Factory now has the ability to persist its state Added exponents to control speed/quality tradeoff and quality randomness
79 lines
2.6 KiB
C#
79 lines
2.6 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[RethinkTable("Items"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class BlueprintData : DatabaseEntry, INamedEntry
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{
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[InspectableField, JsonProperty("name"), Key(1)]
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public string Name;
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[InspectableDatabaseLink(typeof(ItemData)), JsonProperty("ingredients"), Key(2)]
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public Dictionary<Guid, int> Ingredients = new Dictionary<Guid, int>();
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[InspectableDatabaseLink(typeof(ItemData)), JsonProperty("item"), Key(3)]
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public Guid Item;
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[InspectableField, JsonProperty("quantity"), Key(4)]
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public int Quantity;
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[InspectableField, JsonProperty("productionTime"), Key(5)]
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public float ProductionTime;
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[InspectableField, JsonProperty("quality"), Key(6)]
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public float Quality;
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[InspectableField, JsonProperty("qualityExponent"), Key(7)]
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public float QualityExponent = 1;
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[InspectableField, JsonProperty("productionExponent"), Key(8)]
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public float ProductionExponent = 1;
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[InspectableField, JsonProperty("randomExponent"), Key(9)]
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public float RandomExponent = 1;
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[InspectableField, JsonProperty("qualityFloor"), Key(10)]
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public float QualityFloor = .25f;
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[InspectableField, JsonProperty("statEffects"), Key(11)]
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public List<BlueprintStatEffect> StatEffects = new List<BlueprintStatEffect>();
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[InspectableField, JsonProperty("researchTime"), Key(12)]
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public float ResearchTime;
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[InspectableDatabaseLink(typeof(BlueprintData)), JsonProperty("researchDependencies"), Key(13)]
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public List<Guid> Dependencies = new List<Guid>();
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[InspectableDatabaseLink(typeof(CraftedItemData)), JsonProperty("factoryItem"), Key(14)]
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public Guid FactoryItem;
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[IgnoreMember] public string EntryName
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{
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get => Name;
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set => Name = value;
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}
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}
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class BlueprintStatEffect
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{
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[InspectableField, JsonProperty("ingredient"), Key(1)]
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public Guid Ingredient;
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[InspectableField, JsonProperty("stat"), Key(2)]
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public StatReference StatReference = new StatReference();
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}
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class StatReference
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{
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[InspectableType(typeof(IBehaviorData)), JsonProperty("behavior"), Key(1)]
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public string Behavior;
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[InspectableField, JsonProperty("stat"), Key(2)]
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public string Stat;
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}
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