Aetheria/Assets/Scripts/ServerShared/ItemData.cs
Meta Vens 8d93b937bc Author manufacturer variation as faction products
A design lists role names; a faction product is a manufacturer's branded
build of one, carrying its name, its flavor text, and a pseudo-gaussian
quality distribution per role whose mean is the technology put in and
whose deviation is their quality control. A PerformanceStat may name the
role whose quality it reads, unset reading the item own workmanship as
before, so old saves behave unchanged. Generation selects products rather
than designs, which makes what a faction makes the availability rule.

This is Njordr shape at one dimension: role names, per-role derivation
and per-product distributions carry over when quality widens into
dimensions. No parts exist yet; the product authors the role quality.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 01:12:12 +02:00

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20 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 JsonKnownTypes;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
using int2 = Unity.Mathematics.int2;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class Shape
{
[JsonProperty("name"), Key(0)] public bool[,] Cells;
private bool _dirty = true;
public Shape()
{
Cells = new bool[1,1];
Cells[0, 0] = true;
}
public Shape(int width, int height)
{
Cells = new bool[width, height];
}
[IgnoreMember]
public int Width
{
get { return Cells.GetLength(0); }
set { Resize(value, Height); }
}
[IgnoreMember]
public int Height
{
get { return Cells.GetLength(1); }
set { Resize(Width, value); }
}
public void Resize(int width, int height)
{
var newCells = new bool[width, height];
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
newCells[x, y] = x >= Width || y >= Height || Cells[x, y];
}
}
Cells = newCells;
}
private static int mod(int x, int m) {
int r = x%m;
return r<0 ? r+m : r;
}
public int2 Rotate(int2 position, ItemRotation rotation)
{
return rotation switch
{
ItemRotation.Clockwise => int2(position.y, Width - 1 - position.x),
ItemRotation.Reversed => int2(Width - 1 - position.x, Height - 1 - position.y),
ItemRotation.CounterClockwise => int2(Height - 1 - position.y, position.x),
_ => int2(position.x, position.y)
};
}
private int2[] _cachedShapeCoordinates;
[IgnoreMember]
public int2[] Coordinates
{
get
{
if (_dirty)
{
_cachedShapeCoordinates = EnumerateShapeCoordinates().ToArray();
_dirty = false;
}
return _cachedShapeCoordinates;
}
}
private IEnumerable<int2> EnumerateShapeCoordinates()
{
for (int y = 0; y < Height; y++)
{
for(int x = 0; x < Width; x++)
{
if(Cells[x,y]) yield return int2(x, y);
}
}
}
private int2[] _cachedAllShapeCoordinates;
[IgnoreMember]
public int2[] AllCoordinates => _cachedAllShapeCoordinates ?? (_cachedAllShapeCoordinates = EnumerateAllShapeCoordinates().ToArray());
private IEnumerable<int2> EnumerateAllShapeCoordinates()
{
for (int y = 0; y < Height; y++)
{
for(int x = 0; x < Width; x++)
{
yield return int2(x, y);
}
}
}
private float2? _centerOfMass;
[IgnoreMember]
public float2 CenterOfMass => _centerOfMass ?? (_centerOfMass = Coordinates
.Aggregate(float2.zero, (total, coord) => total + coord) / Coordinates.Length).Value;
public bool this[int2 pos] {
get { return pos.x >= 0 && pos.y >= 0 && pos.x < Width && pos.y < Height && Cells[pos.x, pos.y]; }
set
{
if (pos.x < 0 || pos.y < 0 || pos.x >= Width || pos.y >= Height) return;
_dirty = true;
Cells[pos.x, pos.y] = value;
}
}
public Shape Shrink()
{
var shape = new Shape(Width, Height);
foreach(var shapeCoord in Coordinates)
shape[shapeCoord] = (
this[shapeCoord + int2(-1,-1)] && this[shapeCoord + int2(0,-1)] && this[shapeCoord + int2(1,-1)] &&
this[shapeCoord + int2(-1,0)] && this[shapeCoord + int2(1,0)] &&
this[shapeCoord + int2(-1,1)] && this[shapeCoord + int2(0,1)] && this[shapeCoord + int2(1,1)]
);
return shape;
}
public Shape Inset(Shape inset, int2 insetPosition, ItemRotation rotation = ItemRotation.None)
{
var shape = new Shape(max(Width,insetPosition.x + inset.Width - 1), max(Height, insetPosition.y + inset.Height - 1));
foreach (var v in inset.Coordinates)
{
var insetCoord = inset.Rotate(v, rotation) + insetPosition;
shape[insetCoord] = true;
}
return shape;
}
public Shape Expand()
{
var shape = new Shape(Width, Height);
foreach (var shapeCoord in AllCoordinates)
shape[shapeCoord] = (
this[shapeCoord + int2(-1,-1)] || this[shapeCoord + int2(0,-1)] || this[shapeCoord + int2(1,-1)] ||
this[shapeCoord + int2(-1,0)] || this[shapeCoord] || this[shapeCoord + int2(1,0)] ||
this[shapeCoord + int2(-1,1)] || this[shapeCoord + int2(0,1)] || this[shapeCoord + int2(1,1)]
);
return shape;
}
// TODO: Use the power of math to optimize this function!
// Try to find a rotation and position with which a shape can be placed to fit within another shape
public bool FitsWithin(Shape other, out ItemRotation rotation, out int2 position)
{
// Try every item orientation
foreach(var rot in (ItemRotation[])Enum.GetValues(typeof(ItemRotation)))
{
rotation = rot;
if (FitsWithin(other, rot, out var pos))
{
position = pos;
return true;
}
}
rotation = ItemRotation.None;
position = int2.zero;
return false;
}
// Try to find a position with which a shape can be placed to fit within another shape
public bool FitsWithin(Shape other, ItemRotation rotation, out int2 position)
{
var width = rotation == ItemRotation.Clockwise || rotation == ItemRotation.CounterClockwise ? Height : Width;
var height = rotation == ItemRotation.Clockwise || rotation == ItemRotation.CounterClockwise ? Width : Height;
// Try every item position that could possibly fit
for(int x = 0; x < other.Width - width + 1; x++)
{
for (int y = 0; y < other.Height - height + 1; y++)
{
position = int2(x, y);
var fits = true;
foreach (var v in Coordinates)
{
fits = fits && other[Rotate(v, rotation) + position];
if (!fits) break;
}
if (fits) return true;
}
}
position = int2.zero;
return false;
}
// Set every cell on the line from a to b to true according to Bresenham's Line Algorithm
public void SetLine(float2 a, float2 b)
{
if (a.Equals(b))
{
return;
}
// If line gradient is steep, swap x and y
bool steep = Math.Abs(b.y - a.y) > Math.Abs(b.x - a.x);
if (steep)
{
a = new float2(a.y, a.x);
b = new float2(b.y, b.x);
}
// If b is closer to the origin than a, swap a and b.
if (a.x > b.x)
{
var temp = a;
a = b;
b = temp;
}
float dx = b.x - a.x;
float dy = b.y - a.y;
float derr = Math.Abs(dy / dx); // dx != 0
int y = (int) Math.Round(a.y);
int xStart = (int) Math.Round(a.x);
float error = (a.y - y) + (xStart - a.x) * derr;
for (int x = xStart; x <= (int) Math.Round(b.x); x++)
{
if (x >= 0 && x < Width && y >= 0 && y < Height)
{
Cells[steep ? y : x, steep ? x : y] = true;
}
error += derr;
if (error >= 0.5f)
{
y += Math.Sign(dy);
error -= 1f;
}
}
}
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn), JsonConverter(typeof(JsonKnownTypesConverter<ItemData>))]
public abstract class ItemData : DatabaseEntry, INamedEntry
{
[Inspectable, JsonProperty("name"), Key(1)]
public string Name;
[InspectableText, JsonProperty("description"), Key(2)]
public string Description;
[InspectableDatabaseLink(typeof(Faction)), JsonProperty("creator"), Key(3)]
public Guid Manufacturer;
[Inspectable, JsonProperty("mass"), Key(4)]
public float Mass;
[InspectableSchematicShape, JsonProperty("shape"), Key(5)]
public Shape Shape;
// Heat needed to change temperature of 1 gram by 1 degree
[Inspectable, JsonProperty("specificHeat"), Key(6)]
public float SpecificHeat = 1;
[Inspectable, JsonProperty("conductivity"), Key(7)]
public float Conductivity = 1;
[Inspectable, JsonProperty("price"), Key(8)]
public int Price = 0;
[IgnoreMember] public string EntryName
{
get => Name;
set => Name = value;
}
}
[DatabaseCategory("Items"), Inspectable, MessagePackObject]
public class SimpleCommodityData : ItemData
{
// MessagePack keys 6, 7, 8 and 11 belonged to removed resource-distribution fields; do not reuse them.
[Inspectable, JsonProperty("maxStackSize"), Key(9)]
public int MaxStack = 10;
[Inspectable, JsonProperty("category"), Key(10)]
public SimpleCommodityCategory Category;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn), JsonConverter(typeof(JsonKnownTypesConverter<CraftedItemData>))]
public abstract class CraftedItemData : ItemData
{
// The named slots this design is assembled from. A stat may read the quality of the part filling one.
[Inspectable, JsonProperty("roles"), Key(9)]
public List<ItemRole> Roles = new List<ItemRole>();
}
// One slot in a design: every laser has a focusing array. A role is a name and nothing else. What fills it is
// a quality, authored per role by each manufacturer's product; the part itself earns a record when crafting
// needs one to exist.
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ItemRole
{
[Inspectable, JsonProperty("name"), Key(0)]
public string Name;
}
[DatabaseCategory("Items"), Inspectable, MessagePackObject]
public class CompoundCommodityData : CraftedItemData
{
[InspectableDatabaseLink(typeof(PersonalityAttribute)), JsonProperty("demandProfile"), Key(10)]
public Dictionary<Guid, float> DemandProfile = new Dictionary<Guid, float>();
[Inspectable, JsonProperty("category"), Key(11)]
public CompoundCommodityCategory Category;
}
[DatabaseCategory("Items"), Inspectable, MessagePackObject]
public class ConsumableItemData : CraftedItemData
{
[Inspectable, JsonProperty("behaviors"), Key(10)]
public List<BehaviorData> Behaviors = new List<BehaviorData>();
[Inspectable, JsonProperty("stackable"), Key(11)]
public bool Stackable;
[Inspectable, JsonProperty("duration"), Key(12)]
public float Duration;
[InspectableTexture, JsonProperty("icon"), Key(13)]
public string Icon;
[Inspectable, JsonProperty("effectiveness"), Key(14)]
public BezierCurve Effectiveness;
}
[JsonObject(MemberSerialization.OptIn)]
public abstract class EquippableItemData : CraftedItemData
{
[InspectableTexture, JsonProperty("schematic"), Key(10)]
public string Schematic;
[Inspectable, JsonProperty("behaviors"), Key(11)]
public List<BehaviorData> Behaviors = new List<BehaviorData>();
[Inspectable, JsonProperty("durability"), Key(12)]
public float Durability;
[InspectableTemperature, JsonProperty("minTemp"), Key(13)]
public float MinimumTemperature;
[InspectableTemperature, JsonProperty("maxTemp"), Key(14)]
public float MaximumTemperature;
// [InspectableField, JsonProperty("durabilityExponent"), Key(15), SimplePerformanceStat]
// public PerformanceStat DurabilityExponent = new PerformanceStat();
//
// [InspectableField, JsonProperty("heatExponent"), Key(16), SimplePerformanceStat]
// public PerformanceStat HeatExponent = new PerformanceStat();
[InspectableAnimationCurve, JsonProperty("heatCurve"), Key(17)]
public BezierCurve HeatPerformanceCurve;
[Inspectable, JsonProperty("resilience"), Key(18)]
public float ThermalResilience = 1;
// [Inspectable, JsonProperty("sfx"), Key(19)]
// public string SoundEffectTrigger;
[InspectableTexture, JsonProperty("actionIcon"), Key(20)]
public string ActionBarIcon;
[InspectableSoundBank, JsonProperty("soundBank"), Key(21)]
public uint SoundBank;
[Inspectable, JsonProperty("audioStats"), Key(22)]
public List<AudioStat> AudioStats = new List<AudioStat>();
[IgnoreMember]
public abstract HardpointType HardpointType { get; }
[IgnoreMember] private const int STEPS = 64;
[IgnoreMember] private float? _optimum;
[IgnoreMember]
public float OptimalTemperature
{
get
{
if (_optimum==null)
{
var samples = Enumerable.Range(0, STEPS).Select(i => (float) i / STEPS).ToArray();
float max = 0;
_optimum = 0;
foreach (var f in samples)
{
var p = HeatPerformanceCurve?.Evaluate(f)??0;
if (p > max)
{
max = p;
_optimum = f;
}
}
}
return (float) (MinimumTemperature + _optimum * (MaximumTemperature - MinimumTemperature));
}
}
public float Performance(float temperature)
{
return saturate(HeatPerformanceCurve?.Evaluate(unlerp(MinimumTemperature, MaximumTemperature, temperature))??1);
}
}
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class AudioStat
{
[InspectableAudioParameter, JsonProperty("parameter"), Key(0)]
public uint Parameter;
[Inspectable, JsonProperty("stat"), Key(1)]
public PerformanceStat Stat = new PerformanceStat();
}
[DatabaseCategory("Items"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class GearData : EquippableItemData
{
[Inspectable, JsonProperty("hardpointType"), Key(23)]
public HardpointType Hardpoint;
[IgnoreMember] public override HardpointType HardpointType => Hardpoint;
}
[DatabaseCategory("Items"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class CargoBayData : EquippableItemData
{
[Inspectable, JsonProperty("interiorShape"), Key(24)]
public Shape InteriorShape;
[IgnoreMember] public override HardpointType HardpointType => HardpointType.Tool;
}
[DatabaseCategory("Items"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class DockingBayData : CargoBayData
{
[Inspectable, JsonProperty("maxSize"), Key(25)]
public int2 MaxSize;
}
[DatabaseCategory("Items"), MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class WeaponItemData : GearData
{
[Inspectable, JsonProperty("range"), Key(24)]
public WeaponRange WeaponRange;
[Inspectable, JsonProperty("caliber"), Key(25)]
public WeaponCaliber WeaponCaliber;
[Inspectable, JsonProperty("weaponType"), Key(26)]
public WeaponType WeaponType;
[Inspectable, JsonProperty("fireTypes"), Key(27)]
public WeaponFireType WeaponFireTypes;
[Inspectable, JsonProperty("modifiers"), Key(28)]
public WeaponModifiers WeaponModifiers;
}
[DatabaseCategory("Items"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class HullData : EquippableItemData
{
[Inspectable, JsonProperty("hardpoints"), Key(23)]
public List<HardpointData> Hardpoints = new List<HardpointData>();
[InspectablePrefab, JsonProperty("prefab"), Key(24)]
public string Prefab;
[Inspectable, JsonProperty("hullType"), Key(25)]
public HullType HullType;
[Inspectable, JsonProperty("gridOffset"), Key(26)]
public float GridOffset;
[Inspectable, JsonProperty("armor"), Key(27)]
public float Armor;
[Inspectable, JsonProperty("drag"), Key(28)]
public float Drag;
[Inspectable, JsonProperty("canTow"), Key(29)]
public bool CanTow;
[IgnoreMember]
public Shape InteriorCells
{
get
{
if (_interiorCells == null)
{
_interiorCells = Shape.Shrink();
}
return _interiorCells;
}
}
private Shape _interiorCells;
[IgnoreMember] public override HardpointType HardpointType => HardpointType.Hull;
}
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class HardpointData : ITintInspector
{
[Inspectable, JsonProperty("type"), Key(0)] public HardpointType Type;
[Inspectable, JsonProperty("position"), Key(1)] public int2 Position;
[Inspectable, JsonProperty("shape"), Key(2)] public Shape Shape = new Shape();
[Inspectable, JsonProperty("transform"), Key(3)] public string Transform;
[Inspectable, JsonProperty("rotation"), Key(4)] public ItemRotation Rotation;
[Inspectable, JsonProperty("armor"), Key(5)] public float Armor;
public override string ToString()
{
return $"{Enum.GetName(typeof(HardpointType), Type)} Hardpoint {Rotation.Arrow()}";
}
[IgnoreMember]
public float3 TintColor
{
get
{
return GetColor(Type);
}
}
public static float3 GetColor(HardpointType type)
{
if (_tintColors == null)
{
var hardpointTypes = (HardpointType[]) Enum.GetValues(typeof(HardpointType));
_tintColors = hardpointTypes.ToDictionary(x => x,
x => ColorMath.HsvToRgb(float3(frac((float)(int)x/hardpointTypes.Length + .25f), 1, 1)));
}
return _tintColors.ContainsKey(type) ? _tintColors[type] : _tintColors[HardpointType.Hull];
}
private static Dictionary<HardpointType, float3> _tintColors;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class PerformanceStat
{
[JsonProperty("min"), Key(0)] public float Min;
[JsonProperty("max"), Key(1)] public float Max;
[JsonProperty("heatExponentMultiplier"), Key(2)]
public float HeatExponentMultiplier;
[JsonProperty("durabilityExponentMultiplier"), Key(3)]
public float DurabilityExponentMultiplier;
[JsonProperty("qualityExponent"), Key(4)]
public float QualityExponent;
// The design role whose part quality this stat reads; unset reads the item's own workmanship quality.
// Njordr states the same rule as a derivation over dimensions; this is that rule with one dimension.
[Inspectable, JsonProperty("fromRole"), Key(5)]
public string FromRole;
[IgnoreMember] private Dictionary<Entity,Dictionary<Behavior,float>> _scaleModifiers;
[IgnoreMember] private Dictionary<Entity,Dictionary<Behavior,float>> _constantModifiers;
[IgnoreMember]
private Dictionary<Entity, Dictionary<Behavior, float>> ScaleModifiers =>
_scaleModifiers = _scaleModifiers ?? new Dictionary<Entity, Dictionary<Behavior, float>>();
[IgnoreMember]
private Dictionary<Entity, Dictionary<Behavior, float>> ConstantModifiers =>
_constantModifiers = _constantModifiers ?? new Dictionary<Entity, Dictionary<Behavior, float>>();
public Dictionary<Behavior, float> GetScaleModifiers(Entity entity)
{
if(!ScaleModifiers.ContainsKey(entity))
ScaleModifiers[entity] = new Dictionary<Behavior, float>();
return ScaleModifiers[entity];
}
public Dictionary<Behavior, float> GetConstantModifiers(Entity entity)
{
if(!ConstantModifiers.ContainsKey(entity))
ConstantModifiers[entity] = new Dictionary<Behavior, float>();
return ConstantModifiers[entity];
}
}
[DatabaseCategory("Items"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class PersonalityAttribute : DatabaseEntry, INamedEntry
{
[Inspectable, JsonProperty("name"), Key(1)]
public string Name;
[Inspectable, JsonProperty("low"), Key(2)]
public string LowName;
[Inspectable, JsonProperty("high"), Key(3)]
public string HighName;
[IgnoreMember] public string EntryName
{
get => Name;
set => Name = value;
}
}