers )
if ( item . Quality + . 001f > t . Quality )
tier = t ;
int upgrades = ( int ) ( ( item . Quality - tier . Quality ) / . 0499f ) ;
return ( tier , upgrades ) ;
}
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}