Cut 2 of docs/addressables-cut.md. The asset move (git mv
Resources/{Prefabs,Schematics,Sprites/Icons} -> Content/...) and the
UnityHelpers.cs deletion already landed in 1fdf8151, picked up by a
concurrent session sharing this working tree; this commit is the rest
of Cut 2 landing on top of that shared state, atomically:
- Bump CultLib to cultlib-unity-v1.0.60 / caching-unity-v1.4.0 (both
45c2f40) in Packages/manifest.json, packages-lock.json and
Directory.Build.props, together with the 8 ServerShared
[CultInspectorAssetPath] usages becoming [CultInspectorAssetGuid] -
the .NET and Unity sides move together or nothing compiles.
- Assets/Scripts/EngineAssets.cs replaces UnityHelpers: loads an
Addressables key (bare GUID or guid[subAsset]) synchronously,
loading the GameObject and taking the component for the four sites
that load a component. ActionBarSlot, EntityInstance, ShipInstance
and ZoneRenderer call it instead of Resources.Load/UnityHelpers; the
inline "Assets/Resources/" prefix strips are gone with them.
CultCacheDrawers' schematic preview goes through
AssetDatabase.GUIDToAssetPath first.
- Assets/Scripts/Editor/EngineAssetCheck.cs validates every stored
[CultInspectorAssetGuid] value: 32 lowercase hex, resolves to a file,
is addressable, and satisfies its member's consumer-type contract
(Texture2D for icons/logos/schematics, a GameObject with the right
component for prefabs) - table-driven, so an attributed member with
no row fails loudly instead of being skipped.
- GameData/Aetheria.cc: the scratch migration (Aetheria.Shared + the
pinned CultLib revision, a throwaway console app, never landed)
walked all 138 attributed field slots across 180 documents,
rewriting the 30 non-empty Resources paths to their .meta GUIDs -
108 stayed empty, 0 unresolved, matching the map's census exactly.
Verification: dotnet test tests/Aetheria.Shared.Tests 61/61 green
against CultLib 45c2f40; Unity 6000.3.24f1 batchmode compiles clean;
EngineAssetCheck.Run passes all 30 stored references; the map's
negative greps are clean; tests/mutation_tests.py's 5 mutations (wrong
type, non-addressable, random guid, an old path, and an untabled
attributed member) are all caught and named, the control case and the
post-revert recompile stay clean, and the catalog/source are restored
byte-identical afterward.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
142 lines
4.7 KiB
C#
142 lines
4.7 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using GameCult.Caching;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using MessagePack;
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using Newtonsoft.Json;
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using CultMath;
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using static CultMath.math;
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[Inspectable,
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Union(0, typeof(InstantWeaponData)),
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Union(1, typeof(LauncherData)),
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Union(2, typeof(ConstantWeaponData)),
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Union(3, typeof(ChargedWeaponData)),
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RuntimeInspectable]
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public abstract class WeaponData : BehaviorData
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{
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[Inspectable, JsonProperty("damageType"), Key(1), RuntimeInspectable]
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public DamageType DamageType;
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[Inspectable, JsonProperty("damage"), Key(2), RuntimeInspectable]
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public PerformanceStat Damage = new PerformanceStat();
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[Inspectable, CultInspectorRange(0, 1), JsonProperty("penetration"), Key(3), RuntimeInspectable]
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public PerformanceStat Penetration = new PerformanceStat();
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[Inspectable, CultInspectorRange(0, 1), JsonProperty("damageSpread"), Key(4)]
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public PerformanceStat DamageSpread = new PerformanceStat();
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[Inspectable, JsonProperty("minRange"), Key(5)]
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public PerformanceStat MinRange = new PerformanceStat();
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[Inspectable, JsonProperty("range"), Key(6)]
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public PerformanceStat Range = new PerformanceStat();
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[InspectableAnimationCurve, JsonProperty("damageCurve"), Key(7)]
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public BezierCurve DamageCurve;
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[Inspectable, CultInspectorAssetGuid, JsonProperty("effect"), Key(8)]
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public string EffectPrefab;
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[Inspectable, JsonProperty("energy"), Key(9), RuntimeInspectable]
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public PerformanceStat Energy = new PerformanceStat();
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[Inspectable, JsonProperty("heat"), Key(10), RuntimeInspectable]
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public PerformanceStat Heat = new PerformanceStat();
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[Inspectable, JsonProperty("visibility"), Key(11), RuntimeInspectable]
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public PerformanceStat Visibility = new PerformanceStat();
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[Inspectable, JsonProperty("ammo"), Key(12), RuntimeInspectable]
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public CultRecordRef<SimpleCommodityData> AmmoType;
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[Inspectable, JsonProperty("magSize"), Key(13)]
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public int MagazineSize;
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[Inspectable, JsonProperty("reloadTime"), Key(14)]
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public float ReloadTime = 1;
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[Inspectable, JsonProperty("spread"), Key(15)]
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public PerformanceStat Spread = new PerformanceStat();
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[Inspectable, JsonProperty("velocity"), Key(16)]
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public PerformanceStat Velocity = new PerformanceStat();
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}
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public abstract class Weapon : Behavior, IActivatedBehavior
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{
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private WeaponData _data;
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public abstract float DamagePerSecond { get; }
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public abstract float RangeDamagePerSecond(float range);
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public abstract int Ammo { get; }
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public WeaponData WeaponData => _data;
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public float Damage { get; protected set; }
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public float Penetration { get; protected set; }
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public float DamageSpread { get; protected set; }
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public float MinRange { get; protected set; }
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public float Range { get; protected set; }
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public float Energy { get; protected set; }
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public float Heat { get; protected set; }
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public float Visibility { get; protected set; }
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public float Spread { get; protected set; }
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public float Velocity { get; protected set; }
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protected bool _firing;
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public bool Firing
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{
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get => _firing;
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}
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// Single shared fire gate for player and AI shooters alike: weapons are safed by the
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// shooter's OWN declared stance toward its target, not the target's stance toward the shooter.
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// With no target set, behaviour is unchanged (nothing to be safe about).
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public bool StanceAllowsFire => Entity.Target.Value == null || Entity.IsHostileTo(Entity.Target.Value);
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public Weapon(WeaponData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public Weapon(WeaponData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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protected virtual void UpdateStats()
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{
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Damage = Evaluate(_data.Damage);
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Penetration = Evaluate(_data.Penetration);
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DamageSpread = Evaluate(_data.DamageSpread);
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MinRange = Evaluate(_data.MinRange);
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Range = Evaluate(_data.Range);
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Energy = Evaluate(_data.Energy);
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Heat = Evaluate(_data.Heat);
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Visibility = Evaluate(_data.Visibility);
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Spread = Evaluate(_data.Spread);
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Velocity = Evaluate(_data.Velocity);
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}
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public override bool Execute(float dt)
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{
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UpdateStats();
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return true;
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}
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public virtual void Activate()
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{
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_firing = true;
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}
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public virtual void Deactivate()
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{
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_firing = false;
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}
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}
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