Aetheria/Assets/Scripts/ServerShared/Behaviors/Behaviors.cs
Reinier Vens 47189c8a7e Equipment Data Simplification
Removed blueprint system for crafting (and excised anything depending on that)
Implemented smootherstep and used it for wormhole animation
Quality dependent durability and heat exponents are now global instead of item specific
Database list view now groups equipment by manufacturer
Thrusters can now consume energy
Weapons can have reloads even when they don't have ammo
2021-03-22 05:22:31 +00:00

139 lines
No EOL
3.6 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 static Unity.Mathematics.noise;
public interface IBehavior
{
bool Execute(float delta);
BehaviorData Data { get; }
}
public interface IActivatedBehavior : IBehavior
{
void Activate();
void Deactivate();
}
public interface IAnalogBehavior : IBehavior
{
float Axis { get; set; }
}
public interface IDisposableBehavior
{
void Dispose();
}
public interface IEventBehavior
{
void ResetEvents();
}
public interface IInitializableBehavior
{
void Initialize();
}
public interface IInteractiveBehavior
{
bool Exposed { get; }
}
public interface IAlwaysUpdatedBehavior
{
void Update(float delta);
}
public interface IProgressBehavior
{
float Progress { get; }
}
public interface IOrderedBehavior
{
int Order { get; }
}
public interface IPersistentBehavior//<T> where T : IBehavior
{
PersistentBehaviorData Store();
void Restore(PersistentBehaviorData data);
}
public interface IPopulationAssignment
{
int AssignedPopulation { get; set; }
}
[MessagePackObject,
JsonObject(MemberSerialization.OptIn),
JsonConverter(typeof(JsonKnownTypesConverter<PersistentBehaviorData>))]
public abstract class PersistentBehaviorData
{
}
[InspectableField,
Union(0, typeof(GuidedWeaponData)),
Union(1, typeof(LauncherData)),
Union(2, typeof(ReactorData)),
Union(3, typeof(RadiatorData)),
Union(4, typeof(StatModifierData)),
Union(5, typeof(SensorData)),
Union(6, typeof(ReflectorData)),
Union(7, typeof(ShieldData)),
Union(8, typeof(ThrusterData)),
Union(9, typeof(WearData)),
Union(10, typeof(VelocityConversionData)),
Union(11, typeof(VelocityLimitData)),
// Union(13, typeof(PatrolControllerData)),
// Union(14, typeof(TowingControllerData)),
Union(15, typeof(CooldownData)),
Union(16, typeof(HeatData)),
// Union(17, typeof(HitscanData)),
Union(18, typeof(ItemUsageData)),
Union(19, typeof(RadianceData)),
Union(20, typeof(SwitchData)),
Union(21, typeof(TriggerData)),
Union(22, typeof(VisibilityData)),
Union(23, typeof(ThermotoggleData)),
Union(24, typeof(EnergyDrawData)),
// Union(25, typeof(MiningControllerData)),
Union(26, typeof(MiningToolData)),
// Union(27, typeof(SurveyControllerData)),
Union(28, typeof(ResourceScannerData)),
// Union(29, typeof(WanderControllerData)),
// Union(30, typeof(HaulingControllerData)),
Union(31, typeof(CapacitorData)),
Union(32, typeof(CockpitData)),
Union(33, typeof(HeatStorageData)),
Union(34, typeof(TurretControllerData)),
Union(35, typeof(InstantWeaponData)),
Union(36, typeof(ConstantWeaponData)),
Union(37, typeof(ChargedWeaponData)),
Union(38, typeof(AutoWeaponData)),
JsonConverter(typeof(JsonKnownTypesConverter<BehaviorData>)), JsonObject(MemberSerialization.OptIn)]
public abstract class BehaviorData
{
[InspectableField, JsonProperty("group"), Key(0)]
public int Group;
public abstract IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item);
public override string ToString()
{
var className = base.ToString();
var dataIndex = className.IndexOf("data", StringComparison.InvariantCultureIgnoreCase);
return dataIndex>0 ? className.Substring(0,dataIndex).SplitCamelCase() : className;
}
}