Aetheria/Assets/Scripts/ServerShared/LoadoutGenerator.cs
Reinier Vens fd81bf267e Shops & Weapon Icons
Added stations to loadout generator
Overhauled Trade menu to sell station inventory contents
Placing stations in ZoneGenerator
Moved weapons to new item type: WeaponItemData
Implemented icon sets for weapon functionality
Renamed MegaCorporation to Faction
Implemented quality-dependent item pricing
Added unoccupied space helper function for entity
Moved sector generation settings to settings file
2021-03-20 04:20:17 +00:00

204 lines
No EOL
9.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using Random = Unity.Mathematics.Random;
public class LoadoutGenerator
{
public Random Random;
public ItemManager ItemManager { get; }
public Sector Sector { get; }
public SectorZone Zone { get; }
public Faction Faction { get; }
public float PriceExponent { get; }
public LoadoutGenerator(
ref Random random,
ItemManager itemManager,
Sector sector,
SectorZone zone,
Faction faction,
float priceExponent)
{
Random = random;
ItemManager = itemManager;
Sector = sector;
Zone = zone;
Faction = faction;
PriceExponent = priceExponent;
}
public EntityPack GenerateShipLoadout()
{
var hull = ItemManager.CreateInstance(RandomHull(HullType.Ship)) as EquippableItem;
var entity = new Ship(ItemManager, null, hull, ItemManager.GameplaySettings.DefaultEntitySettings);
entity.Faction = Faction;
OutfitEntity(entity);
return EntitySerializer.Pack(entity);
}
public EntityPack GenerateTurretLoadout()
{
var hull = ItemManager.CreateInstance(RandomHull(HullType.Turret)) as EquippableItem;
var entity = new OrbitalEntity(ItemManager, null, hull, Guid.Empty, ItemManager.GameplaySettings.DefaultEntitySettings);
entity.Faction = Faction;
OutfitEntity(entity);
return EntitySerializer.Pack(entity);
}
public EntityPack GenerateStationLoadout()
{
var hullData = RandomHull(HullType.Station);
var hull = ItemManager.CreateInstance(hullData) as EquippableItem;
var entity = new OrbitalEntity(ItemManager, null, hull, Guid.Empty, ItemManager.GameplaySettings.DefaultEntitySettings);
entity.Faction = Faction;
OutfitEntity(entity);
var emptyShape = entity.UnoccupiedSpace;
var dockingBayData = RandomItem<DockingBayData>(item => item.Shape.FitsWithin(emptyShape, out _, out _));
if (dockingBayData == null) throw new InvalidLoadoutException("No compatible docking bay found for station!");
dockingBayData.Shape.FitsWithin(emptyShape, out var cargoRotation, out var cargoPosition);
var dockingBay = ItemManager.CreateInstance(dockingBayData) as EquippableItem;
dockingBay.Rotation = cargoRotation;
if (!entity.TryEquip(dockingBay, cargoPosition))
{
throw new InvalidLoadoutException("Failed to equip selected docking bay!");
}
var cargo = entity.CargoBays.First();
var inventory = RandomItems<EquippableItemData>(16, data => !(data is CargoBayData));
foreach (var item in inventory)
{
var instance = ItemManager.CreateInstance(item);
cargo.TryStore(instance);
}
return EntitySerializer.Pack(entity);
}
public HullData RandomHull(HullType type)
{
return ItemManager.ItemData.GetAll<HullData>()
.Where(item => item.HullType == type && (Faction == null || item.Manufacturer == Faction.ID || Faction.Allegiance.ContainsKey(item.Manufacturer)))
.WeightedRandomElements(ref Random,
item =>
(Faction == null || item.Manufacturer == Faction.ID ? 1 : Faction.Allegiance[item.Manufacturer]) / // Prioritize items from allied manufacturers
Zone.Distance[Sector.HomeZones[ItemManager.ItemData.Get<Faction>(item.Manufacturer)]] / // Penalize distance to manufacturer headquarters
pow(item.Price, PriceExponent), // Penalize item price to a controllable degree
1
).FirstOrDefault();
}
public T[] RandomItems<T>(int count, Predicate<T> filter = null) where T : EquippableItemData
{
return ItemManager.ItemData.GetAll<T>()
.Where(item => Sector.ContainsFaction(item.Manufacturer) &&
(Faction == null || item.Manufacturer == Faction.ID || Faction.Allegiance.ContainsKey(item.Manufacturer)) &&
(filter?.Invoke(item) ?? true))
.WeightedRandomElements(ref Random, item =>
(Faction == null || item.Manufacturer == Faction.ID ? 1 : Faction.Allegiance[item.Manufacturer]) * // Prioritize items from allied manufacturers
item.Shape.Coordinates.Length * item.Shape.Coordinates.Length / // Prioritize larger items
Zone.Distance[Sector.HomeZones[ItemManager.ItemData.Get<Faction>(item.Manufacturer)]] / // Penalize distance to manufacturer headquarters
pow(item.Price, PriceExponent), // Penalize item price to a controllable degree
count
);
}
public T RandomItem<T>(Predicate<T> filter = null) where T : EquippableItemData
{
return RandomItems(1, filter).FirstOrDefault();
}
public T RandomItem<T>(HardpointData hardpoint, Predicate<T> filter = null) where T : EquippableItemData
{
return RandomItem<T>(item => item.HardpointType == hardpoint.Type &&
(filter?.Invoke(item) ?? true) &&
item.Shape.FitsWithin(hardpoint.Shape, hardpoint.Rotation, out _));
}
private void OutfitEntity(Entity entity)
{
var hullData = ItemManager.GetData(entity.Hull) as HullData;
foreach (var v in hullData.Shape.Coordinates) entity.HullConductivity[v.x, v.y] = true;
var previousItems = new List<EquippableItemData>();
foreach (var hardpoint in hullData.Hardpoints.OrderByDescending(h=>h.Shape.Coordinates.Length))
{
if (hardpoint.Type == HardpointType.ControlModule)
{
var controllerData = RandomItem<GearData>(hardpoint,
item => item.Behaviors.Any(b => entity is Ship && b is CockpitData || entity is OrbitalEntity && b is TurretControllerData));
if (controllerData == null) throw new InvalidLoadoutException("No compatible controller found for entity!");
var controller = ItemManager.CreateInstance(controllerData) as EquippableItem;
if (!entity.TryEquip(controller))
{
throw new InvalidLoadoutException($"Failed to equip selected {Enum.GetName(typeof(HardpointType), hardpoint.Type)}!");
}
}
else
{
// If a previously selected item fits, use that one (this is why we must process larger hardpoints first)
var itemData = previousItems
.FirstOrDefault(i => i.HardpointType == hardpoint.Type && i.Shape.FitsWithin(hardpoint.Shape, hardpoint.Rotation, out _));
itemData ??= RandomItem<GearData>(hardpoint);
if (itemData == null) ItemManager.Log($"No compatible item found for entity {Enum.GetName(typeof(HardpointType), hardpoint.Type)} hardpoint!");
else
{
//throw new InvalidLoadoutException($"No compatible item found for entity {Enum.GetName(typeof(HardpointType), hardpoint.Type)} hardpoint!");
var item = ItemManager.CreateInstance(itemData) as EquippableItem;
if (!entity.TryEquip(item))
{
throw new InvalidLoadoutException($"Failed to equip selected {Enum.GetName(typeof(HardpointType), hardpoint.Type)}!");
}
previousItems.Add(itemData);
}
}
}
var emptyShape = entity.UnoccupiedSpace;
var cargoData = RandomItem<CargoBayData>(item =>
!(item is DockingBayData) &&
item.Shape.FitsWithin(emptyShape, out _, out _));
if (cargoData == null) throw new InvalidLoadoutException("No compatible cargo bay found for entity!");
cargoData.Shape.FitsWithin(emptyShape, out var cargoRotation, out var cargoPosition);
var cargo = ItemManager.CreateInstance(cargoData) as EquippableItem;
cargo.Rotation = cargoRotation;
if (!entity.TryEquip(cargo, cargoPosition))
throw new InvalidLoadoutException("Failed to equip selected cargo bay!");
emptyShape = entity.UnoccupiedSpace;
var capacitorData = RandomItem<GearData>(item =>
item.Behaviors.Any(b => b is CapacitorData) &&
item.Shape.FitsWithin(emptyShape, out _, out _));
if (capacitorData == null) throw new InvalidLoadoutException("No compatible capacitor found for entity!");
capacitorData.Shape.FitsWithin(emptyShape, out var capacitorRotation, out var capacitorPosition);
var capacitor = ItemManager.CreateInstance(capacitorData) as EquippableItem;
capacitor.Rotation = capacitorRotation;
if (!entity.TryEquip(capacitor, capacitorPosition))
throw new InvalidLoadoutException("Failed to equip selected capacitor!");
}
}
public class InvalidLoadoutException : Exception
{
public InvalidLoadoutException()
{
}
public InvalidLoadoutException(string message)
: base(message)
{
}
public InvalidLoadoutException(string message, Exception inner)
: base(message, inner)
{
}
}