Aetheria/Assets/Scripts/ServerShared/Agents/Tasks/PatrolOrbits.cs
Meta Vens a2b54889b4 Move the ServerShared data model onto CultLib's CultCache
Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and
GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also
checks the Caching project exists.

Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject]
and integer [Key]s on the Q7 concrete types (the eight ItemData leaves,
Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the
four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout).
SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName].
ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose
[MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout
moves into ServerShared so AetheriaStores can route it.

References: Guid and DatabaseLink<T> members become CultRecordRef<T>;
Guid-keyed maps become ref-keyed with [CultReference(..., many: true)];
ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits,
bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey.
Identity is the record key: ID comparisons become reference or key
comparisons. StatModifierData.RequireBehavior is a simple type name.

AetheriaStores.Open composes the catalog (read-only unless writable), run
and player stores, one home per type. CultRecordRefs carries IsSet, a
null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert.
ItemManager.GetData is the one item resolution path. MathResolver is
declared by [assembly: CultCacheFormatterResolver].

Inspector attributes: text, range and asset path map onto CultLib's
CultInspector attributes (asset path only on string members); every
replaced Aetheria attribute keeps [Inspectable] for the runtime panel.

Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project,
which follow.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:00:42 +02:00

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909 B
C#

using GameCult.Caching;
using System;
public class PatrolOrbitsTask : AgentTask
{
public override TaskType Type => TaskType.Defend;
public CultRecordKey[] Circuit;
}
public class PatrolOrbitsState : BaseState
{
public PatrolOrbitsTask Task;
public CultRecordKey CurrentTarget
{
get => Task.Circuit[_currentTargetIndex];
}
private int _currentTargetIndex;
public void NextTarget()
{
_currentTargetIndex++;
_currentTargetIndex %= Task.Circuit.Length;
}
public PatrolOrbitsState(Agent agent) : base(agent)
{
var patrolMoveState = new MoveToOrbitState(agent);
Transitions.Add(new StateTransition(patrolMoveState,
() => true,
() => patrolMoveState.Orbit = CurrentTarget));
patrolMoveState.Transitions.Add(new StateTransition(this, () => patrolMoveState.Distance < 10, NextTarget));
}
}