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

@ -14,32 +14,26 @@ public class WanderControllerData : ControllerData
[InspectableField, JsonProperty("randomDockTime"), Key(6)]
public float RandomDockTime = 5;
public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new WanderController(context, this, entity, item);
}
}
public class WanderController : ControllerBase, IBehavior
public class WanderController : ControllerBase<WanderTask>, IBehavior
{
public WanderTarget WanderTarget;
public override TaskType TaskType => TaskType.None;
public BehaviorData Data => _data;
private WanderControllerData _data;
private GameContext _context;
private Entity _entity;
private Gear _item;
private EquippedItem Item { get; }
private Guid _target;
private float _dockTime = -1;
public WanderController(GameContext context, WanderControllerData data, Entity entity, Gear item) : base(context, data, entity)
public WanderController(ItemManager itemManager, WanderControllerData data, Entity entity, EquippedItem item) : base(itemManager, data, entity)
{
_context = context;
_data = data;
_entity = entity;
_item = item;
Task = Guid.NewGuid();
Item = item;
}
public new bool Update(float delta)
@ -58,17 +52,17 @@ public class WanderController : ControllerBase, IBehavior
if (WanderTarget == WanderTarget.Planets)
{
var planets = Zone.Planets.Values.ToArray();
var randomPlanet = planets[_context.Random.NextInt(planets.Length)];
var randomPlanet = planets[ItemManager.Random.NextInt(planets.Length)];
MoveTo(() => Zone.GetOrbitPosition(randomPlanet.Orbit), () => Zone.GetOrbitVelocity(randomPlanet.Orbit));
}
else if (WanderTarget == WanderTarget.Orbitals)
{
var entities = Zone.Entities.Values.ToArray();
var randomEntity = entities[_context.Random.NextInt(entities.Length)];
var entities = Zone.Entities.Where(e=>e is OrbitalEntity).ToArray();
var randomEntity = entities[ItemManager.Random.NextInt(entities.Length)];
MoveTo(randomEntity, true, () =>
{
_entity.SetParent(randomEntity);
_dockTime = _context.Random.NextFloat(_data.RandomDockTime);
Entity.SetParent(randomEntity);
_dockTime = ItemManager.Random.NextFloat(_data.RandomDockTime);
});
}
}