Made it possible to turn new hulls into drones which can then be outfitted and activated for service Missing blueprint ingredients no longer crash the game and gracefully log what's broken Loadout cargo is now stored entirely separate from gear
29 lines
No EOL
965 B
C#
29 lines
No EOL
965 B
C#
using System;
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using System.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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[RethinkTable("Items"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class LoadoutData : DatabaseEntry, INamedEntry
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{
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[InspectableField, JsonProperty("name"), Key(1)]
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public string Name;
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[InspectableDatabaseLink(typeof(HullData)), JsonProperty("hull"), Key(2)]
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public Guid Hull;
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[JsonProperty("items"), Key(3)]
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public List<Guid> Gear = new List<Guid>();
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[InspectableDatabaseLink(typeof(SimpleCommodityData)), JsonProperty("simpleCargo"), Key(4)]
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public Dictionary<Guid, int> SimpleCargo = new Dictionary<Guid, int>();
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[InspectableDatabaseLink(typeof(CraftedItemData)), JsonProperty("compoundCargo"), Key(5)]
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public Dictionary<Guid, int> CompoundCargo = new Dictionary<Guid, int>();
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[IgnoreMember] public string EntryName
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{
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get => Name;
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set => Name = value;
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}
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} |