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

@ -10,58 +10,50 @@ using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), Order(-100)]
public class PatrolControllerData : ControllerData
{
public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new PatrolController(context, this, entity, item);
}
}
public class PatrolController : IBehavior, IController, IInitializableBehavior
public class PatrolController : IBehavior, IInitializableBehavior
{
public TaskType TaskType => TaskType.None;
public bool Available => false;
public Zone Zone => _entity.Zone;
public BehaviorData Data => _data;
private PatrolControllerData _data;
private GameContext _context;
private Entity _entity;
private Gear _item;
private ItemManager Context { get; }
private Entity Entity { get; }
private EquippedItem Item { get; }
private Locomotion _locomotion;
private Guid _targetOrbit;
public PatrolController(GameContext context, PatrolControllerData data, Entity entity, Gear item)
public PatrolController(ItemManager context, PatrolControllerData data, Entity entity, EquippedItem item)
{
_context = context;
Context = context;
_data = data;
_entity = entity;
_item = item;
Entity = entity;
Item = item;
}
public void Initialize()
{
_locomotion = new Locomotion(_context, _entity, _data);
_locomotion = new Locomotion(Context, Entity, _data);
RandomTarget();
}
public bool Update(float delta)
{
_locomotion.Objective = Zone.GetOrbitPosition(_targetOrbit);
_locomotion.Objective = Entity.Zone.GetOrbitPosition(_targetOrbit);
_locomotion.Update(delta);
if(length(_entity.Position - _locomotion.Objective) < _data.TargetDistance)
if(length(Entity.Position - _locomotion.Objective) < _data.TargetDistance)
RandomTarget();
return true;
}
public void AssignTask(Guid task)
{
throw new NotImplementedException();
}
private void RandomTarget()
{
_targetOrbit = Zone.Planets.Keys.ToArray()[_context.Random.NextInt(Zone.Planets.Count)];
_targetOrbit = Entity.Zone.Planets.Keys.ToArray()[Context.Random.NextInt(Entity.Zone.Planets.Count)];
}
}