using System; using System.Collections; using System.Collections.Generic; using System.Linq; using MessagePack; using RethinkDb.Driver.Ast; using Unity.Mathematics; [MessagePackObject] public class EntityPack { [Key(0)] public string Name; [Key(1)] public EquippableItem Hull; [Key(2)] public (int2 position, EquippableItem item)[] Equipment; [Key(3)] public (int2 position, EquippableItem item)[] CargoBays; [Key(4)] public (int2 position, EquippableItem item)[] DockingBays; [Key(5)] public Dictionary PersistedBehaviors; [Key(6)] public float[,] Temperature; [Key(7)] public float[,] Armor; [Key(8)] public bool2[,] Conductivity; [Key(10)] public int[] DockingBayAssignments; [Key(11)] public (int2 position, ItemInstance item)[][] CargoContents; [Key(12)] public (int2 position, ItemInstance item)[][] DockingBayContents; [Key(13)] public EntityPack[] Children; private int _price; public static EntityPack Pack(Entity entity) { var pack = new EntityPack(); // Filter item behavior collections by those with any persistent behaviors // For each item create an object containing the item position and a list of persistent behaviors // Then turn that into a dictionary mapping from item position to an array of every behaviors persistent data pack.PersistedBehaviors = entity.Equipment .Where(item => item.Behaviors.Any(b=>b is IPersistentBehavior)) .Select(item => new {equippable=item, behaviors = item.Behaviors .Where(b=>b is IPersistentBehavior) .Cast()}) .ToDictionary(x=> x.equippable.Position, x=>x.behaviors.Select(b => b.Store()).ToArray()); pack.Hull = entity.Hull; pack.Name = entity.Name; pack.Equipment = entity.Equipment.Select(e => (e.Position, e.EquippableItem)).ToArray(); pack.CargoBays = entity.CargoBays.Select(e => (e.Position, e.EquippableItem)).ToArray(); pack.DockingBays = entity.DockingBays.Select(e => (e.Position, e.EquippableItem)).ToArray(); pack.DockingBayAssignments = entity.DockingBays.Select(x => entity.Children.IndexOf(x.DockedShip)).ToArray(); pack.CargoContents = entity.CargoBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray(); pack.DockingBayContents = entity.DockingBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray(); pack.Armor = entity.Armor; pack.Temperature = entity.Temperature; pack.Conductivity = entity.HullConductivity; var hullData = entity.ItemManager.GetData(entity.Hull) as HullData; pack.Children = entity.Children.Select(Pack).ToArray(); return pack; } public static Ship Unpack(ItemManager itemManager, Zone zone, EntityPack pack, bool instantiate = false) { var entity = new Ship(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(pack.Hull) : pack.Hull); Restore(itemManager, zone, pack, entity, instantiate); return entity; } public static OrbitalEntity Unpack(ItemManager itemManager, Zone zone, EntityPack pack, Guid orbit, bool instantiate = false) { var entity = new OrbitalEntity(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(pack.Hull) : pack.Hull, orbit); Restore(itemManager, zone, pack, entity, instantiate); return entity; } public static void Restore(ItemManager itemManager, Zone zone, EntityPack pack, Entity entity, bool instantiate = false) { entity.Name = pack.Name; entity.Children = pack.Children.Select(c => { var child = Unpack(itemManager, zone, c, instantiate); child.Parent = entity; return (Entity) child; }).ToList(); foreach (var (position, item) in pack.Equipment) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position); foreach (var (position, item) in pack.CargoBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position); foreach (var (position, item) in pack.DockingBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position); for (var i = 0; i < pack.DockingBayAssignments.Length; i++) { if (pack.DockingBayAssignments[i] != -1) entity.DockingBays[i].DockedShip = entity.Children[pack.DockingBayAssignments[i]] as Ship; } for (var bayIndex = 0; bayIndex < pack.CargoContents.Length; bayIndex++) if(entity.CargoBays.Count >= bayIndex + 1) foreach (var (position, item) in pack.CargoContents[bayIndex]) entity.CargoBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position); for (var bayIndex = 0; bayIndex < pack.DockingBayContents.Length; bayIndex++) if(entity.DockingBays.Count >= bayIndex + 1) foreach (var (position, item) in pack.DockingBayContents[bayIndex]) entity.DockingBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position); // Iterate only over the behaviors of items which contain persistent data // Filter the behaviors for each item to get the persistent ones, then cast them and combine with the persisted data array for that item foreach (var persistentBehaviorData in entity.Equipment .Where(item => pack.PersistedBehaviors.ContainsKey(item.Position)) .SelectMany(item => item.Behaviors .Where(b=> b is IPersistentBehavior) .Cast() .Zip(pack.PersistedBehaviors[item.Position], (behavior, data) => new{behavior, data}))) persistentBehaviorData.behavior.Restore(persistentBehaviorData.data); if(!instantiate) entity.Temperature = pack.Temperature; if(!instantiate) entity.Armor = pack.Armor; var hullData = itemManager.GetData(entity.Hull); foreach(var v in hullData.Shape.Coordinates) entity.HullConductivity[v.x,v.y] = pack.Conductivity[v.x,v.y]; } public int Price(ItemManager itemManager) { if (_price == 0) { var hullData = itemManager.GetData(Hull); _price = hullData.Price; foreach (var (_, item) in Equipment) { var itemData = itemManager.GetData(item); _price += itemData.Price; } foreach (var (_, item) in CargoBays) { var itemData = itemManager.GetData(item); _price += itemData.Price; } foreach (var (_, item) in DockingBays) { var itemData = itemManager.GetData(item); _price += itemData.Price; } for (var bayIndex = 0; bayIndex < CargoContents.Length; bayIndex++) foreach (var (_, item) in CargoContents[bayIndex]) { var itemData = itemManager.GetData(item); if (item is SimpleCommodity s) _price += itemData.Price * s.Quantity; else _price += itemData.Price; } for (var bayIndex = 0; bayIndex < DockingBayContents.Length; bayIndex++) foreach (var (_, item) in DockingBayContents[bayIndex]) { var itemData = itemManager.GetData(item); if (item is SimpleCommodity s) _price += itemData.Price * s.Quantity; else _price += itemData.Price; } } return _price; } }