Aetheria/Assets/Scripts/ServerShared/RuntimeEntityBlueprintProjector.cs
2026-06-14 05:56:41 +01:00

222 lines
9.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Mathematics;
public static class RuntimeEntityBlueprintProjector
{
public static RuntimeEntityBlueprint CaptureBlueprint(Entity entity)
{
RuntimeEntityBlueprint blueprint;
if (entity is OrbitalEntity orbital)
blueprint = new RuntimeOrbitalEntityBlueprint
{
Orbit = orbital.OrbitData,
SecurityLevel = orbital.SecurityLevel,
SecurityRadius = orbital.SecurityRadius
};
else if (entity is Ship ship)
blueprint = new RuntimeShipBlueprint
{
Position = ship.Position,
Direction = ship.Direction,
IsPlayerShip = ship.IsPlayerShip
};
else throw new ArgumentException("Attempted to capture an instance of abstract class Entity!");
blueprint.Settings = entity.Settings;
// Filter item behavior collections by those with any persistent behaviors
// For each item create an object containing the item position and a list of persistent behaviors
// Then turn that into a dictionary mapping from item position to an array of every behaviors persistent data
blueprint.PersistedBehaviors = entity.Equipment
.Where(item => item.Behaviors.Any(b=>b is IPersistentBehavior))
.Select(item => new {equippable=item, behaviors = item.Behaviors
.Where(b=>b is IPersistentBehavior)
.Cast<IPersistentBehavior>()})
.ToDictionary(x=> x.equippable.Position, x=>x.behaviors.Select(b => b.Store()).ToArray());
blueprint.Hull = entity.Hull;
blueprint.Name = entity.Name;
blueprint.Faction = entity.Faction?.ID ?? Guid.Empty;
blueprint.Equipment = entity.Equipment.Select(e => (e.Position, e.EquippableItem)).ToArray();
blueprint.CargoBays = entity.CargoBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
blueprint.DockingBays = entity.DockingBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
blueprint.DockingBayAssignments = entity.DockingBays.Select(x => entity.Children.IndexOf(x.DockedShip)).ToArray();
blueprint.CargoContents = entity.CargoBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
blueprint.DockingBayContents = entity.DockingBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
blueprint.Armor = entity.Armor;
blueprint.Temperature = entity.Temperature;
blueprint.Conductivity = entity.HullConductivity;
blueprint.Children = entity.Children.Select(CaptureBlueprint).ToArray();
blueprint.WeaponGroups = entity.WeaponGroups.Select(wg => wg.items.Select(item => entity.Equipment.IndexOf(item)).ToArray()).ToArray();
return blueprint;
}
public static Entity InstantiateFromBlueprint(ItemManager itemManager, Zone zone, RuntimeEntityBlueprint blueprint, bool instantiate = false)
{
blueprint.Settings ??= itemManager.GameplaySettings.DefaultEntitySettings.Copy();
return blueprint switch
{
RuntimeShipBlueprint shipBlueprint => InstantiateFromBlueprint(itemManager, zone, shipBlueprint, instantiate),
RuntimeOrbitalEntityBlueprint orbitalBlueprint => InstantiateFromBlueprint(itemManager, zone, orbitalBlueprint, instantiate),
_ => null
};
}
private static Ship InstantiateFromBlueprint(ItemManager itemManager, Zone zone, RuntimeShipBlueprint blueprint, bool instantiate = false)
{
var entity = new Ship(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(blueprint.Hull) : blueprint.Hull, blueprint.Settings);
Restore(itemManager, zone, blueprint, entity, instantiate);
entity.Position = blueprint.Position;
entity.Direction = blueprint.Direction;
entity.IsPlayerShip = blueprint.IsPlayerShip;
return entity;
}
private static OrbitalEntity InstantiateFromBlueprint(ItemManager itemManager, Zone zone, RuntimeOrbitalEntityBlueprint blueprint, bool instantiate = false)
{
var entity = new OrbitalEntity(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(blueprint.Hull) : blueprint.Hull, blueprint.Orbit, blueprint.Settings);
Restore(itemManager, zone, blueprint, entity, instantiate);
entity.SecurityLevel = blueprint.SecurityLevel;
entity.SecurityRadius = blueprint.SecurityRadius;
if (blueprint.Story >= 0) entity.Story = zone.GalaxyZone.Locations[blueprint.Story];
return entity;
}
private static void Restore(ItemManager itemManager, Zone zone, RuntimeEntityBlueprint blueprint, Entity entity, bool instantiate = false)
{
entity.Name = blueprint.Name;
entity.Faction = zone?.Galaxy?.ResolveFaction(blueprint.Faction);
entity.Children = blueprint.Children.Select(c =>
{
var child = InstantiateFromBlueprint(itemManager, zone, c, instantiate);
child.Parent = entity;
return child;
}).ToList();
foreach (var (position, item) in blueprint.Equipment) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
foreach (var (position, item) in blueprint.CargoBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
foreach (var (position, item) in blueprint.DockingBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
for (var i = 0; i < blueprint.DockingBayAssignments.Length; i++)
{
if (blueprint.DockingBayAssignments[i] != -1)
entity.DockingBays[i].DockedShip = entity.Children[blueprint.DockingBayAssignments[i]] as Ship;
}
for (var bayIndex = 0; bayIndex < blueprint.CargoContents.Length; bayIndex++)
if(entity.CargoBays.Count >= bayIndex + 1)
foreach (var (position, item) in blueprint.CargoContents[bayIndex])
entity.CargoBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position);
for (var bayIndex = 0; bayIndex < blueprint.DockingBayContents.Length; bayIndex++)
if(entity.DockingBays.Count >= bayIndex + 1)
foreach (var (position, item) in blueprint.DockingBayContents[bayIndex])
entity.DockingBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position);
// Iterate only over the behaviors of items which contain persistent data
// Filter the behaviors for each item to get the persistent ones, then cast them and combine with the persisted data array for that item
foreach (var persistentBehaviorData in entity.Equipment
.Where(item => blueprint.PersistedBehaviors.ContainsKey(item.Position))
.SelectMany(item => item.Behaviors
.Where(b=> b is IPersistentBehavior)
.Cast<IPersistentBehavior>()
.Zip(blueprint.PersistedBehaviors[item.Position], (behavior, data) => new{behavior, data})))
persistentBehaviorData.behavior.Restore(persistentBehaviorData.data);
if(!instantiate)
entity.Temperature = blueprint.Temperature;
if(!instantiate)
entity.Armor = blueprint.Armor;
var hullShape = itemManager.GetRuntimeShape(entity.Hull);
foreach(var v in hullShape.Coordinates)
entity.HullConductivity[v.x,v.y] = blueprint.Conductivity[v.x,v.y];
entity.WeaponGroups = blueprint.WeaponGroups.Select(itemIndices =>
{
var items = itemIndices.Select(i => entity.Equipment[i]);
return (items.Select(i => i.GetBehavior<Weapon>()).ToList(), items.ToList());
}).ToArray();
}
}
public class RuntimeShipBlueprint : RuntimeEntityBlueprint
{
public float3 Position;
public float2 Direction;
public bool IsPlayerShip;
}
public class RuntimeOrbitalEntityBlueprint : RuntimeEntityBlueprint
{
public Guid Orbit;
public int Story = -1;
public SecurityLevel SecurityLevel;
public float SecurityRadius;
}
public abstract class RuntimeEntityBlueprint
{
public string Name;
public EquippableItem Hull;
public (int2 position, EquippableItem item)[] Equipment;
public (int2 position, EquippableItem item)[] CargoBays;
public (int2 position, EquippableItem item)[] DockingBays;
public Dictionary<int2, PersistentBehaviorData[]> PersistedBehaviors;
public float[,] Temperature;
public float[,] Armor;
public bool2[,] Conductivity;
public int[] DockingBayAssignments;
public (int2 position, ItemInstance item)[][] CargoContents;
public (int2 position, ItemInstance item)[][] DockingBayContents;
public RuntimeEntityBlueprint[] Children;
public EntitySettings Settings;
public Guid Faction;
public int[][] WeaponGroups;
private int _price;
public int Price(ItemManager itemManager)
{
if (_price != 0) return _price;
_price = itemManager.GetPrice(Hull);
foreach (var (_, item) in Equipment)
{
_price += itemManager.GetPrice(item);
}
foreach (var (_, item) in CargoBays)
{
_price += itemManager.GetPrice(item);
}
foreach (var (_, item) in DockingBays)
{
_price += itemManager.GetPrice(item);
}
foreach (var t in CargoContents)
{
foreach (var (_, item) in t)
{
_price += itemManager.GetPrice(item);
}
}
foreach (var t in DockingBayContents)
{
foreach (var (_, item) in t)
{
_price += itemManager.GetPrice(item);
}
}
return _price;
}
}