New Inventory System + Overhaul

Removed universal GameContext references
Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager
GlobalData is gone, relevant settings are distributed amongst specialized settings classes
Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks
Controller subtypes are now generic classes, class argument is task type
Inventory is now a 2D grid instead of a list
Entity temperature is now a 2D grid instead of a number
Item sizes are now arbitrary shapes instead of a number
Hardpoints are now arbitrary shapes instead
Equipped items have their own temperatures
Map view now displays sunlight colors
Integrated Allegorithmic Substance Plugin
Imported Djinni ship and assigned Substance materials
Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
This commit is contained in:
Reinier Vens 2020-12-10 23:20:38 +00:00
commit f643f6cc8a
330 changed files with 24242 additions and 2830 deletions

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@ -18,10 +18,10 @@ public abstract class AgentBehavior
protected float TurningInput(float2 deltaV) => clamp(-Entity.Direction.AngleDiff(deltaV) * ControllerData.TurningSensitivity, -1, 1);
protected ControllerData ControllerData;
protected GameContext Context;
protected ItemManager Context;
protected Entity Entity;
public AgentBehavior(GameContext context, Entity entity, ControllerData controllerData)
public AgentBehavior(ItemManager context, Entity entity, ControllerData controllerData)
{
Context = context;
Entity = entity;

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@ -12,7 +12,7 @@ public class Aim : AgentBehavior
private Turning _turning;
private VelocityLimit _velocityLimit;
public Aim(GameContext context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
public Aim(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
{
_velocityLimit = Entity.GetBehaviors<VelocityLimit>().FirstOrDefault();
_thrust = Entity.GetBehavior<Thruster>();

View file

@ -9,10 +9,10 @@ public class HaulingTask : AgentTask
public override TaskType Type => TaskType.Haul;
[JsonProperty("origin"), Key(4)]
public Guid Origin;
public Entity Origin;
[JsonProperty("target"), Key(5)]
public Guid Target;
public Entity Target;
[JsonProperty("itemType"), Key(6)]
public Guid ItemType;

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@ -14,7 +14,7 @@ public class Locomotion : AgentBehavior
private Turning _turning;
private VelocityLimit _velocityLimit;
public Locomotion(GameContext context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
public Locomotion(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
{
_velocityLimit = Entity.GetBehaviors<VelocityLimit>().FirstOrDefault();
_thrust = Entity.GetBehavior<Thruster>();

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@ -12,7 +12,7 @@ public class StationTowing : AgentTask
[IgnoreMember] public override TaskType Type => TaskType.Tow;
[JsonProperty("station"), Key(4)]
public Guid Station;
public OrbitalEntity Station;
[JsonProperty("orbitParent"), Key(5)]
public Guid OrbitParent;

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@ -13,9 +13,9 @@ public class VelocityMatch : AgentBehavior
private Turning _turning;
private const float TargetThreshold = .1f;
private GameContext _context;
private ItemManager _context;
public VelocityMatch(GameContext context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
public VelocityMatch(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
{
_context = context;
_thrust = Entity.GetBehavior<Thruster>();

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@ -0,0 +1,5 @@
public class WanderTask : AgentTask
{
public override TaskType Type => TaskType.None;
}

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2320c5e3a86f42eeacb133b6529bfe89
timeCreated: 1607467429