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>
137 lines
4.3 KiB
C#
137 lines
4.3 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 GameCult.Caching;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using MessagePack;
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using Newtonsoft.Json;
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using CultMath;
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using static CultMath.math;
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[Inspectable,
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Union(0, typeof(InstantWeaponData)),
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Union(1, typeof(LauncherData)),
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Union(2, typeof(ConstantWeaponData)),
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Union(3, typeof(ChargedWeaponData)),
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RuntimeInspectable]
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public abstract class WeaponData : BehaviorData
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{
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[Inspectable, JsonProperty("damageType"), Key(1), RuntimeInspectable]
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public DamageType DamageType;
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[Inspectable, JsonProperty("damage"), Key(2), RuntimeInspectable]
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public PerformanceStat Damage = new PerformanceStat();
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[Inspectable, CultInspectorRange(0, 1), JsonProperty("penetration"), Key(3), RuntimeInspectable]
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public PerformanceStat Penetration = new PerformanceStat();
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[Inspectable, CultInspectorRange(0, 1), JsonProperty("damageSpread"), Key(4)]
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public PerformanceStat DamageSpread = new PerformanceStat();
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[Inspectable, JsonProperty("minRange"), Key(5)]
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public PerformanceStat MinRange = new PerformanceStat();
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[Inspectable, JsonProperty("range"), Key(6)]
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public PerformanceStat Range = new PerformanceStat();
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[InspectableAnimationCurve, JsonProperty("damageCurve"), Key(7)]
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public BezierCurve DamageCurve;
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[Inspectable, CultInspectorAssetPath, JsonProperty("effect"), Key(8)]
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public string EffectPrefab;
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[Inspectable, JsonProperty("energy"), Key(9), RuntimeInspectable]
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public PerformanceStat Energy = new PerformanceStat();
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[Inspectable, JsonProperty("heat"), Key(10), RuntimeInspectable]
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public PerformanceStat Heat = new PerformanceStat();
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[Inspectable, JsonProperty("visibility"), Key(11), RuntimeInspectable]
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public PerformanceStat Visibility = new PerformanceStat();
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[Inspectable, JsonProperty("ammo"), Key(12), RuntimeInspectable]
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public CultRecordRef<SimpleCommodityData> AmmoType;
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[Inspectable, JsonProperty("magSize"), Key(13)]
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public int MagazineSize;
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[Inspectable, JsonProperty("reloadTime"), Key(14)]
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public float ReloadTime = 1;
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[Inspectable, JsonProperty("spread"), Key(15)]
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public PerformanceStat Spread = new PerformanceStat();
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[Inspectable, JsonProperty("velocity"), Key(16)]
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public PerformanceStat Velocity = new PerformanceStat();
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}
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public abstract class Weapon : Behavior, IActivatedBehavior
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{
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private WeaponData _data;
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public abstract float DamagePerSecond { get; }
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public abstract float RangeDamagePerSecond(float range);
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public abstract int Ammo { get; }
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public WeaponData WeaponData => _data;
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public float Damage { get; protected set; }
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public float Penetration { get; protected set; }
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public float DamageSpread { get; protected set; }
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public float MinRange { get; protected set; }
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public float Range { get; protected set; }
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public float Energy { get; protected set; }
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public float Heat { get; protected set; }
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public float Visibility { get; protected set; }
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public float Spread { get; protected set; }
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public float Velocity { get; protected set; }
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protected bool _firing;
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public bool Firing
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{
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get => _firing;
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}
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public Weapon(WeaponData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public Weapon(WeaponData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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protected virtual void UpdateStats()
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{
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Damage = Evaluate(_data.Damage);
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Penetration = Evaluate(_data.Penetration);
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DamageSpread = Evaluate(_data.DamageSpread);
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MinRange = Evaluate(_data.MinRange);
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Range = Evaluate(_data.Range);
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Energy = Evaluate(_data.Energy);
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Heat = Evaluate(_data.Heat);
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Visibility = Evaluate(_data.Visibility);
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Spread = Evaluate(_data.Spread);
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Velocity = Evaluate(_data.Velocity);
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}
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public override bool Execute(float dt)
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{
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UpdateStats();
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return true;
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}
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public virtual void Activate()
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{
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_firing = true;
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}
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public virtual void Deactivate()
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{
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_firing = false;
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}
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}
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