Every Unity.Mathematics using, alias and qualified name under Assets\Scripts and tools now names CultMath. The nine `using static ...noise;` lines are gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the float3 colour pair stays because the bridge has none. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
89 lines
3.4 KiB
C#
89 lines
3.4 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using JsonKnownTypes;
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//using JM.LinqFaster;
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using MessagePack;
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using MessagePack.Formatters;
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using Newtonsoft.Json;
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using CultMath;
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using static CultMath.math;
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[Union(0, typeof(SimpleCommodity)),
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Union(1, typeof(CompoundCommodity)),
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Union(2, typeof(EquippableItem)),
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Union(3, typeof(ConsumableItem)),
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JsonObject(MemberSerialization.OptIn),
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JsonConverter(typeof(JsonKnownTypesConverter<ItemInstance>))]
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public abstract class ItemInstance
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{
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[JsonProperty("data"), Key(0)] public DatabaseLink<ItemData> Data;
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[JsonProperty("rotation"), Key(1)] public ItemRotation Rotation;
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}
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[Union(0, typeof(CompoundCommodity)),
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Union(1, typeof(EquippableItem)),
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Union(2, typeof(ConsumableItem)),
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JsonObject(MemberSerialization.OptIn),
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JsonConverter(typeof(JsonKnownTypesConverter<CraftedItemInstance>))]
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public abstract class CraftedItemInstance : ItemInstance
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{
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// The workmanship of this particular unit, as distinct from the parts that went into it.
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[JsonProperty("quality"), Key(2)] public float Quality;
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// Keys 9 and 10, past every key the derived instances use: an item saved before these existed has no
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// element there at all. Keys 3 to 6 sit inside the old range and read back as nil, which a non-nullable
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// Guid cannot deserialize, so nothing new may go there.
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// How good the part filling each of the design's roles turned out. Empty on items made before roles
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// existed; stats then read Quality as they always did.
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[JsonProperty("ingredients"), Key(9)] public List<RoleFill> Ingredients = new List<RoleFill>();
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// The manufacturer's branded product this was built as, naming it and carrying its flavor text.
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[JsonProperty("product"), Key(10)] public Guid Product;
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// The quality a stat reads for one of the design's roles. An unnamed role, a design without roles, and an
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// item built before roles existed all fall back to this item's own workmanship.
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public float QualityForRole(string role)
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{
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if (string.IsNullOrEmpty(role) || Ingredients == null) return Quality;
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foreach (var fill in Ingredients)
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if (fill.Role == role) return fill.Quality;
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return Quality;
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}
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}
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// One filled slot: the design's role name and how good the part that went into it turned out to be.
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class RoleFill
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{
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[JsonProperty("role"), Key(0)] public string Role;
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[JsonProperty("quality"), Key(1)] public float Quality;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class CompoundCommodity : CraftedItemInstance { }
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class SimpleCommodity : ItemInstance
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{
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[JsonProperty("quantity"), Key(2)] public int Quantity;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class EquippableItem : CraftedItemInstance
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{
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[JsonProperty("durability"), Key(7)] public float Durability;
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[JsonProperty("override"), Key(8)] public bool OverrideShutdown;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class ConsumableItem : CraftedItemInstance
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{
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}
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