using System; using System.Collections.Generic; using System.Linq; using GameCult.Caching; using MessagePack; using CultMath; // A ship build as item designs only: the hull's design, and per hull cell a design and its rotation. A design names no // manufacturer; which product builds a slot is a fact of the galaxy the loadout is materialized in, which keeps a // loadout portable across galaxies. Player-store state: a loadout outlives runs. [CultDocument("aetheria.loadout", "1"), MessagePackObject] public class Loadout { [CultName, Key(0)] public string Name; [Key(1)] public CultRecordRef Hull; [Key(2)] public List Slots = new List(); [Key(3)] public int[][] WeaponGroups; // indices into Slots } [MessagePackObject] public class LoadoutSlot { [Key(0)] public int2 Position; // hull cell passed to Entity.TryEquip(item, int2) [Key(1)] public ItemRotation Rotation; [Key(2)] public CultRecordRef Design; } // The owner of loadouts: capture from a live ship, the only writer, and the only builder of a ship from a loadout. public static class Loadouts { // Records the hull design and one slot per equipped item (gear, then cargo bays, then docking bays) with its cell, // rotation and design. Entity.Equipment also holds the hull's own unit; that is Hull, not a slot. Nothing about the // units themselves: no product, quality, ingredients, cargo or state. public static Loadout Capture(ItemManager itemManager, Entity entity, string name) { var cache = itemManager.ItemData; var items = entity.Equipment .Concat(entity.CargoBays) .Concat(entity.DockingBays) .Where(item => item.EquippableItem != entity.Hull) .Distinct() .ToList(); return new Loadout { Name = name, Hull = cache.RefOf((HullData) itemManager.GetData(entity.Hull)), Slots = items.Select(item => new LoadoutSlot { Position = item.Position, Rotation = item.EquippableItem.Rotation, Design = cache.RefOf(itemManager.GetData(item.EquippableItem)) }).ToList(), WeaponGroups = entity.WeaponGroups .Select(group => group.items.Select(item => items.IndexOf(item)).Where(index => index >= 0).ToArray()) // skips unequipped items .ToArray() }; } // One Commit to the player store. A loadout with the same name is replaced under its existing key; names are // unique by construction because GetByName throws on duplicates. public static void Save(CultCache cache, Loadout loadout) { var existing = cache.GetByName(loadout.Name); var key = existing == null ? (CultRecordKey?) null : cache.TryGetHandle(existing)?.Key; cache.Commit(batch => batch.Upsert(typeof(Loadout), loadout, key)); } // All-or-nothing: returns a ship and charges Price only when every design resolved, had an available product and // fitted. Every failure is listed; on any failure nothing is returned, nothing is charged and nothing outside this // call has changed. A design is built by its first available product in record-key order. The game passes // LoadoutGenerator.IsAvailable as isAvailable, with no fallback to any manufacturer. public static Ship Materialize(ItemManager itemManager, Zone liveZone, Loadout loadout, Predicate isAvailable, ref int credits, List failures) { var cache = itemManager.ItemData; var products = cache.GetAll().OrderBy(p => cache.RefOf(p).Key.Value, StringComparer.Ordinal).ToArray(); var reported = failures.Count; FactionProductData Resolve(CultRecordRef design, string where) where T : EquippableItemData { var data = cache.Get(design); if (data == null) { failures.Add($"{where}: design {design.Key} is not in the catalog"); return null; } var product = products.FirstOrDefault(p => p.Design.Key.Equals(design.Key) && isAvailable(p)); if (product == null) failures.Add($"{where}: no available product of {data.Name}"); return product; } var hullProduct = Resolve(loadout.Hull, "hull"); var slotProducts = loadout.Slots.Select(slot => Resolve(slot.Design, Cell(slot))).ToArray(); foreach (var index in (loadout.WeaponGroups ?? new int[0][]).SelectMany(group => group)) if (index < 0 || index >= loadout.Slots.Count) failures.Add($"weapon group: no slot {index}"); if (failures.Count > reported) return null; var hull = (EquippableItem) itemManager.CreateInstance(hullProduct); var ship = new Ship(itemManager, liveZone, hull, itemManager.GameplaySettings.DefaultEntitySettings); var equipped = new EquippedItem[loadout.Slots.Count]; for (var i = 0; i < loadout.Slots.Count; i++) { var slot = loadout.Slots[i]; var unit = (EquippableItem) itemManager.CreateInstance(slotProducts[i]); unit.Rotation = slot.Rotation; if (!ship.TryEquip(unit, slot.Position)) { failures.Add($"{Cell(slot)}: {cache.Get(slot.Design).Name} does not fit"); continue; } equipped[i] = ship.Equipment .Concat(ship.CargoBays) .Concat(ship.DockingBays) .First(item => item.EquippableItem == unit); } if (failures.Count > reported) return null; ship.WeaponGroups = (loadout.WeaponGroups ?? new int[0][]) .Select(indices => { var items = indices.Select(i => equipped[i]).ToList(); return (items.Select(item => item.GetBehavior()).ToList(), items); }) .ToArray(); credits -= Price(itemManager, loadout); return ship; } // The hull design's price plus each slot design's price. public static int Price(ItemManager itemManager, Loadout loadout) { var cache = itemManager.ItemData; return (cache.Get(loadout.Hull)?.Price ?? 0) + loadout.Slots.Sum(slot => cache.Get(slot.Design)?.Price ?? 0); } private static string Cell(LoadoutSlot slot) => $"slot {slot.Position.x},{slot.Position.y}"; }