Demote runtime save packs to blueprints
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e9431261a2
commit
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13 changed files with 188 additions and 176 deletions
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@ -6,139 +6,139 @@ using Unity.Mathematics;
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public static class EntitySerializer
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{
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public static EntityPack Pack(Entity entity)
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public static RuntimeEntityBlueprint CaptureBlueprint(Entity entity)
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{
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EntityPack pack;
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RuntimeEntityBlueprint blueprint;
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if (entity is OrbitalEntity orbital)
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pack = new OrbitalEntityPack
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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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pack = new ShipPack
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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 pack an instance of abstract class Entity!");
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else throw new ArgumentException("Attempted to capture an instance of abstract class Entity!");
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pack.Settings = entity.Settings;
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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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pack.PersistedBehaviors = entity.Equipment
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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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pack.Hull = entity.Hull;
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pack.Name = entity.Name;
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pack.Faction = entity.Faction?.ID ?? Guid.Empty;
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pack.Equipment = entity.Equipment.Select(e => (e.Position, e.EquippableItem)).ToArray();
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pack.CargoBays = entity.CargoBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
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pack.DockingBays = entity.DockingBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
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pack.DockingBayAssignments = entity.DockingBays.Select(x => entity.Children.IndexOf(x.DockedShip)).ToArray();
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pack.CargoContents = entity.CargoBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
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pack.DockingBayContents = entity.DockingBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
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pack.Armor = entity.Armor;
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pack.Temperature = entity.Temperature;
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pack.Conductivity = entity.HullConductivity;
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pack.Children = entity.Children.Select(Pack).ToArray();
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pack.WeaponGroups = entity.WeaponGroups.Select(wg => wg.items.Select(item => entity.Equipment.IndexOf(item)).ToArray()).ToArray();
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return pack;
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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 Unpack(ItemManager itemManager, Zone zone, EntityPack pack, bool instantiate = false)
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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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pack.Settings ??= itemManager.GameplaySettings.DefaultEntitySettings.Copy();
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return pack switch
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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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ShipPack shipPack => Unpack(itemManager, zone, shipPack, instantiate),
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OrbitalEntityPack orbitalEntityPack => Unpack(itemManager, zone, orbitalEntityPack, instantiate),
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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 Unpack(ItemManager itemManager, Zone zone, ShipPack pack, bool instantiate = false)
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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(pack.Hull) : pack.Hull, pack.Settings);
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Restore(itemManager, zone, pack, entity, instantiate);
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entity.Position = pack.Position;
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entity.Direction = pack.Direction;
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entity.IsPlayerShip = pack.IsPlayerShip;
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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 Unpack(ItemManager itemManager, Zone zone, OrbitalEntityPack pack, bool instantiate = false)
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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(pack.Hull) : pack.Hull, pack.Orbit, pack.Settings);
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Restore(itemManager, zone, pack, entity, instantiate);
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entity.SecurityLevel = pack.SecurityLevel;
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entity.SecurityRadius = pack.SecurityRadius;
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if (pack.Story >= 0) entity.Story = zone.GalaxyZone.Locations[pack.Story];
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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, EntityPack pack, Entity entity, bool instantiate = false)
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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 = pack.Name;
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entity.Faction = zone?.Galaxy?.ResolveFaction(pack.Faction);
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entity.Children = pack.Children.Select(c =>
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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 = Unpack(itemManager, zone, c, instantiate);
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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 pack.Equipment) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
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foreach (var (position, item) in pack.CargoBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
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foreach (var (position, item) in pack.DockingBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
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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 < pack.DockingBayAssignments.Length; i++)
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for (var i = 0; i < blueprint.DockingBayAssignments.Length; i++)
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{
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if (pack.DockingBayAssignments[i] != -1)
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entity.DockingBays[i].DockedShip = entity.Children[pack.DockingBayAssignments[i]] as Ship;
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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 < pack.CargoContents.Length; bayIndex++)
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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 pack.CargoContents[bayIndex])
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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 < pack.DockingBayContents.Length; bayIndex++)
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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 pack.DockingBayContents[bayIndex])
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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 => pack.PersistedBehaviors.ContainsKey(item.Position))
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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(pack.PersistedBehaviors[item.Position], (behavior, data) => new{behavior, data})))
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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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if(!instantiate)
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entity.Temperature = pack.Temperature;
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entity.Temperature = blueprint.Temperature;
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if(!instantiate)
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entity.Armor = pack.Armor;
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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] = pack.Conductivity[v.x,v.y];
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entity.HullConductivity[v.x,v.y] = blueprint.Conductivity[v.x,v.y];
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entity.WeaponGroups = pack.WeaponGroups.Select(itemIndices =>
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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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@ -146,14 +146,14 @@ public static class EntitySerializer
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}
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}
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public class ShipPack : EntityPack
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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 OrbitalEntityPack : EntityPack
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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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@ -161,7 +161,7 @@ public class OrbitalEntityPack : EntityPack
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public float SecurityRadius;
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}
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public abstract class EntityPack
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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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@ -175,7 +175,7 @@ public abstract class EntityPack
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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 EntityPack[] Children;
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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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@ -601,7 +601,7 @@ public class GalaxyZone
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public Faction[] Factions;
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public Faction Owner;
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public Zone Contents;
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public ZonePack PackedContents;
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public RuntimeZoneBlueprint RuntimeBlueprint;
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public bool NamedZone;
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public List<LocationStory> Locations = new List<LocationStory>();
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}
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@ -47,7 +47,7 @@ public class LoadoutGenerator
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// PriceExponent = priceExponent;
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// }
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public EntityPack GenerateShipLoadout(Predicate<HullData> hullFilter = null)
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public RuntimeEntityBlueprint GenerateShipLoadout(Predicate<HullData> hullFilter = null)
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{
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var hullData = RandomHull(HullType.Ship, hullFilter);
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if(hullData==null)
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@ -61,10 +61,10 @@ public class LoadoutGenerator
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var entity = new Ship(ItemManager, null, hull, ItemManager.GameplaySettings.DefaultEntitySettings);
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entity.Faction = Faction;
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OutfitEntity(entity);
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return EntitySerializer.Pack(entity);
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return EntitySerializer.CaptureBlueprint(entity);
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}
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public OrbitalEntityPack GenerateTurretLoadout()
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public RuntimeOrbitalEntityBlueprint GenerateTurretLoadout()
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{
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var hullData = RandomHull(HullType.Turret);
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if(hullData==null)
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@ -76,10 +76,10 @@ public class LoadoutGenerator
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var entity = new OrbitalEntity(ItemManager, null, hull, Guid.Empty, ItemManager.GameplaySettings.DefaultEntitySettings);
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entity.Faction = Faction;
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OutfitEntity(entity);
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return EntitySerializer.Pack(entity) as OrbitalEntityPack;
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return EntitySerializer.CaptureBlueprint(entity) as RuntimeOrbitalEntityBlueprint;
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}
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public OrbitalEntityPack GenerateStationLoadout()
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public RuntimeOrbitalEntityBlueprint GenerateStationLoadout()
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{
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var hullData = RandomHull(HullType.Station);
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if(hullData==null)
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@ -119,7 +119,7 @@ public class LoadoutGenerator
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entity.CanTow = hullData.CanTow;
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return EntitySerializer.Pack(entity) as OrbitalEntityPack;
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return EntitySerializer.CaptureBlueprint(entity) as RuntimeOrbitalEntityBlueprint;
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}
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public HullData RandomHull(HullType type, Predicate<HullData> hullFilter = null)
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@ -40,26 +40,26 @@ public class Zone
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{
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get => (float) _time;
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}
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public ZonePack Pack { get; }
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public RuntimeZoneBlueprint Blueprint { get; }
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public GalaxyZone GalaxyZone { get; }
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public Galaxy Galaxy { get; }
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public Zone(ItemManager itemManager, PlanetSettings settings, ZonePack pack, GalaxyZone galaxyZone, Galaxy galaxy)
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public Zone(ItemManager itemManager, PlanetSettings settings, RuntimeZoneBlueprint blueprint, GalaxyZone galaxyZone, Galaxy galaxy)
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{
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_time = pack.Time;
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_time = blueprint.Time;
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GalaxyZone = galaxyZone;
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Galaxy = galaxy;
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Pack = pack;
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Blueprint = blueprint;
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_itemManager = itemManager;
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Settings = settings;
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_random = new Random(Convert.ToUInt32(abs(galaxyZone?.Name.GetHashCode() ?? 1337)));
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foreach (var orbit in pack.Orbits)
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foreach (var orbit in blueprint.Orbits)
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{
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Orbits.Add(orbit.ID, new Orbit(Settings, orbit));
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}
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foreach (var planet in pack.Planets)
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foreach (var planet in blueprint.Planets)
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{
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Planets.Add(planet.ID, planet);
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switch (planet)
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@ -79,16 +79,16 @@ public class Zone
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}
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}
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foreach (var entityPack in pack.Entities)
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foreach (var entityBlueprint in blueprint.Entities)
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{
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var entity = EntitySerializer.Unpack(_itemManager, this, entityPack);
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var entity = EntitySerializer.InstantiateFromBlueprint(_itemManager, this, entityBlueprint);
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Entities.Add(entity);
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entity.Activate();
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if (entity is Ship {IsPlayerShip: false} ship)
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{
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Agents.Add(CreateAgent(ship));
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if (lengthsq(ship.Position) < 1)
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ship.Position = _itemManager.Random.NextFloat3(float3(-pack.Radius * .5f), float3(pack.Radius * .5f));
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ship.Position = _itemManager.Random.NextFloat3(float3(-blueprint.Radius * .5f), float3(blueprint.Radius * .5f));
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}
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}
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@ -104,13 +104,13 @@ public class Zone
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return agent;
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}
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public ZonePack PackZone()
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public RuntimeZoneBlueprint CaptureBlueprint()
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{
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return new ZonePack
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return new RuntimeZoneBlueprint
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{
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Radius = Pack.Radius,
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Mass = Pack.Mass,
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Entities = Entities.Select(EntitySerializer.Pack).ToList(),
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Radius = Blueprint.Radius,
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Mass = Blueprint.Mass,
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Entities = Entities.Select(EntitySerializer.CaptureBlueprint).ToList(),
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Orbits = Orbits.Values.Select(o=>o.Data).ToList(),
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Planets = Planets.Values.ToList(),
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Time = _time
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@ -325,7 +325,7 @@ public class Zone
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public float GetHeight(float2 position)
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{
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var result = -PowerPulse(length(position)/(Pack.Radius*2), Settings.ZoneDepthExponent) * Settings.ZoneDepth;
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var result = -PowerPulse(length(position)/(Blueprint.Radius*2), Settings.ZoneDepthExponent) * Settings.ZoneDepth;
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foreach (var body in PlanetInstances.Values)
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{
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var p = position - body.Orbit.Position; //GetOrbitPosition(body.BodyData.Orbit)
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@ -11,11 +11,11 @@ using static Unity.Mathematics.math;
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using float2 = Unity.Mathematics.float2;
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using float3 = Unity.Mathematics.float3;
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public class ZonePack
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public class RuntimeZoneBlueprint
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{
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public List<BodyData> Planets = new List<BodyData>();
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public List<OrbitData> Orbits = new List<OrbitData>();
|
||||
public List<EntityPack> Entities = new List<EntityPack>();
|
||||
public List<RuntimeEntityBlueprint> Entities = new List<RuntimeEntityBlueprint>();
|
||||
public float Radius = 2000;
|
||||
public float Mass = 10000;
|
||||
public double Time;
|
||||
|
|
|
|||
|
|
@ -35,7 +35,7 @@ public static class ZoneGenerator
|
|||
|
||||
private const int MaximumPlacementSamples = 32;
|
||||
|
||||
public static ZonePack GenerateZone(
|
||||
public static RuntimeZoneBlueprint GenerateZone(
|
||||
ItemManager itemManager,
|
||||
AetheriaRuntimeCatalogSnapshot runtimeCatalog,
|
||||
ZoneGenerationSettings zoneSettings,
|
||||
|
|
@ -43,13 +43,13 @@ public static class ZoneGenerator
|
|||
GalaxyZone galaxyZone,
|
||||
bool isTutorial = false)
|
||||
{
|
||||
var pack = new ZonePack();
|
||||
var blueprint = new RuntimeZoneBlueprint();
|
||||
|
||||
var random = new Random(unchecked((uint) galaxyZone.Name.GetHashCode()) ^ hash(galaxyZone.Position));
|
||||
|
||||
var density = saturate(galaxy.Background.CloudDensity(galaxyZone.Position)/2);
|
||||
pack.Radius = zoneSettings.ZoneRadius.Evaluate(density);
|
||||
pack.Mass = zoneSettings.ZoneMass.Evaluate(density);
|
||||
blueprint.Radius = zoneSettings.ZoneRadius.Evaluate(density);
|
||||
blueprint.Mass = zoneSettings.ZoneMass.Evaluate(density);
|
||||
var targetSubzoneCount = zoneSettings.SubZoneCount.Evaluate(density);
|
||||
|
||||
//Debug.Log($"Generating zone at position {zone.Position} with radius {zoneRadius} and mass {zoneMass}");
|
||||
|
|
@ -57,13 +57,13 @@ public static class ZoneGenerator
|
|||
var planets = new List<GeneratorPlanet>();
|
||||
if (targetSubzoneCount > 1)
|
||||
{
|
||||
var zoneBoundary = new Circle(float2.zero, pack.Radius * zoneSettings.ZoneBoundaryRadius);
|
||||
var zoneBoundary = new Circle(float2.zero, blueprint.Radius * zoneSettings.ZoneBoundaryRadius);
|
||||
float boundaryTangentRadius(float2 point) => -zoneBoundary.DistanceTo(point);
|
||||
|
||||
var occupiedAreas = new List<Circle>();
|
||||
float tangentRadius(float2 point) => min(boundaryTangentRadius(point), occupiedAreas.Min(circle => circle.DistanceTo(point)));
|
||||
|
||||
var startPosition = random.NextFloat(pack.Radius * .25f, pack.Radius * .5f) * random.NextFloat2Direction();
|
||||
var startPosition = random.NextFloat(blueprint.Radius * .25f, blueprint.Radius * .5f) * random.NextFloat2Direction();
|
||||
occupiedAreas.Add(new Circle(startPosition, boundaryTangentRadius(startPosition)));
|
||||
|
||||
int samples = 0;
|
||||
|
|
@ -72,7 +72,7 @@ public static class ZoneGenerator
|
|||
samples = 0;
|
||||
for (int i = 0; i < MaximumPlacementSamples; i++)
|
||||
{
|
||||
var samplePos = random.NextFloat2(-pack.Radius, pack.Radius);
|
||||
var samplePos = random.NextFloat2(-blueprint.Radius, blueprint.Radius);
|
||||
var rad = tangentRadius(samplePos);
|
||||
if (rad > 0)
|
||||
{
|
||||
|
|
@ -87,18 +87,18 @@ public static class ZoneGenerator
|
|||
var totalArea = occupiedAreas.Sum(c => c.Area);
|
||||
foreach (var c in occupiedAreas)
|
||||
{
|
||||
planets.AddRange(GenerateEntities(zoneSettings, ref random, c.Area / totalArea * pack.Mass, c.Radius, c.Center));
|
||||
planets.AddRange(GenerateEntities(zoneSettings, ref random, c.Area / totalArea * blueprint.Mass, c.Radius, c.Center));
|
||||
}
|
||||
}
|
||||
else
|
||||
planets.AddRange(GenerateEntities(zoneSettings, ref random, pack.Mass, pack.Radius, float2.zero));
|
||||
planets.AddRange(GenerateEntities(zoneSettings, ref random, blueprint.Mass, blueprint.Radius, float2.zero));
|
||||
|
||||
// Create collections to map between zone generator output and database entries
|
||||
var orbitMap = new Dictionary<GeneratorPlanet, OrbitData>();
|
||||
var orbitInverseMap = new Dictionary<OrbitData, GeneratorPlanet>();
|
||||
|
||||
// Create orbit database entries
|
||||
pack.Orbits = planets.Select(planet =>
|
||||
blueprint.Orbits = planets.Select(planet =>
|
||||
{
|
||||
var data = new OrbitData
|
||||
{
|
||||
|
|
@ -113,7 +113,7 @@ public static class ZoneGenerator
|
|||
}).ToList();
|
||||
|
||||
// Link OrbitData parents to database GUIDs
|
||||
foreach (var data in pack.Orbits)
|
||||
foreach (var data in blueprint.Orbits)
|
||||
data.Parent = orbitInverseMap[data].Parent != null
|
||||
? orbitMap[orbitInverseMap[data].Parent].ID
|
||||
: Guid.Empty;
|
||||
|
|
@ -122,7 +122,7 @@ public static class ZoneGenerator
|
|||
// var resourceMaps = mapLayers.Values
|
||||
// .ToDictionary(m => m.ID, m => m.Evaluate(zone.Position, settings.ShapeSettings));
|
||||
|
||||
pack.Planets = planets.Where(p=>!p.Empty).Select(planet =>
|
||||
blueprint.Planets = planets.Where(p=>!p.Empty).Select(planet =>
|
||||
{
|
||||
// Dictionary<Guid, float> planetResources = new Dictionary<Guid, float>();
|
||||
BodyType bodyType = planet.Belt ? BodyType.Asteroid :
|
||||
|
|
@ -259,7 +259,7 @@ public static class ZoneGenerator
|
|||
Distance = baseOrbit.Distance,
|
||||
Phase = baseOrbit.Phase + PI / 3 * sign(random.NextFloat() - .5f)
|
||||
};
|
||||
pack.Orbits.Add(lagrangeOrbit);
|
||||
blueprint.Orbits.Add(lagrangeOrbit);
|
||||
return lagrangeOrbit;
|
||||
}
|
||||
|
||||
|
|
@ -274,11 +274,11 @@ public static class ZoneGenerator
|
|||
Distance = orbit.Distance,
|
||||
Phase = orbit.Phase + phase
|
||||
};
|
||||
pack.Orbits.Add(turretOrbit);
|
||||
blueprint.Orbits.Add(turretOrbit);
|
||||
var turret = loadoutGenerator.GenerateTurretLoadout();
|
||||
if (turret == null) return;
|
||||
turret.Orbit = turretOrbit.ID;
|
||||
pack.Entities.Add(turret);
|
||||
blueprint.Entities.Add(turret);
|
||||
}
|
||||
|
||||
void PlaceTurrets(OrbitData orbit, LoadoutGenerator loadoutGenerator, int count)
|
||||
|
|
@ -299,9 +299,9 @@ public static class ZoneGenerator
|
|||
var station = GetLoadoutGenerator(story.Faction).GenerateStationLoadout();
|
||||
station.Orbit = lagrangeOrbit.ID;
|
||||
station.SecurityLevel = story.Security;
|
||||
station.SecurityRadius = pack.Radius;
|
||||
station.SecurityRadius = blueprint.Radius;
|
||||
station.Story = i;
|
||||
pack.Entities.Add(station);
|
||||
blueprint.Entities.Add(station);
|
||||
|
||||
PlaceTurrets(lagrangeOrbit, GetLoadoutGenerator(story.Faction), story.Turrets);
|
||||
}
|
||||
|
|
@ -316,8 +316,8 @@ public static class ZoneGenerator
|
|||
if (station == null) continue;
|
||||
station.Orbit = lagrangeOrbit.ID;
|
||||
station.SecurityLevel = security;
|
||||
station.SecurityRadius = pack.Radius;
|
||||
pack.Entities.Add(station);
|
||||
station.SecurityRadius = blueprint.Radius;
|
||||
blueprint.Entities.Add(station);
|
||||
|
||||
PlaceTurrets(lagrangeOrbit, GetLoadoutGenerator(nearestFaction), 2);
|
||||
}
|
||||
|
|
@ -327,10 +327,10 @@ public static class ZoneGenerator
|
|||
{
|
||||
var ship = GetLoadoutGenerator(nearestFaction).GenerateShipLoadout();
|
||||
if (ship == null) continue;
|
||||
pack.Entities.Add(ship);
|
||||
blueprint.Entities.Add(ship);
|
||||
}
|
||||
|
||||
return pack;
|
||||
return blueprint;
|
||||
}
|
||||
|
||||
// static float ResourceValue(ref Random random, ZoneGenerationSettings settings, SimpleCommodityData resource, float density)
|
||||
|
|
|
|||
Loading…
Reference in a new issue