Aetheria/Assets/Scripts/ServerShared/FactionProduct.cs
Meta Vens a2b54889b4 Move the ServerShared data model onto CultLib's CultCache
Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and
GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also
checks the Caching project exists.

Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject]
and integer [Key]s on the Q7 concrete types (the eight ItemData leaves,
Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the
four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout).
SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName].
ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose
[MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout
moves into ServerShared so AetheriaStores can route it.

References: Guid and DatabaseLink<T> members become CultRecordRef<T>;
Guid-keyed maps become ref-keyed with [CultReference(..., many: true)];
ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits,
bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey.
Identity is the record key: ID comparisons become reference or key
comparisons. StatModifierData.RequireBehavior is a simple type name.

AetheriaStores.Open composes the catalog (read-only unless writable), run
and player stores, one home per type. CultRecordRefs carries IsSet, a
null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert.
ItemManager.GetData is the one item resolution path. MathResolver is
declared by [assembly: CultCacheFormatterResolver].

Inspector attributes: text, range and asset path map onto CultLib's
CultInspector attributes (asset path only on string members); every
replaced Aetheria attribute keeps [Inspectable] for the runtime panel.

Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project,
which follow.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:00:42 +02:00

48 lines
2 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.Generic;
using GameCult.Caching;
using MessagePack;
using Newtonsoft.Json;
// A manufacturer's branded variant of a generic design: its name, its flavor text, and how it builds each of
// the design's roles. Which products exist is what a faction makes, so market segmentation and regional
// progression are authored here rather than as duplicate item entries.
[CultDocument("aetheria.factionproductdata", "1"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class FactionProductData
{
[Inspectable, CultName, JsonProperty("name"), Key(1)]
public string Name;
[Inspectable, CultInspectorTextArea, JsonProperty("description"), Key(2)]
public string Description;
[Inspectable, JsonProperty("design"), Key(3)]
public CultRecordRef<CraftedItemData> Design;
[Inspectable, JsonProperty("manufacturer"), Key(4)]
public CultRecordRef<Faction> Manufacturer;
[Inspectable, JsonProperty("roles"), Key(5)]
public List<ProductRole> Roles = new List<ProductRole>();
}
// How good this product's part is in one of its design's roles: a pseudo-gaussian distribution whose mean is
// the technology the manufacturer puts in and whose standard deviation is their quality control. A market
// segment is a second product with a role pumped up; what makes that part better is the flavor text's to tell,
// because a part here carries quality and nothing else.
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ProductRole
{
[Inspectable, JsonProperty("role"), Key(0)]
public string Role;
[Inspectable, JsonProperty("mean"), Key(1)]
public float Mean = .5f;
[Inspectable, JsonProperty("standardDeviation"), Key(2)]
public float StandardDeviation = .15f;
}