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>
202 lines
No EOL
5.7 KiB
C#
202 lines
No EOL
5.7 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using MessagePack;
|
|
using Newtonsoft.Json;
|
|
using CultMath;
|
|
using static CultMath.math;
|
|
|
|
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
|
|
public class InstantWeaponData : WeaponData
|
|
{
|
|
[Inspectable, JsonProperty("count"), Key(17)]
|
|
public PerformanceStat Count = new PerformanceStat();
|
|
|
|
[Inspectable, JsonProperty("burstTime"), Key(18)]
|
|
public PerformanceStat BurstTime = new PerformanceStat();
|
|
|
|
[Inspectable, JsonProperty("cooldown"), Key(19), RuntimeInspectable]
|
|
public PerformanceStat Cooldown = new PerformanceStat();
|
|
|
|
[Inspectable, JsonProperty("ammoInterval"), Key(20)]
|
|
public bool SingleAmmoBurst;
|
|
|
|
public override Behavior CreateInstance(EquippedItem item)
|
|
{
|
|
return new InstantWeapon(this, item);
|
|
}
|
|
|
|
public override Behavior CreateInstance(ConsumableItemEffect item)
|
|
{
|
|
return new InstantWeapon(this, item);
|
|
}
|
|
}
|
|
|
|
public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
|
|
{
|
|
private InstantWeaponData _data;
|
|
|
|
protected int _burstRemaining;
|
|
private float _burstTimer;
|
|
private float _burstInterval;
|
|
protected float _cooldown; // Normalized
|
|
private int _ammo = 0;
|
|
protected bool _coolingDown;
|
|
|
|
public float BurstCount { get; protected set; }
|
|
public float BurstTime { get; protected set; }
|
|
public float Cooldown { get; protected set; }
|
|
public virtual bool CanFire
|
|
{
|
|
get => !_coolingDown;
|
|
}
|
|
|
|
public override float DamagePerSecond => Damage / Cooldown;
|
|
public override float RangeDamagePerSecond(float range)
|
|
{
|
|
return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
|
|
}
|
|
|
|
public override int Ammo
|
|
{
|
|
get => _ammo;
|
|
}
|
|
public virtual float Progress => saturate(_cooldown);
|
|
|
|
public event Action OnReloadBegin;
|
|
public event Action OnReloadComplete;
|
|
public event Action OnCooldownComplete;
|
|
public event Action OnFire;
|
|
|
|
public virtual void ResetEvents()
|
|
{
|
|
OnReloadBegin = null;
|
|
OnReloadComplete = null;
|
|
OnCooldownComplete = null;
|
|
OnFire = null;
|
|
}
|
|
|
|
public InstantWeapon(InstantWeaponData data, EquippedItem item) : base(data, item)
|
|
{
|
|
_data = data;
|
|
_ammo = data.MagazineSize;
|
|
}
|
|
|
|
public InstantWeapon(InstantWeaponData data, ConsumableItemEffect item) : base(data, item)
|
|
{
|
|
_data = data;
|
|
_ammo = data.MagazineSize;
|
|
}
|
|
|
|
protected void Trigger()
|
|
{
|
|
// If 1 ammo is consumed per burst, perform ammo and energy consumption here
|
|
// UseAmmo returns false when triggering reload; cancel firing if that is the case
|
|
if(_data.SingleAmmoBurst && (!Entity.TryConsumeEnergy(Energy) || !UseAmmo())) return;
|
|
|
|
_burstRemaining = (int) BurstCount;
|
|
_burstInterval = BurstTime / _burstRemaining;
|
|
_burstTimer = 0;
|
|
_cooldown = 1;
|
|
_coolingDown = true;
|
|
}
|
|
|
|
protected override void UpdateStats()
|
|
{
|
|
base.UpdateStats();
|
|
BurstCount = Evaluate(_data.Count);
|
|
BurstTime = Evaluate(_data.BurstTime);
|
|
Cooldown = Evaluate(_data.Cooldown);
|
|
|
|
Damage /= (int) BurstCount;
|
|
Heat /= (int) BurstCount;
|
|
Energy /= (int) BurstCount;
|
|
}
|
|
|
|
private bool UseAmmo()
|
|
{
|
|
if (_data.MagazineSize <= 1) return true;
|
|
|
|
if (_ammo > 0)
|
|
{
|
|
_ammo--;
|
|
return true;
|
|
}
|
|
|
|
var hasAmmo = true;
|
|
if (_data.AmmoType.IsSet())
|
|
{
|
|
var cargo = Entity.FindItemInCargo(_data.AmmoType.Key);
|
|
if (cargo != null)
|
|
{
|
|
var item = cargo.ItemsOfType[_data.AmmoType.Key][0];
|
|
if (item is SimpleCommodity simpleCommodity)
|
|
cargo.Remove(simpleCommodity, 1);
|
|
}
|
|
else hasAmmo = false;
|
|
}
|
|
if(hasAmmo)
|
|
{
|
|
OnReloadBegin?.Invoke();
|
|
_cooldown = 1;
|
|
_coolingDown = true;
|
|
_firing = false;
|
|
}
|
|
_burstRemaining = 0;
|
|
return false;
|
|
|
|
}
|
|
|
|
public override bool Execute(float dt)
|
|
{
|
|
base.Execute(dt);
|
|
if (_coolingDown)
|
|
{
|
|
_cooldown -= dt / (_data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
|
|
if (_cooldown < 0)
|
|
{
|
|
_coolingDown = false;
|
|
if (_data.MagazineSize > 0 && _ammo == 0)
|
|
{
|
|
_ammo = _data.MagazineSize;
|
|
OnReloadComplete?.Invoke();
|
|
}
|
|
else
|
|
OnCooldownComplete?.Invoke();
|
|
}
|
|
}
|
|
|
|
var firedThisFrame = false;
|
|
_burstTimer += dt;
|
|
while (_burstRemaining > 0 && _burstTimer > 0)
|
|
{
|
|
// If multiple ammo is consumed per burst, perform ammo and energy consumption here
|
|
// UseAmmo returns false when triggering reload; cancel firing if that is the case
|
|
if (!_data.SingleAmmoBurst && (!Entity.TryConsumeEnergy(Energy) || !UseAmmo()))
|
|
{
|
|
_burstRemaining = 0;
|
|
return false;
|
|
}
|
|
|
|
_burstRemaining--;
|
|
_burstTimer -= _burstInterval;
|
|
OnFire?.Invoke();
|
|
if(!firedThisFrame)
|
|
{
|
|
Item.FireAudioEvent(WeaponAudioEvent.Fire);
|
|
firedThisFrame = true;
|
|
}
|
|
CauseWearDamage(1);
|
|
AddHeat(Heat);
|
|
Entity.VisibilitySources[this] = Visibility;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public override void Activate()
|
|
{
|
|
if(CanFire)
|
|
Trigger();
|
|
base.Activate();
|
|
}
|
|
} |