using System; using System.Collections; using System.Collections.Generic; using System.Linq; using static Unity.Mathematics.math; public class GameContext { private Action _logger; private DatabaseCache _cache; public GlobalData GlobalData => _cache.GetAll().FirstOrDefault(); // private readonly Dictionary Tier = new Dictionary(); public GameContext(DatabaseCache cache, Action logger) { _cache = cache; _logger = logger; var globalData = _cache.GetAll().FirstOrDefault(); if (globalData == null) { globalData = new GlobalData(); _cache.Add(globalData); } } // public int ItemTier(CraftedItemData itemData) // { // if (Tier.ContainsKey(itemData)) return Tier[itemData]; // // Tier[itemData] = itemData.Ingredients.Keys.Max(ci => _cache.Get(ci) is CraftedItemData craftableIngredient ? ItemTier(craftableIngredient) : 0); // // return Tier[itemData]; // } public ItemData GetData(ItemInstance item) { return _cache.Get(item.Data); } public SimpleCommodityData GetData(SimpleCommodity item) { return _cache.Get(item.Data); } public CraftedItemData GetData(CraftedItemInstance item) { return _cache.Get(item.Data); } public EquippableItemData GetData(Gear gear) { return _cache.Get(gear.Data); } public float GetMass(ItemInstance item) { var data = GetData(item); switch (item) { case CraftedItemInstance _: return data.Mass; case SimpleCommodity commodity: return data.Mass * commodity.Quantity; } return 0; } public float GetHeatCapacity(ItemInstance item) { var data = GetData(item); switch (item) { case CraftedItemInstance _: return data.Mass * data.SpecificHeat; case SimpleCommodity commodity: return data.Mass * data.SpecificHeat * commodity.Quantity; } return 0; } private Dictionary AffectedStats = new Dictionary(); public PerformanceStat GetAffectedStat(BlueprintData blueprint, BlueprintStatEffect effect) { // We've already cached this effect's stat, return it directly if (AffectedStats.ContainsKey(effect)) return AffectedStats[effect]; // Get the data for the item the blueprint is for, return null if not found or not equippable var blueprintItem = _cache.Get(blueprint.Item); if (blueprintItem == null) { _logger($"Attempted to get stat effect but Blueprint {blueprint.ID} is not for an equippable item!"); return AffectedStats[effect] = null; } // Get the first behavior of the type specified in the blueprint stat effect, return null if not found var effectBehavior = blueprintItem.Behaviors.FirstOrDefault(b => b.GetType().Name == effect.StatReference.Behavior); if (effectBehavior == null) { _logger($"Attempted to get stat effect for Blueprint {blueprint.ID} but stat references missing behavior \"{effect.StatReference.Behavior}\"!"); return AffectedStats[effect] = null; } // Get the first field in the behavior matching the name specified in the stat effect, return null if not found var type = effectBehavior.GetType(); var field = type.GetField(effect.StatReference.Stat); if (field == null) { _logger($"Attempted to get stat effect for Blueprint {blueprint.ID} but behavior {effect.StatReference.Behavior} does not have a stat named \"{effect.StatReference.Stat}\"!"); return AffectedStats[effect] = null; } // Finally we've confirmed the stat effect is valid, return the affected stat return AffectedStats[effect] = field.GetValue(effectBehavior) as PerformanceStat; } // Determine quality of either the item itself or the specific ingredient this stat depends on public float Quality(PerformanceStat stat, Gear item) { var activeEffects = item.Blueprint.StatEffects.Where(x => GetAffectedStat(item.Blueprint, x) == stat).ToArray(); float quality; if (!activeEffects.Any()) quality = item.CompoundQuality(); else { var ingredients = item.Ingredients.Where(i => activeEffects.Any(e => e.Ingredient == i.Data)).ToArray(); if(ingredients.Length != activeEffects.Length) { _logger($"Item {item.ID} does not have the ingredients specified by the stat effects of its blueprint!"); return 0; } float sum = 0; foreach (var i in ingredients) { if (i is CraftedItemInstance ci) sum += ci.CompoundQuality(); else _logger($"Blueprint stat effect for item {item.ID} specifies invalid (non crafted) ingredient!"); } quality = sum / ingredients.Length; } return quality; } // Returns stat when not equipped public float Evaluate(PerformanceStat stat, Gear item) { var quality = pow(Quality(stat, item), stat.QualityExponent); var result = lerp(stat.Min, stat.Max, quality); if (float.IsNaN(result)) return stat.Min; return result; } // Returns stat using ship temperature and modifiers public float Evaluate(PerformanceStat stat, Gear item, Entity entity) { var itemData = GetData(item); var heat = !stat.HeatDependent ? 1 : pow(itemData.Performance(entity.Temperature), Evaluate(itemData.HeatExponent,item)); var durability = !stat.DurabilityDependent ? 1 : pow(item.Durability / itemData.Durability, Evaluate(itemData.DurabilityExponent,item)); var quality = pow(Quality(stat, item), stat.QualityExponent); var scaleModifier = stat.GetScaleModifiers(entity).Values.Aggregate(1.0f, (current, mod) => current * mod); var constantModifier = stat.GetConstantModifiers(entity).Values.Sum(); var result = lerp(stat.Min, stat.Max, heat * durability * quality) * scaleModifier + constantModifier; if (float.IsNaN(result)) return stat.Min; return result; } public SimpleCommodity CreateInstance(Guid data, int count) { var item = _cache.Get(data); if (item != null) return new SimpleCommodity { Data = data, Quantity = count, ID = Guid.NewGuid() }; _logger("Attempted to create Simple Commodity instance using missing or incorrect item id"); return null; } public CraftedItemInstance CreateInstance(Guid data, float quality) { var item = _cache.Get(data); if (item == null) { _logger("Attempted to create crafted item instance using missing or incorrect item id!"); return null; } var blueprint = _cache.GetAll().FirstOrDefault(b => b.Item == data); if (blueprint == null) { _logger("Attempted to create crafted item instance which has no blueprint!"); return null; } var ingredients = blueprint.Ingredients.SelectMany(ci => { var ingredient = _cache.Get(ci.Key); return ingredient is SimpleCommodityData ? (IEnumerable) new[] {CreateInstance(ci.Key, ci.Value)} : Enumerable.Range(0, ci.Value).Select(i => CreateInstance(ci.Key, quality)); }) .ToList(); if (item is EquippableItemData equippableItemData) { return new Gear { Context = this, Data = data, Durability = equippableItemData.Durability, ID = Guid.NewGuid(), Ingredients = ingredients, Quality = quality }; } return new CompoundCommodity { Context = this, Data = data, ID = Guid.NewGuid(), Ingredients = ingredients, Quality = quality }; } }