/* 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 double _time; private float _deltaTime; private Dictionary _zones = new Dictionary(); // private Guid _forceLoadZone; // public GlobalData GlobalData => _globalData ?? (_globalData = ItemData.GetAll().FirstOrDefault()); public CultCache ItemData { get; } public GameplaySettings GameplaySettings { get; } // public double Time // { // get => _time; // set // { // _deltaTime = (float) (value - _time); // _time = value; // //Log($"GameContext delta time: {_deltaTime}"); // } // } // private readonly Dictionary Tier = new Dictionary(); public ItemManager(CultCache itemData, GameplaySettings settings, Action logger) { ItemData = itemData; GameplaySettings = settings; _logger = logger; } public void Log(string s) { _logger(s); } public SimpleCommodityData GetData(SimpleCommodity item) { return item.Data.Value as SimpleCommodityData; } public CraftedItemData GetData(CraftedItemInstance item) { return item.Data.Value as CraftedItemData; } public EquippableItemData GetData(EquippableItem item) { return item.Data.Value as EquippableItemData; } public float GetMass(ItemInstance item) { return item switch { CraftedItemInstance _ => item.Data.Value.Mass, SimpleCommodity commodity => item.Data.Value.Mass * commodity.Quantity, _ => 0 }; } public float GetThermalMass(ItemInstance item) { var data = item.Data.Value; return item switch { CraftedItemInstance _ => data.Mass * data.SpecificHeat, SimpleCommodity commodity => data.Mass * data.SpecificHeat * commodity.Quantity, _ => 0 }; } // Returns stat when not equipped public float Evaluate(PerformanceStat stat, EquippableItem item) { var data = GetData(item); var quality = pow(item.QualityForRole(stat.FromRole), stat.QualityExponent); var durabilityExponent = lerp( GameplaySettings.DurabilityQualityMin, GameplaySettings.DurabilityQualityMax, pow(item.Quality, GameplaySettings.DurabilityQualityExponent)); var durability = pow(item.Durability / data.Durability, durabilityExponent * stat.DurabilityExponentMultiplier); var result = lerp(stat.Min, stat.Max, quality * durability); if (float.IsNaN(result)) throw new InvalidOperationException($"Performance Stat on {data.Name} evaluating as NaN: input data is invalid! Durability: {item.Durability} / {data.Durability}"); 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 = new DatabaseLink{LinkID = 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 = item.Data.Value; 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, float quality) { if (item is EquippableItemData equippableItemData) { return new EquippableItem { Data = new DatabaseLink {LinkID = item.ID}, Quality = quality, Durability = equippableItemData.Durability }; } var newCommodity = new CompoundCommodity { Data = new DatabaseLink{LinkID = item.ID}, Quality = quality }; return newCommodity; } public CraftedItemInstance CreateInstance(CraftedItemData item) { if (item == null) { throw new NullReferenceException("Attempted to create crafted item instance using missing or incorrect item data!"); return null; } var quality = Random.NextFloat(); var tier = GameplaySettings.Tiers[0]; foreach (var t in GameplaySettings.Tiers) { if (t.Rarity > quality) tier = t; } return CreateInstance(item, tier.Quality); } // Builds one of a manufacturer's branded products: the unit's own workmanship rolled as before, and each of // the design's roles filled with a part whose quality is drawn from that manufacturer's distribution for it. public CraftedItemInstance CreateInstance(FactionProductData product) { var design = ItemData.Get(product.Design); if (design == null) { _logger($"Product {product.Name} names a design that does not exist!"); return null; } var instance = CreateInstance(design); instance.Product = product.ID; if (design.Roles == null) return instance; foreach (var role in design.Roles) { var build = product.Roles?.FirstOrDefault(b => b.Role == role.Name) ?? new ProductRole(); instance.Ingredients.Add(new RoleFill { Role = role.Name, Quality = clamp(Random.NextGaussian(build.Mean, build.StandardDeviation), .01f, 1) }); } return instance; } 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); } }