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

@ -17,7 +17,7 @@ public class ResourceScannerData : BehaviorData
[InspectableField, JsonProperty("scanDuration"), Key(3), RuntimeInspectable]
public PerformanceStat ScanDuration = new PerformanceStat();
public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new ResourceScanner(context, this, entity, item);
}
@ -32,8 +32,8 @@ public class ResourceScanner : IBehavior, IAlwaysUpdatedBehavior
private Guid _scanTarget;
private Entity Entity { get; }
private Gear Item { get; }
private GameContext Context { get; }
private EquippedItem Item { get; }
private ItemManager Context { get; }
public BehaviorData Data => _data;
public float Range { get; private set; }
@ -53,7 +53,7 @@ public class ResourceScanner : IBehavior, IAlwaysUpdatedBehavior
}
}
public ResourceScanner(GameContext context, ResourceScannerData data, Entity entity, Gear item)
public ResourceScanner(ItemManager context, ResourceScannerData data, Entity entity, EquippedItem item)
{
_data = data;
Entity = entity;
@ -63,7 +63,7 @@ public class ResourceScanner : IBehavior, IAlwaysUpdatedBehavior
public bool Update(float delta)
{
var planetData = Context.Cache.Get<BodyData>(ScanTarget);
var planetData = Context.ItemData.Get<BodyData>(ScanTarget);
if (planetData != null)
{
if (planetData is AsteroidBeltData beltData)
@ -75,7 +75,8 @@ public class ResourceScanner : IBehavior, IAlwaysUpdatedBehavior
_scanTime += delta;
if (_scanTime > ScanDuration)
{
Context.Cache.Get<Corporation>(Entity.Corporation).PlanetSurveyFloor[ScanTarget] = MinimumDensity;
// TODO: Implement Scanning!
//Context.ItemData.Get<Corporation>(Entity.Corporation).PlanetSurveyFloor[ScanTarget] = MinimumDensity;
_scanTime = 0;
}
return true;
@ -88,7 +89,7 @@ public class ResourceScanner : IBehavior, IAlwaysUpdatedBehavior
_scanTime += delta;
if (_scanTime > ScanDuration)
{
Context.Cache.Get<Corporation>(Entity.Corporation).PlanetSurveyFloor[ScanTarget] = MinimumDensity;
//Context.ItemData.Get<Corporation>(Entity.Corporation).PlanetSurveyFloor[ScanTarget] = MinimumDensity;
_scanTime = 0;
}
return true;
@ -100,8 +101,8 @@ public class ResourceScanner : IBehavior, IAlwaysUpdatedBehavior
public void AlwaysUpdate(float delta)
{
Range = Context.Evaluate(_data.Range, Item, Entity);
MinimumDensity = Context.Evaluate(_data.MinimumDensity, Item, Entity);
ScanDuration = Context.Evaluate(_data.ScanDuration, Item, Entity);
Range = Context.Evaluate(_data.Range, Item.EquippableItem, Entity);
MinimumDensity = Context.Evaluate(_data.MinimumDensity, Item.EquippableItem, Entity);
ScanDuration = Context.Evaluate(_data.ScanDuration, Item.EquippableItem, Entity);
}
}