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
194 lines
No EOL
6.5 KiB
C#
194 lines
No EOL
6.5 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 MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using static Unity.Mathematics.noise;
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[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
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public class PlanetSettings
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{
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public float ZoneDepthExponent;
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public float ZoneDepth;
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public float ZoneBoundaryFog;
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public ExponentialCurve GravityDepth;
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public ExponentialCurve GravityRadius;
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public ExponentialCurve WaveDepth;
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public ExponentialCurve WaveRadius;
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public ExponentialCurve WaveFrequency;
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public ExponentialCurve WaveSpeed;
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public ExponentialCurve FogTintRadius;
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public ExponentialCurve LightRadius;
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public ExponentialCurve BodyRadius;
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public ExponentialLerp AsteroidSize;
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public ExponentialLerp AsteroidHitpoints;
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public ExponentialLerp AsteroidRespawnTime;
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public float GravityStrength;
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public float MiningDifficulty = 500f;
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public ExponentialCurve OrbitPeriod;
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}
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[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
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public class GalaxyShapeSettings
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{
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public int Arms = 4;
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public float Twist = 10;
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public float TwistExponent = 2;
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}
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[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
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public class SectorGenerationSettings
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{
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public float LinkDensity = .5f;
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public int ZoneCount = 128;
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public int NameGeneratorMinLength = 5;
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public int NameGeneratorMaxLength = 10;
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public int NameGeneratorOrder = 4;
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public int MegaCount;
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public int BossCount;
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public float NoisePosition;
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public float CloudExponent;
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public float CloudAmplitude;
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public float NoiseAmplitude;
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public float NoiseOffset;
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public float NoiseGain;
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public float NoiseLacunarity;
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public float NoiseFrequency;
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public float fBm(float2 p, int octaves)
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{
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float freq = NoiseFrequency, amp = .5f;
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float sum = 0;
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for(int i = 0; i < octaves; i++)
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{
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if(i<4)
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sum += (1-abs(snoise(p * freq))) * amp;
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else sum += abs(snoise(p * freq)) * amp;
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freq *= NoiseLacunarity;
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amp *= NoiseGain;
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}
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return (sum + NoiseOffset)*NoiseAmplitude;
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}
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public float CloudDensity(float2 uv)
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{
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float noise = fBm(uv + NoisePosition, 10);
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return pow(noise, CloudExponent) * CloudAmplitude;
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}
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}
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[Serializable, MessagePackObject(keyAsPropertyName:true), JsonObject]
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public class ZoneGenerationSettings
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{
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public ExponentialCurve PlanetSafetyRadius;
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public float MassFloor = 1;
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public float SunMass = 10000;
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public float GasGiantMass = 2000;
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public float PlanetMass = 100f;
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public int SatellitePasses = 4;
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public float SatelliteCreationMassFloor = 100;
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public float SatelliteCreationProbability = .25f;
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public float BinaryCreationProbability = .25f;
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public float RosetteProbability = .25f;
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public ExponentialLerp ZoneRadius;
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public ExponentialLerp ZoneMass;
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public ExponentialLerp SubZoneCount;
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public float ZoneBoundaryRadius;
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public float BeltProbability = .05f;
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public float BeltMassCeiling = 500f;
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public ExponentialCurve AsteroidBeltWidth;
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public ExponentialCurve AsteroidCount;
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public ExponentialLerp AsteroidRotationSpeed;
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public float ResourceDensityMinimum = .1f;
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public float ResourceDensityMaximum = 1.5f;
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public float SunColorSaturation = .75f;
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public float SunSecondaryColorDistance = .25f;
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public float SunLightSaturation = .5f;
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public float SunFogTintSaturation = .5f;
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public ExponentialLerp GasGiantBandCount;
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public float GasGiantBandColorSeparation = .25f;
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public float GasGiantBandAltColorChance = .25f;
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public ExponentialLerp GasGiantBandSaturation;
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public ExponentialLerp GasGiantBandBrightness;
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public string[] NameData;
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}
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[Serializable, MessagePackObject(keyAsPropertyName: true), JsonObject]
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public class GameplaySettings
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{
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public EntitySettings DefaultEntitySettings;
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public RarityTier[] Tiers;
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public ExponentialLerp QualityPriceModifier;
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public float DurabilityQualityExponent = 2;
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public float DurabilityQualityMin = 2;
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public float DurabilityQualityMax = .25f;
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public float ThermalQualityExponent = 2;
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public float ThermalQualityMin = 2;
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public float ThermalQualityMax = .25f;
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public float DefaultShutdownPerformance = .25f;
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public float SevereHeatstrokeRiskThreshold = .25f;
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public float WormholeDepth = 1000;
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public float WormholeExitVelocity = 20;
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public float WormholeExitRadius = 50;
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public float WormholeAnimationDuration = 4;
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public float WormholeExitCurveStart = .8f;
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public float ThermalWearExponent = .01f;
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public float QualityWearExponent = 2;
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public int TriggerGroupCount = 6;
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public float WarpDistance = 25;
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public float DockingDistance = 25;
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public int SignificantDigits = 3;
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public float ProductionPersonalityLerp = .05f;
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public float MessageDuration = 4f;
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public float TargetPersistenceDuration = 3;
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public ExponentialLerp StartingGearQuality;
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public float HeatRadiationExponent = 1;
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public float HeatRadiationMultiplier = 1;
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public float HeatConductionMultiplier = 1;
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public ExponentialCurve TemperatureEmissionCurve;
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public float HeatstrokeTemperature = 330;
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public float HeatstrokeMultiplier = .00001f;
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public float HeatstrokeExponent = 2;
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public float HeatstrokeRecoverySpeed = .2f;
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public float HeatstrokeControlLimit = .75f;
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public float LockIndicatorNoiseAmplitude = 50f;
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public ExponentialLerp LockIndicatorFrequency;
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public ExponentialLerp LockSpinSpeed;
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public float TorqueFloor;
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public float TorqueMultiplier;
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public float VisibilityDecay;
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public float TargetInfoDecay;
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public float TargetDetectionInfoThreshold;
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public float TargetArmorInfoThreshold;
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public float TargetGearInfoThreshold;
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public float ConvergenceMinimumDistance;
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public float AgentRangeExponent = .25f;
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public float AgentForwardLerp = .5f;
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public float AgentMaxForwardDistance = 50;
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public float AgentFiringMinDot = .99f;
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}
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[Serializable, MessagePackObject(keyAsPropertyName: true), JsonObject]
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public class RarityTier
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{
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public string Name;
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public float Quality;
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public float3 Color;
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public float Rarity;
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} |