A fixture that invents curve and tier values measures a game nobody plays, so the tool reads Assets/Resources/Settings.asset, whose GameSettings holds plain ServerShared classes, and fills them by field name. The settings command asserts counts rather than non-null: an empty array reads as populated, and that lie cost two rounds of parsing bugs in sequences. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
395 lines
21 KiB
C#
395 lines
21 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.Generic;
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using System.IO;
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using System.Linq;
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using MessagePack;
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using Unity.Mathematics;
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using Random = Unity.Mathematics.Random;
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// Commands over the game database, run with: dotnet run --project tools/AetherDb -- <command>
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public static class Program
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{
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public static int Main(string[] args)
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{
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var command = args.FirstOrDefault() ?? "help";
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switch (command)
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{
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case "doctor": return Doctor();
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case "census": return Census();
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case "station-fit": return StationFit();
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case "hardpoint-fit": return HardpointFit();
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case "loadout": return Loadout(args.Skip(1).FirstOrDefault());
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case "save": return Save();
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case "factions": return Factions();
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case "clear-boss-hulls": return ClearBossHulls(args.Contains("apply"));
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case "settings": return Settings();
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case "settings-dump": return SettingsDump();
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case "migrate-products": return MigrateProducts(args.Contains("apply"));
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default:
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Console.WriteLine("commands: doctor, census, station-fit, migrate-products [apply]");
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return 1;
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}
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}
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// Every entry in the database deserializes, and what types it holds.
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private static int Doctor()
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{
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var db = AetherDb.Open();
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var bytes = File.ReadAllBytes(Path.Combine(db.Root, "GameData", "AetherDB.msgpack"));
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var entries = MessagePackSerializer.Deserialize<DatabaseEntry[]>(bytes);
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var nulls = entries.Select((e, i) => (e, i)).Where(x => x.e == null).Select(x => x.i).ToArray();
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Console.WriteLine($"{bytes.Length} bytes, {entries.Length} entries, {db.Cache.AllEntries.Count()} through the cache");
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Console.WriteLine(nulls.Length == 0 ? "no entries failed to deserialize" : $"FAILED at indices: {string.Join(", ", nulls)}");
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foreach (var group in entries.Where(e => e != null).GroupBy(e => e.GetType().Name).OrderBy(g => g.Key))
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Console.WriteLine($" {group.Key}: {group.Count()}");
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return nulls.Length;
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}
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// Designs by kind and manufacturer, designs no product sells, and products with authored role quality.
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private static int Census()
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{
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var db = AetherDb.Open();
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var items = db.Cache.GetAll<EquippableItemData>().ToArray();
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var products = db.Cache.GetAll<FactionProductData>().ToArray();
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var kinds = new Dictionary<string, List<string>>();
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foreach (var item in items)
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{
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var kind = item is HullData hull ? $"Hull/{hull.HullType}"
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: item is DockingBayData ? "DockingBay"
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: item is CargoBayData ? "CargoBay"
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: item is WeaponItemData weapon ? $"Weapon/{weapon.HardpointType}"
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: item.HardpointType.ToString();
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if (!kinds.TryGetValue(kind, out var makers)) kinds[kind] = makers = new List<string>();
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makers.Add(db.Cache.Get<Faction>(item.Manufacturer)?.ShortName ?? "(none)");
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}
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Console.WriteLine($"{items.Length} designs, {products.Length} products\n");
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foreach (var kind in kinds.OrderBy(k => k.Key))
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Console.WriteLine($"{kind.Key,-22} {kind.Value.Count,3} " + string.Join(", ",
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kind.Value.GroupBy(m => m).OrderByDescending(g => g.Count()).Select(g => $"{g.Key}:{g.Count()}")));
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var orphans = items.Where(i => !products.Any(p => p.Design == i.ID)).ToArray();
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Console.WriteLine($"\n{orphans.Length} designs no product sells, so they cannot spawn:");
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foreach (var item in orphans) Console.WriteLine($" {item.Name}");
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var authored = products.Where(p => p.Roles != null && p.Roles.Count > 0).ToArray();
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Console.WriteLine($"\n{authored.Length} products carry role quality:");
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foreach (var product in authored)
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Console.WriteLine($" {product.Name,-28} by {db.Cache.Get<Faction>(product.Manufacturer)?.ShortName ?? "(none)",-12} " +
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string.Join(", ", product.Roles.Select(r => $"{r.Role} {r.Mean:0.00}±{r.StandardDeviation:0.00}")));
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if (authored.Length == 0) Console.WriteLine(" none yet: add roles to a design, then set each product's means");
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return 0;
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}
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// Some docking bay fits every station hull, which LoadoutGenerator.GenerateStationLoadout requires.
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// Models the rule the game applies: an interior cell is usable when no gear occupies it, empty hardpoint
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// cells included. Reports both the empty hull and the case where every hardpoint is already filled, because
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// generation equips hardpoint gear first and only the first of those is guaranteed.
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private static int StationFit()
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{
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var db = AetherDb.Open();
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var bays = db.Cache.GetAll<DockingBayData>().ToArray();
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var failures = 0;
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foreach (var hull in db.Cache.GetAll<HullData>().Where(h => h.HullType == HullType.Station))
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{
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var empty = new Shape(hull.Shape.Width, hull.Shape.Height);
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foreach (var v in hull.InteriorCells.Coordinates) empty[v] = true;
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var hardpointsFilled = new Shape(hull.Shape.Width, hull.Shape.Height);
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foreach (var v in hull.InteriorCells.Coordinates) hardpointsFilled[v] = true;
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foreach (var hardpoint in hull.Hardpoints)
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foreach (var v in hardpoint.Shape.Coordinates)
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hardpointsFilled[hardpoint.Position + v] = false;
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var onEmpty = bays.Where(b => b.Shape.FitsWithin(empty, out _, out _)).Select(b => b.Name).ToArray();
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var onFilled = bays.Where(b => b.Shape.FitsWithin(hardpointsFilled, out _, out _)).Select(b => b.Name).ToArray();
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if (onEmpty.Length == 0) failures++;
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Console.WriteLine($"{hull.Name}: empty hull fits [{string.Join(", ", onEmpty)}], every hardpoint filled fits [{string.Join(", ", onFilled)}]");
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if (onEmpty.Length > 0 && onFilled.Length == 0)
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Console.WriteLine(" depends on hardpoint gear leaving cells free; generation can still fail here");
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}
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return failures;
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}
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// Every hardpoint on every hull, and which designs can fill it: LoadoutGenerator requires a matching
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// HardpointType, a shape that fits the hardpoint, and exactly as many cells as the hardpoint has. A
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// hardpoint no product can fill is gear the game cannot place.
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private static int HardpointFit()
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{
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var db = AetherDb.Open();
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var gear = db.Cache.GetAll<GearData>().ToArray();
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var products = db.Cache.GetAll<FactionProductData>().ToArray();
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var unfillable = 0;
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foreach (var hull in db.Cache.GetAll<HullData>().OrderBy(h => h.HullType).ThenBy(h => h.Name))
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{
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Console.WriteLine($"\n{hull.Name} ({hull.HullType}):");
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foreach (var hardpoint in hull.Hardpoints.OrderByDescending(h => h.Shape.Coordinates.Length))
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{
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var cells = hardpoint.Shape.Coordinates.Length;
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var matches = gear.Where(g =>
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g.HardpointType == hardpoint.Type &&
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g.Shape.FitsWithin(hardpoint.Shape, hardpoint.Rotation, out _) &&
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g.Shape.Coordinates.Length == cells).ToArray();
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var sold = matches.Where(m => products.Any(p => p.Design == m.ID)).ToArray();
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if (sold.Length == 0) unfillable++;
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Console.WriteLine($" {hardpoint.Type,-14} {cells,2} cells: {matches.Length} designs match, {sold.Length} sold" +
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(matches.Length == 0 ? " <- no design of that size" : sold.Length == 0 ? " <- designs exist but no product sells them" : ""));
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foreach (var match in matches)
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Console.WriteLine($" {match.Name,-28} {match.Shape.Coordinates.Length} cells" +
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(products.Any(p => p.Design == match.ID) ? "" : " (unsold)"));
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}
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}
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Console.WriteLine($"\n{unfillable} hardpoints no product can fill");
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return unfillable;
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}
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// The parsed shape of the settings asset, for checking where sequence items actually landed.
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private static int SettingsDump()
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{
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var authored = AuthoredSettings.Load(AetherDb.Open().Root);
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authored.Dump("TutorialGenerationSettings", 2);
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Console.WriteLine();
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authored.Dump("GameplaySettings", 2);
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return 0;
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}
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// What the authored settings asset actually yields, so a fixture using it can be trusted before it reports
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// anything about galaxies. Prints the values that matter to generation and every field it could not place.
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private static int Settings()
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{
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var db = AetherDb.Open();
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var authored = AuthoredSettings.Load(db.Root);
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var tutorial = authored.Read<TutorialGenerationSettings>("TutorialGenerationSettings");
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var background = authored.Read<SectorBackgroundSettings>("TutorialBackgroundSettings");
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var names = authored.Read<NameGeneratorSettings>("NameGeneratorSettings");
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var zones = authored.Read<ZoneGenerationSettings>("ZoneSettings");
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var gameplay = authored.Read<GameplaySettings>("GameplaySettings");
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Console.WriteLine($"tutorial: protagonist {tutorial.ProtagonistFaction}, antagonist {tutorial.AntagonistFaction}, " +
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$"buffer {tutorial.BufferFaction}, quest {tutorial.QuestFaction}, " +
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$"neutrals [{string.Join(", ", tutorial.NeutralFactions ?? new string[0])}], " +
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$"{tutorial.ZoneCount} zones, link density {tutorial.LinkDensity}");
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Console.WriteLine($"background: frequency {background.NoiseFrequency}, amplitude {background.NoiseAmplitude}, " +
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$"cloud exponent {background.CloudExponent}, density at centre {background.CloudDensity(new float2(.5f)):0.000}");
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Console.WriteLine($"names: order {names.NameGeneratorOrder}, length {names.NameGeneratorMinLength}-{names.NameGeneratorMaxLength}");
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Console.WriteLine($"zones: sun mass {zones.SunMass}, planet mass {zones.PlanetMass}, satellite passes {zones.SatellitePasses}, " +
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$"belt probability {zones.BeltProbability}");
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Console.WriteLine($" zone radius curve {zones.ZoneRadius?.Minimum}-{zones.ZoneRadius?.Maximum} exponent {zones.ZoneRadius?.Exponent}");
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Console.WriteLine($" sub zone count {zones.SubZoneCount?.Minimum}-{zones.SubZoneCount?.Maximum} exponent {zones.SubZoneCount?.Exponent}");
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Console.WriteLine($"gameplay: weapon groups {gameplay.WeaponGroupCount}, shutdown performance {gameplay.DefaultEntitySettings?.ShutdownPerformance}");
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Console.WriteLine($" tiers: {string.Join(", ", (gameplay.Tiers ?? new RarityTier[0]).Select(t => $"{t.Name} q{t.Quality} r{t.Rarity}"))}");
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Console.WriteLine($" price modifier {gameplay.QualityPriceModifier?.Minimum}-{gameplay.QualityPriceModifier?.Maximum} exponent {gameplay.QualityPriceModifier?.Exponent}");
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// Assert counts, not non-null: an empty array reads as populated and would make every number a fixture
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// reports downstream a fiction. These are the authored values as of the asset read above.
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var missing = new List<string>();
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if (zones.ZoneRadius == null || zones.ZoneRadius.Maximum <= 0) missing.Add("ZoneSettings.ZoneRadius");
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if (zones.SubZoneCount == null || zones.SubZoneCount.Maximum <= 0) missing.Add("ZoneSettings.SubZoneCount");
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if (zones.PlanetSafetyRadius == null || zones.PlanetSafetyRadius.Multiplier <= 0) missing.Add("ZoneSettings.PlanetSafetyRadius");
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if (gameplay.Tiers == null || gameplay.Tiers.Length != 5) missing.Add($"GameplaySettings.Tiers (expected 5, got {gameplay.Tiers?.Length ?? 0})");
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else if (gameplay.Tiers.Any(t => string.IsNullOrEmpty(t.Name) || t.Quality <= 0)) missing.Add("GameplaySettings.Tiers (a tier parsed without a name or quality)");
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if (gameplay.DefaultEntitySettings == null) missing.Add("GameplaySettings.DefaultEntitySettings");
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if (gameplay.QualityPriceModifier == null || gameplay.QualityPriceModifier.Maximum <= 0) missing.Add("GameplaySettings.QualityPriceModifier");
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if (tutorial.NeutralFactions == null || tutorial.NeutralFactions.Length != 2) missing.Add($"TutorialGenerationSettings.NeutralFactions (expected 2, got {tutorial.NeutralFactions?.Length ?? 0})");
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if (string.IsNullOrEmpty(tutorial.ProtagonistFaction)) missing.Add("TutorialGenerationSettings.ProtagonistFaction");
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Console.WriteLine($"\n{authored.Unplaced.Count} fields in the asset had nowhere to go");
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foreach (var field in authored.Unplaced.Take(20)) Console.WriteLine($" {field}");
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Console.WriteLine($"{missing.Count} settings generation needs came back unset");
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foreach (var field in missing) Console.WriteLine($" {field}");
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return missing.Count;
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}
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// Clears boss hull links that resolve to nothing. Galaxy.PlaceFactionsMain gives a boss zone to every faction
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// carrying a BossHull, so a dangling link claims a chokepoint that can never spawn a boss. Dry run unless
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// passed "apply".
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private static int ClearBossHulls(bool apply)
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{
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var db = AetherDb.Open();
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var dangling = db.Cache.GetAll<Faction>()
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.Where(f => f.BossHull != Guid.Empty && db.Cache.Get<HullData>(f.BossHull) == null)
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.OrderBy(f => f.Name)
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.ToArray();
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Console.WriteLine($"{dangling.Length} factions point at a boss hull that does not exist:");
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foreach (var faction in dangling)
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{
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Console.WriteLine($" {faction.Name,-26} {faction.BossHull}");
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if (apply) faction.BossHull = Guid.Empty;
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}
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if (apply && dangling.Length > 0)
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{
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db.Save();
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Console.WriteLine($"\nCleared {dangling.Length} boss hull links in AetherDB.msgpack");
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}
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else if (!apply && dangling.Length > 0) Console.WriteLine("\nDry run. Pass \"apply\" to clear them.");
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return 0;
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}
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// Each faction's generation-critical links, read through the loaded cache so the multi-file NameFile store
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// counts. Galaxy.GenerateNames dereferences the geoname file without a guard, so a dangling link there stops
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// galaxy generation outright.
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private static int Factions()
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{
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// Name files are not loaded: reporting a geoname link needs only the link's target id, and loading that
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// store rewrites it. A dangling geoname therefore reads as "not loaded" here rather than as DANGLING.
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var db = AetherDb.Open();
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var products = db.Cache.GetAll<FactionProductData>().ToArray();
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Console.WriteLine($"{"faction",-26} {"short",-13} {"geonames",-22} {"boss hull",-14} {"influence",-9} products");
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var broken = 0;
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foreach (var faction in db.Cache.GetAll<Faction>().OrderBy(f => f.Name))
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{
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var geonames = faction.GeonameFile == Guid.Empty ? "UNSET" : "set";
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var boss = faction.BossHull == Guid.Empty
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? "none"
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: db.Cache.Get<HullData>(faction.BossHull)?.Name ?? "DANGLING";
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if (geonames == "UNSET" || boss == "DANGLING") broken++;
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Console.WriteLine($"{faction.Name,-26} {faction.ShortName,-13} {geonames,-22} {boss,-14} {faction.InfluenceDistance,-9} " +
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products.Count(p => p.Manufacturer == faction.ID));
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}
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Console.WriteLine($"\n{broken} factions carry a link that would break generation");
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return broken;
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}
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// What the saved run actually holds per zone. A zone carrying orbits but no orbital entities was packed by a
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// generation run that failed partway, and is reused on revisit rather than regenerated, so a fixed generator
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// does not repopulate it.
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private static int Save()
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{
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var db = AetherDb.Open();
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var path = Path.Combine(db.Root, "GameData", "PlayerSettings.msgpack");
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if (!File.Exists(path))
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{
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Console.WriteLine($"no save at {path}");
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return 0;
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}
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PlayerSettings settings;
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try
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{
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settings = MessagePackSerializer.Deserialize<PlayerSettings>(File.ReadAllBytes(path));
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}
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catch (Exception e)
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{
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Console.WriteLine($"save does not deserialize: {e.GetType().Name}: {e.Message}");
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return 1;
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}
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var run = settings.SavedRun;
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if (run?.Zones == null)
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{
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Console.WriteLine($"save holds no run (player {settings.Name}, tutorial passed: {settings.TutorialPassed})");
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return 0;
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}
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Console.WriteLine($"player {settings.Name}, {run.Zones.Length} zones, current zone {run.CurrentZone}\n");
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var suspect = 0;
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for (var i = 0; i < run.Zones.Length; i++)
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{
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var zone = run.Zones[i];
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if (zone.Contents == null) continue;
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var stations = zone.Contents.Entities.Count(e => e is OrbitalEntityPack);
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var ships = zone.Contents.Entities.Count(e => e is ShipPack);
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var owner = zone.Owner >= 0 && zone.Owner < run.Factions.Length
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? db.Cache.Get<Faction>(run.Factions[zone.Owner])?.ShortName ?? "(unknown)"
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: "(none)";
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var packedEmpty = zone.Contents.Orbits.Count > 0 && stations == 0;
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if (packedEmpty) suspect++;
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Console.WriteLine($" [{i,3}] {zone.Name,-18} owner {owner,-12} orbits {zone.Contents.Orbits.Count,3} " +
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$"stations {stations,2} ships {ships,2}{(packedEmpty ? " <- packed with orbits but no stations" : "")}");
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}
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Console.WriteLine($"\n{suspect} visited zones packed with orbits but no stations");
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return 0;
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}
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// Runs the real LoadoutGenerator against every hull, so a generation failure reproduces here instead of on a
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// flight to a populated sector. No galaxy, so this covers placement, roles and products but NOT availability
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// filtering or distance weighting, which need a real galaxy. Seeded: a failure repeats.
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private static int Loadout(string seedArgument)
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{
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var db = AetherDb.Open();
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var seed = uint.TryParse(seedArgument, out var parsed) ? parsed : 1u;
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var settings = new GameplaySettings
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{
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DefaultEntitySettings = new EntitySettings(),
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Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
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QualityPriceModifier = new ExponentialLerp()
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};
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var log = new List<string>();
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var itemManager = new ItemManager(db.Cache, settings, log.Add);
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var failures = 0;
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foreach (var hull in db.Cache.GetAll<HullData>().OrderBy(h => h.HullType).ThenBy(h => h.Name))
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{
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var random = new Random(seed);
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var generator = new LoadoutGenerator(ref random, itemManager, null, null, null, .5f);
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log.Clear();
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string outcome;
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try
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{
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var pack = hull.HullType switch
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{
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HullType.Ship => generator.GenerateShipLoadout(candidate => candidate.ID == hull.ID),
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HullType.Turret => generator.GenerateTurretLoadout(),
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_ => generator.GenerateStationLoadout()
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};
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outcome = pack == null ? "NO LOADOUT (nothing suitable found)" : "ok";
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if (pack == null) failures++;
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}
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catch (Exception e)
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{
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outcome = $"THREW {e.GetType().Name}: {e.Message}";
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failures++;
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}
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Console.WriteLine($"{hull.Name,-12} ({hull.HullType,-7}) {outcome}");
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foreach (var line in log.Distinct()) Console.WriteLine($" {line}");
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}
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Console.WriteLine($"\n{failures} hulls failed to generate a loadout (seed {seed})");
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return failures;
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}
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// Mints a product for every design that still carries a manufacturer, copying its name and description.
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private static int MigrateProducts(bool apply)
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{
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var db = AetherDb.Open();
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var products = db.Cache.GetAll<FactionProductData>().ToList();
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var designs = db.Cache.GetAll<CraftedItemData>()
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.Where(d => d.Manufacturer != Guid.Empty)
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.Where(d => !products.Any(p => p.Design == d.ID && p.Manufacturer == d.Manufacturer))
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.ToArray();
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Console.WriteLine($"{products.Count} products exist; {designs.Length} designs need one\n");
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foreach (var design in designs)
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{
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var product = new FactionProductData
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{
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Name = design.Name,
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Description = design.Description,
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Design = design.ID,
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Manufacturer = design.Manufacturer,
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|
// A design authored before roles existed has none; its product gets rows when roles are added
|
|
Roles = (design.Roles ?? new List<ItemRole>()).Select(r => new ProductRole { Role = r.Name }).ToList()
|
|
};
|
|
Console.WriteLine($" {product.Name,-28} by {db.Cache.Get<Faction>(product.Manufacturer)?.ShortName ?? "(unknown)"}");
|
|
if (apply) db.Cache.Add(product);
|
|
}
|
|
|
|
if (apply && designs.Length > 0)
|
|
{
|
|
db.Save();
|
|
Console.WriteLine($"\nSaved {designs.Length} products to AetherDB.msgpack");
|
|
}
|
|
else if (!apply) Console.WriteLine("\nDry run. Pass \"apply\" to write these to the database.");
|
|
return 0;
|
|
}
|
|
}
|