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

View file

@ -3,6 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
@ -26,27 +27,28 @@ public abstract class ControllerData : BehaviorData
public float TargetDistance = 10;
}
public abstract class ControllerBase : IBehavior, IController, IInitializableBehavior
public abstract class ControllerBase<T> : IBehavior, IController<T>, IInitializableBehavior where T : AgentTask
{
protected Guid HomeEntity => (_entity as Ship)?.HomeEntity ?? Guid.Empty;
public bool Available => _spaceworthy && Task == Guid.Empty;
public abstract TaskType TaskType { get; }
public Zone Zone => _entity.Zone;
protected Entity HomeEntity => (Entity as Ship)?.HomeEntity;
public bool Available => _spaceworthy && Task == null;
//public abstract TaskType TaskType { get; }
public Zone Zone => Entity.Zone;
public BehaviorData Data => _controllerData;
protected ItemManager ItemManager { get; }
protected Entity Entity { get; }
protected Locomotion Locomotion;
protected VelocityMatch VelocityMatch;
protected Aim Aim;
protected Func<float2> TargetPosition;
protected Func<float2> TargetVelocity;
protected bool MatchVelocity;
protected List<ZoneDefinition> Path;
protected Guid Task;
// protected List<ZoneDefinition> Path;
protected T Task;
protected bool Moving;
protected bool Waiting;
private GameContext _context;
private Entity _entity;
private ControllerData _controllerData;
private MovementPhase _movementPhase;
private Action _onFinishMoving;
@ -54,33 +56,36 @@ public abstract class ControllerBase : IBehavior, IController, IInitializableBeh
private float _waitTime;
private Action _onFinishWaiting;
public ControllerBase(GameContext context, ControllerData data, Entity entity)
public ControllerBase(ItemManager itemManager, ControllerData data, Entity entity)
{
_context = context;
ItemManager = itemManager;
Entity = entity;
_controllerData = data;
_entity = entity;
entity.GearEvent.OnChanged += () =>
{
_spaceworthy = entity.GetBehavior<Thruster>() != null && entity.GetBehavior<Reactor>() != null;
if(_spaceworthy)
CreateBehaviors();
};
CheckSpaceworthiness();
entity.EquippedItems.ObserveAdd().Subscribe(added => CheckSpaceworthiness());
}
private void CheckSpaceworthiness()
{
_spaceworthy = Entity.GetBehavior<Thruster>() != null && Entity.GetBehavior<Reactor>() != null;
if(_spaceworthy)
CreateBehaviors();
}
public void CreateBehaviors()
{
Locomotion = new Locomotion(_context, _entity, _controllerData);
VelocityMatch = new VelocityMatch(_context, _entity, _controllerData);
Aim = new Aim(_context, _entity, _controllerData);
Locomotion = new Locomotion(ItemManager, Entity, _controllerData);
VelocityMatch = new VelocityMatch(ItemManager, Entity, _controllerData);
Aim = new Aim(ItemManager, Entity, _controllerData);
}
public void Initialize()
{
CreateBehaviors();
_context.CorporationControllers[_entity.Corporation].Add(this);
// _context.CorporationControllers[_entity.Corporation].Add(this);
}
public void AssignTask(Guid task)
public void AssignTask(T task)
{
Task = task;
Moving = false;
@ -91,7 +96,7 @@ public abstract class ControllerBase : IBehavior, IController, IInitializableBeh
if (Available)
{
// No task is assigned and we're at home, do nothing!
if (_entity.Parent == HomeEntity)
if (Entity.Parent == HomeEntity)
return false;
// No task is assigned, but we're not home, go home!
@ -115,11 +120,11 @@ public abstract class ControllerBase : IBehavior, IController, IInitializableBeh
if (Moving)
{
if(_entity.Parent!=Guid.Empty)
_entity.RemoveParent();
if(Entity.Parent!=null)
Entity.RemoveParent();
var targetPosition = TargetPosition();
var distance = length(targetPosition - _entity.Position);
var distance = length(targetPosition - Entity.Position);
if (MatchVelocity)
{
var targetVelocity = TargetVelocity();
@ -165,28 +170,24 @@ public abstract class ControllerBase : IBehavior, IController, IInitializableBeh
public void FinishTask()
{
if (Task == Guid.Empty)
if (Task == null)
return;
var task = _context.Cache.Get(Task);
_context.Cache.Delete(task);
_context.Cache.Get<Corporation>(_entity.Corporation).Tasks.Remove(task.ID);
Task = Guid.Empty;
Task = null;
}
public void GoHome(Action onFinish = null)
{
var homeEntity = _context.Cache.Get<Entity>(HomeEntity);
if (Zone == homeEntity.Zone) MoveTo(homeEntity, true, () =>
MoveTo(HomeEntity, true, () =>
{
_entity.SetParent(homeEntity);
Entity.SetParent(HomeEntity);
onFinish?.Invoke();
});
else MoveTo(homeEntity.Zone.Data.ID, () => MoveTo(homeEntity, true, () =>
{
_entity.SetParent(homeEntity);
onFinish?.Invoke();
}));
// else MoveTo(homeEntity.Zone.Data.ID, () => MoveTo(homeEntity, true, () =>
// {
// _entity.SetParent(homeEntity);
// onFinish?.Invoke();
// }));
}
public void Wait(float time, Action onFinish = null)
@ -226,25 +227,25 @@ public abstract class ControllerBase : IBehavior, IController, IInitializableBeh
_onFinishMoving = onFinish;
}
public void MoveTo(Guid zone, Action onFinish = null)
{
var path = _context.FindPath(_context.GalaxyZones[Zone.Data.ID], _context.GalaxyZones[zone]);
void OnNextZone()
{
path.RemoveAt(0);
if (path.Count > 0)
{
MoveTo(Zone.WormholePosition(Path[0]), false, OnNextZone);
}
else
{
onFinish?.Invoke();
}
}
OnNextZone();
}
// public void MoveTo(Guid zone, Action onFinish = null)
// {
// var path = _context.FindPath(_context.GalaxyZones[Zone.Data.ID], _context.GalaxyZones[zone]);
//
// void OnNextZone()
// {
// path.RemoveAt(0);
// if (path.Count > 0)
// {
// MoveTo(Zone.WormholePosition(Path[0]), false, OnNextZone);
// }
// else
// {
// onFinish?.Invoke();
// }
// }
//
// OnNextZone();
// }
}
public enum MovementPhase