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
144 lines
No EOL
3.7 KiB
C#
144 lines
No EOL
3.7 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;
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using System.Collections.Generic;
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using System.Linq;
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using JsonKnownTypes;
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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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using static Unity.Mathematics.noise;
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public interface IBehavior
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{
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bool Execute(float delta);
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BehaviorData Data { get; }
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}
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public interface IActivatedBehavior : IBehavior
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{
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void Activate();
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void Deactivate();
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}
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public interface IAnalogBehavior : IBehavior
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{
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float Axis { get; set; }
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}
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public interface IDisposableBehavior
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{
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void Dispose();
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}
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public interface IInitializableBehavior
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{
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void Initialize();
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}
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public interface IInteractiveBehavior
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{
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bool Exposed { get; }
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}
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public interface IAlwaysUpdatedBehavior
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{
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void Update(float delta);
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}
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public interface IProgressBehavior
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{
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float Progress { get; }
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}
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public interface IOrderedBehavior
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{
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int Order { get; }
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}
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public interface IPersistentBehavior//<T> where T : IBehavior
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{
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PersistentBehaviorData Store();
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void Restore(PersistentBehaviorData data);
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}
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public interface IPopulationAssignment
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{
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int AssignedPopulation { get; set; }
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}
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public interface IController<T> where T: AgentTask
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{
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bool Available { get; }
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//TaskType TaskType { get; }
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Zone Zone { get; }
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void AssignTask(T task);
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}
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[MessagePackObject,
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Union(0, typeof(FactoryPersistence)),
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JsonObject(MemberSerialization.OptIn),
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JsonConverter(typeof(JsonKnownTypesConverter<PersistentBehaviorData>))]
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public abstract class PersistentBehaviorData
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{
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}
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[InspectableField,
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Union(0, typeof(GuidedWeaponData)),
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Union(1, typeof(LauncherData)),
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Union(2, typeof(ReactorData)),
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Union(3, typeof(RadiatorData)),
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Union(4, typeof(StatModifierData)),
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Union(5, typeof(SensorData)),
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Union(6, typeof(ReflectorData)),
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Union(7, typeof(ShieldData)),
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Union(8, typeof(ThrusterData)),
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// Union(9, typeof(TurningData)),
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Union(10, typeof(VelocityConversionData)),
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Union(11, typeof(VelocityLimitData)),
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Union(12, typeof(FactoryData)),
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Union(13, typeof(PatrolControllerData)),
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Union(14, typeof(TowingControllerData)),
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Union(15, typeof(CooldownData)),
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Union(16, typeof(HeatData)),
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// Union(17, typeof(HitscanData)),
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Union(18, typeof(ItemUsageData)),
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Union(19, typeof(RadianceData)),
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Union(20, typeof(SwitchData)),
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Union(21, typeof(TriggerData)),
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Union(22, typeof(VisibilityData)),
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Union(23, typeof(ThermotoggleData)),
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Union(24, typeof(EnergyDrawData)),
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Union(25, typeof(MiningControllerData)),
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Union(26, typeof(MiningToolData)),
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Union(27, typeof(SurveyControllerData)),
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Union(28, typeof(ResourceScannerData)),
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Union(29, typeof(WanderControllerData)),
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Union(30, typeof(HaulingControllerData)),
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Union(31, typeof(CapacitorData)),
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Union(32, typeof(CockpitData)),
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Union(33, typeof(HeatsinkData)),
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Union(34, typeof(TurretControllerData)),
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Union(35, typeof(InstantWeaponData)),
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Union(36, typeof(ConstantWeaponData)),
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Union(37, typeof(ChargedWeaponData)),
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Union(38, typeof(AutoWeaponData)),
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JsonConverter(typeof(JsonKnownTypesConverter<BehaviorData>)), JsonObject(MemberSerialization.OptIn)]
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public abstract class BehaviorData
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{
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[InspectableField, JsonProperty("group"), Key(0)]
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public int Group;
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public abstract IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item);
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public override string ToString()
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{
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var className = base.ToString();
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var dataIndex = className.IndexOf("data", StringComparison.InvariantCultureIgnoreCase);
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return dataIndex>0 ? className.Substring(0,dataIndex).SplitCamelCase() : className;
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}
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} |