Aetheria/Assets/Scripts/ServerShared/Entity.cs
Reinier Vens 3a9ee2ccf7 Damage System Rewrite
New damage system, much easier to understand
Splash damage support
Hardpoint armor consolidated with hull armor
Minimap shows view cone
New industry standard palette for temperature display
Temperature range display contains palette
Restoring loadouts now ignores temperature and armor
Items can ignore thermal mass when adding heat
Burst weapons can consume single ammo (mainly shotguns)
New missile type that follows crosshairs
New airburst projectile type that deals splash damage
Auto Shotgun and Charged Shotgun
2021-02-01 08:13:14 +00:00

1117 lines
No EOL
41 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 System.Linq;
using System.Reflection;
using JsonKnownTypes;
using MessagePack;
using Newtonsoft.Json;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using int2 = Unity.Mathematics.int2;
[MessagePackObject,
Union(0, typeof(Ship)),
Union(1, typeof(OrbitalEntity)),
JsonObject(MemberSerialization.OptIn), JsonConverter(typeof(JsonKnownTypesConverter<Entity>))]
public abstract class Entity
{
public Zone Zone;
public EquippableItem Hull;
public float3 Position;
public float2 Direction = float2(0,1);
public float2 Velocity;
public float[,] Temperature;
public float[,] NewTemperature;
public bool2[,] HullConductivity;
public float[,] ThermalMass;
public float Energy;
public readonly ReactiveCollection<EquippedItem> Equipment = new ReactiveCollection<EquippedItem>();
public readonly ReactiveCollection<EquippedCargoBay> CargoBays = new ReactiveCollection<EquippedCargoBay>();
public readonly ReactiveCollection<EquippedDockingBay> DockingBays = new ReactiveCollection<EquippedDockingBay>();
public Entity Parent;
public List<Entity> Children = new List<Entity>();
public ReactiveProperty<Entity> Target = new ReactiveProperty<Entity>((Entity)null);
public float3 LookDirection;
public string Name;
public int Population;
public Dictionary<Guid, float> Personality = new Dictionary<Guid, float>();
public readonly Dictionary<string, float> Messages = new Dictionary<string, float>();
public readonly Dictionary<object, float> VisibilitySources = new Dictionary<object, float>();
public readonly Dictionary<HardpointData, (float3 position, float3 direction)> HardpointTransforms =
new Dictionary<HardpointData, (float3 position, float3 direction)>();
public readonly (List<IActivatedBehavior> behaviors, List<EquippedItem> items)[] TriggerGroups;
public List<IPopulationAssignment> PopulationAssignments = new List<IPopulationAssignment>();
public EquippedItem[,] GearOccupancy;
public HardpointData[,] Hardpoints;
public float[,] Armor;
public float[,] MaxArmor;
private EquippedItem[] _orderedEquipment;
protected bool _active;
public float MaxTemp { get; private set; }
public float MinTemp { get; private set; }
public ItemManager ItemManager { get; }
public int AssignedPopulation => PopulationAssignments.Sum(pa => pa.AssignedPopulation);
public float Mass { get; private set; }
public float Visibility => VisibilitySources.Values.Sum();
public Subject<(int2 pos, float damage)> ArmorDamage = new Subject<(int2, float)>();
public Subject<(EquippedItem item, float damage)> ItemDamage = new Subject<(EquippedItem, float)>();
public Subject<float> HullDamage = new Subject<float>();
public UniRx.IObservable<EquippedItem> ItemDestroyed;
public UniRx.IObservable<int2> HullArmorDepleted;
public UniRx.IObservable<HardpointData> HardpointArmorDepleted;
public bool Active
{
get => _active;
set
{
_active = value;
if (_active)
{
foreach (var item in Equipment)
foreach (var behavior in item.Behaviors)
{
if(behavior is IInitializableBehavior initializableBehavior)
initializableBehavior.Initialize();
}
OnActivate();
}
}
}
protected virtual void OnActivate(){}
public Entity(ItemManager itemManager, Zone zone, EquippableItem hull)
{
ItemManager = itemManager;
Zone = zone;
Hull = hull;
Name = hull.Name;
MapEntity();
TriggerGroups = new (List<IActivatedBehavior> triggers, List<EquippedItem> items)[itemManager.GameplaySettings.TriggerGroupCount];
for(int i=0; i<itemManager.GameplaySettings.TriggerGroupCount; i++)
TriggerGroups[i] = (new List<IActivatedBehavior>(), new List<EquippedItem>());
ItemDestroyed = ItemDamage.Where(x => x.item.EquippableItem.Durability < .01f).Select(x=>x.item);
HullArmorDepleted = ArmorDamage.Where(x => Armor[x.pos.x, x.pos.y] < .01f).Select(x => x.pos);
}
private void MapEntity()
{
var hullData = ItemManager.GetData(Hull) as HullData;
Equipment.Add(new EquippedItem(ItemManager, Hull, int2.zero, this));
Mass = hullData.Mass;
Temperature = new float[hullData.Shape.Width, hullData.Shape.Height];
NewTemperature = new float[hullData.Shape.Width, hullData.Shape.Height];
HullConductivity = new bool2[hullData.Shape.Width,hullData.Shape.Height];
ThermalMass = new float[hullData.Shape.Width, hullData.Shape.Height];
Armor = new float[hullData.Shape.Width, hullData.Shape.Height];
MaxArmor = new float[hullData.Shape.Width, hullData.Shape.Height];
Hardpoints = new HardpointData[hullData.Shape.Width, hullData.Shape.Height];
foreach (var hardpoint in hullData.Hardpoints)
{
foreach (var hardpointCoord in hardpoint.Shape.Coordinates)
{
var hullCoord = hardpoint.Position + hardpointCoord;
Hardpoints[hullCoord.x, hullCoord.y] = hardpoint;
}
}
var cellCount = hullData.Shape.Coordinates.Length;
foreach (var v in hullData.Shape.Coordinates)
{
Armor[v.x, v.y] = hullData.Armor;
MaxArmor[v.x, v.y] = hullData.Armor;
if (Hardpoints[v.x, v.y] != null)
{
Armor[v.x, v.y] += Hardpoints[v.x, v.y].Armor;
MaxArmor[v.x, v.y] += Hardpoints[v.x, v.y].Armor;
}
Temperature[v.x, v.y] = 280;
ThermalMass[v.x, v.y] = hullData.Mass * hullData.SpecificHeat / cellCount;
}
GearOccupancy = new EquippedItem[hullData.Shape.Width, hullData.Shape.Height];
}
public void AddHeat(int2 position, float heat, bool ignoreThermalMass = false)
{
if (ignoreThermalMass)
Temperature[position.x, position.y] += heat;
else
Temperature[position.x, position.y] += heat / ThermalMass[position.x, position.y];
}
public int CountItemsInCargo(Guid itemDataID)
{
int sum = 0;
foreach (var x in CargoBays)
{
if (x.ItemsOfType.ContainsKey(itemDataID))
{
foreach (var i in x.ItemsOfType[itemDataID]) sum += i is SimpleCommodity simpleCommodity ? simpleCommodity.Quantity : 1;
}
}
return sum;
}
public EquippedCargoBay FindItemInCargo(Guid itemDataID)
{
return CargoBays.FirstOrDefault(c => c.ItemsOfType.ContainsKey(itemDataID));
}
// Attempts to move a given number of items of the given type to the target Entity
// Returns the number of items successfully transferred
public int TryTransferItems(Entity target, Guid itemDataID, int quantity)
{
int quantityTransferred = 0;
while (quantityTransferred < quantity)
{
EquippedCargoBay originInventory = CargoBays.FirstOrDefault(c => c.ItemsOfType.ContainsKey(itemDataID));
if (originInventory == null) break;
var itemInstance = originInventory.ItemsOfType[itemDataID][0];
if (itemInstance is SimpleCommodity simpleCommodity)
{
var targetQuantity = min(simpleCommodity.Quantity, quantity - quantityTransferred);
if (!target.CargoBays.Any(c => originInventory.TryTransferItem(c, simpleCommodity, targetQuantity)))
{
quantityTransferred += targetQuantity - simpleCommodity.Quantity;
break;
}
quantityTransferred += targetQuantity;
}
else if (itemInstance is CraftedItemInstance craftedItemInstance)
{
if (!target.CargoBays.Any(c => originInventory.TryTransferItem(c, craftedItemInstance)))
break;
quantityTransferred++;
}
}
return quantityTransferred;
}
public EquippableItem Unequip(EquippedItem item)
{
if (item.EquippableItem == null)
{
ItemManager.Log("Attempted to remove equipped item with no equippable item on it! This should be impossible!");
return null;
}
if (item is EquippedCargoBay cargoBay)
{
if(cargoBay.Cargo.Count > 0)
{
ItemManager.Log("Attempted to remove cargo bay that is not empty! Please check first before doing this!");
return null;
}
CargoBays.Remove(cargoBay);
}
Equipment.Remove(item);
_orderedEquipment = Equipment.OrderBy(x => x.SortPosition).ToArray();
var hullData = ItemManager.GetData(Hull) as HullData;
var itemData = ItemManager.GetData(item.EquippableItem);
foreach (var i in hullData.Shape.Coordinates)
if (GearOccupancy[i.x, i.y] == item)
{
ThermalMass[i.x, i.y] -= ItemManager.GetThermalMass(item.EquippableItem) / itemData.Shape.Coordinates.Length;
GearOccupancy[i.x, i.y] = null;
}
Mass -= itemData.Mass;
return item.EquippableItem;
}
// Check whether the given item will fit when its origin is placed at the given coordinate
private bool ItemFits(EquippableItemData itemData, HullData hullData, EquippableItem item, int2 hullCoord)
{
// If the given coordinate isn't even in the ship it obviously won't fit
if (!hullData.Shape[hullCoord]) return false;
// Items without specific hardpoints on the ship can be freely rotated and placed anywhere
if (itemData.HardpointType == HardpointType.Tool)
{
// Check every cell of the item's shape
foreach (var i in itemData.Shape.Coordinates)
{
// If there is any gear already occupying that space, it won't fit
// If there's a hardpoint there, it won't fit
// Thermal items have their own layer and do not collide with gear
var itemCoord = hullCoord + itemData.Shape.Rotate(i, item.Rotation);
if (!hullData.InteriorCells[itemCoord] ||
itemData.HardpointType == HardpointType.Tool && Hardpoints[itemCoord.x, itemCoord.y] != null ||
GearOccupancy[itemCoord.x, itemCoord.y] != null)
return false;
}
}
else
{
var hardpoint = Hardpoints[hullCoord.x, hullCoord.y];
// If there's no hardpoint there, it won't fit
if (hardpoint == null) return false;
// If the hardpoint type doesn't match the item, it won't fit
if (hardpoint.Type != itemData.HardpointType) return false;
// Items placed in hardpoints are automatically aligned to hardpoint rotation
item.Rotation = hardpoint.Rotation;
// Inset the shapes of both item and hardpoint
var itemShapeInset = hullData.Shape.Inset(itemData.Shape, hullCoord, item.Rotation);
var hardpointShapeInset = hullData.Shape.Inset(hardpoint.Shape, hardpoint.Position);
// Check every cell of the hardpoint shape
foreach(var v in hardpointShapeInset.Coordinates)
if (GearOccupancy[v.x, v.y] != null)
return false;
// Check every cell of the item's shape
foreach (var i in itemShapeInset.Coordinates)
{
// If the hardpoint does not have a matching cell, it wont fit
if (!hardpointShapeInset[i]) return false;
// If there is any gear already occupying that space, it won't fit
if (GearOccupancy[i.x, i.y] != null) return false;
}
}
return true;
}
// Check whether the given item will fit when its origin is placed at the given coordinate on the hull
public bool ItemFits(EquippableItem item, int2 hullCoord)
{
var itemData = ItemManager.GetData(item);
var hullData = ItemManager.GetData(Hull) as HullData;
return ItemFits(itemData, hullData, item, hullCoord);
}
public bool TryFindSpace(EquippableItem item, out int2 hullCoord)
{
var itemData = ItemManager.GetData(item);
var hullData = ItemManager.GetData(Hull) as HullData;
// Tools and thermal equipment can be installed anywhere on the ship
// Search the whole ship for somewhere the item will fit
if (itemData.HardpointType == HardpointType.Tool)
{
foreach (var hullCoord2 in hullData.InteriorCells.Coordinates)
{
if (ItemFits(itemData, hullData, item, hullCoord2))
{
hullCoord = hullCoord2;
return true;
}
}
}
// Everything else has to be equipped onto a hardpoint of the same type
// Search the ship for an empty hardpoint that matches the type and shape of the item
else
{
foreach (var hardpoint in hullData.Hardpoints)
{
if(hardpoint.Type == itemData.HardpointType)
{
foreach (var hardpointCoord in hardpoint.Shape.Coordinates)
{
var hullCoord2 = hardpoint.Position + hardpointCoord;
if (ItemFits(itemData, hullData, item, hullCoord2))
{
hullCoord = hullCoord2;
return true;
}
}
}
}
}
hullCoord = int2.zero;
return false;
}
// Try to equip the given item anywhere it will fit, returns true when the item was successfully equipped
public bool TryEquip(EquippableItem item) => TryFindSpace(item, out var hullCoord) && TryEquip(item, hullCoord);
// Try to equip the given item to the given location
public bool TryEquip(EquippableItem item, int2 hullCoord)
{
var itemData = ItemManager.GetData(item);
var hullData = ItemManager.GetData(Hull) as HullData;
if (!ItemFits(itemData, hullData, item, hullCoord)) return false;
EquippedItem equippedItem;
if (itemData.HardpointType == HardpointType.Tool)
{
if(itemData is CargoBayData)
{
if (itemData is DockingBayData)
{
equippedItem = new EquippedDockingBay(ItemManager, item, hullCoord, this, $"{Name} Docking Bay {DockingBays.Count + 1}");
DockingBays.Add((EquippedDockingBay) equippedItem);
}
else
{
equippedItem = new EquippedCargoBay(ItemManager, item, hullCoord, this, $"{Name} Cargo Bay {CargoBays.Count + 1}");
CargoBays.Add((EquippedCargoBay) equippedItem);
}
}
else
{
equippedItem = new EquippedItem(ItemManager, item, hullCoord, this);
Equipment.Add(equippedItem);
}
}
else
{
equippedItem = new EquippedItem(ItemManager, item, hullCoord, this);
Equipment.Add(equippedItem);
}
foreach (var i in itemData.Shape.Coordinates)
{
var occupiedCoord = hullCoord + itemData.Shape.Rotate(i, item.Rotation);
// TODO: Track thermal mass of cargo bay contents as reactive property
ThermalMass[occupiedCoord.x, occupiedCoord.y] += ItemManager.GetThermalMass(item) / itemData.Shape.Coordinates.Length;
GearOccupancy[occupiedCoord.x, occupiedCoord.y] = equippedItem;
}
Mass += itemData.Mass;
_orderedEquipment = Equipment.OrderBy(x => x.SortPosition).ToArray();
return true;
}
public EquippedDockingBay TryDock(Ship ship)
{
var bay = DockingBays.FirstOrDefault(x => x.DockedShip == null);
if (bay != null)
{
bay.DockedShip = ship;
ship.SetParent(this);
Zone.Entities.Remove(ship);
}
return bay;
}
public bool TryUndock(Ship ship)
{
var bay = DockingBays.FirstOrDefault(x => x.DockedShip == ship);
if (bay == null)
{
ItemManager.Log($"Ship {ship.Name} attempted to undock from {Name}, but it was not docked!");
return false;
}
if (bay.Cargo.Any())
return false;
bay.DockedShip = null;
ship.RemoveParent();
Zone.Entities.Add(ship);
return true;
}
private void AddChild(Entity entity)
{
Mass += entity.Mass;
Children.Add(entity);
}
private void RemoveChild(Entity entity)
{
Mass -= entity.Mass;
Children.Remove(entity);
}
public void SetParent(Entity parent)
{
Parent = parent;
parent.AddChild(this);
}
public void RemoveParent()
{
if (Parent == null)
return;
Parent.RemoveChild(this);
Parent = null;
}
public T GetBehavior<T>() where T : class, IBehavior
{
foreach (var equippedItem in Equipment)
if(equippedItem.Behaviors != null)
foreach (var behavior in equippedItem.Behaviors)
if (behavior is T b)
return b;
return null;
}
public IEnumerable<T> GetBehaviors<T>() where T : class, IBehavior
{
foreach (var equippedItem in Equipment)
if(equippedItem.Behaviors != null)
foreach (var behavior in equippedItem.Behaviors)
if (behavior is T b)
yield return b;
}
public IEnumerable<T> GetBehaviorData<T>() where T : BehaviorData
{
foreach (var equippedItem in Equipment)
foreach (var behavior in equippedItem.Behaviors)
if (behavior.Data is T b)
yield return b;
}
// public IEnumerable<(T t, Switch s)> GetSwitch<T>() where T : class, IBehavior
// {
// foreach (var equippedItem in Equipment)
// foreach (var group in equippedItem.BehaviorGroups.Values)
// foreach(var behavior in group.Behaviors)
// if (behavior is T t)
// {
// var s = group.GetExposed<Switch>();
// if (s != null) yield return (t, s);
// }
// }
//
// public IEnumerable<(T behavior, Trigger trigger)> GetTrigger<T>() where T : class, IBehavior
// {
// foreach (var equippedItem in Equipment)
// foreach (var group in equippedItem.BehaviorGroups.Values)
// foreach(var behavior in group.Behaviors)
// if (behavior is T t)
// {
// var s = group.GetExposed<Trigger>();
// if (s != null) yield return (t, s);
// }
// }
//
// public IEnumerable<(T behavior, Axis axis)> GetAxis<T>() where T : class, IBehavior
// {
// foreach (var equippedItem in Equipment)
// foreach (var group in equippedItem.BehaviorGroups.Values)
// foreach(var behavior in group.Behaviors)
// if (behavior is T t)
// {
// var s = group.GetExposed<Axis>();
// if (s != null) yield return (t, s);
// }
// }
public virtual void Update(float delta)
{
var hullData = ItemManager.GetData(Hull) as HullData;
foreach (var v in VisibilitySources.Keys.ToArray())
{
VisibilitySources[v] *= max(1 - ItemManager.GameplaySettings.VisibilityDecay * delta, 0);
if (VisibilitySources[v] < 0.01f) VisibilitySources.Remove(v);
}
MaxTemp = Single.MinValue;
MinTemp = Single.MaxValue;
//float[,] newTemp = new float[hullData.Shape.Width,hullData.Shape.Height];
var radiation = 0f;
foreach (var v in hullData.Shape.Coordinates)
{
var temp = Temperature[v.x, v.y];
var totalTemp = temp / ItemManager.GameplaySettings.HeatConductionMultiplier;
var totalConductivity = 1f / ItemManager.GameplaySettings.HeatConductionMultiplier;
if (hullData.Shape[int2(v.x - 1, v.y)])
{
var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) *
(GearOccupancy[v.x - 1, v.y]?.Conductivity ?? 1) *
(HullConductivity[v.x - 1, v.y].x ? hullData.Conductivity : 1 / hullData.Conductivity) *
(ThermalMass[v.x - 1, v.y] / ThermalMass[v.x, v.y]);
totalConductivity += conductivity;
totalTemp += Temperature[v.x - 1, v.y] * conductivity;
}
if (hullData.Shape[int2(v.x + 1, v.y)])
{
var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) *
(GearOccupancy[v.x + 1, v.y]?.Conductivity ?? 1) *
(HullConductivity[v.x, v.y].x ? hullData.Conductivity : 1 / hullData.Conductivity) *
(ThermalMass[v.x + 1, v.y] / ThermalMass[v.x, v.y]);
totalConductivity += conductivity;
totalTemp += Temperature[v.x + 1, v.y] * conductivity;
}
if (hullData.Shape[int2(v.x, v.y - 1)])
{
var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) *
(GearOccupancy[v.x, v.y - 1]?.Conductivity ?? 1) *
(HullConductivity[v.x, v.y - 1].y ? hullData.Conductivity : 1 / hullData.Conductivity) *
(ThermalMass[v.x, v.y - 1] / ThermalMass[v.x, v.y]);
totalConductivity += conductivity;
totalTemp += Temperature[v.x, v.y - 1] * conductivity;
}
if (hullData.Shape[int2(v.x, v.y + 1)])
{
var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) *
(GearOccupancy[v.x, v.y + 1]?.Conductivity ?? 1) *
(HullConductivity[v.x, v.y].y ? hullData.Conductivity : 1 / hullData.Conductivity) *
(ThermalMass[v.x, v.y + 1] / ThermalMass[v.x, v.y]);
totalConductivity += conductivity;
totalTemp += Temperature[v.x, v.y + 1] * conductivity;
}
NewTemperature[v.x, v.y] = totalTemp / totalConductivity;
var r = 0f;
// For all cells on the border of the entity, radiate some heat into space, increasing the visibility of the ship
if (Parent==null && !hullData.InteriorCells[v])
{
// for(int i = 0; i<4; i++)
// {
var rad = pow(NewTemperature[v.x, v.y], ItemManager.GameplaySettings.HeatRadiationExponent) *
ItemManager.GameplaySettings.HeatRadiationMultiplier;
NewTemperature[v.x, v.y] -= rad * delta / 4;
r += rad;
// }
}
radiation += r;
if(float.IsNaN(NewTemperature[v.x, v.y]) || NewTemperature[v.x, v.y] < 0)
ItemManager.Log("HOUSTON, WE HAVE A PROBLEM!");
if (NewTemperature[v.x, v.y] < MinTemp)
MinTemp = NewTemperature[v.x, v.y];
if (NewTemperature[v.x, v.y] > MaxTemp)
MaxTemp = NewTemperature[v.x, v.y];
}
VisibilitySources[this] = radiation;
var swap = Temperature;
Temperature = NewTemperature;
NewTemperature = swap;
if (Active)
{
foreach (var equippedItem in _orderedEquipment)
{
equippedItem.Update(delta);
}
foreach (var message in Messages.Keys.ToArray())
{
Messages[message] = Messages[message] - delta;
if (Messages[message] < 0)
Messages.Remove(message);
}
}
foreach(var child in Children)
child.Update(delta);
if (Parent != null)
{
Position = Parent.Position;
Velocity = Parent.Velocity;
}
else Position.y = Zone.GetHeight(Position.xz) + hullData.GridOffset;
}
public void SetMessage(string message)
{
Messages[message] = ItemManager.GameplaySettings.MessageDuration;
}
// public void OnBeforeSerialize()
// {
// // Filter item behavior collections by those with any persistent behaviors
// // For each item create an object containing the item ID and a list of persistent behaviors
// // Then turn that into a dictionary mapping from item ID to an array of every behaviors persistent data
// PersistedBehaviors = EquippedItems
// .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());
// }
//
// public void OnAfterDeserialize()
// {
// foreach(var item in EquippedItems)
// Hydrate(item);
//
// // 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 EquippedItems
// .Where(item => PersistedBehaviors.ContainsKey(item.Position))
// .SelectMany(item => item.Behaviors
// .Where(b=> b is IPersistentBehavior)
// .Cast<IPersistentBehavior>()
// .Zip(PersistedBehaviors[item.Position], (behavior, data) => new{behavior, data})))
// persistentBehaviorData.behavior.Restore(persistentBehaviorData.data);
// }
}
public class EquippedItem
{
public EquippableItem EquippableItem;
public int2 Position;
public IBehavior[] Behaviors;
public Dictionary<int, BehaviorGroup> BehaviorGroups;
public float Conductivity { get; }
public Shape InsetShape { get; }
public int SortPosition;
public bool Online => EquippableItem.Durability > .01f && Temperature > _data.MinimumTemperature && Temperature < _data.MaximumTemperature;
public float Temperature
{
get
{
float sum = 0;
foreach (var x in InsetShape.Coordinates) sum += _entity.Temperature[x.x, x.y];
return sum/InsetShape.Coordinates.Length;
}
}
protected readonly ItemManager _itemManager;
private readonly EquippableItemData _data;
private Entity _entity;
public EquippedItem(ItemManager itemManager, EquippableItem item, int2 position, Entity entity)
{
_itemManager = itemManager;
_data = _itemManager.GetData(item);
_entity = entity;
EquippableItem = item;
Position = position;
Conductivity = _data.Conductivity;
var hullData = itemManager.GetData(entity.Hull);
InsetShape = hullData.Shape.Inset(_data.Shape, position, item.Rotation);
Behaviors = _data.Behaviors
.Select(bd => bd.CreateInstance(itemManager, entity, this))
.ToArray();
BehaviorGroups = Behaviors
.GroupBy(b => b.Data.Group)
.OrderBy(g => g.Key)
.ToDictionary(g => g.Key, g => new BehaviorGroup
{
Behaviors = g.ToArray(),
// Switch = (Switch) g.FirstOrDefault(b => b is Switch),
// Trigger = (Trigger) g.FirstOrDefault(b => b is Trigger)
});
foreach (var behavior in Behaviors)
{
if (behavior is IOrderedBehavior orderedBehavior)
SortPosition = orderedBehavior.Order;
if(behavior is IPopulationAssignment populationAssignment)
entity.PopulationAssignments.Add(populationAssignment);
}
}
public void AddHeat(float heat, bool ignoreThermalMass = false)
{
foreach(var hullCoord in InsetShape.Coordinates)
_entity.AddHeat(hullCoord, heat / InsetShape.Coordinates.Length, ignoreThermalMass);
}
public void Update(float delta)
{
if (Temperature < _data.MinimumTemperature || Temperature > _data.MaximumTemperature)
{
EquippableItem.Durability -= delta;
}
foreach (var behavior in Behaviors)//.Where(b => b is IAlwaysUpdatedBehavior).Cast<IAlwaysUpdatedBehavior>())
if(behavior is IAlwaysUpdatedBehavior alwaysUpdatedBehavior) alwaysUpdatedBehavior.Update(delta);
if (Online)
{
foreach (var group in BehaviorGroups.Values)
{
foreach (var behavior in group.Behaviors)
{
if (!behavior.Execute(delta))
break;
}
}
}
}
}
public class EquippedCargoBay : EquippedItem
{
public readonly ReactiveDictionary<ItemInstance, int2> Cargo = new ReactiveDictionary<ItemInstance, int2>();
public readonly ItemInstance[,] Occupancy;
public readonly Dictionary<Guid, List<ItemInstance>> ItemsOfType = new Dictionary<Guid, List<ItemInstance>>();
public readonly CargoBayData Data;
public float Mass { get; private set; }
public float ThermalMass { get; private set; }
public string Name { get; }
public EquippedCargoBay(ItemManager itemManager, EquippableItem item, int2 position, Entity entity, string name) : base(itemManager, item, position, entity)
{
Data = _itemManager.GetData(EquippableItem) as CargoBayData;
Name = name;
Mass = Data.Mass;
ThermalMass = Data.Mass * Data.SpecificHeat;
Occupancy = new ItemInstance[Data.InteriorShape.Width,Data.InteriorShape.Height];
}
// Check whether the given item will fit when its origin is placed at the given coordinate
public bool ItemFits(ItemInstance item, int2 cargoCoord)
{
var itemData = _itemManager.GetData(item);
// Check every cell of the item's shape
foreach (var i in itemData.Shape.Coordinates)
{
// If there is an item already occupying that space, it won't fit
var itemCargoCoord = cargoCoord + itemData.Shape.Rotate(i, item.Rotation);
if (!Data.InteriorShape[itemCargoCoord] || (Occupancy[itemCargoCoord.x, itemCargoCoord.y] != null && Occupancy[itemCargoCoord.x, itemCargoCoord.y] != item)) return false;
}
return true;
}
// Tries to find a place to put the given items in the inventory
// Will attempt to fill existing item stacks first
// Returns true only when ALL of the items have places to go
public bool TryFindSpace(SimpleCommodity item, out List<int2> positions)
{
positions = new List<int2>();
var itemData = _itemManager.GetData(item);
var remainingQuantity = item.Quantity;
// For simple commodities, search for existing item stacks to add to
foreach (var cargoItem in Cargo.Keys)
{
if (item.Data != cargoItem.Data) continue;
var cargoCommodity = (SimpleCommodity) cargoItem;
if (cargoCommodity.Quantity >= itemData.MaxStack) continue;
// Subtract remaining space in existing stack from remaining quantity
remainingQuantity -= min(itemData.MaxStack - cargoCommodity.Quantity, remainingQuantity);
positions.Add(Cargo[cargoItem]);
// If we've moved all of the items into existing stacks, no need to search for empty space!
if (remainingQuantity == 0) return true;
}
// Search all the space in the cargo bay for an empty space where the item fits
foreach (var cargoCoord in Data.InteriorShape.Coordinates)
{
if (ItemFits(item, cargoCoord))
{
positions.Add(cargoCoord);
return true;
}
}
return false;
}
public bool TryStore(ItemInstance item)
{
if (item is SimpleCommodity simpleCommodity)
return TryStore(simpleCommodity);
if (item is CraftedItemInstance craftedItem)
return TryStore(craftedItem);
return false;
}
public bool TryStore(ItemInstance item, int2 cargoCoord)
{
if (item is SimpleCommodity simpleCommodity)
return TryStore(simpleCommodity, cargoCoord);
if (item is CraftedItemInstance craftedItem)
return TryStore(craftedItem, cargoCoord);
return false;
}
// Attempts to store all of the given item anywhere in the inventory
// Will attempt to fill existing item stacks first
// Returns true only when ALL of the items are successfully stored
public bool TryStore(SimpleCommodity item)
{
TryFindSpace(item, out var positions);
foreach (var position in positions)
{
if (TryStore(item, position)) return true;
}
return false;
}
// Try to store the given commodity at the given position
// If there's a stack at the given position it will be added to
// Returns true only when ALL of the items are successfully stored
public bool TryStore(SimpleCommodity item, int2 cargoCoord)
{
var itemData = _itemManager.GetData(item);
if (ItemFits(item, cargoCoord))
{
foreach (var p in itemData.Shape.Coordinates)
{
var pos = cargoCoord + itemData.Shape.Rotate(p, item.Rotation);
Occupancy[pos.x, pos.y] = item;
}
Cargo[item] = cargoCoord;
if(!ItemsOfType.ContainsKey(item.Data))
ItemsOfType[item.Data] = new List<ItemInstance>();
ItemsOfType[item.Data].Add(item);
}
else if (Occupancy[cargoCoord.x, cargoCoord.y] is SimpleCommodity cargoCommodity && cargoCommodity.Data == item.Data)
{
if (cargoCommodity.Quantity + item.Quantity <= itemData.MaxStack)
{
cargoCommodity.Quantity += item.Quantity;
}
else
{
var quantityTransferred = itemData.MaxStack - cargoCommodity.Quantity;
item.Quantity -= quantityTransferred;
cargoCommodity.Quantity = itemData.MaxStack;
Mass += itemData.Mass * quantityTransferred;
ThermalMass += itemData.Mass * itemData.SpecificHeat * quantityTransferred;
return false;
}
}
else return false;
Mass += _itemManager.GetMass(item);
ThermalMass += _itemManager.GetThermalMass(item);
return true;
}
// Searches the cargo bay for a position where the item will fit, returns true when found
public bool TryFindSpace(CraftedItemInstance item, out int2 position)
{
// Search all the space in the cargo bay for an empty space where the item fits
foreach (var cargoCoord in Data.InteriorShape.Coordinates)
{
if (ItemFits(item, cargoCoord))
{
position = cargoCoord;
return true;
}
}
position = int2.zero;
return false;
}
// Try to store the given item anywhere it will fit, returns true when the item was successfully stored
public bool TryStore(CraftedItemInstance item) => TryFindSpace(item, out var position) && TryStore(item, position);
// Try to store the given item at the given position, returns true when the item was successfully stored
public bool TryStore(CraftedItemInstance item, int2 cargoCoord)
{
if (!ItemFits(item, cargoCoord)) return false;
var itemData = _itemManager.GetData(item);
foreach (var p in itemData.Shape.Coordinates)
{
var pos = cargoCoord + itemData.Shape.Rotate(p, item.Rotation);
Occupancy[pos.x, pos.y] = item;
}
Cargo[item] = cargoCoord;
if(!ItemsOfType.ContainsKey(item.Data))
ItemsOfType[item.Data] = new List<ItemInstance>();
ItemsOfType[item.Data].Add(item);
Mass += _itemManager.GetMass(item);
ThermalMass += _itemManager.GetThermalMass(item);
return true;
}
public SimpleCommodity Remove(SimpleCommodity item, int quantity)
{
if (!Cargo.ContainsKey(item))
{
_itemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!");
return null;
}
var itemData = _itemManager.GetData(item);
if(quantity >= item.Quantity)
{
foreach(var v in Data.InteriorShape.Coordinates)
if (Occupancy[v.x, v.y] == item)
Occupancy[v.x, v.y] = null;
Cargo.Remove(item);
ItemsOfType[item.Data].Remove(item);
if (!ItemsOfType[item.Data].Any())
ItemsOfType.Remove(item.Data);
Mass -= _itemManager.GetMass(item);
ThermalMass -= _itemManager.GetThermalMass(item);
return item;
}
item.Quantity -= quantity;
Mass -= itemData.Mass * quantity;
ThermalMass -= itemData.Mass * itemData.SpecificHeat * quantity;
return new SimpleCommodity{Data = item.Data, Quantity = quantity, Rotation = item.Rotation};
}
public void Remove(CraftedItemInstance item)
{
if (!Cargo.ContainsKey(item))
{
_itemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!");
return;
}
var itemData = _itemManager.GetData(item);
foreach(var v in Data.InteriorShape.Coordinates)
if (Occupancy[v.x, v.y] == item)
Occupancy[v.x, v.y] = null;
Cargo.Remove(item);
ItemsOfType[item.Data].Remove(item);
if (!ItemsOfType[item.Data].Any())
ItemsOfType.Remove(item.Data);
Mass -= _itemManager.GetMass(item);
ThermalMass -= _itemManager.GetThermalMass(item);
}
public void Remove(ItemInstance item)
{
if (item is SimpleCommodity simpleCommodity)
Remove(simpleCommodity, simpleCommodity.Quantity);
if (item is CraftedItemInstance craftedItem)
Remove(craftedItem);
}
public bool TryTransferItem(EquippedCargoBay target, SimpleCommodity item, int quantity)
{
if (!Cargo.ContainsKey(item))
{
_itemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!");
return false;
}
var oldPos = Cargo[item];
var newItem = Remove(item, quantity);
if (target.TryStore(item)) return true;
// Failed to transfer full quantity, move the remaining items back to their old slot
TryStore(newItem, oldPos);
return false;
}
public bool TryTransferItem(EquippedCargoBay target, CraftedItemInstance item)
{
if (!Cargo.ContainsKey(item))
{
_itemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!");
return false;
}
if (!target.TryStore(item)) return false;
Remove(item);
return true;
}
}
public class EquippedDockingBay : EquippedCargoBay
{
public Ship DockedShip;
public int2 MaxSize => _data.MaxSize;
private DockingBayData _data;
public EquippedDockingBay(ItemManager itemManager, EquippableItem item, int2 position, Entity entity, string name) : base(itemManager, item, position, entity, name)
{
_data = _itemManager.GetData(EquippableItem) as DockingBayData;
}
}
public class BehaviorGroup
{
public IBehavior[] Behaviors;
public T GetBehavior<T>() where T : class, IBehavior
{
foreach (var b in Behaviors)
{
if (!(b is T s)) continue;
return s;
}
return null;
}
public T GetExposed<T>() where T : class, IBehavior, IInteractiveBehavior
{
foreach (var b in Behaviors)
{
if (!(b is T s) || !((IInteractiveBehavior)b).Exposed) continue;
return s;
}
return null;
}
//public IAnalogBehavior Axis;
}