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