Multi-Location Quest Injection
This commit is contained in:
parent
2f98904614
commit
b0673c82fc
23 changed files with 279 additions and 105 deletions
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@ -42,8 +42,8 @@ public abstract class Entity
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public string Name;
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public int Population;
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public Dictionary<Guid, float> Personality = new Dictionary<Guid, float>();
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// public int Population;
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// public Dictionary<Guid, float> Personality = new Dictionary<Guid, float>();
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public readonly Dictionary<string, float> Messages = new Dictionary<string, float>();
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public readonly Dictionary<object, float> VisibilitySources = new Dictionary<object, float>();
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@ -288,7 +288,7 @@ public abstract class Entity
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// TODO: Inter-faction hostility
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// When the entity faction owns the zone, they are hostile to trespassers or those hostile to them
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if (Faction.ID == Zone.GalaxyZone.Owner.ID)
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if (Faction.ID == Zone.GalaxyZone.Owner?.ID)
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return recursive ? !(other.PresencePermitted?.Value ?? true) : !(other.PresencePermitted?.Value ?? true)|| other.IsHostileTo(this, true);
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return !recursive && other.IsHostileTo(this, true);
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@ -85,6 +85,7 @@ public static class EntitySerializer
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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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return entity;
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}
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@ -166,7 +167,7 @@ public class ShipPack : EntityPack
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public class OrbitalEntityPack : EntityPack
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{
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[Key(17)] public Guid Orbit;
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[Key(18)] public SavedStory Story;
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[Key(18)] public int Story = -1;
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[Key(19)] public SecurityLevel SecurityLevel;
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[Key(20)] public float SecurityRadius;
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}
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@ -168,6 +168,7 @@ public enum CompoundCommodityCategory
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public enum LocationType
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{
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Station,
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Asteroid,
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Planet
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}
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@ -26,6 +26,7 @@ public class Galaxy
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public GalaxyZone Entrance { get; }
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public GalaxyZone Exit { get; }
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public Dictionary<Faction, FactionRelationship> FactionRelationships { get; } = new Dictionary<Faction, FactionRelationship>();
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private Action<string> Log { get; }
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private HashSet<Guid> _containedFactions;
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private GalaxyZone[] _exitPath;
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@ -41,8 +42,9 @@ public class Galaxy
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}
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}
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public Galaxy(CultCache cultCache, SavedGame savedGame)
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public Galaxy(CultCache cultCache, SavedGame savedGame, Action<string> log)
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{
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Log = log;
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Background = savedGame.Background;
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Factions = savedGame.Factions.Select(cultCache.Get<Faction>).ToArray();
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@ -87,11 +89,13 @@ public class Galaxy
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SectorGenerationSettings settings,
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SectorBackgroundSettings background,
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NameGeneratorSettings nameGeneratorSettings,
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CultCache cache,
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CultCache cache,
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Action<string> log,
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Action<string> progressCallback = null,
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uint seed = 0)
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{
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Background = background;
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Log = log;
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var factions = cache.GetAll<Faction>();
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var random = new Random(seed == 0 ? (uint) (DateTime.Now.Ticks % uint.MaxValue) : seed);
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Factions = factions.OrderBy(x => random.NextFloat()).Take(settings.MegaCount).ToArray();
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@ -129,12 +133,14 @@ public class Galaxy
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CultCache cache,
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PlayerSettings playerSettings,
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DirectoryInfo narrativeDirectory,
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Action<string> log,
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Action<string> progressCallback = null,
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uint seed = 0)
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{
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Faction ResolveFaction(string name) => cache.GetAll<Faction>().FirstOrDefault(f => f.Name.StartsWith(name, StringComparison.InvariantCultureIgnoreCase));
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Background = background;
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Log = log;
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var random = new Random(seed == 0 ? (uint) (DateTime.Now.Ticks % uint.MaxValue) : seed);
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var factions = new List<Faction>();
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@ -219,12 +225,8 @@ public class Galaxy
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GenerateNames(cache, nameGeneratorSettings, ref random, progressCallback);
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progressCallback?.Invoke("Weaving Narrative");
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// var processor = new StoryProcessor(playerSettings, narrativeDirectory, this, ref random);
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// var storyPlacement = processor.PlaceStories();
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// foreach (var story in storyPlacement.Keys)
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// {
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// storyPlacement[story]
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// }
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var processor = new StoryProcessor(playerSettings, narrativeDirectory, this, ref random, Log);
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processor.ProcessStories();
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progressCallback?.Invoke("Done!");
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if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao
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@ -554,15 +556,18 @@ public class GalaxyZone
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public class GalaxyQuest
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{
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public Story Story;
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public Dictionary<string, LocationStory> Locations = new Dictionary<string, LocationStory>();
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public Dictionary<string, LocationStory> KnotLocations = new Dictionary<string, LocationStory>();
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}
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public class LocationStory
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{
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public GalaxyZone Zone;
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public string FileName;
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public string Name;
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public Story Story;
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public Faction Faction;
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public SecurityLevel Security;
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public LocationType Type;
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public int Turrets;
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public Dictionary<string, List<GalaxyQuest>> KnotQuests = new Dictionary<string, List<GalaxyQuest>>();
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}
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@ -26,22 +26,24 @@ public class StoryProcessor : IZoneResolver, IFactionResolver
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}
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private Dictionary<Story, string[]> _storyKnotPaths = new Dictionary<Story, string[]>();
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private Dictionary<Story, GalaxyZone> _storyLocations = new Dictionary<Story, GalaxyZone>();
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private Dictionary<Story, LocationStory> _placedStories = new Dictionary<Story, LocationStory>();
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private Dictionary<string, Story> _processedStories = new Dictionary<string, Story>();
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private DirectoryInfo _locationsPath;
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private DirectoryInfo _questsPath;
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private IFileHandler _inkFileHandler;
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public DirectoryInfo NarrativeDirectory { get; }
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private Random _random;
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public Galaxy Galaxy { get; }
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public PlayerSettings Settings { get; }
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private Action<string> Log { get; }
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public StoryProcessor(PlayerSettings settings, DirectoryInfo narrativeDirectory, Galaxy galaxy, ref Random random)
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public StoryProcessor(PlayerSettings settings, DirectoryInfo narrativeDirectory, Galaxy galaxy, ref Random random, Action<string> log)
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{
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NarrativeDirectory = narrativeDirectory;
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Galaxy = galaxy;
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_random = random;
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Log = log;
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Settings = settings;
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_inkFileHandler = new AetheriaInkFileHandler(narrativeDirectory);
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@ -56,7 +58,7 @@ public class StoryProcessor : IZoneResolver, IFactionResolver
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foreach(var inkFile in locationFiles) ProcessLocation(GetStory(inkFile), inkFile);
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var questFiles = _questsPath.EnumerateFiles("*ink");
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foreach(var inkFile in questFiles) ProcessQuest(GetStory(inkFile));
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foreach(var inkFile in questFiles) ProcessQuest(GetStory(inkFile), inkFile);
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}
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public GalaxyZone ResolveZone(string path)
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@ -74,13 +76,18 @@ public class StoryProcessor : IZoneResolver, IFactionResolver
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var faction = ResolveFaction(factionString);
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return !Galaxy.HomeZones.ContainsKey(faction) ? null : Galaxy.HomeZones[faction];
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}
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return ResolveLocation(path)?.Zone;
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}
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public LocationStory ResolveLocation(string path)
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{
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var locationInkFile = new FileInfo(Path.Combine(_locationsPath.FullName, $"{path}.ink"));
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if (!locationInkFile.Exists) return null;
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var story = GetStory(locationInkFile);
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ProcessLocation(story, locationInkFile);
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return _storyLocations.ContainsKey(story) ? _storyLocations[story] : null;
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return _placedStories.ContainsKey(story) ? _placedStories[story] : null;
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}
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public Faction ResolveFaction(string name)
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@ -95,20 +102,20 @@ public class StoryProcessor : IZoneResolver, IFactionResolver
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// If the story has already been read / compiled, return it directly
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if (_processedStories.ContainsKey(fileName)) return _processedStories[fileName];
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var compiledFileName = Path.Combine(inkFile.Directory.FullName, $"{fileName}.json");
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// Calculate a hash of the ink file
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var hash = File.ReadAllBytes(inkFile.FullName).GetHashSHA1();
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if (File.Exists(compiledFileName) && // If a compiled version of the ink file exists
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Settings.HashedStoryFiles.ContainsKey(fileName) && // And its hash has been saved
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hash == Settings.HashedStoryFiles[fileName]) // And the saved hash matches the current hash
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{
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// Load the story from the existing compiled JSON representation
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return new Story(File.ReadAllText(compiledFileName));
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}
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Settings.HashedStoryFiles[fileName] = hash;
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// var compiledFileName = Path.Combine(inkFile.Directory.FullName, $"{fileName}.json");
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//
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// // Calculate a hash of the ink file
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// var hash = File.ReadAllBytes(inkFile.FullName).GetHashSHA1();
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//
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// if (File.Exists(compiledFileName) && // If a compiled version of the ink file exists
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// Settings.HashedStoryFiles.ContainsKey(fileName) && // And its hash has been saved
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// hash == Settings.HashedStoryFiles[fileName]) // And the saved hash matches the current hash
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// {
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// // Load the story from the existing compiled JSON representation
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// return new Story(File.ReadAllText(compiledFileName));
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// }
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//
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// Settings.HashedStoryFiles[fileName] = hash;
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var compiler = new Compiler(File.ReadAllText(inkFile.FullName), new Compiler.Options
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{
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countAllVisits = true,
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@ -117,25 +124,45 @@ public class StoryProcessor : IZoneResolver, IFactionResolver
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var story = compiler.Compile();
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var knots = compiler.parsedStory.FindAll<Knot>().Select(k=>k.runtimePath.ToString()).ToArray();
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_storyKnotPaths[story] = knots;
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File.WriteAllText(compiledFileName, story.ToJson());
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//File.WriteAllText(compiledFileName, story.ToJson());
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_processedStories[fileName] = story;
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return story;
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}
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public void ProcessQuest(Story story)
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public void ProcessQuest(Story story, FileInfo inkFile)
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{
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var fileName = Path.GetFileNameWithoutExtension(inkFile.FullName);
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var quest = new GalaxyQuest();
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quest.Story = story;
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foreach (var knot in _storyKnotPaths[story])
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{
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var tags = GetContentTags(story.TagsForContentAtPath(knot));
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var tags = story.TagsForContentAtPath(knot);
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if(tags==null) continue;
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var contentTags = GetContentTags(tags);
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if (contentTags.ContainsKey("location"))
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{
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var locationName = contentTags["location"].First();
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var locationStory = ResolveLocation(locationName);
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if (tags.Contains("required") && locationStory == null)
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{
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Log($"Quest \"{fileName}\" unable to find required location \"{locationName}\" for knot \"{knot}\"");
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return;
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}
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quest.KnotLocations[knot] = locationStory;
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}
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}
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foreach (var x in quest.KnotLocations)
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{
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if (!x.Value.KnotQuests.ContainsKey(x.Key)) x.Value.KnotQuests[x.Key] = new List<GalaxyQuest>();
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x.Value.KnotQuests[x.Key].Add(quest);
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}
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}
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public void ProcessLocation(Story story, FileInfo inkFile)
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{
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if (_storyLocations.ContainsKey(story)) return; // Don't place already placed stories, idiot!
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_storyLocations[story] = null; // Avoids potential for infinite loops when evaluating constraints
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if (_placedStories.ContainsKey(story)) return; // Don't place already placed stories, idiot!
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_placedStories[story] = null; // Avoids potential for infinite loops when evaluating constraints
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var fileName = Path.GetFileNameWithoutExtension(inkFile.FullName);
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var contentTags = GetContentTags(story.globalTags);
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@ -184,6 +211,7 @@ public class StoryProcessor : IZoneResolver, IFactionResolver
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var location = new LocationStory
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{
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Zone = zone,
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FileName = fileName,
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Name = contentTags.ContainsKey("name") ? contentTags["name"].First() : fileName,
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Faction = contentTags.ContainsKey("faction") ? ResolveFaction(contentTags["faction"].First()) : zone.Owner,
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@ -193,11 +221,17 @@ public class StoryProcessor : IZoneResolver, IFactionResolver
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Story = story,
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Type = contentTags.ContainsKey("type")
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? (LocationType) Enum.Parse(typeof(LocationType), contentTags["type"].First(), true)
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: LocationType.Station
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: LocationType.Station,
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Turrets = contentTags.ContainsKey("turrets") ? int.Parse(contentTags["turrets"].First()) : 0
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};
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zone.Locations.Add(location);
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_storyLocations[story] = zone;
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if (contentTags.ContainsKey("namezone"))
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{
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zone.Name = contentTags["namezone"].First();
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}
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_placedStories[story] = location;
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}
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// Parse all tags of the format X:Y into a dictionary with a list of every Y for each X
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@ -209,7 +243,7 @@ public class StoryProcessor : IZoneResolver, IFactionResolver
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if (tag.IndexOf(':') == -1) continue;
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var tokens = tag.Split(':');
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var leftSide = tokens[0].Trim();
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var leftSide = tokens[0].Trim().ToLowerInvariant();
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var rightSide = tokens[1].Trim();
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if (!contentTags.ContainsKey(leftSide)) contentTags[leftSide] = new List<string>();
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contentTags[leftSide].Add(rightSide);
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@ -14,6 +14,7 @@ public class OrbitalEntity : Entity
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public Guid OrbitData;
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public SecurityLevel SecurityLevel;
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public float SecurityRadius;
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public LocationStory Story;
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public OrbitalEntity(ItemManager itemManager, Zone zone, EquippableItem hull, Guid orbit, EntitySettings settings) : base(itemManager, zone, hull, settings)
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{
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@ -226,7 +226,8 @@ public static class ZoneGenerator
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var nearestFactionHomeZone = galaxy.HomeZones[nearestFaction];
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var factionPresence = nearestFaction.InfluenceDistance - nearestFactionHomeZone.Distance[galaxyZone] + 1;
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var stationCount = (int)(random.NextFloat() * (factionPresence + 1));
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var storyStations = galaxyZone.Locations.Where(story => story.Type == LocationType.Station).ToArray();
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var stationCount = (int)(random.NextFloat() * (factionPresence + 1)) + storyStations.Length;
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var potentialLagrangePoints = planets
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.Where(p => p.Parent != null && p.Parent.Children
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.TrueForAll(c => !(c != p && abs(c.Distance - p.Distance) < .1f))) // Filter Rosettes
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@ -238,59 +239,92 @@ public static class ZoneGenerator
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.Take(stationCount)
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.Select(p=>orbitMap[p])
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.ToArray();
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var loadoutGenerator = isTutorial ? new LoadoutGenerator(ref random, itemManager, nearestFaction, .5f) :
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new LoadoutGenerator(ref random, itemManager, galaxy, galaxyZone, nearestFaction, .5f);
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foreach (var orbit in selectedStationOrbits)
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var loadoutGenerators = new Dictionary<Faction, LoadoutGenerator>();
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LoadoutGenerator GetLoadoutGenerator(Faction faction)
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{
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if (!loadoutGenerators.ContainsKey(faction))
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loadoutGenerators[faction] = isTutorial
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? new LoadoutGenerator(ref random, itemManager, faction, .5f)
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: new LoadoutGenerator(ref random, itemManager, galaxy, galaxyZone, faction, .5f);
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return loadoutGenerators[faction];
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}
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OrbitData CreateLagrangeOrbit(OrbitData baseOrbit)
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{
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var security = (SecurityLevel) ((int) ((1f - pow(random.NextFloat(), factionPresence / 2f)) * 3f));
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var lagrangeOrbit = new OrbitData
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{
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ID = Guid.NewGuid(),
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Parent = orbit.Parent,
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Distance = new ReactiveProperty<float>(orbit.Distance.Value),
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Phase = orbit.Phase + PI / 3 * sign(random.NextFloat() - .5f)
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Parent = baseOrbit.Parent,
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Distance = new ReactiveProperty<float>(baseOrbit.Distance.Value),
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Phase = baseOrbit.Phase + PI / 3 * sign(random.NextFloat() - .5f)
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};
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pack.Orbits.Add(lagrangeOrbit);
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return lagrangeOrbit;
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}
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void PlaceTurret(OrbitData orbit, LoadoutGenerator loadoutGenerator, int distanceMultiplier)
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{
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var phase = 20f * distanceMultiplier / orbit.Distance.Value;
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var station = loadoutGenerator.GenerateStationLoadout();
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var turretOrbit = new OrbitData
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{
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ID = Guid.NewGuid(),
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Parent = orbit.Parent,
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Distance = new ReactiveProperty<float>(orbit.Distance.Value),
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Phase = orbit.Phase + phase
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};
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pack.Orbits.Add(turretOrbit);
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var turret = loadoutGenerator.GenerateTurretLoadout();
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turret.Orbit = turretOrbit.ID;
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pack.Entities.Add(turret);
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}
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void PlaceTurrets(OrbitData orbit, LoadoutGenerator loadoutGenerator, int count)
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{
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for(int t=0; t<count; t++)
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{
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var dist = t / 2;
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if (t % 2 == 0) dist = -dist;
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PlaceTurret(orbit, loadoutGenerator, dist);
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}
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}
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for (var i = 0; i < storyStations.Length; i++)
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{
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var story = storyStations[i];
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var orbit = selectedStationOrbits[i];
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var lagrangeOrbit = CreateLagrangeOrbit(orbit);
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var station = GetLoadoutGenerator(story.Faction).GenerateStationLoadout();
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station.Orbit = lagrangeOrbit.ID;
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station.SecurityLevel = story.Security;
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station.SecurityRadius = pack.Radius;
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station.Story = i;
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pack.Entities.Add(station);
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PlaceTurrets(lagrangeOrbit, GetLoadoutGenerator(story.Faction), story.Turrets);
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}
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for (var i = storyStations.Length; i < selectedStationOrbits.Length; i++)
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{
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var orbit = selectedStationOrbits[i];
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var security = (SecurityLevel) ((int) ((1f - pow(random.NextFloat(), factionPresence / 2f)) * 3f));
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var lagrangeOrbit = CreateLagrangeOrbit(orbit);
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var station = GetLoadoutGenerator(nearestFaction).GenerateStationLoadout();
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station.Orbit = lagrangeOrbit.ID;
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station.SecurityLevel = security;
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station.SecurityRadius = pack.Radius * .75f;
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station.SecurityRadius = pack.Radius;
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pack.Entities.Add(station);
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var turretPhase = 20f / lagrangeOrbit.Distance.Value;
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||||
|
||||
var leadingTurretOrbit = new OrbitData
|
||||
{
|
||||
ID = Guid.NewGuid(),
|
||||
Parent = orbit.Parent,
|
||||
Distance = new ReactiveProperty<float>(orbit.Distance.Value),
|
||||
Phase = lagrangeOrbit.Phase + turretPhase
|
||||
};
|
||||
pack.Orbits.Add(leadingTurretOrbit);
|
||||
var leadingTurret = loadoutGenerator.GenerateTurretLoadout();
|
||||
leadingTurret.Orbit = leadingTurretOrbit.ID;
|
||||
pack.Entities.Add(leadingTurret);
|
||||
|
||||
var trailingTurretOrbit = new OrbitData
|
||||
{
|
||||
ID = Guid.NewGuid(),
|
||||
Parent = orbit.Parent,
|
||||
Distance = new ReactiveProperty<float>(orbit.Distance.Value),
|
||||
Phase = lagrangeOrbit.Phase - turretPhase
|
||||
};
|
||||
pack.Orbits.Add(trailingTurretOrbit);
|
||||
var trailingTurret = loadoutGenerator.GenerateTurretLoadout();
|
||||
trailingTurret.Orbit = trailingTurretOrbit.ID;
|
||||
pack.Entities.Add(trailingTurret);
|
||||
|
||||
PlaceTurrets(lagrangeOrbit, GetLoadoutGenerator(nearestFaction), 2);
|
||||
}
|
||||
|
||||
|
||||
var enemyCount = (int)(random.NextFloat() * factionPresence * 2) + stationCount;
|
||||
for (int i = 0; i < enemyCount; i++)
|
||||
{
|
||||
pack.Entities.Add(loadoutGenerator.GenerateShipLoadout());
|
||||
pack.Entities.Add(GetLoadoutGenerator(nearestFaction).GenerateShipLoadout());
|
||||
}
|
||||
|
||||
return pack;
|
||||
|
|
|
|||
Loading…
Reference in a new issue