TECH TREES WHOO
Implemented procedural tech tree generation by porting GraphSharp to Unity. Also, some database editor convenience changes.
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573 changed files with 31001 additions and 222 deletions
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@ -16,15 +16,18 @@ public abstract class ItemData : DatabaseEntry, INamedEntry
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{
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[InspectableField, JsonProperty("name"), Key(1)]
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public string Name;
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[InspectableText, JsonProperty("description"), Key(2)]
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public string Description;
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[InspectableField, JsonProperty("mass"), Key(2)]
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[InspectableField, JsonProperty("mass"), Key(3)]
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public float Mass;
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[InspectableField, JsonProperty("size"), Key(3)]
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[InspectableField, JsonProperty("size"), Key(4)]
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public float Size;
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// Heat needed to change temperature of 1 gram by 1 degree
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[InspectableField, JsonProperty("specificHeat"), Key(4)]
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[InspectableField, JsonProperty("specificHeat"), Key(5)]
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public float SpecificHeat;
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[IgnoreMember] public string EntryName
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@ -38,19 +41,19 @@ public abstract class ItemData : DatabaseEntry, INamedEntry
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public class SimpleCommodityData : ItemData
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{
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// Types of body where this resource can be found
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[InspectableField, JsonProperty("resourceBodyType"), Key(5)]
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[InspectableField, JsonProperty("resourceBodyType"), Key(6)]
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public BodyType ResourceBodyType;
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// Link to map(s) controlling density of resource, multiplied together when more than one
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[InspectableDatabaseLink(typeof(GalaxyMapLayerData)), JsonProperty("resourceDensity"), Key(6)]
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[InspectableDatabaseLink(typeof(GalaxyMapLayerData)), JsonProperty("resourceDensity"), Key(7)]
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public List<Guid> ResourceDensity = new List<Guid>();
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// Controls the bias power variable during resource placement
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[InspectableField, JsonProperty("resourceDensityBiasPower"), Key(7)]
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[InspectableField, JsonProperty("resourceDensityBiasPower"), Key(8)]
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public float ResourceDensityBiasPower = 5;
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// Minimum amount of resources needed for presence to register
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[InspectableField, JsonProperty("resourceFloor"), Key(8)]
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[InspectableField, JsonProperty("resourceFloor"), Key(9)]
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public float ResourceFloor = 10f;
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}
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@ -149,13 +152,16 @@ public class HullData : EquippableItemData
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[InspectablePrefab, JsonProperty("prefab"), Key(16)]
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public string Prefab;
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[InspectableField, JsonProperty("hullType"), Key(17)]
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public HullType HullType;
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[IgnoreMember] public override HardpointType HardpointType => HardpointType.Hull;
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}
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[RethinkTable("Items"), InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class HardpointData
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{
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[JsonProperty("type"), Key(0)] public HardpointType Type;
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[InspectableField, JsonProperty("type"), Key(0)] public HardpointType Type;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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