628 lines
17 KiB
C#
628 lines
17 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 Unity.Mathematics;
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using static Unity.Mathematics.math;
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using float2 = Unity.Mathematics.float2;
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using int2 = Unity.Mathematics.int2;
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[Inspectable]
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public class Shape
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{
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[RuntimeCatalogKey(0)] public bool[,] Cells;
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private bool _dirty = true;
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public Shape()
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{
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Cells = new bool[1,1];
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Cells[0, 0] = true;
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}
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public Shape(int width, int height)
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{
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Cells = new bool[width, height];
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}
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public int Width
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{
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get { return Cells.GetLength(0); }
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set { Resize(value, Height); }
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}
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public int Height
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{
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get { return Cells.GetLength(1); }
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set { Resize(Width, value); }
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}
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public void Resize(int width, int height)
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{
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var newCells = new bool[width, height];
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for (int x = 0; x < width; x++)
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{
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for (int y = 0; y < height; y++)
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{
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newCells[x, y] = x >= Width || y >= Height || Cells[x, y];
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}
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}
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Cells = newCells;
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}
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private static int mod(int x, int m) {
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int r = x%m;
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return r<0 ? r+m : r;
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}
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public int2 Rotate(int2 position, ItemRotation rotation)
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{
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return rotation switch
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{
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ItemRotation.Clockwise => int2(position.y, Width - 1 - position.x),
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ItemRotation.Reversed => int2(Width - 1 - position.x, Height - 1 - position.y),
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ItemRotation.CounterClockwise => int2(Height - 1 - position.y, position.x),
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_ => int2(position.x, position.y)
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};
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}
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private int2[] _cachedShapeCoordinates;
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public int2[] Coordinates
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{
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get
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{
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if (_dirty)
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{
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_cachedShapeCoordinates = EnumerateShapeCoordinates().ToArray();
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_dirty = false;
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}
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return _cachedShapeCoordinates;
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}
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}
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private IEnumerable<int2> EnumerateShapeCoordinates()
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{
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for (int y = 0; y < Height; y++)
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{
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for(int x = 0; x < Width; x++)
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{
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if(Cells[x,y]) yield return int2(x, y);
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}
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}
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}
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private int2[] _cachedAllShapeCoordinates;
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public int2[] AllCoordinates => _cachedAllShapeCoordinates ?? (_cachedAllShapeCoordinates = EnumerateAllShapeCoordinates().ToArray());
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private IEnumerable<int2> EnumerateAllShapeCoordinates()
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{
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for (int y = 0; y < Height; y++)
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{
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for(int x = 0; x < Width; x++)
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{
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yield return int2(x, y);
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}
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}
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}
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private float2? _centerOfMass;
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public float2 CenterOfMass => _centerOfMass ?? (_centerOfMass = Coordinates
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.Aggregate(float2.zero, (total, coord) => total + coord) / Coordinates.Length).Value;
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public bool this[int2 pos] {
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get { return pos.x >= 0 && pos.y >= 0 && pos.x < Width && pos.y < Height && Cells[pos.x, pos.y]; }
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set
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{
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if (pos.x < 0 || pos.y < 0 || pos.x >= Width || pos.y >= Height) return;
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_dirty = true;
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Cells[pos.x, pos.y] = value;
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}
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}
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public Shape Shrink()
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{
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var shape = new Shape(Width, Height);
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foreach(var shapeCoord in Coordinates)
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shape[shapeCoord] = (
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this[shapeCoord + int2(-1,-1)] && this[shapeCoord + int2(0,-1)] && this[shapeCoord + int2(1,-1)] &&
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this[shapeCoord + int2(-1,0)] && this[shapeCoord + int2(1,0)] &&
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this[shapeCoord + int2(-1,1)] && this[shapeCoord + int2(0,1)] && this[shapeCoord + int2(1,1)]
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);
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return shape;
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}
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public Shape Inset(Shape inset, int2 insetPosition, ItemRotation rotation = ItemRotation.None)
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{
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var shape = new Shape(max(Width,insetPosition.x + inset.Width - 1), max(Height, insetPosition.y + inset.Height - 1));
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foreach (var v in inset.Coordinates)
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{
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var insetCoord = inset.Rotate(v, rotation) + insetPosition;
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shape[insetCoord] = true;
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}
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return shape;
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}
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public Shape Expand()
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{
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var shape = new Shape(Width, Height);
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foreach (var shapeCoord in AllCoordinates)
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shape[shapeCoord] = (
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this[shapeCoord + int2(-1,-1)] || this[shapeCoord + int2(0,-1)] || this[shapeCoord + int2(1,-1)] ||
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this[shapeCoord + int2(-1,0)] || this[shapeCoord] || this[shapeCoord + int2(1,0)] ||
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this[shapeCoord + int2(-1,1)] || this[shapeCoord + int2(0,1)] || this[shapeCoord + int2(1,1)]
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);
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return shape;
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}
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// TODO: Use the power of math to optimize this function!
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// Try to find a rotation and position with which a shape can be placed to fit within another shape
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public bool FitsWithin(Shape other, out ItemRotation rotation, out int2 position)
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{
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// Try every item orientation
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foreach(var rot in (ItemRotation[])Enum.GetValues(typeof(ItemRotation)))
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{
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rotation = rot;
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if (FitsWithin(other, rot, out var pos))
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{
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position = pos;
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return true;
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}
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}
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rotation = ItemRotation.None;
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position = int2.zero;
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return false;
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}
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// Try to find a position with which a shape can be placed to fit within another shape
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public bool FitsWithin(Shape other, ItemRotation rotation, out int2 position)
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{
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var width = rotation == ItemRotation.Clockwise || rotation == ItemRotation.CounterClockwise ? Height : Width;
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var height = rotation == ItemRotation.Clockwise || rotation == ItemRotation.CounterClockwise ? Width : Height;
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// Try every item position that could possibly fit
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for(int x = 0; x < other.Width - width + 1; x++)
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{
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for (int y = 0; y < other.Height - height + 1; y++)
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{
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position = int2(x, y);
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var fits = true;
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foreach (var v in Coordinates)
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{
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fits = fits && other[Rotate(v, rotation) + position];
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if (!fits) break;
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}
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if (fits) return true;
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}
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}
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position = int2.zero;
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return false;
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}
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// Set every cell on the line from a to b to true according to Bresenham's Line Algorithm
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public void SetLine(float2 a, float2 b)
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{
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if (a.Equals(b))
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{
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return;
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}
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// If line gradient is steep, swap x and y
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bool steep = Math.Abs(b.y - a.y) > Math.Abs(b.x - a.x);
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if (steep)
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{
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a = new float2(a.y, a.x);
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b = new float2(b.y, b.x);
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}
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// If b is closer to the origin than a, swap a and b.
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if (a.x > b.x)
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{
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var temp = a;
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a = b;
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b = temp;
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}
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float dx = b.x - a.x;
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float dy = b.y - a.y;
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float derr = Math.Abs(dy / dx); // dx != 0
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int y = (int) Math.Round(a.y);
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int xStart = (int) Math.Round(a.x);
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float error = (a.y - y) + (xStart - a.x) * derr;
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for (int x = xStart; x <= (int) Math.Round(b.x); x++)
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{
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if (x >= 0 && x < Width && y >= 0 && y < Height)
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{
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Cells[steep ? y : x, steep ? x : y] = true;
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}
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error += derr;
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if (error >= 0.5f)
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{
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y += Math.Sign(dy);
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error -= 1f;
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}
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}
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}
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}
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public abstract class ItemData : RuntimeProjectionEntry, INamedEntry
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{
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[Inspectable, RuntimeCatalogKey(1)]
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public string Name;
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[InspectableText, RuntimeCatalogKey(2)]
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public string Description;
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[RuntimeCatalogKey(3)]
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public Guid Manufacturer;
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[Inspectable, RuntimeCatalogKey(4)]
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public float Mass;
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[InspectableSchematicShape, RuntimeCatalogKey(5)]
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public Shape Shape;
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// Heat needed to change temperature of 1 gram by 1 degree
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[Inspectable, RuntimeCatalogKey(6)]
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public float SpecificHeat = 1;
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[Inspectable, RuntimeCatalogKey(7)]
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public float Conductivity = 1;
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[Inspectable, RuntimeCatalogKey(8)]
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public int Price = 0;
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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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}
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[Inspectable]
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public class SimpleCommodityData : ItemData
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{
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// // Types of body where this resource can be found
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// [InspectableField, RuntimeCatalogKey(6)]
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// public BodyType ResourceBodyType;
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//
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// // Controls the lowest value in the resource distribution curve
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// [InspectableField, RuntimeCatalogKey(8)]
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// public ExponentialLerp Distribution;
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//
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// // Minimum amount of resources needed for presence to register
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// [InspectableField, RuntimeCatalogKey(11)]
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// public float Floor = 5f;
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[Inspectable, RuntimeCatalogKey(9)]
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public int MaxStack = 10;
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[Inspectable, RuntimeCatalogKey(10)]
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public SimpleCommodityCategory Category;
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}
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public abstract class CraftedItemData : ItemData
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{
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// [Inspectable, RuntimeCatalogKey(9)]
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// public float IngredientQualityWeight = .5f;
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}
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[Inspectable]
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public class CompoundCommodityData : CraftedItemData
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{
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[RuntimeCatalogKey(10)]
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public Dictionary<Guid, float> DemandProfile = new Dictionary<Guid, float>();
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[Inspectable, RuntimeCatalogKey(11)]
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public CompoundCommodityCategory Category;
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}
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[Inspectable]
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public class ConsumableItemData : CraftedItemData
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{
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[Inspectable, RuntimeCatalogKey(10)]
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public List<BehaviorData> Behaviors = new List<BehaviorData>();
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[Inspectable, RuntimeCatalogKey(11)]
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public bool Stackable;
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[Inspectable, RuntimeCatalogKey(12)]
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public float Duration;
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[InspectableTexture, RuntimeCatalogKey(13)]
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public string Icon;
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[Inspectable, RuntimeCatalogKey(14)]
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public BezierCurve Effectiveness;
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}
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public abstract class EquippableItemData : CraftedItemData
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{
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[InspectableTexture, RuntimeCatalogKey(10)]
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public string Schematic;
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[Inspectable, RuntimeCatalogKey(11)]
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public List<BehaviorData> Behaviors = new List<BehaviorData>();
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[Inspectable, RuntimeCatalogKey(12)]
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public float Durability;
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[InspectableTemperature, RuntimeCatalogKey(13)]
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public float MinimumTemperature;
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[InspectableTemperature, RuntimeCatalogKey(14)]
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public float MaximumTemperature;
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// [InspectableField, RuntimeCatalogKey(15), SimplePerformanceStat]
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// public PerformanceStat DurabilityExponent = new PerformanceStat();
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//
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// [InspectableField, RuntimeCatalogKey(16), SimplePerformanceStat]
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// public PerformanceStat HeatExponent = new PerformanceStat();
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[InspectableAnimationCurve, RuntimeCatalogKey(17)]
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public BezierCurve HeatPerformanceCurve;
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[Inspectable, RuntimeCatalogKey(18)]
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public float ThermalResilience = 1;
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// [Inspectable, RuntimeCatalogKey(19)]
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// public string SoundEffectTrigger;
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[InspectableTexture, RuntimeCatalogKey(20)]
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public string ActionBarIcon;
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[InspectableSoundBank, RuntimeCatalogKey(21)]
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public uint SoundBank;
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[Inspectable, RuntimeCatalogKey(22)]
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public List<AudioStat> AudioStats = new List<AudioStat>();
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public abstract HardpointType HardpointType { get; }
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private const int STEPS = 64;
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private float? _optimum;
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public float OptimalTemperature
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{
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get
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{
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if (_optimum==null)
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{
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var samples = Enumerable.Range(0, STEPS).Select(i => (float) i / STEPS).ToArray();
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float max = 0;
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_optimum = 0;
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foreach (var f in samples)
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{
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var p = HeatPerformanceCurve?.Evaluate(f)??0;
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if (p > max)
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{
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max = p;
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_optimum = f;
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}
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}
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}
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return (float) (MinimumTemperature + _optimum * (MaximumTemperature - MinimumTemperature));
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}
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}
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public float Performance(float temperature)
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{
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return saturate(HeatPerformanceCurve?.Evaluate(unlerp(MinimumTemperature, MaximumTemperature, temperature))??1);
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}
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}
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[Inspectable]
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public class AudioStat
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{
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[InspectableAudioParameter, RuntimeCatalogKey(0)]
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public uint Parameter;
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[Inspectable, RuntimeCatalogKey(1)]
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public PerformanceStat Stat = new PerformanceStat();
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}
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[Inspectable]
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public class GearData : EquippableItemData
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{
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[Inspectable, RuntimeCatalogKey(23)]
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public HardpointType Hardpoint;
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public override HardpointType HardpointType => Hardpoint;
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}
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[Inspectable]
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public class CargoBayData : EquippableItemData
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{
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[Inspectable, RuntimeCatalogKey(24)]
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public Shape InteriorShape;
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public override HardpointType HardpointType => HardpointType.Tool;
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}
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[Inspectable]
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public class DockingBayData : CargoBayData
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{
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[Inspectable, RuntimeCatalogKey(25)]
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public int2 MaxSize;
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}
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public class WeaponItemData : GearData
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{
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[Inspectable, RuntimeCatalogKey(24)]
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public WeaponRange WeaponRange;
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[Inspectable, RuntimeCatalogKey(25)]
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public WeaponCaliber WeaponCaliber;
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[Inspectable, RuntimeCatalogKey(26)]
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public WeaponType WeaponType;
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[Inspectable, RuntimeCatalogKey(27)]
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public WeaponFireType WeaponFireTypes;
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[Inspectable, RuntimeCatalogKey(28)]
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public WeaponModifiers WeaponModifiers;
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}
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[Inspectable]
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public class HullData : EquippableItemData
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{
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[Inspectable, RuntimeCatalogKey(23)]
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public List<HardpointData> Hardpoints = new List<HardpointData>();
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[InspectablePrefab, RuntimeCatalogKey(24)]
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public string Prefab;
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[Inspectable, RuntimeCatalogKey(25)]
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public HullType HullType;
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[Inspectable, RuntimeCatalogKey(26)]
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public float GridOffset;
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[Inspectable, RuntimeCatalogKey(27)]
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public float Armor;
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[Inspectable, RuntimeCatalogKey(28)]
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public float Drag;
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[Inspectable, RuntimeCatalogKey(29)]
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public bool CanTow;
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public Shape InteriorCells
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{
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get
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{
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if (_interiorCells == null)
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{
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_interiorCells = Shape.Shrink();
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}
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return _interiorCells;
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}
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}
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private Shape _interiorCells;
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public override HardpointType HardpointType => HardpointType.Hull;
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}
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[Inspectable]
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public class HardpointData : ITintInspector
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{
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[Inspectable, RuntimeCatalogKey(0)] public HardpointType Type;
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[Inspectable, RuntimeCatalogKey(1)] public int2 Position;
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[Inspectable, RuntimeCatalogKey(2)] public Shape Shape = new Shape();
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[Inspectable, RuntimeCatalogKey(3)] public string Transform;
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[Inspectable, RuntimeCatalogKey(4)] public ItemRotation Rotation;
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[Inspectable, RuntimeCatalogKey(5)] public float Armor;
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public override string ToString()
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{
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return $"{Enum.GetName(typeof(HardpointType), Type)} Hardpoint {Rotation.Arrow()}";
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}
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public float3 TintColor
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{
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get
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{
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return GetColor(Type);
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}
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}
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public static float3 GetColor(HardpointType type)
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{
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if (_tintColors == null)
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{
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var hardpointTypes = (HardpointType[]) Enum.GetValues(typeof(HardpointType));
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_tintColors = hardpointTypes.ToDictionary(x => x,
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x => ColorMath.HsvToRgb(float3(frac((float)(int)x/hardpointTypes.Length + .25f), 1, 1)));
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}
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return _tintColors.TryGetValue(type, out var color) ? color : _tintColors[HardpointType.Hull];
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}
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private static Dictionary<HardpointType, float3> _tintColors;
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}
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public class PerformanceStat
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{
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[RuntimeCatalogKey(0)] public float Min;
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[RuntimeCatalogKey(1)] public float Max;
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[RuntimeCatalogKey(2)]
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public float HeatExponentMultiplier;
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|
|
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[RuntimeCatalogKey(3)]
|
|
public float DurabilityExponentMultiplier;
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|
|
|
[RuntimeCatalogKey(4)]
|
|
public float QualityExponent;
|
|
|
|
//[RuntimeCatalogKey(5)] public Guid ID = Guid.NewGuid();
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|
|
|
// [RuntimeCatalogKey(5)] public Guid? Ingredient;
|
|
|
|
private Dictionary<Entity,Dictionary<Behavior,float>> _scaleModifiers;
|
|
private Dictionary<Entity,Dictionary<Behavior,float>> _constantModifiers;
|
|
|
|
private Dictionary<Entity, Dictionary<Behavior, float>> ScaleModifiers =>
|
|
_scaleModifiers = _scaleModifiers ?? new Dictionary<Entity, Dictionary<Behavior, float>>();
|
|
|
|
private Dictionary<Entity, Dictionary<Behavior, float>> ConstantModifiers =>
|
|
_constantModifiers = _constantModifiers ?? new Dictionary<Entity, Dictionary<Behavior, float>>();
|
|
|
|
public Dictionary<Behavior, float> GetScaleModifiers(Entity entity)
|
|
{
|
|
if(!ScaleModifiers.ContainsKey(entity))
|
|
ScaleModifiers[entity] = new Dictionary<Behavior, float>();
|
|
|
|
return ScaleModifiers[entity];
|
|
}
|
|
|
|
public Dictionary<Behavior, float> GetConstantModifiers(Entity entity)
|
|
{
|
|
if(!ConstantModifiers.ContainsKey(entity))
|
|
ConstantModifiers[entity] = new Dictionary<Behavior, float>();
|
|
|
|
return ConstantModifiers[entity];
|
|
}
|
|
}
|
|
|
|
[Inspectable]
|
|
public class PersonalityAttribute : RuntimeProjectionEntry, INamedEntry
|
|
{
|
|
[Inspectable, RuntimeCatalogKey(1)]
|
|
public string Name;
|
|
|
|
[Inspectable, RuntimeCatalogKey(2)]
|
|
public string LowName;
|
|
|
|
[Inspectable, RuntimeCatalogKey(3)]
|
|
public string HighName;
|
|
|
|
public string EntryName
|
|
{
|
|
get => Name;
|
|
set => Name = value;
|
|
}
|
|
}
|