using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Unity.Mathematics; public static class EntitySerializer { public static EntityPack Pack(Entity entity) { EntityPack pack; if (entity is OrbitalEntity orbital) pack = new OrbitalEntityPack { Orbit = orbital.OrbitData, SecurityLevel = orbital.SecurityLevel, SecurityRadius = orbital.SecurityRadius }; else if (entity is Ship ship) pack = new ShipPack { Position = ship.Position, Direction = ship.Direction, IsPlayerShip = ship.IsPlayerShip }; else throw new ArgumentException("Attempted to pack an instance of abstract class Entity!"); pack.Settings = entity.Settings; // 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.Faction = entity.Faction?.ID ?? Guid.Empty; 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; pack.Children = entity.Children.Select(Pack).ToArray(); pack.WeaponGroups = entity.WeaponGroups.Select(wg => wg.items.Select(item => entity.Equipment.IndexOf(item)).ToArray()).ToArray(); return pack; } public static Entity Unpack(ItemManager itemManager, Zone zone, EntityPack pack, bool instantiate = false) { pack.Settings ??= itemManager.GameplaySettings.DefaultEntitySettings.Copy(); return pack switch { ShipPack shipPack => Unpack(itemManager, zone, shipPack, instantiate), OrbitalEntityPack orbitalEntityPack => Unpack(itemManager, zone, orbitalEntityPack, instantiate), _ => null }; } private static Ship Unpack(ItemManager itemManager, Zone zone, ShipPack pack, bool instantiate = false) { var entity = new Ship(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(pack.Hull) : pack.Hull, pack.Settings); Restore(itemManager, zone, pack, entity, instantiate); entity.Position = pack.Position; entity.Direction = pack.Direction; entity.IsPlayerShip = pack.IsPlayerShip; return entity; } private static OrbitalEntity Unpack(ItemManager itemManager, Zone zone, OrbitalEntityPack pack, bool instantiate = false) { var entity = new OrbitalEntity(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(pack.Hull) : pack.Hull, pack.Orbit, pack.Settings); Restore(itemManager, zone, pack, entity, instantiate); entity.SecurityLevel = pack.SecurityLevel; entity.SecurityRadius = pack.SecurityRadius; if (pack.Story >= 0) entity.Story = zone.GalaxyZone.Locations[pack.Story]; return entity; } private static void Restore(ItemManager itemManager, Zone zone, EntityPack pack, Entity entity, bool instantiate = false) { entity.Name = pack.Name; entity.Faction = zone?.Galaxy?.ResolveFaction(pack.Faction); entity.Children = pack.Children.Select(c => { var child = Unpack(itemManager, zone, c, instantiate); child.Parent = entity; return 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]; entity.WeaponGroups = pack.WeaponGroups.Select(itemIndices => { var items = itemIndices.Select(i => entity.Equipment[i]); return (items.Select(i => i.GetBehavior()).ToList(), items.ToList()); }).ToArray(); } } public class ShipPack : EntityPack { public float3 Position; public float2 Direction; public bool IsPlayerShip; } public class OrbitalEntityPack : EntityPack { public Guid Orbit; public int Story = -1; public SecurityLevel SecurityLevel; public float SecurityRadius; } public abstract class EntityPack { 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 Dictionary PersistedBehaviors; public float[,] Temperature; public float[,] Armor; public bool2[,] Conductivity; public int[] DockingBayAssignments; public (int2 position, ItemInstance item)[][] CargoContents; public (int2 position, ItemInstance item)[][] DockingBayContents; public EntityPack[] Children; public EntitySettings Settings; public Guid Faction; public int[][] WeaponGroups; private int _price; public int Price(ItemManager itemManager) { if (_price != 0) return _price; 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; } foreach (var t in CargoContents) { foreach (var (_, item) in t) { var itemData = itemManager.GetData(item); if (item is SimpleCommodity s) _price += itemData.Price * s.Quantity; else _price += itemData.Price; } } foreach (var t in DockingBayContents) { foreach (var (_, item) in t) { var itemData = itemManager.GetData(item); if (item is SimpleCommodity s) _price += itemData.Price * s.Quantity; else _price += itemData.Price; } } return _price; } }