Demote entity blueprints to construction
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dab29839a2
commit
7b605f049c
17 changed files with 73 additions and 96 deletions
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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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public static class EntityConstructionBlueprintProjector
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{
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public static EntityConstructionBlueprint CaptureBlueprint(Entity entity)
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{
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EntityConstructionBlueprint blueprint;
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if (entity is OrbitalEntity orbital)
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blueprint = new OrbitalEntityConstructionBlueprint
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{
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Orbit = orbital.OrbitId,
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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 ShipConstructionBlueprint
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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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blueprint.Settings = entity.Settings;
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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.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, EntityConstructionBlueprint 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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ShipConstructionBlueprint shipBlueprint => InstantiateFromBlueprint(itemManager, zone, shipBlueprint, instantiate),
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OrbitalEntityConstructionBlueprint 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, ShipConstructionBlueprint 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, OrbitalEntityConstructionBlueprint 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, EntityConstructionBlueprint 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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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 ShipConstructionBlueprint : EntityConstructionBlueprint
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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 OrbitalEntityConstructionBlueprint : EntityConstructionBlueprint
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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 EntityConstructionBlueprint
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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 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 EntityConstructionBlueprint[] 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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_price = itemManager.GetPrice(Hull);
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foreach (var (_, item) in Equipment)
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{
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_price += itemManager.GetPrice(item);
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}
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foreach (var (_, item) in CargoBays)
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{
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_price += itemManager.GetPrice(item);
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}
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foreach (var (_, item) in DockingBays)
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{
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_price += itemManager.GetPrice(item);
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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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_price += itemManager.GetPrice(item);
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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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_price += itemManager.GetPrice(item);
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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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