Aetheria/Assets/Scripts/ServerShared/EntitySerializer.cs

247 lines
10 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using Unity.Mathematics;
public static class EntitySerializer
{
public static EntityPack Pack(Entity entity)
{
EntityPack pack;
if (entity is OrbitalEntity orbital)
pack = new OrbitalEntityPack
{
Orbit = orbital.OrbitData,
SecurityLevel = orbital.SecurityLevel,
SecurityRadius = orbital.SecurityRadius
};
else if (entity is Ship ship)
pack = new ShipPack
{
Position = ship.Position,
Direction = ship.Direction,
IsPlayerShip = ship.IsPlayerShip
};
else throw new ArgumentException("Attempted to pack an instance of abstract class Entity!");
pack.Settings = entity.Settings;
// Filter item behavior collections by those with any persistent behaviors
// For each item create an object containing the item position and a list of persistent behaviors
// Then turn that into a dictionary mapping from item position to an array of every behaviors persistent data
pack.PersistedBehaviors = entity.Equipment
.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());
pack.Hull = entity.Hull;
pack.Name = entity.Name;
pack.Faction = entity.Faction?.ID ?? Guid.Empty;
pack.Equipment = entity.Equipment.Select(e => (e.Position, e.EquippableItem)).ToArray();
pack.CargoBays = entity.CargoBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
pack.DockingBays = entity.DockingBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
pack.DockingBayAssignments = entity.DockingBays.Select(x => entity.Children.IndexOf(x.DockedShip)).ToArray();
pack.CargoContents = entity.CargoBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
pack.DockingBayContents = entity.DockingBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
pack.Armor = entity.Armor;
pack.Temperature = entity.Temperature;
pack.Conductivity = entity.HullConductivity;
pack.Children = entity.Children.Select(Pack).ToArray();
pack.WeaponGroups = entity.WeaponGroups.Select(wg => wg.items.Select(item => entity.Equipment.IndexOf(item)).ToArray()).ToArray();
return pack;
}
public static Entity Unpack(ItemManager itemManager, Zone zone, EntityPack pack, bool instantiate = false)
{
pack.Settings ??= itemManager.GameplaySettings.DefaultEntitySettings.Copy();
return pack switch
{
ShipPack shipPack => Unpack(itemManager, zone, shipPack, instantiate),
OrbitalEntityPack orbitalEntityPack => Unpack(itemManager, zone, orbitalEntityPack, instantiate),
_ => null
};
}
private static Ship Unpack(ItemManager itemManager, Zone zone, ShipPack pack, bool instantiate = false)
{
var entity = new Ship(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(pack.Hull) : pack.Hull, pack.Settings);
Restore(itemManager, zone, pack, entity, instantiate);
entity.Position = pack.Position;
entity.Direction = pack.Direction;
entity.IsPlayerShip = pack.IsPlayerShip;
return entity;
}
private static OrbitalEntity Unpack(ItemManager itemManager, Zone zone, OrbitalEntityPack pack, bool instantiate = false)
{
var entity = new OrbitalEntity(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(pack.Hull) : pack.Hull, pack.Orbit, pack.Settings);
Restore(itemManager, zone, pack, entity, instantiate);
entity.SecurityLevel = pack.SecurityLevel;
entity.SecurityRadius = pack.SecurityRadius;
if (pack.Story >= 0) entity.Story = zone.GalaxyZone.Locations[pack.Story];
return entity;
}
private static void Restore(ItemManager itemManager, Zone zone, EntityPack pack, Entity entity, bool instantiate = false)
{
entity.Name = pack.Name;
entity.Faction = itemManager.ItemData.Get<Faction>(pack.Faction);
entity.Children = pack.Children.Select(c =>
{
var child = Unpack(itemManager, zone, c, instantiate);
child.Parent = entity;
return child;
}).ToList();
foreach (var (position, item) in pack.Equipment) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
foreach (var (position, item) in pack.CargoBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
foreach (var (position, item) in pack.DockingBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
for (var i = 0; i < pack.DockingBayAssignments.Length; i++)
{
if (pack.DockingBayAssignments[i] != -1)
entity.DockingBays[i].DockedShip = entity.Children[pack.DockingBayAssignments[i]] as Ship;
}
for (var bayIndex = 0; bayIndex < pack.CargoContents.Length; bayIndex++)
if(entity.CargoBays.Count >= bayIndex + 1)
foreach (var (position, item) in pack.CargoContents[bayIndex])
entity.CargoBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position);
for (var bayIndex = 0; bayIndex < pack.DockingBayContents.Length; bayIndex++)
if(entity.DockingBays.Count >= bayIndex + 1)
foreach (var (position, item) in pack.DockingBayContents[bayIndex])
entity.DockingBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position);
// 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 entity.Equipment
.Where(item => pack.PersistedBehaviors.ContainsKey(item.Position))
.SelectMany(item => item.Behaviors
.Where(b=> b is IPersistentBehavior)
.Cast<IPersistentBehavior>()
.Zip(pack.PersistedBehaviors[item.Position], (behavior, data) => new{behavior, data})))
persistentBehaviorData.behavior.Restore(persistentBehaviorData.data);
if(!instantiate)
entity.Temperature = pack.Temperature;
if(!instantiate)
entity.Armor = pack.Armor;
var hullData = itemManager.GetData(entity.Hull);
foreach(var v in hullData.Shape.Coordinates)
entity.HullConductivity[v.x,v.y] = pack.Conductivity[v.x,v.y];
entity.WeaponGroups = pack.WeaponGroups.Select(itemIndices =>
{
var items = itemIndices.Select(i => entity.Equipment[i]);
return (items.Select(i => i.GetBehavior<Weapon>()).ToList(), items.ToList());
}).ToArray();
}
}
[MessagePackObject]
public class SavedStory
{
[Key(0)] public string StoryJson;
[Key(1)] public string StateJson;
}
[MessagePackObject]
public class ShipPack : EntityPack
{
[Key(17)] public float3 Position;
[Key(18)] public float2 Direction;
[Key(19)] public bool IsPlayerShip;
}
[MessagePackObject]
public class OrbitalEntityPack : EntityPack
{
[Key(17)] public Guid Orbit;
[Key(18)] public int Story = -1;
[Key(19)] public SecurityLevel SecurityLevel;
[Key(20)] public float SecurityRadius;
}
[MessagePackObject,
Union(0, typeof(OrbitalEntityPack)),
Union(1, typeof(ShipPack))]
public abstract class EntityPack
{
[Key(0)] public string Name;
[Key(1)] public EquippableItem Hull;
[Key(2)] public (int2 position, EquippableItem item)[] Equipment;
[Key(3)] public (int2 position, EquippableItem item)[] CargoBays;
[Key(4)] public (int2 position, EquippableItem item)[] DockingBays;
[Key(5)] public Dictionary<int2, PersistentBehaviorData[]> PersistedBehaviors;
[Key(6)] public float[,] Temperature;
[Key(7)] public float[,] Armor;
[Key(8)] public bool2[,] Conductivity;
[Key(10)] public int[] DockingBayAssignments;
[Key(11)] public (int2 position, ItemInstance item)[][] CargoContents;
[Key(12)] public (int2 position, ItemInstance item)[][] DockingBayContents;
[Key(13)] public EntityPack[] Children;
[Key(14)] public EntitySettings Settings;
[Key(15)] public Guid Faction;
[Key(16)] public int[][] WeaponGroups;
private int _price;
public int Price(ItemManager itemManager)
{
if (_price != 0) return _price;
var hullData = itemManager.GetData(Hull);
_price = hullData.Price;
foreach (var (_, item) in Equipment)
{
var itemData = itemManager.GetData(item);
_price += itemData.Price;
}
foreach (var (_, item) in CargoBays)
{
var itemData = itemManager.GetData(item);
_price += itemData.Price;
}
foreach (var (_, item) in DockingBays)
{
var itemData = itemManager.GetData(item);
_price += itemData.Price;
}
foreach (var t in CargoContents)
{
foreach (var (_, item) in t)
{
var itemData = item.Data.Value;
if (item is SimpleCommodity s)
_price += itemData.Price * s.Quantity;
else
_price += itemData.Price;
}
}
foreach (var t in DockingBayContents)
{
foreach (var (_, item) in t)
{
var itemData = item.Data.Value;
if (item is SimpleCommodity s)
_price += itemData.Price * s.Quantity;
else
_price += itemData.Price;
}
}
return _price;
}
}