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

@ -11,7 +11,7 @@ using Random = Unity.Mathematics.Random;
public class Zone
{
//public HashSet<Guid> Planets = new HashSet<Guid>();
public Dictionary<Guid, Entity> Entities = new Dictionary<Guid, Entity>();
public List<Entity> Entities = new List<Entity>();
//public Dictionary<Guid, OrbitData> Orbits = new Dictionary<Guid, OrbitData>();
public Dictionary<Guid, BodyData> Planets = new Dictionary<Guid, BodyData>();
public Dictionary<Guid, Planet> PlanetInstances = new Dictionary<Guid, Planet>();
@ -55,7 +55,7 @@ public class Zone
}
}
foreach (var entity in pack.Entities) Entities.Add(entity.ID, entity);
foreach (var entity in pack.Entities) Entities.Add(entity);
// TODO: Associate planets with stored entities for planetary colonies
}
@ -65,7 +65,7 @@ public class Zone
return new ZonePack
{
Data = Data,
Entities = Entities.Values.ToList(),
Entities = Entities,
Orbits = Orbits.Values.Select(o=>o.Data).ToList(),
Planets = Planets.Values.ToList()
};
@ -90,7 +90,7 @@ public class Zone
foreach (var asteroids in AsteroidBelts.Keys)
UpdateAsteroidTransforms(asteroids);
foreach (var entity in Entities.Values) entity.Update(deltaTime);
foreach (var entity in Entities) entity.Update(deltaTime);
}
public float2 WormholePosition(ZoneDefinition target)
@ -236,29 +236,30 @@ public class Zone
belt.Damage[asteroid] = 0;
belt.Damage[asteroid] = belt.Damage[asteroid] + damage;
if (!belt.MiningAccumulator.ContainsKey((miner.ID, asteroid)))
belt.MiningAccumulator[(miner.ID, asteroid)] = 0;
belt.MiningAccumulator[(miner.ID, asteroid)] = belt.MiningAccumulator[(miner.ID, asteroid)] + damage;
if (!belt.MiningAccumulator.ContainsKey((miner, asteroid)))
belt.MiningAccumulator[(miner, asteroid)] = 0;
belt.MiningAccumulator[(miner, asteroid)] = belt.MiningAccumulator[(miner, asteroid)] + damage;
if (belt.Damage[asteroid] > asteroidHitpoints)
{
belt.RespawnTimers[asteroid] = _settings.AsteroidRespawnTime.Evaluate(size);
belt.Damage.Remove(asteroid);
belt.MiningAccumulator.Remove((miner.ID, asteroid));
belt.MiningAccumulator.Remove((miner, asteroid));
return;
}
var resourceCount = beltData.Resources.Sum(x => x.Value);
var resource = beltData.Resources.MaxBy(x => pow(x.Value, 1f / penetration) * _random.NextFloat());
if (efficiency * _random.NextFloat() * belt.MiningAccumulator[(miner.ID, asteroid)] * resourceCount / _settings.MiningDifficulty > 1 && miner.OccupiedCapacity < miner.Capacity - 1)
if (efficiency * _random.NextFloat() * belt.MiningAccumulator[(miner, asteroid)] * resourceCount / _settings.MiningDifficulty > 1)
{
belt.MiningAccumulator.Remove((miner.ID, asteroid));
var newSimpleCommodity = new SimpleCommodity
{
Data = resource.Key,
Quantity = 1
};
miner.AddCargo(newSimpleCommodity);
belt.MiningAccumulator.Remove((miner, asteroid));
// var newSimpleCommodity = new SimpleCommodity
// {
// Data = resource.Key,
// Quantity = 1
// };
// TODO: Drop item onto the Grid
//miner.AddCargo(newSimpleCommodity);
}
}
public float GetHeight(float2 position)
@ -393,7 +394,7 @@ public class AsteroidBelt
public float4[] PreviousTransforms; // x, y, rotation, scale
public Dictionary<int, float> RespawnTimers = new Dictionary<int, float>();
public Dictionary<int, float> Damage = new Dictionary<int, float>();
public Dictionary<(Guid, int), float> MiningAccumulator = new Dictionary<(Guid, int), float>();
public Dictionary<(Entity, int), float> MiningAccumulator = new Dictionary<(Entity, int), float>();
public AsteroidBelt(AsteroidBeltData data)
{