Make loadouts authored catalog presets with an editor capture command
Loadouts are ship presets (variants) for spawners, not a player feature. - Route Loadout to the catalog; the player store no longer holds it. - Materialize takes no credits: affordability, the charge and Loadouts.Price are deleted, since only the player menu priced loadouts. Availability, key-order product choice, all-or-nothing failures and the weapon-group rules stay. - Delete the InventoryPanel Save Loadout and Restore Loadout entries and RestoreLoadout, which also removes its docking-bay overwrite. - The editor opens the catalog writable in the one process cache, and the editor-only console command capturepreset "<name>" [replace] captures the piloted ship. Loadouts.Commit keys a preset by name, refuses a same-name replace unless asked, and commits conditionally on that key. The single-file store then lands only that record onto the file as it is on disk. An unconditional commit would re-serialize every live catalog instance, including any that play has mutated. - Tests: capture -> commit -> fresh reopen round-trip, explicit replace with no duplicate, and a preset commit that does not persist a mutated live Faction. The money-only tests are removed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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6 changed files with 124 additions and 166 deletions
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@ -50,10 +50,12 @@ public class ActionGameManager : MonoBehaviour
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// All three stores attach once and stay attached until the process exits. The run lifecycle is record-level
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// inside this cache; reopening would replace the catalog instances the galaxy and live entities hold.
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// The editor opens the catalog writable so the capturepreset console command can author presets in play.
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_cultCache = AetheriaStores.Open(
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Path.Combine(GameDataDirectory.FullName, "Aetheria.cc"),
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runPath: Path.Combine(GameDataDirectory.FullName, "run.cc"),
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playerPath: Path.Combine(GameDataDirectory.FullName, "player.cc"));
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playerPath: Path.Combine(GameDataDirectory.FullName, "player.cc"),
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catalogWritable: Application.isEditor);
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return _cultCache;
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}
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@ -543,6 +545,25 @@ public class ActionGameManager : MonoBehaviour
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});
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//Temporary, or not
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ConsoleController.AddCommand("tow", _ => TowShip());
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// Editor only: capturepreset "<name>" [replace] writes the piloted ship as a catalog preset.
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if (Application.isEditor)
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ConsoleController.AddCommand("capturepreset", args =>
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{
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var console = ConsoleController.Instance;
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var name = args.Length > 0 ? args[0] : "";
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if (string.IsNullOrWhiteSpace(name)) { console.AppendLogLine("usage: capturepreset \"<name>\" [replace]"); return; }
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if (!(_currentEntity is Ship ship)) { console.AppendLogLine("capturepreset: pilot a ship first"); return; }
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try
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{
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var written = Loadouts.Commit(CultCache, Loadouts.Capture(ItemManager, ship, name), args.Length > 1 && args[1] == "replace");
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console.AppendLogLine(written ? $"Preset '{name}' written to the catalog" : $"Preset '{name}' changed on disk since load; nothing written");
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}
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catch (InvalidOperationException e)
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{
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console.AppendLogLine(e.Message);
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}
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});
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}
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public void BeginDrag(DragObject dragObject)
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@ -6,9 +6,9 @@ using GameCult.Caching.MessagePack;
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// Aetheria's stores: one home store per type, composed here and nowhere else.
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public static class AetheriaStores
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{
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public static readonly Type[] CatalogTypes = { typeof(ItemData), typeof(Faction), typeof(FactionProductData), typeof(PersonalityAttribute), typeof(NameFile), typeof(InputLayout) };
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public static readonly Type[] CatalogTypes = { typeof(ItemData), typeof(Faction), typeof(FactionProductData), typeof(PersonalityAttribute), typeof(NameFile), typeof(InputLayout), typeof(Loadout) };
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public static readonly Type[] RunTypes = { typeof(OrbitData), typeof(BodyData), typeof(SavedZone), typeof(SavedGame) };
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public static readonly Type[] PlayerTypes = { typeof(PlayerSettings), typeof(Loadout) };
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public static readonly Type[] PlayerTypes = { typeof(PlayerSettings) };
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// Attaches (hydrates) the catalog read-only unless catalogWritable, then the run and player stores when given.
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// A read-only catalog throws when a [CultGlobal] type routed to it has no record. A writable catalog is being
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@ -5,9 +5,10 @@ using GameCult.Caching;
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using MessagePack;
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using CultMath;
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// A ship build as item designs only: the hull's design, and per hull cell a design and its rotation. A design names no
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// manufacturer; which product builds a slot is a fact of the galaxy the loadout is materialized in, which keeps a
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// loadout portable across galaxies. Player-store state: a loadout outlives runs.
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// A ship preset (a variant): item designs only, the hull's design, and per hull cell a design and its rotation. A design
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// names no manufacturer; which product builds a slot is a fact of the galaxy the preset is materialized in, which keeps
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// a preset portable across galaxies. Authored catalog data: written in CultCache Studio or by the editor capture
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// command, read at runtime.
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[CultDocument("aetheria.loadout", "1"), MessagePackObject]
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public class Loadout
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{
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@ -56,24 +57,34 @@ public static class Loadouts
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};
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}
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// One Commit to the player store. A loadout with the same name is replaced under its existing key; names are
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// unique by construction because GetByName throws on duplicates.
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public static void Save(CultCache cache, Loadout loadout)
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// A preset's key derives from its name, so capturing the same name again addresses the same record.
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public static CultRecordKey KeyOf(string name) => new CultRecordKey("loadout:" + name);
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// Writes the preset to the catalog under KeyOf(Name). An existing preset of that name is replaced only when replace
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// is set; otherwise this throws and writes nothing. The commit is conditional on the record at that key being what
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// this cache holds, so it lands only this record onto the catalog file as it is on disk: no other in-memory catalog
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// state is written, and a preset changed on disk since load (Studio) is not clobbered. Returns false on that conflict.
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public static bool Commit(CultCache cache, Loadout loadout, bool replace)
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{
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var existing = cache.GetByName<Loadout>(loadout.Name);
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var key = existing == null ? (CultRecordKey?) null : cache.TryGetHandle(existing)?.Key;
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cache.Commit(batch => batch.Upsert(typeof(Loadout), loadout, key));
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var key = KeyOf(loadout.Name);
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var existing = cache.Get<Loadout>(key);
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if (existing != null && !replace)
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throw new InvalidOperationException($"Preset '{loadout.Name}' already exists; replace it explicitly.");
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return cache.Commit(batch =>
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{
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batch.Expect(key, existing);
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batch.Upsert(typeof(Loadout), loadout, key);
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});
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}
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// All-or-nothing: returns a ship and charges Price only when credits cover Price, every design resolved, had an
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// available product and fitted, the loadout has at most WeaponGroupCount weapon groups, and every group index names
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// a weapon slot. Affordability is decided here and nowhere else. Every failure is listed; on any failure nothing is
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// returned and nothing is charged. The ship, credits, zone and cache are unchanged, but a failed fit has already
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// drawn from itemManager.Random. A design is built by its first available product in record-key order. The game
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// passes LoadoutGenerator.IsAvailable as isAvailable, with no fallback to any manufacturer. The ship always gets
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// exactly WeaponGroupCount groups; a loadout with fewer is padded with empty groups.
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// All-or-nothing: returns a ship only when every design resolved, had an available product and fitted, the loadout
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// has at most WeaponGroupCount weapon groups, and every group index names a weapon slot. Every failure is listed; on
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// any failure nothing is returned and the zone and cache are unchanged, but a failed fit has already drawn from
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// itemManager.Random. A design is built by its first available product in record-key order. The game passes
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// LoadoutGenerator.IsAvailable as isAvailable, with no fallback to any manufacturer. The ship always gets exactly
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// WeaponGroupCount groups; a loadout with fewer is padded with empty groups.
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public static Ship Materialize(ItemManager itemManager, Zone liveZone, Loadout loadout,
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Predicate<FactionProductData> isAvailable, ref int credits, List<string> failures)
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Predicate<FactionProductData> isAvailable, List<string> failures)
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{
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var cache = itemManager.ItemData;
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var products = cache.GetAll<FactionProductData>().OrderBy(p => cache.RefOf(p).Key.Value, StringComparer.Ordinal).ToArray();
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@ -104,8 +115,6 @@ public static class Loadouts
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else if (cache.Get(loadout.Slots[index].Design) is { } design && !design.Behaviors.Any(behavior => behavior is WeaponData))
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failures.Add($"weapon group: {Cell(loadout.Slots[index])}: {design.Name} is not a weapon");
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}
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var price = Price(itemManager, loadout);
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if (credits < price) failures.Add($"cannot afford {price:n0} credits");
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if (failures.Count > reported) return null;
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var hull = (EquippableItem) itemManager.CreateInstance(hullProduct);
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@ -136,17 +145,8 @@ public static class Loadouts
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built[g] = (items.Select(item => item.GetBehavior<Weapon>()).ToList(), items);
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}
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ship.WeaponGroups = built;
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credits -= (int) price;
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return ship;
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}
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// The hull design's price plus each slot design's price. Summed as long so no loadout wraps to a negative price;
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// a price beyond any int credit balance is simply unaffordable.
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public static long Price(ItemManager itemManager, Loadout loadout)
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{
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var cache = itemManager.ItemData;
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return (long) (cache.Get(loadout.Hull)?.Price ?? 0) + loadout.Slots.Sum(slot => (long) (cache.Get(slot.Design)?.Price ?? 0));
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}
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private static string Cell(LoadoutSlot slot) => $"slot {slot.Position.x},{slot.Position.y}";
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}
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@ -149,7 +149,7 @@ public class LoadoutGenerator
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// No galaxy means no availability to filter by: every product is on offer. A fixture generates loadouts that
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// way, so a test can exercise placement and products without standing up a whole galaxy; no game path does.
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// Restoring a loadout passes this to Loadouts.Materialize, so a loadout and generation share one availability rule.
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// Materializing a preset passes this to Loadouts.Materialize, so presets and generation share one availability rule.
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public bool IsAvailable(FactionProductData product) =>
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Galaxy == null || Galaxy.IsPrelude ||
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Galaxy.ContainsFaction(product.Manufacturer) && (Faction == null || Faction.Allegiance.ContainsKey(product.Manufacturer));
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@ -167,64 +167,11 @@ public class InventoryPanel : MonoBehaviour, IPointerClickHandler
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if(GameManager.DockingBay!=null && _displayedCargo!=GameManager.DockingBay)
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ContextMenu.AddOption(GameManager.DockingBay.Name, () => Display(GameManager.DockingBay));
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if (_displayedEntity is Ship displayedShip)
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{
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ContextMenu.AddOption("Save Loadout",
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() =>
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{
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var loadoutName = displayedShip.Name;
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Dialog.Clear();
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Dialog.Title.text = "Save Loadout";
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Dialog.AddField("Name", () => loadoutName, s => loadoutName = s);
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Dialog.Show(() => Loadouts.Save(ActionGameManager.CultCache,
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Loadouts.Capture(GameManager.ItemManager, displayedShip, loadoutName)));
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Dialog.MoveToCursor();
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});
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}
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var loadouts = ActionGameManager.CultCache.GetAll<Loadout>().ToArray();
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if (GameManager.DockedEntity != null && loadouts.Any())
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{
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ContextMenu.AddDropdown("Restore Loadout",
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loadouts.Select<Loadout, (string text, Action action, bool enabled)>(loadout =>
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{
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var price = Loadouts.Price(GameManager.ItemManager, loadout);
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return ($"{loadout.Name} - {price:n0}", () => RestoreLoadout(loadout), true);
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}));
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}
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ContextMenu.Show();
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});
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}
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}
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// Builds the loadout against the current galaxy at the docked station. On failure nothing changes: no ship, no
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// charge, and a dialog lists every slot that could not be built here.
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private void RestoreLoadout(Loadout loadout)
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{
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var station = GameManager.DockedEntity;
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var failures = new List<string>();
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var availability = new LoadoutGenerator(ref GameManager.ItemManager.Random, GameManager.ItemManager,
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ActionGameManager.CurrentGalaxy, GameManager.Zone.GalaxyZone, station.Faction, 0);
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var ship = Loadouts.Materialize(GameManager.ItemManager, GameManager.Zone, loadout, availability.IsAvailable,
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ref GameManager.Credits, failures);
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if (ship == null)
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{
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Dialog.Clear();
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Dialog.Title.text = "Loadout cannot be built here";
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foreach (var failure in failures) Dialog.AddProperty(failure);
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Dialog.Show();
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Dialog.MoveToCursor();
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return;
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}
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ship.SetParent(station);
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ship.IsPlayerShip = true;
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GameManager.DockingBay.DockedShip = ship;
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GameManager.CurrentEntity = ship;
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Display(ship);
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}
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private void Update()
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{
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if (_displayedEntity != null && TemperatureDisplay)
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