Aetheria/Assets/Scripts/ServerShared/ItemInstance.cs
Meta Vens c212ec0232 Reveal book: no scratch holds a departed entity, a destroyed lit gun is refused at the gate, one IsDestroyed rule, departure and allocation pins
Not verified yet at this commit (build and tests run next).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 02:20:46 +02:00

70 lines
2.7 KiB
C#

/* 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;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using GameCult.Caching;
//using JM.LinqFaster;
using MessagePack;
using MessagePack.Formatters;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Union(0, typeof(SimpleCommodity)),
Union(1, typeof(CompoundCommodity)),
Union(2, typeof(EquippableItem)),
Union(3, typeof(ConsumableItem)),
JsonObject(MemberSerialization.OptIn)]
public abstract class ItemInstance
{
[JsonProperty("data"), Key(0)] public CultRecordRef<ItemData> Data;
[JsonProperty("rotation"), Key(1)] public ItemRotation Rotation;
}
[Union(0, typeof(CompoundCommodity)),
Union(1, typeof(EquippableItem)),
Union(2, typeof(ConsumableItem)),
JsonObject(MemberSerialization.OptIn)]
public abstract class CraftedItemInstance : ItemInstance
{
// Keys 2 (Quality), 9 (Ingredients) and 10 (Product) belonged to fields moved to Lot; do not reuse them.
// The lot this unit was minted from: its design, provenance, workmanship and role fills all live there.
[JsonProperty("lot"), Key(11)] public int Lot;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class CompoundCommodity : CraftedItemInstance { }
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class SimpleCommodity : ItemInstance
{
[JsonProperty("quantity"), Key(2)] public int Quantity;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class EquippableItem : CraftedItemInstance
{
[JsonProperty("durability"), Key(7)] public float Durability;
[JsonProperty("override"), Key(8)] public bool OverrideShutdown;
// The one rule for a destroyed item: its wear is spent.
[IgnoreMember] public bool IsDestroyed => Durability < .01f;
// Cut 5 (docs/stats-and-power-cut.md §1.3, §0b "A power tier"): a player choice, stored on the unit rather
// than the design, so two units of the same design can be prioritized differently. PowerTiers.Unassigned
// until the first equip seeds a behaviour-kind default (EquippedItem's constructor) or the player overrides
// it from the schematic UI; from then on PowerBus only ever reads it, never derives it. An old run store
// missing key 12 deserializes to this same field initializer, so no migration is needed (§ Cut 5).
[JsonProperty("powerTier"), Key(12)] public int PowerTier = PowerTiers.Unassigned;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ConsumableItem : CraftedItemInstance
{
}