/* 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.Generic; using System.Linq; using System.Reflection; using JsonKnownTypes; using MessagePack; using Newtonsoft.Json; using UniRx; using Unity.Mathematics; using static Unity.Mathematics.math; using int2 = Unity.Mathematics.int2; [MessagePackObject, Union(0, typeof(Ship)), Union(1, typeof(OrbitalEntity)), JsonObject(MemberSerialization.OptIn), JsonConverter(typeof(JsonKnownTypesConverter))] public abstract class Entity { public Zone Zone; public MegaCorporation Faction; public PlayerSettings PlayerSettings; public EquippableItem Hull; public float3 Position; public float2 Direction = float2(0,1); public float2 Velocity; public float[,] Temperature; public float[,] NewTemperature; public bool2[,] HullConductivity; public float[,] ThermalMass; public readonly ReactiveCollection Equipment = new ReactiveCollection(); public readonly ReactiveCollection CargoBays = new ReactiveCollection(); public readonly ReactiveCollection DockingBays = new ReactiveCollection(); public readonly ReactiveCollection VisibleEntities = new ReactiveCollection(); public readonly ReactiveCollection VisibleHostiles = new ReactiveCollection(); public Entity Parent; public List Children = new List(); public ReactiveProperty Target = new ReactiveProperty((Entity)null); public float3 LookDirection; public string Name; public int Population; public Dictionary Personality = new Dictionary(); public readonly Dictionary Messages = new Dictionary(); public readonly Dictionary VisibilitySources = new Dictionary(); public readonly ReactiveDictionary EntityInfoGathered = new ReactiveDictionary(); public readonly Dictionary HardpointTransforms = new Dictionary(); public readonly (List weapons, List items)[] TriggerGroups; public List PopulationAssignments = new List(); public EquippedItem[,] GearOccupancy; public HardpointData[,] Hardpoints; public float[,] Armor; public float[,] MaxArmor; private EquippedItem[] _orderedEquipment; private List _weapons = new List(); private List _capacitors = new List(); private List _reactors = new List(); private List _heatsinks = new List(); protected bool _active; private bool _heatsinksEnabled = true; public bool HeatsinksEnabled { get => _heatsinksEnabled; set { if (value == _heatsinksEnabled) return; _heatsinksEnabled = value; foreach (var heatsink in _heatsinks) heatsink.Item.Enabled.Value = value; } } public bool OverrideShutdown { get; set; } public bool Active { get => _active; } public IEnumerable Weapons { get => _weapons; } public Shield Shield { get; private set; } public Cockpit Cockpit { get; private set; } public float Heatstroke { get; private set; } public float TargetRange { get; private set; } public float MaxTemp { get; private set; } public float MinTemp { get; private set; } public ItemManager ItemManager { get; } public int AssignedPopulation => PopulationAssignments.Sum(pa => pa.AssignedPopulation); public float Mass { get; private set; } public float Visibility => VisibilitySources.Values.Sum(); public Subject<(int2 pos, float damage)> ArmorDamage = new Subject<(int2, float)>(); public Subject<(EquippedItem item, float damage)> ItemDamage = new Subject<(EquippedItem, float)>(); // public Subject ItemOffline = new Subject(); // public Subject ItemOnline = new Subject(); public Subject HullDamage = new Subject(); public Subject Docked = new Subject(); public Subject HeatstrokeRisk = new Subject(); public UniRx.IObservable ItemDestroyed; public UniRx.IObservable HullArmorDepleted; public UniRx.IObservable HardpointArmorDepleted; public UniRx.IObservable WeaponDestroyed; private List _subscriptions = new List(); public virtual void Activate() { _active = true; Heatstroke = 0; foreach (var item in Equipment) foreach (var behavior in item.Behaviors) { if(behavior is IInitializableBehavior initializableBehavior) initializableBehavior.Initialize(); } //foreach(var entity in Zone.Entities) EntityInfoGathered.Add(entity, 0); _subscriptions.Add(Zone.Entities.ObserveRemove().Subscribe(remove => { if (Target.Value == remove.Value) Target.Value = null; EntityInfoGathered.Remove(remove.Value); VisibleEntities.Remove(remove.Value); VisibleHostiles.Remove(remove.Value); })); _subscriptions.Add(VisibleEntities.ObserveRemove().Subscribe(remove => { if (Target.Value == remove.Value) Target.Value = null; })); GenerateTriggerGroups(); } public virtual void Deactivate() { foreach(var s in _subscriptions) s.Dispose(); _subscriptions.Clear(); _active = false; EntityInfoGathered.Clear(); VisibleEntities.Clear(); VisibleHostiles.Clear(); } public Entity(ItemManager itemManager, Zone zone, EquippableItem hull) { ItemManager = itemManager; Zone = zone; Hull = hull; Name = hull.Name; MapEntity(); TriggerGroups = new (List triggers, List items)[itemManager.GameplaySettings.TriggerGroupCount]; for(int i=0; i(), new List()); ItemDestroyed = ItemDamage.Where(x => x.item.EquippableItem.Durability < .01f).Select(x=>x.item); WeaponDestroyed = ItemDestroyed.Select(x => x.Behaviors.FirstOrDefault(b => b is Weapon) as Weapon).Where(x => x != null); HullArmorDepleted = ArmorDamage.Where(x => Armor[x.pos.x, x.pos.y] < .01f).Select(x => x.pos); EntityInfoGathered.ObserveReplace().Subscribe(replace => { if (replace.OldValue < ItemManager.GameplaySettings.TargetDetectionInfoThreshold && replace.NewValue > ItemManager.GameplaySettings.TargetDetectionInfoThreshold) { VisibleEntities.Add(replace.Key); if(IsHostileTo(replace.Key)) VisibleHostiles.Add(replace.Key); } if (replace.OldValue > ItemManager.GameplaySettings.TargetDetectionInfoThreshold && replace.NewValue < ItemManager.GameplaySettings.TargetDetectionInfoThreshold) { VisibleEntities.Remove(replace.Key); if(IsHostileTo(replace.Key)) VisibleHostiles.Remove(replace.Key); } }); EntityInfoGathered.ObserveRemove().Subscribe(remove => VisibleEntities.Remove(remove.Key)); } public bool IsHostileTo(Entity other) { if (Faction == null) { return other.Faction != null; } return Faction.PlayerHostile && other.Faction == null; } private void MapEntity() { var hullData = ItemManager.GetData(Hull) as HullData; Equipment.Add(new EquippedItem(ItemManager, Hull, int2.zero, this)); Mass = hullData.Mass; Temperature = new float[hullData.Shape.Width, hullData.Shape.Height]; NewTemperature = new float[hullData.Shape.Width, hullData.Shape.Height]; HullConductivity = new bool2[hullData.Shape.Width,hullData.Shape.Height]; ThermalMass = new float[hullData.Shape.Width, hullData.Shape.Height]; Armor = new float[hullData.Shape.Width, hullData.Shape.Height]; MaxArmor = new float[hullData.Shape.Width, hullData.Shape.Height]; Hardpoints = new HardpointData[hullData.Shape.Width, hullData.Shape.Height]; foreach (var hardpoint in hullData.Hardpoints) { foreach (var hardpointCoord in hardpoint.Shape.Coordinates) { var hullCoord = hardpoint.Position + hardpointCoord; Hardpoints[hullCoord.x, hullCoord.y] = hardpoint; } } var cellCount = hullData.Shape.Coordinates.Length; foreach (var v in hullData.Shape.Coordinates) { Armor[v.x, v.y] = hullData.Armor; MaxArmor[v.x, v.y] = hullData.Armor; if (Hardpoints[v.x, v.y] != null) { Armor[v.x, v.y] += Hardpoints[v.x, v.y].Armor; MaxArmor[v.x, v.y] += Hardpoints[v.x, v.y].Armor; } Temperature[v.x, v.y] = 280; ThermalMass[v.x, v.y] = hullData.Mass * hullData.SpecificHeat / cellCount; } GearOccupancy = new EquippedItem[hullData.Shape.Width, hullData.Shape.Height]; } public void GenerateTriggerGroups() { foreach (var group in Weapons .GroupBy(w => w.Item.EquippableItem.Data) .Select((weapons, index) => (weapons, index))) { TriggerGroups[group.index].weapons = group.weapons.ToList(); TriggerGroups[group.index].items = group.weapons.Select(w=>w.Item).ToList(); } } public void AddHeat(int2 position, float heat, bool ignoreThermalMass = false) { if (ignoreThermalMass) Temperature[position.x, position.y] += heat; else Temperature[position.x, position.y] += heat / ThermalMass[position.x, position.y]; } public int CountItemsInCargo(Guid itemDataID) { int sum = 0; foreach (var x in CargoBays) { if (x.ItemsOfType.ContainsKey(itemDataID)) { foreach (var i in x.ItemsOfType[itemDataID]) sum += i is SimpleCommodity simpleCommodity ? simpleCommodity.Quantity : 1; } } return sum; } public EquippedCargoBay FindItemInCargo(Guid itemDataID) { return CargoBays.FirstOrDefault(c => c.ItemsOfType.ContainsKey(itemDataID)); } // Attempts to move a given number of items of the given type to the target Entity // Returns the number of items successfully transferred public int TryTransferItems(Entity target, Guid itemDataID, int quantity) { int quantityTransferred = 0; while (quantityTransferred < quantity) { EquippedCargoBay originInventory = CargoBays.FirstOrDefault(c => c.ItemsOfType.ContainsKey(itemDataID)); if (originInventory == null) break; var itemInstance = originInventory.ItemsOfType[itemDataID][0]; if (itemInstance is SimpleCommodity simpleCommodity) { var targetQuantity = min(simpleCommodity.Quantity, quantity - quantityTransferred); if (!target.CargoBays.Any(c => originInventory.TryTransferItem(c, simpleCommodity, targetQuantity))) { quantityTransferred += targetQuantity - simpleCommodity.Quantity; break; } quantityTransferred += targetQuantity; } else if (itemInstance is CraftedItemInstance craftedItemInstance) { if (!target.CargoBays.Any(c => originInventory.TryTransferItem(c, craftedItemInstance))) break; quantityTransferred++; } } return quantityTransferred; } public EquippableItem TryUnequip(EquippedItem item) { // Don't allow unequipping when the entity is active if (_active) return null; if (item.EquippableItem == null) { ItemManager.Log("Attempted to remove equipped item with no equippable item on it! This should be impossible!"); return null; } if (item is EquippedCargoBay cargoBay) { if(cargoBay.Cargo.Count > 0) { ItemManager.Log("Attempted to remove cargo bay that is not empty! Please check first before doing this!"); return null; } CargoBays.Remove(cargoBay); } Equipment.Remove(item); _orderedEquipment = Equipment.OrderBy(x => x.SortPosition).ToArray(); var hullData = ItemManager.GetData(Hull) as HullData; var itemData = ItemManager.GetData(item.EquippableItem); foreach (var i in hullData.Shape.Coordinates) if (GearOccupancy[i.x, i.y] == item) { ThermalMass[i.x, i.y] -= ItemManager.GetThermalMass(item.EquippableItem) / itemData.Shape.Coordinates.Length; GearOccupancy[i.x, i.y] = null; } Mass -= itemData.Mass; foreach (var b in item.Behaviors) { if (b is Weapon weapon) _weapons.Remove(weapon); if (b is Capacitor capacitor) _capacitors.Remove(capacitor); if (b is Reactor reactor) _reactors.Remove(reactor); if (b is Radiator heatsink) _heatsinks.Remove(heatsink); if (b is Shield) Shield = null; if (b is Cockpit) Cockpit = null; } return item.EquippableItem; } // Check whether the given item will fit when its origin is placed at the given coordinate private bool ItemFits(EquippableItemData itemData, HullData hullData, EquippableItem item, int2 hullCoord) { // If the given coordinate isn't even in the ship it obviously won't fit if (!hullData.Shape[hullCoord]) return false; // Items without specific hardpoints on the ship can be freely rotated and placed anywhere if (itemData.HardpointType == HardpointType.Tool) { // Check every cell of the item's shape foreach (var i in itemData.Shape.Coordinates) { // If there is any gear already occupying that space, it won't fit // If there's a hardpoint there, it won't fit // Thermal items have their own layer and do not collide with gear var itemCoord = hullCoord + itemData.Shape.Rotate(i, item.Rotation); if (!hullData.InteriorCells[itemCoord] || itemData.HardpointType == HardpointType.Tool && Hardpoints[itemCoord.x, itemCoord.y] != null || GearOccupancy[itemCoord.x, itemCoord.y] != null) return false; } } else { var hardpoint = Hardpoints[hullCoord.x, hullCoord.y]; // If there's no hardpoint there, it won't fit if (hardpoint == null) return false; // If the hardpoint type doesn't match the item, it won't fit if (hardpoint.Type != itemData.HardpointType) return false; // Items placed in hardpoints are automatically aligned to hardpoint rotation item.Rotation = hardpoint.Rotation; // Inset the shapes of both item and hardpoint var itemShapeInset = hullData.Shape.Inset(itemData.Shape, hullCoord, item.Rotation); var hardpointShapeInset = hullData.Shape.Inset(hardpoint.Shape, hardpoint.Position); // Check every cell of the hardpoint shape foreach(var v in hardpointShapeInset.Coordinates) if (GearOccupancy[v.x, v.y] != null) return false; // Check every cell of the item's shape foreach (var i in itemShapeInset.Coordinates) { // If the hardpoint does not have a matching cell, it wont fit if (!hardpointShapeInset[i]) return false; // If there is any gear already occupying that space, it won't fit if (GearOccupancy[i.x, i.y] != null) return false; } } return true; } // Check whether the given item will fit when its origin is placed at the given coordinate on the hull public bool ItemFits(EquippableItem item, int2 hullCoord) { // Don't allow equipping while deployed if (_active) return false; var itemData = ItemManager.GetData(item); var hullData = ItemManager.GetData(Hull) as HullData; return ItemFits(itemData, hullData, item, hullCoord); } public bool TryFindSpace(EquippableItem item, out int2 hullCoord) { // Don't allow equipping while deployed if (_active) { hullCoord = int2.zero; return false; } var itemData = ItemManager.GetData(item); var hullData = ItemManager.GetData(Hull) as HullData; // Tools and thermal equipment can be installed anywhere on the ship // Search the whole ship for somewhere the item will fit if (itemData.HardpointType == HardpointType.Tool) { foreach (var hullCoord2 in hullData.InteriorCells.Coordinates) { if (ItemFits(itemData, hullData, item, hullCoord2)) { hullCoord = hullCoord2; return true; } } } // Everything else has to be equipped onto a hardpoint of the same type // Search the ship for an empty hardpoint that matches the type and shape of the item else { foreach (var hardpoint in hullData.Hardpoints) { if(hardpoint.Type == itemData.HardpointType) { foreach (var hardpointCoord in hardpoint.Shape.Coordinates) { var hullCoord2 = hardpoint.Position + hardpointCoord; if (ItemFits(itemData, hullData, item, hullCoord2)) { hullCoord = hullCoord2; return true; } } } } } hullCoord = int2.zero; return false; } // Try to equip the given item anywhere it will fit, returns true when the item was successfully equipped public bool TryEquip(EquippableItem item) => TryFindSpace(item, out var hullCoord) && TryEquip(item, hullCoord); // Try to equip the given item to the given location public bool TryEquip(EquippableItem item, int2 hullCoord) { // Don't allow equipping while deployed if (_active) return false; var itemData = ItemManager.GetData(item); var hullData = ItemManager.GetData(Hull) as HullData; if (!ItemFits(itemData, hullData, item, hullCoord)) return false; EquippedItem equippedItem; if (itemData.HardpointType == HardpointType.Tool) { if(itemData is CargoBayData) { if (itemData is DockingBayData) { equippedItem = new EquippedDockingBay(ItemManager, item, hullCoord, this, $"{Name} Docking Bay {DockingBays.Count + 1}"); DockingBays.Add((EquippedDockingBay) equippedItem); } else { equippedItem = new EquippedCargoBay(ItemManager, item, hullCoord, this, $"{Name} Cargo Bay {CargoBays.Count + 1}"); CargoBays.Add((EquippedCargoBay) equippedItem); } } else { equippedItem = new EquippedItem(ItemManager, item, hullCoord, this); Equipment.Add(equippedItem); } } else { equippedItem = new EquippedItem(ItemManager, item, hullCoord, this); Equipment.Add(equippedItem); } foreach (var b in equippedItem.Behaviors) { if (b is Weapon weapon) _weapons.Add(weapon); if(b is Capacitor capacitor) _capacitors.Add(capacitor); if(b is Reactor reactor) _reactors.Add(reactor); if(b is Radiator heatsink) _heatsinks.Add(heatsink); if (b is Shield shield) Shield = shield; if (b is Cockpit cockpit) Cockpit = cockpit; } // equippedItem.OnOnline += () => ItemOnline.OnNext(equippedItem); // equippedItem.OnOffline += () => ItemOffline.OnNext(equippedItem); foreach (var i in itemData.Shape.Coordinates) { var occupiedCoord = hullCoord + itemData.Shape.Rotate(i, item.Rotation); // TODO: Track thermal mass of cargo bay contents as reactive property ThermalMass[occupiedCoord.x, occupiedCoord.y] += ItemManager.GetThermalMass(item) / itemData.Shape.Coordinates.Length; GearOccupancy[occupiedCoord.x, occupiedCoord.y] = equippedItem; } Mass += itemData.Mass; _orderedEquipment = Equipment.OrderBy(x => x.SortPosition).ToArray(); return true; } public EquippedDockingBay TryDock(Ship ship) { var bay = DockingBays.FirstOrDefault(x => x.DockedShip == null); if (bay != null) { bay.DockedShip = ship; ship.SetParent(this); Zone.Entities.Remove(ship); Deactivate(); ship.Docked.OnNext(this); } return bay; } public bool TryUndock(Ship ship) { var bay = DockingBays.FirstOrDefault(x => x.DockedShip == ship); if (bay == null) { ItemManager.Log($"Ship {ship.Name} attempted to undock from {Name}, but it was not docked!"); return false; } if (bay.Cargo.Any()) return false; bay.DockedShip = null; ship.RemoveParent(); Zone.Entities.Add(ship); ship.Activate(); return true; } public bool CanConsumeEnergy(float energy) { var capEnergy = _capacitors.Sum(cap => cap.Charge); int onlineReactors = _reactors.Count(reactor=>reactor.Item.Online.Value); return capEnergy > energy || onlineReactors > 0; } public bool TryConsumeEnergy(float energy) { if (energy < .01f) return true; int chargedCapacitors; do { chargedCapacitors = _capacitors.Count(capacitor => capacitor.Charge > .01f); var chargeToRemove = energy; foreach (var cap in _capacitors) { if(cap.Charge > 0.01f) { var chargeRemoved = min(chargeToRemove / chargedCapacitors, cap.Charge); cap.AddCharge(-chargeRemoved); energy -= chargeRemoved; } } } while (chargedCapacitors > 0 && energy > .01f); if (energy < .01f) return true; int onlineReactors = _reactors.Count(reactor=>reactor.Item.Online.Value); foreach (var reactor in _reactors) { if (reactor.Item.Online.Value) { reactor.ConsumeEnergy(energy / onlineReactors); } } return onlineReactors > 0; } private void AddChild(Entity entity) { Mass += entity.Mass; Children.Add(entity); } private void RemoveChild(Entity entity) { Mass -= entity.Mass; Children.Remove(entity); } public void SetParent(Entity parent) { Parent = parent; parent.AddChild(this); } public void RemoveParent() { if (Parent == null) return; Parent.RemoveChild(this); Parent = null; } public T GetBehavior() where T : class, IBehavior { foreach (var equippedItem in Equipment) if(equippedItem.Behaviors != null) foreach (var behavior in equippedItem.Behaviors) if (behavior is T b) return b; return null; } public IEnumerable GetBehaviors() where T : class, IBehavior { foreach (var equippedItem in Equipment) if(equippedItem.Behaviors != null) foreach (var behavior in equippedItem.Behaviors) if (behavior is T b) yield return b; } public IEnumerable GetBehaviorData() where T : BehaviorData { foreach (var equippedItem in Equipment) foreach (var behavior in equippedItem.Behaviors) if (behavior.Data is T b) yield return b; } // public IEnumerable<(T t, Switch s)> GetSwitch() where T : class, IBehavior // { // foreach (var equippedItem in Equipment) // foreach (var group in equippedItem.BehaviorGroups.Values) // foreach(var behavior in group.Behaviors) // if (behavior is T t) // { // var s = group.GetExposed(); // if (s != null) yield return (t, s); // } // } // // public IEnumerable<(T behavior, Trigger trigger)> GetTrigger() where T : class, IBehavior // { // foreach (var equippedItem in Equipment) // foreach (var group in equippedItem.BehaviorGroups.Values) // foreach(var behavior in group.Behaviors) // if (behavior is T t) // { // var s = group.GetExposed(); // if (s != null) yield return (t, s); // } // } // // public IEnumerable<(T behavior, Axis axis)> GetAxis() where T : class, IBehavior // { // foreach (var equippedItem in Equipment) // foreach (var group in equippedItem.BehaviorGroups.Values) // foreach(var behavior in group.Behaviors) // if (behavior is T t) // { // var s = group.GetExposed(); // if (s != null) yield return (t, s); // } // } public virtual void Update(float delta) { var hullData = ItemManager.GetData(Hull) as HullData; TargetRange = Target.Value == null ? -1 : length(Position - Target.Value.Position); foreach (var v in VisibilitySources.Keys.ToArray()) { VisibilitySources[v] *= max(1 - ItemManager.GameplaySettings.VisibilityDecay * delta, 0); if (VisibilitySources[v] < 0.01f) VisibilitySources.Remove(v); } UpdateTemperature(delta); if(Cockpit != null) { if (Cockpit.Item.Temperature > ItemManager.GameplaySettings.HeatstrokeTemperature) { var previous = Heatstroke; Heatstroke = saturate( Heatstroke + pow(Cockpit.Item.Temperature - ItemManager.GameplaySettings.HeatstrokeTemperature, ItemManager.GameplaySettings.HeatstrokeExponent) * ItemManager.GameplaySettings.HeatstrokeMultiplier * delta); if(previous < ItemManager.GameplaySettings.SevereHeatstrokeRiskThreshold && Heatstroke > ItemManager.GameplaySettings.SevereHeatstrokeRiskThreshold) HeatstrokeRisk.OnNext(Unit.Default); } else { Heatstroke = saturate(Heatstroke - ItemManager.GameplaySettings.HeatstrokeRecoverySpeed * delta); } } if (_active) { foreach (var equippedItem in _orderedEquipment) { equippedItem.Update(delta); } foreach (var message in Messages.Keys.ToArray()) { Messages[message] = Messages[message] - delta; if (Messages[message] < 0) Messages.Remove(message); } } foreach(var child in Children) child.Update(delta); if (Parent != null) { Position = Parent.Position; Velocity = Parent.Velocity; } else Position.y = Zone.GetHeight(Position.xz) + hullData.GridOffset; } private void UpdateTemperature(float delta) { var hullData = ItemManager.GetData(Hull) as HullData; MaxTemp = Single.MinValue; MinTemp = Single.MaxValue; //float[,] newTemp = new float[hullData.Shape.Width,hullData.Shape.Height]; var radiation = 0f; foreach (var v in hullData.Shape.Coordinates) { var temp = Temperature[v.x, v.y]; var totalTemp = temp / ItemManager.GameplaySettings.HeatConductionMultiplier; var totalConductivity = 1f / ItemManager.GameplaySettings.HeatConductionMultiplier; if (hullData.Shape[int2(v.x - 1, v.y)]) { var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) * (GearOccupancy[v.x - 1, v.y]?.Conductivity ?? 1) * (HullConductivity[v.x - 1, v.y].x ? hullData.Conductivity : 1 / hullData.Conductivity) * (ThermalMass[v.x - 1, v.y] / ThermalMass[v.x, v.y]); totalConductivity += conductivity; totalTemp += Temperature[v.x - 1, v.y] * conductivity; } if (hullData.Shape[int2(v.x + 1, v.y)]) { var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) * (GearOccupancy[v.x + 1, v.y]?.Conductivity ?? 1) * (HullConductivity[v.x, v.y].x ? hullData.Conductivity : 1 / hullData.Conductivity) * (ThermalMass[v.x + 1, v.y] / ThermalMass[v.x, v.y]); totalConductivity += conductivity; totalTemp += Temperature[v.x + 1, v.y] * conductivity; } if (hullData.Shape[int2(v.x, v.y - 1)]) { var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) * (GearOccupancy[v.x, v.y - 1]?.Conductivity ?? 1) * (HullConductivity[v.x, v.y - 1].y ? hullData.Conductivity : 1 / hullData.Conductivity) * (ThermalMass[v.x, v.y - 1] / ThermalMass[v.x, v.y]); totalConductivity += conductivity; totalTemp += Temperature[v.x, v.y - 1] * conductivity; } if (hullData.Shape[int2(v.x, v.y + 1)]) { var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) * (GearOccupancy[v.x, v.y + 1]?.Conductivity ?? 1) * (HullConductivity[v.x, v.y].y ? hullData.Conductivity : 1 / hullData.Conductivity) * (ThermalMass[v.x, v.y + 1] / ThermalMass[v.x, v.y]); totalConductivity += conductivity; totalTemp += Temperature[v.x, v.y + 1] * conductivity; } NewTemperature[v.x, v.y] = totalTemp / totalConductivity; var r = 0f; // For all cells on the border of the entity, radiate some heat into space, increasing the visibility of the ship if (Parent==null && !hullData.InteriorCells[v]) { var rad = pow(NewTemperature[v.x, v.y], ItemManager.GameplaySettings.HeatRadiationExponent) * ItemManager.GameplaySettings.HeatRadiationMultiplier; NewTemperature[v.x, v.y] -= rad * delta; r += rad; } radiation += r; if(float.IsNaN(NewTemperature[v.x, v.y]) || NewTemperature[v.x, v.y] < 0) ItemManager.Log("HOUSTON, WE HAVE A PROBLEM!"); if (NewTemperature[v.x, v.y] < MinTemp) MinTemp = NewTemperature[v.x, v.y]; if (NewTemperature[v.x, v.y] > MaxTemp) MaxTemp = NewTemperature[v.x, v.y]; } VisibilitySources[this] = radiation; var swap = Temperature; Temperature = NewTemperature; NewTemperature = swap; } public void SetMessage(string message) { Messages[message] = ItemManager.GameplaySettings.MessageDuration; } } public class EquippedItem { public int SortPosition; public EquippableItem EquippableItem; public int2 Position; public Dictionary BehaviorGroups; private bool _thermalOnline; private bool _durabilityOnline; public IBehavior[] Behaviors { get; } public float Conductivity { get; } public float ThermalPerformance { get; private set; } public float ThermalExponent { get; } public float DurabilityPerformance { get; private set; } public float DurabilityExponent { get; } public float Wear { get; private set; } public Shape InsetShape { get; } public Entity Entity { get; } public EquippableItemData Data { get; } public ReactiveProperty ThermalOnline { get; } = new ReactiveProperty(false); public ReactiveProperty DurabilityOnline { get; } = new ReactiveProperty(false); public ReadOnlyReactiveProperty Online { get; } public ReactiveProperty Enabled { get; } = new ReactiveProperty(true); public ReadOnlyReactiveProperty Active { get; } public float Temperature { get { float sum = 0; foreach (var x in InsetShape.Coordinates) sum += Entity.Temperature[x.x, x.y]; return sum/InsetShape.Coordinates.Length; } } protected readonly ItemManager _itemManager; //private bool _online; public EquippedItem(ItemManager itemManager, EquippableItem item, int2 position, Entity entity) { _itemManager = itemManager; Data = _itemManager.GetData(item); Entity = entity; EquippableItem = item; Position = position; Conductivity = Data.Conductivity; ThermalExponent = _itemManager.Evaluate(Data.HeatExponent, EquippableItem); DurabilityExponent = _itemManager.Evaluate(Data.DurabilityExponent, EquippableItem); var hullData = itemManager.GetData(entity.Hull); InsetShape = hullData.Shape.Inset(Data.Shape, position, item.Rotation); Online = new ReadOnlyReactiveProperty(ThermalOnline .CombineLatest(DurabilityOnline, (thermal, durability) => thermal && durability).DistinctUntilChanged()); Active = new ReadOnlyReactiveProperty(Enabled .CombineLatest(Online, (enabled, online) => enabled && online).DistinctUntilChanged()); Behaviors = Data.Behaviors .Select(bd => bd.CreateInstance(itemManager, entity, this)) .ToArray(); BehaviorGroups = Behaviors .GroupBy(b => b.Data.Group) .OrderBy(g => g.Key) .ToDictionary(g => g.Key, g => new BehaviorGroup { Behaviors = g.ToArray() }); foreach (var behavior in Behaviors) { if (behavior is IOrderedBehavior orderedBehavior) SortPosition = orderedBehavior.Order; if(behavior is IPopulationAssignment populationAssignment) entity.PopulationAssignments.Add(populationAssignment); } } public float Evaluate(PerformanceStat stat) { var heat = 1f; if(stat.HeatDependent) heat = pow(ThermalPerformance, ThermalExponent * stat.HeatExponentMultiplier); var durability = 1f; if(stat.DurabilityDependent) durability = pow(DurabilityPerformance, DurabilityExponent); var quality = pow(_itemManager.Quality(stat, EquippableItem), stat.QualityExponent); var scaleModifier = 1.0f; foreach (var value in stat.GetScaleModifiers(Entity).Values) scaleModifier = scaleModifier * value; float constantModifier = 0; foreach (var value in stat.GetConstantModifiers(Entity).Values) constantModifier += value; var result = lerp(stat.Min, stat.Max, durability * quality * heat) * scaleModifier + constantModifier; if (float.IsNaN(result)) return stat.Min; return result; } public void AddHeat(float heat, bool ignoreThermalMass = false) { foreach(var hullCoord in InsetShape.Coordinates) Entity.AddHeat(hullCoord, heat / InsetShape.Coordinates.Length, ignoreThermalMass); } public void Update(float delta) { foreach (var behavior in Behaviors) if(behavior is IAlwaysUpdatedBehavior alwaysUpdatedBehavior) alwaysUpdatedBehavior.Update(delta); var temp = Temperature; ThermalPerformance = Data.Performance(temp); DurabilityPerformance = EquippableItem.Durability / Data.Durability; var performanceThreshold = Entity.PlayerSettings?.ShutdownPerformance ?? _itemManager.GameplaySettings.DefaultShutdownPerformance; Wear = (1 - pow(Data.Performance(temp), (1 - pow(_itemManager.CompoundQuality(EquippableItem), _itemManager.GameplaySettings.QualityWearExponent)) * _itemManager.GameplaySettings.ThermalWearExponent) ) * Data.Durability / Data.ThermalResilience; ThermalOnline.Value = ThermalPerformance > performanceThreshold || Entity.OverrideShutdown && EquippableItem.OverrideShutdown; DurabilityOnline.Value = EquippableItem.Durability > .01f; if (Active.Value) { foreach (var group in BehaviorGroups.Values) { foreach (var behavior in group.Behaviors) { if (!behavior.Execute(delta)) break; } } } } public T GetBehavior() where T : class, IBehavior { foreach (var behavior in Behaviors) if (behavior is T b) return b; return null; } } public class EquippedCargoBay : EquippedItem { public readonly ReactiveDictionary Cargo = new ReactiveDictionary(); public readonly ItemInstance[,] Occupancy; public readonly Dictionary> ItemsOfType = new Dictionary>(); public readonly CargoBayData Data; public float Mass { get; private set; } public float ThermalMass { get; private set; } public string Name { get; } public EquippedCargoBay(ItemManager itemManager, EquippableItem item, int2 position, Entity entity, string name) : base(itemManager, item, position, entity) { Data = _itemManager.GetData(EquippableItem) as CargoBayData; Name = name; Mass = Data.Mass; ThermalMass = Data.Mass * Data.SpecificHeat; Occupancy = new ItemInstance[Data.InteriorShape.Width,Data.InteriorShape.Height]; } // Check whether the given item will fit when its origin is placed at the given coordinate public bool ItemFits(ItemInstance item, int2 cargoCoord) { var itemData = _itemManager.GetData(item); // Check every cell of the item's shape foreach (var i in itemData.Shape.Coordinates) { // If there is an item already occupying that space, it won't fit var itemCargoCoord = cargoCoord + itemData.Shape.Rotate(i, item.Rotation); if (!Data.InteriorShape[itemCargoCoord] || (Occupancy[itemCargoCoord.x, itemCargoCoord.y] != null && Occupancy[itemCargoCoord.x, itemCargoCoord.y] != item)) return false; } return true; } public bool TryFindSpace(ItemInstance item) { if (item is SimpleCommodity simpleCommodity) return TryFindSpace(simpleCommodity, out _); if (item is CraftedItemInstance craftedItem) return TryFindSpace(craftedItem, out _); return false; } // Tries to find a place to put the given items in the inventory // Will attempt to fill existing item stacks first // Returns true only when ALL of the items have places to go public bool TryFindSpace(SimpleCommodity item, out List positions) { positions = new List(); var itemData = _itemManager.GetData(item); var remainingQuantity = item.Quantity; // For simple commodities, search for existing item stacks to add to foreach (var cargoItem in Cargo.Keys) { if (item.Data != cargoItem.Data) continue; var cargoCommodity = (SimpleCommodity) cargoItem; if (cargoCommodity.Quantity >= itemData.MaxStack) continue; // Subtract remaining space in existing stack from remaining quantity remainingQuantity -= min(itemData.MaxStack - cargoCommodity.Quantity, remainingQuantity); positions.Add(Cargo[cargoItem]); // If we've moved all of the items into existing stacks, no need to search for empty space! if (remainingQuantity == 0) return true; } // Search all the space in the cargo bay for an empty space where the item fits foreach (var cargoCoord in Data.InteriorShape.Coordinates) { if (ItemFits(item, cargoCoord)) { positions.Add(cargoCoord); return true; } } return false; } // Searches the cargo bay for a position where the item will fit, returns true when found public bool TryFindSpace(CraftedItemInstance item, out int2 position) { // Search all the space in the cargo bay for an empty space where the item fits foreach (var cargoCoord in Data.InteriorShape.Coordinates) { if (ItemFits(item, cargoCoord)) { position = cargoCoord; return true; } } position = int2.zero; return false; } public bool TryStore(ItemInstance item) { if (item is SimpleCommodity simpleCommodity) return TryStore(simpleCommodity); if (item is CraftedItemInstance craftedItem) return TryStore(craftedItem); return false; } public bool TryStore(ItemInstance item, int2 cargoCoord) { if (item is SimpleCommodity simpleCommodity) return TryStore(simpleCommodity, cargoCoord); if (item is CraftedItemInstance craftedItem) return TryStore(craftedItem, cargoCoord); return false; } // Attempts to store all of the given item anywhere in the inventory // Will attempt to fill existing item stacks first // Returns true only when ALL of the items are successfully stored public bool TryStore(SimpleCommodity item) { TryFindSpace(item, out var positions); foreach (var position in positions) { if (TryStore(item, position)) return true; } return false; } // Try to store the given commodity at the given position // If there's a stack at the given position it will be added to // Returns true only when ALL of the items are successfully stored public bool TryStore(SimpleCommodity item, int2 cargoCoord) { var itemData = _itemManager.GetData(item); if (ItemFits(item, cargoCoord)) { foreach (var p in itemData.Shape.Coordinates) { var pos = cargoCoord + itemData.Shape.Rotate(p, item.Rotation); Occupancy[pos.x, pos.y] = item; } Cargo[item] = cargoCoord; if(!ItemsOfType.ContainsKey(item.Data)) ItemsOfType[item.Data] = new List(); ItemsOfType[item.Data].Add(item); } else if (Occupancy[cargoCoord.x, cargoCoord.y] is SimpleCommodity cargoCommodity && cargoCommodity.Data == item.Data) { if (cargoCommodity.Quantity + item.Quantity <= itemData.MaxStack) { cargoCommodity.Quantity += item.Quantity; } else { var quantityTransferred = itemData.MaxStack - cargoCommodity.Quantity; item.Quantity -= quantityTransferred; cargoCommodity.Quantity = itemData.MaxStack; Mass += itemData.Mass * quantityTransferred; ThermalMass += itemData.Mass * itemData.SpecificHeat * quantityTransferred; return false; } } else return false; Mass += _itemManager.GetMass(item); ThermalMass += _itemManager.GetThermalMass(item); return true; } // Try to store the given item anywhere it will fit, returns true when the item was successfully stored public bool TryStore(CraftedItemInstance item) => TryFindSpace(item, out var position) && TryStore(item, position); // Try to store the given item at the given position, returns true when the item was successfully stored public bool TryStore(CraftedItemInstance item, int2 cargoCoord) { if (!ItemFits(item, cargoCoord)) return false; var itemData = _itemManager.GetData(item); foreach (var p in itemData.Shape.Coordinates) { var pos = cargoCoord + itemData.Shape.Rotate(p, item.Rotation); Occupancy[pos.x, pos.y] = item; } Cargo[item] = cargoCoord; if(!ItemsOfType.ContainsKey(item.Data)) ItemsOfType[item.Data] = new List(); ItemsOfType[item.Data].Add(item); Mass += _itemManager.GetMass(item); ThermalMass += _itemManager.GetThermalMass(item); return true; } public SimpleCommodity Remove(SimpleCommodity item, int quantity) { if (!Cargo.ContainsKey(item)) { _itemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!"); return null; } var itemData = _itemManager.GetData(item); if(quantity >= item.Quantity) { foreach(var v in Data.InteriorShape.Coordinates) if (Occupancy[v.x, v.y] == item) Occupancy[v.x, v.y] = null; Cargo.Remove(item); ItemsOfType[item.Data].Remove(item); if (!ItemsOfType[item.Data].Any()) ItemsOfType.Remove(item.Data); Mass -= _itemManager.GetMass(item); ThermalMass -= _itemManager.GetThermalMass(item); return item; } item.Quantity -= quantity; Mass -= itemData.Mass * quantity; ThermalMass -= itemData.Mass * itemData.SpecificHeat * quantity; return new SimpleCommodity{Data = item.Data, Quantity = quantity, Rotation = item.Rotation}; } public void Remove(CraftedItemInstance item) { if (!Cargo.ContainsKey(item)) { _itemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!"); return; } var itemData = _itemManager.GetData(item); foreach(var v in Data.InteriorShape.Coordinates) if (Occupancy[v.x, v.y] == item) Occupancy[v.x, v.y] = null; Cargo.Remove(item); ItemsOfType[item.Data].Remove(item); if (!ItemsOfType[item.Data].Any()) ItemsOfType.Remove(item.Data); Mass -= _itemManager.GetMass(item); ThermalMass -= _itemManager.GetThermalMass(item); } public void Remove(ItemInstance item) { if (item is SimpleCommodity simpleCommodity) Remove(simpleCommodity, simpleCommodity.Quantity); if (item is CraftedItemInstance craftedItem) Remove(craftedItem); } public bool TryTransferItem(EquippedCargoBay target, SimpleCommodity item, int quantity) { if (!Cargo.ContainsKey(item)) { _itemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!"); return false; } var oldPos = Cargo[item]; var newItem = Remove(item, quantity); if (target.TryStore(item)) return true; // Failed to transfer full quantity, move the remaining items back to their old slot TryStore(newItem, oldPos); return false; } public bool TryTransferItem(EquippedCargoBay target, CraftedItemInstance item) { if (!Cargo.ContainsKey(item)) { _itemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!"); return false; } if (!target.TryStore(item)) return false; Remove(item); return true; } } public class EquippedDockingBay : EquippedCargoBay { public Ship DockedShip; public int2 MaxSize => _data.MaxSize; private DockingBayData _data; public EquippedDockingBay(ItemManager itemManager, EquippableItem item, int2 position, Entity entity, string name) : base(itemManager, item, position, entity, name) { _data = _itemManager.GetData(EquippableItem) as DockingBayData; } } public class BehaviorGroup { public IBehavior[] Behaviors; public T GetBehavior() where T : class, IBehavior { foreach (var b in Behaviors) { if (!(b is T s)) continue; return s; } return null; } public T GetExposed() where T : class, IBehavior, IInteractiveBehavior { foreach (var b in Behaviors) { if (!(b is T s) || !((IInteractiveBehavior)b).Exposed) continue; return s; } return null; } //public IAnalogBehavior Axis; }