Aetheria/Assets/Scripts/ServerShared/ItemManager.cs
Meta Vens 415f8e1152 Add the lot ledger and mint every crafted instance through it
Quality, Ingredients and Product leave CraftedItemInstance; a unit now
carries only a LotId into the run-scoped ProvenanceLedger. ItemManager
gains the one lot-minting path (CreateLot/CreateInstance(int)), GetLot,
and Brand(), which derives a maker and product from provenance instead
of a stored field. RunSave persists the ledger pruned to what the saved
zones' entities still reach; the live ledger is never pruned, so a
floor pickup collected after a save still resolves. CopyBuild is gone:
matching hardpoints now share the same lot instead of copying values.
PropertiesPanel shows the derived brand where the design's manufacturer
used to be. AetherDb's census flags duplicate (maker, design) products
and its save command checks every crafted instance's lot against a real
run store.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 04:16:23 +02:00

212 lines
7.5 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using GameCult.Caching;
using CultMath;
using static CultMath.math;
using float2 = CultMath.float2;
using Random = CultMath.Random;
using JM.LinqFaster;
using UniRx;
using float4 = CultMath.float4;
public class ItemManager
{
public Random Random = new Random((uint) (DateTime.Now.Ticks%uint.MaxValue));
private Action<string> _logger;
public CultCache ItemData { get; }
public ProvenanceLedger Lots { get; }
public GameplaySettings GameplaySettings { get; }
public ItemManager(CultCache itemData, ProvenanceLedger lots, GameplaySettings settings, Action<string> logger)
{
ItemData = itemData;
Lots = lots;
GameplaySettings = settings;
_logger = logger;
}
public void Log(string s)
{
_logger(s);
}
// The one resolution path from an item instance to its design
public ItemData GetData(ItemInstance item) => ItemData.Get(item.Data);
public SimpleCommodityData GetData(SimpleCommodity item) => GetData((ItemInstance) item) as SimpleCommodityData;
public CraftedItemData GetData(CraftedItemInstance item) => GetData((ItemInstance) item) as CraftedItemData;
public EquippableItemData GetData(EquippableItem item) => GetData((ItemInstance) item) as EquippableItemData;
public float GetMass(ItemInstance item)
{
return item switch
{
CraftedItemInstance _ => GetData(item).Mass,
SimpleCommodity commodity => GetData(item).Mass * commodity.Quantity,
_ => 0
};
}
public float GetThermalMass(ItemInstance item)
{
var data = GetData(item);
return item switch
{
CraftedItemInstance _ => data.Mass * data.SpecificHeat,
SimpleCommodity commodity => data.Mass * data.SpecificHeat * commodity.Quantity,
_ => 0
};
}
// The one resolution path from a crafted instance to the lot it was minted from.
public Lot GetLot(CraftedItemInstance item) => Lots[item.Lot];
// Returns stat when not equipped
public float Evaluate(PerformanceStat stat, EquippableItem item)
{
var data = GetData(item);
var lot = GetLot(item);
var quality = pow(lot.QualityForRole(stat.FromRole), stat.QualityExponent);
var durabilityExponent = lerp(
GameplaySettings.DurabilityQualityMin,
GameplaySettings.DurabilityQualityMax,
pow(lot.Quality, GameplaySettings.DurabilityQualityExponent));
var durability = pow(item.Durability / data.Durability, durabilityExponent * stat.DurabilityExponentMultiplier);
var result = lerp(stat.Min, stat.Max, quality * durability);
if (float.IsNaN(result))
throw new InvalidOperationException($"Performance Stat on {data.Name} evaluating as NaN: input data is invalid! Durability: {item.Durability} / {data.Durability}");
return result;
}
public int GetPrice(CraftedItemInstance item)
{
var data = GetData(item);
return (int) (GameplaySettings.QualityPriceModifier.Evaluate(GetLot(item).Quality) * data.Price);
}
// The tier roll every mint applies, whether or not the lot fills roles.
public float RollQuality()
{
var quality = Random.NextFloat();
var tier = GameplaySettings.Tiers[0];
foreach (var t in GameplaySettings.Tiers)
{
if (t.Rarity > quality)
tier = t;
}
return tier.Quality;
}
// Builds one of a manufacturer's branded products: the unit's own workmanship rolled as before, and each of
// the design's roles filled with a part whose quality is drawn from that manufacturer's distribution for it.
public int CreateLot(FactionProductData product)
{
var design = ItemData.Get(product.Design);
var lot = new Lot
{
Design = ItemData.RefOf<ItemData>(design),
Origin = new Attributed { Faction = product.Manufacturer },
Quality = RollQuality(),
Roles = new List<RoleFill>()
};
if (design.Roles != null)
foreach (var role in design.Roles)
{
var build = product.Roles?.FirstOrDefault(b => b.Role == role.Name) ?? new ProductRole();
lot.Roles.Add(new RoleFill
{
Role = role.Name,
Quality = clamp(Random.NextGaussian(build.Mean, build.StandardDeviation), .01f, 1)
});
}
return Lots.Add(lot);
}
// No branded product: a lot attributed to maker (which may be unset) with no role fills, e.g. console `give`.
public int CreateLot(CraftedItemData design, CultRecordRef<Faction> maker, float quality)
{
var lot = new Lot
{
Design = ItemData.RefOf<ItemData>(design),
Origin = new Attributed { Faction = maker },
Quality = quality
};
return Lots.Add(lot);
}
// The one writer of a crafted instance's Data: copied from the lot's design, never independently set.
public CraftedItemInstance CreateInstance(int lot)
{
var l = Lots[lot];
var design = ItemData.Get(l.Design) as CraftedItemData;
if (design is EquippableItemData equippableItemData)
{
return new EquippableItem
{
Data = l.Design, Lot = lot, Durability = equippableItemData.Durability
};
}
return new CompoundCommodity
{
Data = l.Design, Lot = lot
};
}
public CraftedItemInstance CreateInstance(FactionProductData product)
{
var design = ItemData.Get(product.Design);
if (design == null)
{
_logger($"Product {product.Name} names a design that does not exist!");
return null;
}
return CreateInstance(CreateLot(product));
}
// Who made an item and what it is branded as, derived from its lot's provenance. Null maker (an unset faction,
// or an Extracted lot with none) means no brand at all; a set maker with no matching product still shows the
// maker, with no product name or flavour text.
public (Faction Maker, FactionProductData Product) Brand(CraftedItemInstance item)
{
var lot = GetLot(item);
var maker = lot.Origin switch
{
Attributed attributed => attributed.Faction,
Produced produced => produced.Faction,
_ => default
};
if (!maker.IsSet()) return (null, null);
var product = ItemData.GetAll<FactionProductData>()
.Where(p => p.Manufacturer.Key.Equals(maker.Key) && p.Design.Key.Equals(item.Data.Key))
.OrderBy(p => ItemData.RefOf(p).Key.Value, StringComparer.Ordinal)
.FirstOrDefault();
return (ItemData.Get(maker), product);
}
public (RarityTier tier, int upgrades) GetTier(CraftedItemInstance item)
{
var quality = GetLot(item).Quality;
var tier = GameplaySettings.Tiers[0];
foreach (var t in GameplaySettings.Tiers)
if (quality + .001f > t.Quality)
tier = t;
int upgrades = (int) ((quality - tier.Quality) / .0499f);
return (tier, upgrades);
}
}