using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Unity.Mathematics; public static class RuntimeEntityBlueprintProjector { public static RuntimeEntityBlueprint CaptureBlueprint(Entity entity) { RuntimeEntityBlueprint blueprint; if (entity is OrbitalEntity orbital) blueprint = new RuntimeOrbitalEntityBlueprint { Orbit = orbital.OrbitData, SecurityLevel = orbital.SecurityLevel, SecurityRadius = orbital.SecurityRadius }; else if (entity is Ship ship) blueprint = new RuntimeShipBlueprint { Position = ship.Position, Direction = ship.Direction, IsPlayerShip = ship.IsPlayerShip }; else throw new ArgumentException("Attempted to capture an instance of abstract class Entity!"); blueprint.Settings = entity.Settings; blueprint.Hull = entity.Hull; blueprint.Name = entity.Name; blueprint.Faction = entity.Faction?.ID ?? Guid.Empty; blueprint.Equipment = entity.Equipment.Select(e => (e.Position, e.EquippableItem)).ToArray(); blueprint.CargoBays = entity.CargoBays.Select(e => (e.Position, e.EquippableItem)).ToArray(); blueprint.DockingBays = entity.DockingBays.Select(e => (e.Position, e.EquippableItem)).ToArray(); blueprint.DockingBayAssignments = entity.DockingBays.Select(x => entity.Children.IndexOf(x.DockedShip)).ToArray(); blueprint.CargoContents = entity.CargoBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray(); blueprint.DockingBayContents = entity.DockingBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray(); blueprint.Children = entity.Children.Select(CaptureBlueprint).ToArray(); blueprint.WeaponGroups = entity.WeaponGroups.Select(wg => wg.items.Select(item => entity.Equipment.IndexOf(item)).ToArray()).ToArray(); return blueprint; } public static Entity InstantiateFromBlueprint(ItemManager itemManager, Zone zone, RuntimeEntityBlueprint blueprint, bool instantiate = false) { blueprint.Settings ??= itemManager.GameplaySettings.DefaultEntitySettings.Copy(); return blueprint switch { RuntimeShipBlueprint shipBlueprint => InstantiateFromBlueprint(itemManager, zone, shipBlueprint, instantiate), RuntimeOrbitalEntityBlueprint orbitalBlueprint => InstantiateFromBlueprint(itemManager, zone, orbitalBlueprint, instantiate), _ => null }; } private static Ship InstantiateFromBlueprint(ItemManager itemManager, Zone zone, RuntimeShipBlueprint blueprint, bool instantiate = false) { var entity = new Ship(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(blueprint.Hull) : blueprint.Hull, blueprint.Settings); Restore(itemManager, zone, blueprint, entity, instantiate); entity.Position = blueprint.Position; entity.Direction = blueprint.Direction; entity.IsPlayerShip = blueprint.IsPlayerShip; return entity; } private static OrbitalEntity InstantiateFromBlueprint(ItemManager itemManager, Zone zone, RuntimeOrbitalEntityBlueprint blueprint, bool instantiate = false) { var entity = new OrbitalEntity(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(blueprint.Hull) : blueprint.Hull, blueprint.Orbit, blueprint.Settings); Restore(itemManager, zone, blueprint, entity, instantiate); entity.SecurityLevel = blueprint.SecurityLevel; entity.SecurityRadius = blueprint.SecurityRadius; if (blueprint.Story >= 0) entity.Story = zone.GalaxyZone.Locations[blueprint.Story]; return entity; } private static void Restore(ItemManager itemManager, Zone zone, RuntimeEntityBlueprint blueprint, Entity entity, bool instantiate = false) { entity.Name = blueprint.Name; entity.Faction = zone?.Galaxy?.ResolveFaction(blueprint.Faction); entity.Children = blueprint.Children.Select(c => { var child = InstantiateFromBlueprint(itemManager, zone, c, instantiate); child.Parent = entity; return child; }).ToList(); foreach (var (position, item) in blueprint.Equipment) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position); foreach (var (position, item) in blueprint.CargoBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position); foreach (var (position, item) in blueprint.DockingBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position); for (var i = 0; i < blueprint.DockingBayAssignments.Length; i++) { if (blueprint.DockingBayAssignments[i] != -1) entity.DockingBays[i].DockedShip = entity.Children[blueprint.DockingBayAssignments[i]] as Ship; } for (var bayIndex = 0; bayIndex < blueprint.CargoContents.Length; bayIndex++) if(entity.CargoBays.Count >= bayIndex + 1) foreach (var (position, item) in blueprint.CargoContents[bayIndex]) entity.CargoBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position); for (var bayIndex = 0; bayIndex < blueprint.DockingBayContents.Length; bayIndex++) if(entity.DockingBays.Count >= bayIndex + 1) foreach (var (position, item) in blueprint.DockingBayContents[bayIndex]) entity.DockingBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position); entity.WeaponGroups = blueprint.WeaponGroups.Select(itemIndices => { var items = itemIndices.Select(i => entity.Equipment[i]); return (items.Select(i => i.GetBehavior()).ToList(), items.ToList()); }).ToArray(); } } public class RuntimeShipBlueprint : RuntimeEntityBlueprint { public float3 Position; public float2 Direction; public bool IsPlayerShip; } public class RuntimeOrbitalEntityBlueprint : RuntimeEntityBlueprint { public Guid Orbit; public int Story = -1; public SecurityLevel SecurityLevel; public float SecurityRadius; } public abstract class RuntimeEntityBlueprint { public string Name; public EquippableItem Hull; public (int2 position, EquippableItem item)[] Equipment; public (int2 position, EquippableItem item)[] CargoBays; public (int2 position, EquippableItem item)[] DockingBays; public int[] DockingBayAssignments; public (int2 position, ItemInstance item)[][] CargoContents; public (int2 position, ItemInstance item)[][] DockingBayContents; public RuntimeEntityBlueprint[] Children; public EntitySettings Settings; public Guid Faction; public int[][] WeaponGroups; private int _price; public int Price(ItemManager itemManager) { if (_price != 0) return _price; _price = itemManager.GetPrice(Hull); foreach (var (_, item) in Equipment) { _price += itemManager.GetPrice(item); } foreach (var (_, item) in CargoBays) { _price += itemManager.GetPrice(item); } foreach (var (_, item) in DockingBays) { _price += itemManager.GetPrice(item); } foreach (var t in CargoContents) { foreach (var (_, item) in t) { _price += itemManager.GetPrice(item); } } foreach (var t in DockingBayContents) { foreach (var (_, item) in t) { _price += itemManager.GetPrice(item); } } return _price; } }