/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Unity.Mathematics; using static Unity.Mathematics.math; using float2 = Unity.Mathematics.float2; using Random = Unity.Mathematics.Random; using JM.LinqFaster; using UniRx; using float4 = Unity.Mathematics.float4; public class ItemManager { public Random Random = new Random((uint) (DateTime.Now.Ticks%uint.MaxValue)); // public Dictionary MapLayers = new Dictionary(); // public SimpleCommodityData[] Resources; // public Dictionary> CorporationControllers = new Dictionary>(); // public Dictionary GalaxyZones; private Action _logger; private Dictionary AffectedStats = new Dictionary(); private double _time; private float _deltaTime; private Dictionary _zones = new Dictionary(); // private Guid _forceLoadZone; // public GlobalData GlobalData => _globalData ?? (_globalData = ItemData.GetAll().FirstOrDefault()); public DatabaseCache ItemData { get; } public GameplaySettings GameplaySettings { get; } public double Time { get => _time; set { _deltaTime = (float) (value - _time); _time = value; //Log($"GameContext delta time: {_deltaTime}"); } } // private readonly Dictionary Tier = new Dictionary(); public ItemManager(DatabaseCache itemData, GameplaySettings settings, Action logger) { ItemData = itemData; GameplaySettings = settings; _logger = logger; } public void Log(string s) { _logger(s); } // public void Update() // { // foreach(var zone in _zones.Values) // zone.Update((float) Time, _deltaTime); // // foreach (var corporation in Cache.GetAll()) // { // foreach (var tasks in corporation.Tasks // .Select(id => Cache.Get(id)) // Fetch the tasks from the database cache // .Where(task => !task.Reserved) // Filter out tasks that have already been reserved // .GroupBy(task => task.Type)) // Group tasks by type // { // // Create a list of available controllers for this task type // var availableControllers = CorporationControllers[corporation.ID] // .Where(controller => controller.Available && controller.TaskType == tasks.Key).ToList(); // // // Iterate over the highest priority tasks for which controllers are available // foreach (var task in tasks.OrderByDescending(task => task.Priority).Take(availableControllers.Count)) // { // // Find the nearest controller for this task // IController nearestController = availableControllers[0]; // List nearestControllerPath = FindPath(GalaxyZones[availableControllers.First().Zone.Data.ID], GalaxyZones[task.Zone], true); // foreach (var controller in availableControllers.Skip(1)) // { // var path = FindPath(GalaxyZones[controller.Zone.Data.ID], GalaxyZones[task.Zone], true); // if (path.Count < nearestControllerPath.Count) // { // nearestControllerPath = path; // nearestController = controller; // } // } // task.Reserved = true; // nearestController.AssignTask(task.ID); // } // } // } // // } // public int ItemTier(CraftedItemData itemData) // { // if (Tier.ContainsKey(itemData)) return Tier[itemData]; // // Tier[itemData] = itemData.Ingredients.Keys.Max(ci => _cache.Get(ci) is CraftedItemData craftableIngredient ? ItemTier(craftableIngredient) : 0); // // return Tier[itemData]; // } public ItemData GetData(ItemInstance item) { return ItemData.Get(item.Data); } public SimpleCommodityData GetData(SimpleCommodity item) { return ItemData.Get(item.Data); } public CraftedItemData GetData(CraftedItemInstance item) { return ItemData.Get(item.Data); } public EquippableItemData GetData(EquippableItem equippableItem) { return ItemData.Get(equippableItem.Data); } public float GetMass(ItemInstance item) { var data = GetData(item); switch (item) { case CraftedItemInstance _: return data.Mass; case SimpleCommodity commodity: return data.Mass * commodity.Quantity; } return 0; } public float GetThermalMass(ItemInstance item) { var data = GetData(item); switch (item) { case CraftedItemInstance _: return data.Mass * data.SpecificHeat; case SimpleCommodity commodity: return data.Mass * data.SpecificHeat * commodity.Quantity; } return 0; } public PerformanceStat GetAffectedStat(BlueprintData blueprint, BlueprintStatEffect effect) { // We've already cached this effect's stat, return it directly if (AffectedStats.ContainsKey(effect)) return AffectedStats[effect]; // Get the data for the item the blueprint is for, return null if not found or not equippable var blueprintItem = ItemData.Get(blueprint.Item); if (blueprintItem == null) { _logger($"Attempted to get stat effect but Blueprint {blueprint.ID} is not for an equippable item!"); return AffectedStats[effect] = null; } // Get the first behavior of the type specified in the blueprint stat effect, return null if not found var effectObject = effect.StatReference.Target == blueprintItem.Name ? (object) blueprintItem : blueprintItem.Behaviors.FirstOrDefault(b => b.GetType().Name == effect.StatReference.Target); if (effectObject == null) { _logger($"Attempted to get stat effect for Blueprint {blueprint.ID} but stat references missing behavior \"{effect.StatReference.Target}\"!"); return AffectedStats[effect] = null; } // Get the first field in the behavior matching the name specified in the stat effect, return null if not found var type = effectObject.GetType(); var field = type.GetField(effect.StatReference.Stat); if (field == null) { _logger($"Attempted to get stat effect for Blueprint {blueprint.ID} but object {effect.StatReference.Target} does not have a stat named \"{effect.StatReference.Stat}\"!"); return AffectedStats[effect] = null; } // Finally we've confirmed the stat effect is valid, return the affected stat return AffectedStats[effect] = field.GetValue(effectObject) as PerformanceStat; } private readonly Dictionary ItemQuality = new Dictionary(); public float CompoundQuality(CraftedItemInstance item) { if (ItemQuality.ContainsKey(item)) return ItemQuality[item]; var quality = item.Quality; var craftedIngredients = item.Ingredients.Where(i => i is CraftedItemInstance).ToArray(); if (craftedIngredients.Length > 0) { var ingredientQualityWeight = ItemData.Get(item.Data).IngredientQualityWeight; quality = quality * (1 - ingredientQualityWeight) + craftedIngredients.Cast().Average(CompoundQuality) * ingredientQualityWeight; } ItemQuality[item] = quality; return ItemQuality[item]; } private readonly Dictionary<(PerformanceStat stat, EquippableItem item), float> StatQuality = new Dictionary<(PerformanceStat stat, EquippableItem item), float>(); // Determine quality of either the item itself or the specific ingredient this stat depends on public float Quality(PerformanceStat stat, EquippableItem item) { if (StatQuality.ContainsKey((stat, item))) return StatQuality[(stat, item)]; var quality = CalcQuality(stat, item); StatQuality[(stat, item)] = quality; return quality; } private float CalcQuality(PerformanceStat stat, EquippableItem item) { var itemData = GetData(item); var blueprint = ItemData.Get(item.Blueprint); var activeEffects = blueprint.StatEffects.Where(x => GetAffectedStat(blueprint, x) == stat).ToArray(); float quality; if (!activeEffects.Any()) quality = CompoundQuality(item); else { var ingredients = item.Ingredients.Where(i => activeEffects.Any(e => e.Ingredient == i.Data)).ToArray(); var distinctIngredients = ingredients.Select(i => i.Data).Distinct(); if(distinctIngredients.Count() != activeEffects.Length) { _logger($"Item {itemData.Name} does not have the ingredients specified by the stat effects of its blueprint!"); return 0; } float sum = 0; foreach (var i in ingredients) { if (i is CraftedItemInstance ci) sum += CompoundQuality(ci); else _logger($"Blueprint stat effect for item {itemData.Name} specifies invalid (non crafted) ingredient!"); } quality = sum / ingredients.Length; } return quality; } // Returns stat when not equipped public float Evaluate(PerformanceStat stat, EquippableItem item) { var quality = pow(Quality(stat, item), stat.QualityExponent); var result = lerp(stat.Min, stat.Max, quality); if (float.IsNaN(result)) return stat.Min; return result; } public int GetPrice(CraftedItemInstance item) { var data = GetData(item); return (int) (GameplaySettings.QualityPriceModifier.Evaluate(item.Quality) * data.Price); } public SimpleCommodity CreateInstance(SimpleCommodityData item, int count) { if (item != null) { var newItem = new SimpleCommodity { Data = item.ID, Quantity = count }; //ItemData.Add(newItem); return newItem; } _logger("Attempted to create Simple Commodity instance using missing or incorrect item id"); return null; } public ItemInstance Instantiate(ItemInstance item) { var data = GetData(item); if(data is CraftedItemData c) { var i = CreateInstance(c); i.Rotation = item.Rotation; return i; } if (item is SimpleCommodity s) { var i = CreateInstance(data as SimpleCommodityData, s.Quantity); i.Rotation = item.Rotation; return i; } return null; } public CraftedItemInstance CreateInstance(CraftedItemData item) { if (item == null) { _logger("Attempted to create crafted item instance using missing or incorrect item id!"); return null; } var blueprint = ItemData.GetAll().FirstOrDefault(b => b.Item == item.ID); if (blueprint == null) { _logger("Attempted to create crafted item instance which has no blueprint!"); return null; } bool invalidIngredientFound = false; ItemData invalidIngredient = null; var ingredients = new List(); foreach (var ingredient in blueprint.Ingredients) { var itemData = ItemData.Get(ingredient.Key); if (itemData is SimpleCommodityData simpleIngredientData) { var itemInstance = CreateInstance(simpleIngredientData, ingredient.Value); if(itemInstance == null) { invalidIngredientFound = true; invalidIngredient = itemData; } else ingredients.Add(itemInstance); } else { var craftedIngredientData = ItemData.Get(ingredient.Key); for (int i = 0; i < ingredient.Value; i++) { var itemInstance = CreateInstance(craftedIngredientData); if (itemInstance == null) { invalidIngredientFound = true; invalidIngredient = itemData; break; } ingredients.Add(itemInstance); } } } if (invalidIngredientFound) { _logger($"Unable to create crafted item ingredient: {invalidIngredient?.Name??"null"} for item {item.Name}"); } var quality = Random.NextFloat(); var tier = GameplaySettings.Tiers[0]; foreach (var t in GameplaySettings.Tiers) { if (t.Rarity > quality) tier = t; } if (item is EquippableItemData equippableItemData) { var newGear = new EquippableItem { Data = item.ID, Ingredients = ingredients, Quality = tier.Quality, Blueprint = blueprint.ID, Name = $"{item.Name}" }; newGear.Durability = equippableItemData.Durability; return newGear; } var newCommodity = new CompoundCommodity { Data = item.ID, Ingredients = ingredients, Quality = tier.Quality, Blueprint = blueprint.ID, Name = $"{item.Name}" }; return newCommodity; } public (RarityTier tier, int upgrades) GetTier(CraftedItemInstance item) { var tier = GameplaySettings.Tiers[0]; foreach (var t in GameplaySettings.Tiers) if (item.Quality + .001f > t.Quality) tier = t; int upgrades = (int) ((item.Quality - tier.Quality) / .0499f); return (tier, upgrades); } }