BossOf refuses typed (BossRefusal Unset or Missing, Describe names the field and echoes no input). ZoneGenerator builds the boss from the Loadout with ChooseProduct as the chooser; a refused or unbuildable boss logs and spawns none. Galaxy picks boss factions through BossOf; AetherDb factions prints the boss Loadout. Loadout vocabulary: no preset, no variant. Production builds; the tests project does not until the next commit (RunGoalTests still sets BossHull). Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
436 lines
23 KiB
C#
436 lines
23 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.Linq;
|
|
using GameCult.Caching;
|
|
using CultMath;
|
|
using static CultMath.math;
|
|
using Random = CultMath.Random;
|
|
|
|
public class LoadoutGenerator
|
|
{
|
|
public Random Random;
|
|
public ItemManager ItemManager { get; }
|
|
public Galaxy Galaxy { get; }
|
|
public GalaxyZone Zone { get; }
|
|
public Faction Faction { get; }
|
|
public float PriceExponent { get; }
|
|
|
|
// Consumables are scarce (operator, 2026-10-09): a quarter of stations stock one product, one ship in ten carries
|
|
// one unit, and a carried consumable becomes loot when its ship dies. The units are the most a roll can stock; a
|
|
// station draws 1 to the maximum.
|
|
public const float StationConsumableChance = .25f;
|
|
public const int StationConsumableUnits = 2;
|
|
public const float ShipConsumableChance = .1f;
|
|
public const int ShipConsumableUnits = 1;
|
|
|
|
public LoadoutGenerator(
|
|
ref Random random,
|
|
ItemManager itemManager,
|
|
Galaxy galaxy,
|
|
GalaxyZone zone,
|
|
Faction faction,
|
|
float priceExponent)
|
|
{
|
|
Random = random;
|
|
ItemManager = itemManager;
|
|
Galaxy = galaxy;
|
|
Zone = zone;
|
|
Faction = faction;
|
|
PriceExponent = priceExponent;
|
|
}
|
|
|
|
public EntityPack GenerateShipLoadout(Predicate<HullData> hullFilter = null)
|
|
{
|
|
var (hullProduct, hullData) = RandomHull(HullType.Ship, hullFilter);
|
|
if(hullData==null)
|
|
{
|
|
ItemManager.Log("Unable to generate ship loadout: no compatible hull found!");
|
|
return null;
|
|
}
|
|
var hull = ItemManager.CreateInstance(hullProduct) as EquippableItem;
|
|
if(hull==null)
|
|
ItemManager.Log("WHAT???");
|
|
var entity = new Ship(ItemManager, null, hull, ItemManager.GameplaySettings.DefaultEntitySettings);
|
|
entity.Faction = Faction;
|
|
OutfitEntity(entity);
|
|
EquipPickup(entity);
|
|
StockConsumables(entity, ShipConsumableChance, ShipConsumableUnits);
|
|
return EntitySerializer.Pack(entity);
|
|
}
|
|
|
|
public OrbitalEntityPack GenerateTurretLoadout()
|
|
{
|
|
var (hullProduct, hullData) = RandomHull(HullType.Turret);
|
|
if(hullData==null)
|
|
{
|
|
ItemManager.Log("Unable to generate turret loadout: no compatible hull found!");
|
|
return null;
|
|
}
|
|
var hull = ItemManager.CreateInstance(hullProduct) as EquippableItem;
|
|
var entity = new OrbitalEntity(ItemManager, null, hull, default, ItemManager.GameplaySettings.DefaultEntitySettings);
|
|
entity.Faction = Faction;
|
|
OutfitEntity(entity);
|
|
return EntitySerializer.Pack(entity) as OrbitalEntityPack;
|
|
}
|
|
|
|
public OrbitalEntityPack GenerateStationLoadout()
|
|
{
|
|
var (hullProduct, hullData) = RandomHull(HullType.Station);
|
|
if(hullData==null)
|
|
{
|
|
ItemManager.Log("Unable to generate station loadout: no compatible hull found!");
|
|
return null;
|
|
}
|
|
var hull = ItemManager.CreateInstance(hullProduct) as EquippableItem;
|
|
var entity = new OrbitalEntity(ItemManager, null, hull, default, ItemManager.GameplaySettings.DefaultEntitySettings);
|
|
entity.Faction = Faction;
|
|
|
|
// Hardpoint gear goes in first so the docking bay can only take space that gear left free
|
|
EquipHardpoints(entity);
|
|
|
|
var emptyShape = entity.UnoccupiedSpace;
|
|
|
|
var (dockingBayProduct, dockingBayData) = RandomProduct<DockingBayData>(2, item => item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
|
|
if (dockingBayData == null) throw new InvalidLoadoutException("No compatible docking bay found for station!");
|
|
|
|
dockingBayData.Shape.FitsWithin(emptyShape, out var cargoRotation, out var cargoPosition);
|
|
var dockingBay = ItemManager.CreateInstance(dockingBayProduct) as EquippableItem;
|
|
dockingBay.Rotation = cargoRotation;
|
|
if (!entity.TryEquip(dockingBay, cargoPosition))
|
|
{
|
|
throw new InvalidLoadoutException("Failed to equip selected docking bay!");
|
|
}
|
|
|
|
// Every station carries a heater (operator, 2026-09-30): an idle station has no other heat source and cools
|
|
// toward freezing and invisibility. A heater is general gear whose thermostat runs its heat only below a
|
|
// target, the composition a cockpit uses: a low-pass Thermotoggle, then Heat, in its behaviours.
|
|
emptyShape = entity.UnoccupiedSpace;
|
|
var (heaterProduct, heaterData) = RandomProduct<GearData>(2, item => IsHeater(item) && item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
|
|
if (heaterData == null) throw new InvalidLoadoutException("No compatible heater found for station!");
|
|
|
|
heaterData.Shape.FitsWithin(emptyShape, out var heaterRotation, out var heaterPosition);
|
|
var heater = ItemManager.CreateInstance(heaterProduct) as EquippableItem;
|
|
heater.Rotation = heaterRotation;
|
|
if (!entity.TryEquip(heater, heaterPosition))
|
|
throw new InvalidLoadoutException("Failed to equip selected heater!");
|
|
|
|
FillInterior(entity);
|
|
|
|
// The consumable goes in before the gear stock: sixteen gear picks drawn with replacement can fill a real hold,
|
|
// and a roll that hit must leave the entity holding one (the ruled rate is the rule). With no consumable on
|
|
// offer nothing is drawn here, so the gear draws are exactly what they were.
|
|
StockConsumables(entity, StationConsumableChance, StationConsumableUnits);
|
|
|
|
var cargo = entity.CargoBays.First();
|
|
var inventory = RandomProducts<EquippableItemData>(16, 1,
|
|
data => !(data is HullData hull && hull.HullType != HullType.Ship) && !(data is CargoBayData))
|
|
.OrderByDescending(entry => entry.design.Shape.Coordinates.Length);
|
|
foreach (var entry in inventory)
|
|
{
|
|
var instance = ItemManager.CreateInstance(entry.product);
|
|
cargo.TryStore(instance);
|
|
}
|
|
|
|
entity.CanTow = hullData.CanTow;
|
|
|
|
return EntitySerializer.Pack(entity) as OrbitalEntityPack;
|
|
}
|
|
|
|
// A loadout's one consumable step. With no consumable on offer, or no hold to put one in, nothing is drawn, so a
|
|
// catalog without consumables generates exactly what it did before them. Otherwise one roll decides whether the
|
|
// entity has any, and a hit stocks 1 to maxUnits instances of one product, stopping when no hold takes another.
|
|
private void StockConsumables(Entity entity, float chance, int maxUnits)
|
|
{
|
|
var (available, _) = AvailableProducts<ConsumableItemData>(null, false);
|
|
if (available.Length == 0 || !entity.CargoBays.Any()) return;
|
|
if (Random.NextFloat() >= chance) return;
|
|
|
|
var (product, design) = RandomProducts<ConsumableItemData>(1, 0).FirstOrDefault();
|
|
if (design == null) return;
|
|
var units = Random.NextInt(1, maxUnits + 1);
|
|
for (var i = 0; i < units; i++)
|
|
{
|
|
var instance = ItemManager.CreateInstance(product);
|
|
if (!entity.CargoBays.Any(bay => bay.TryStore(instance))) break;
|
|
}
|
|
}
|
|
|
|
private static bool IsHeater(GearData item) =>
|
|
item.HardpointType == HardpointType.Tool &&
|
|
item.Behaviors.Any(b => b is ThermotoggleData { HighPass: false }) &&
|
|
item.Behaviors.Any(b => b is HeatData);
|
|
|
|
// Every entity needs a hull, so hulls are always required
|
|
public (FactionProductData product, HullData design) RandomHull(HullType type, Predicate<HullData> hullFilter = null)
|
|
{
|
|
return RandomProduct<HullData>(0, item =>
|
|
(hullFilter?.Invoke(item) ?? true) &&
|
|
item.HullType == type, required: true);
|
|
}
|
|
|
|
// What a faction makes is which products it has, so generation selects branded products rather than designs.
|
|
// Products normally come only from manufacturers present in the galaxy and known to the zone's faction; a
|
|
// required item falls back to any manufacturer when none of those make one, which means the product table
|
|
// lacks variety, so it is logged rather than hidden.
|
|
public (FactionProductData product, T design)[] RandomProducts<T>(int count, float sizeExponent, Predicate<T> filter = null, bool required = false) where T : CraftedItemData
|
|
{
|
|
var (available, preferManufacturers) = AvailableProducts(filter, required);
|
|
return available.WeightedRandomElements(ref Random, entry =>
|
|
(preferManufacturers ? ProductWeight(entry.product) : 1) *
|
|
pow(entry.design.Shape.Coordinates.Length, sizeExponent) / // Prioritize larger items
|
|
pow(entry.design.Price, PriceExponent), // Penalize item price to a controllable degree
|
|
count);
|
|
}
|
|
|
|
// An item is on offer only through a product, so a design no product makes is never drawn, stocked or chosen; it reaches a ship
|
|
// only through a Loadout (ruling off-market-is-general).
|
|
// The products this faction can be offered for a design kind (only gear needs a home), and whether manufacturer preference applies (it does
|
|
// not once a required item has fallen back to any manufacturer). The one availability rule for every selection.
|
|
private ((FactionProductData product, T design)[] available, bool preferManufacturers) AvailableProducts<T>(Predicate<T> filter, bool required) where T : CraftedItemData
|
|
{
|
|
var hulls = SoldHulls(ItemManager.ItemData);
|
|
var candidates = ItemManager.ItemData.GetAll<FactionProductData>()
|
|
.Select(product => (product, design: ItemManager.ItemData.Get(product.Design) as T))
|
|
.Where(entry =>
|
|
entry.design != null &&
|
|
entry.design.Price > 0 &&
|
|
entry.product.Manufacturer.IsSet() &&
|
|
(!(entry.design is EquippableItemData equippable) || HasHome(equippable, hulls)) &&
|
|
(filter?.Invoke(entry.design) ?? true))
|
|
.ToArray();
|
|
var available = candidates.Where(entry => IsAvailable(entry.product)).ToArray();
|
|
var preferManufacturers = true;
|
|
if (available.Length == 0 && required && candidates.Length > 0)
|
|
{
|
|
ItemManager.Log($"No {typeof(T).Name} product available from manufacturers known to {Faction?.Name ?? "this galaxy"}; using any manufacturer. The product table needs more variety.");
|
|
available = candidates;
|
|
preferManufacturers = false;
|
|
}
|
|
|
|
return (available, preferManufacturers);
|
|
}
|
|
|
|
// Hardpoint gear that no hull in the catalog can mount has no home (operator, 2026-09-30: "we'll need to author a
|
|
// bunch more hulls before all the gear variety in the game has a home"): generation never offers it, so no station
|
|
// stocks it. It gains one the moment a hull with a hardpoint that takes it exists. Tool gear goes in any interior.
|
|
// Only a hull some product sells gives gear a home: a hull no faction builds (the Smoke Test Hull) is a test fixture, so its
|
|
// hardpoints never put gear on a shelf. The one definition of the hulls HasHome considers.
|
|
public static HullData[] SoldHulls(CultCache items) =>
|
|
items.GetAll<FactionProductData>().Select(product => items.Get(product.Design)).OfType<HullData>().Distinct().ToArray();
|
|
|
|
public static bool HasHome(EquippableItemData design, HullData[] hulls) =>
|
|
design.HardpointType == HardpointType.Tool || design.HardpointType == HardpointType.Hull ||
|
|
hulls.Any(hull => hull.Hardpoints.Any(hardpoint => hardpoint.Takes(design)));
|
|
|
|
// No galaxy, or no faction, means no allegiance to filter by: every product is on offer. A fixture generates
|
|
// loadouts that way, so a test can exercise placement and products without standing up a whole galaxy; a scenario
|
|
// stage has no faction and reaches every maker. Loadouts.Materialize takes a chooser and ChooseProduct is the game's,
|
|
// so presets and generation share this one availability rule. A faction
|
|
// always reaches its own manufacturer's gear, and otherwise gear made by a manufacturer its allegiance names
|
|
// (operator, 2026-09-30: allegiance lists only other factions). Whether that manufacturer is present in the galaxy
|
|
// does not matter (operator, 2026-10-06: a faction need not be present for its gear to be available).
|
|
public bool IsAvailable(FactionProductData product) =>
|
|
Galaxy == null || Faction == null ||
|
|
ItemManager.ItemData.Get(product.Manufacturer) == Faction || Faction.Allegiance.ContainsKey(product.Manufacturer);
|
|
|
|
// How much this outfitter favors a product: its maker's preference. The one weight of generation and of ChooseProduct.
|
|
public float ProductWeight(FactionProductData product) => ManufacturerPreference(product.Manufacturer);
|
|
|
|
// The product a design named without one is built as (ruling loadout-product-optional-context-chooses): among the
|
|
// products of the design this outfitter can get, one draw from the run's seeded Random weighted by ProductWeight;
|
|
// null when none, and uniform over them when every weight is 0. Candidates are ordered by name so the draw's
|
|
// enumeration, and so its result, never depends on record keys. All of the policy is this body.
|
|
public FactionProductData ChooseProduct(CraftedItemData design)
|
|
{
|
|
var key = ItemManager.ItemData.RefOf(design).Key;
|
|
var candidates = ItemManager.ItemData.GetAll<FactionProductData>()
|
|
.Where(product => product.Design.Key.Equals(key) && IsAvailable(product))
|
|
.OrderBy(product => product.Name, StringComparer.Ordinal)
|
|
.ToArray();
|
|
if (candidates.Length == 0) return null;
|
|
var uniform = candidates.All(product => ProductWeight(product) <= 0);
|
|
return candidates.WeightedRandomElements(ref Random, product => uniform ? 1 : ProductWeight(product), 1)[0];
|
|
}
|
|
|
|
// Prioritize products from the zone faction and its allies, penalizing distance to the manufacturer's headquarters.
|
|
// A manufacturer with no home zone in this galaxy weighs as if its headquarters lay one jump beyond the farthest
|
|
// zone this zone reaches: reachable through allegiance, least preferred.
|
|
public float ManufacturerPreference(CultRecordRef<Faction> manufacturer)
|
|
{
|
|
if (Faction == null || Galaxy == null) return 1;
|
|
var maker = ItemManager.ItemData.Get(manufacturer);
|
|
var allegiance = maker == Faction ? 1 :
|
|
Faction.Allegiance.TryGetValue(manufacturer, out var a) ? a : 0;
|
|
var home = maker != null && Galaxy.HomeZones.TryGetValue(maker, out var h) ? h : null;
|
|
var distance = Zone?.Distance == null ? 0 :
|
|
home != null && Zone.Distance.TryGetValue(home, out var d) ? d :
|
|
home == null && Zone.Distance.Count > 0 ? Zone.Distance.Values.Max() + 1 : 0;
|
|
return allegiance / (1 + distance);
|
|
}
|
|
|
|
public (FactionProductData product, T design) RandomProduct<T>(float sizeExponent, Predicate<T> filter = null, bool required = false) where T : EquippableItemData
|
|
{
|
|
return RandomProducts(1, sizeExponent, filter, required).FirstOrDefault();
|
|
}
|
|
|
|
public (FactionProductData product, T design) RandomProduct<T>(HardpointData hardpoint, float sizeExponent, Predicate<T> filter = null, bool required = false) where T : EquippableItemData
|
|
{
|
|
// Every candidate passes the one fit rule, HardpointData.Takes. Generation prefers gear that fills the hardpoint
|
|
// and falls back to anything that fits only when nothing that fills it is on offer.
|
|
var filling = RandomProduct<T>(sizeExponent, item => hardpoint.IsFilledBy(item) && (filter?.Invoke(item) ?? true));
|
|
if (filling.design != null) return filling;
|
|
return RandomProduct<T>(sizeExponent, item => hardpoint.Takes(item) && (filter?.Invoke(item) ?? true), required);
|
|
}
|
|
|
|
private void OutfitEntity(Entity entity)
|
|
{
|
|
EquipHardpoints(entity);
|
|
FillInterior(entity);
|
|
}
|
|
|
|
// Every ship carries a tractor beam: picking up needs a pickup behaviour (scenarios ruling, "everyone gets tractor
|
|
// beams"). It goes in after the shared outfitting, which stations and turrets also run and which adds none, into
|
|
// whatever interior the hull has left; a hull with no cell for one cannot be generated.
|
|
private void EquipPickup(Entity entity)
|
|
{
|
|
var emptyShape = entity.UnoccupiedSpace;
|
|
var (product, design) = RandomProduct<GearData>(2, item =>
|
|
item.Behaviors.Any(b => b is PickupData) &&
|
|
item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
|
|
if (design == null) throw new InvalidLoadoutException("No compatible tractor beam found for ship!");
|
|
|
|
design.Shape.FitsWithin(emptyShape, out var rotation, out var position);
|
|
var beam = ItemManager.CreateInstance(product) as EquippableItem;
|
|
beam.Rotation = rotation;
|
|
if (!entity.TryEquip(beam, position))
|
|
throw new InvalidLoadoutException("Failed to equip selected tractor beam!");
|
|
}
|
|
|
|
private void EquipHardpoints(Entity entity)
|
|
{
|
|
var hullData = ItemManager.GetData(entity.Hull) as HullData;
|
|
foreach (var v in hullData.Shape.Coordinates) entity.HullConductivity[v.x, v.y] = true;
|
|
var previousProducts = new List<(FactionProductData product, GearData design)>();
|
|
foreach (var hardpoint in hullData.Hardpoints.OrderByDescending(h=>h.Shape.Coordinates.Length))
|
|
{
|
|
if (hardpoint.Type == HardpointType.ControlModule)
|
|
{
|
|
var (controllerProduct, controllerData) = RandomProduct<GearData>(hardpoint, 2,
|
|
item => item.Behaviors.Any(b => entity is Ship && b is CockpitData || entity is OrbitalEntity && b is TurretControllerData), required: true);
|
|
if (controllerData == null)
|
|
throw new InvalidLoadoutException("No compatible controller found for entity!");
|
|
var controller = ItemManager.CreateInstance(controllerProduct) as EquippableItem;
|
|
if (!entity.TryEquip(controller))
|
|
{
|
|
throw new InvalidLoadoutException($"Failed to equip selected {Enum.GetName(typeof(HardpointType), hardpoint.Type)}!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If a previously selected product fits, use that one (this is why we must process larger hardpoints first)
|
|
var entry = previousProducts
|
|
.FirstOrDefault(e => hardpoint.Takes(e.design));
|
|
var previousItem = entity.Equipment.FirstOrDefault(item => item.Data == entry.design);
|
|
if (entry.design == null) entry = RandomProduct<GearData>(hardpoint, 2);
|
|
if (entry.design == null) ItemManager.Log($"No compatible item found for entity {Enum.GetName(typeof(HardpointType), hardpoint.Type)} hardpoint!");
|
|
else
|
|
{
|
|
// Matching hardpoints carry matching units: same lot
|
|
var item = (previousItem != null
|
|
? ItemManager.CreateInstance(previousItem.EquippableItem.Lot)
|
|
: ItemManager.CreateInstance(entry.product)) as EquippableItem;
|
|
if (!entity.TryEquip(item))
|
|
{
|
|
throw new InvalidLoadoutException($"Failed to equip selected {Enum.GetName(typeof(HardpointType), hardpoint.Type)}!");
|
|
}
|
|
previousProducts.Add(entry);
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
// Interior gear may use any free interior cell, including empty hardpoint cells
|
|
private void FillInterior(Entity entity)
|
|
{
|
|
var emptyShape = entity.UnoccupiedSpace;
|
|
|
|
var (cargoProduct, cargoData) = RandomProduct<CargoBayData>(3, item =>
|
|
!(item is DockingBayData) &&
|
|
item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
|
|
if (cargoData == null) throw new InvalidLoadoutException("No compatible cargo bay found for entity!");
|
|
|
|
cargoData.Shape.FitsWithin(emptyShape, out var cargoRotation, out var cargoPosition);
|
|
var cargo = ItemManager.CreateInstance(cargoProduct) as EquippableItem;
|
|
cargo.Rotation = cargoRotation;
|
|
if (!entity.TryEquip(cargo, cargoPosition))
|
|
throw new InvalidLoadoutException("Failed to equip selected cargo bay!");
|
|
|
|
emptyShape = entity.UnoccupiedSpace;
|
|
|
|
var (capacitorProduct, capacitorData) = RandomProduct<GearData>(2, item =>
|
|
item.Behaviors.Any(b => b is CapacitorData) &&
|
|
item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
|
|
if (capacitorData == null) throw new InvalidLoadoutException("No compatible capacitor found for entity!");
|
|
|
|
capacitorData.Shape.FitsWithin(emptyShape, out var capacitorRotation, out var capacitorPosition);
|
|
var capacitor = ItemManager.CreateInstance(capacitorProduct) as EquippableItem;
|
|
capacitor.Rotation = capacitorRotation;
|
|
if (!entity.TryEquip(capacitor, capacitorPosition))
|
|
throw new InvalidLoadoutException("Failed to equip selected capacitor!");
|
|
|
|
// Cut 2 (docs/fire-control-cut.md, Q4): required equipment for anything that can fire -- unaided
|
|
// fire is a last resort, not an alternative loadout choice. EquipHardpoints runs before FillInterior
|
|
// (OutfitEntity), so entity.Weapons is already populated here. Zenith and anything else with no
|
|
// weapon hardpoints gets none.
|
|
//
|
|
// Cut 6c, 6c.2: this used to be `required: true` and throw InvalidLoadoutException when no seller was
|
|
// available -- a galaxy that happened not to draw a targeting design's manufacturer failed entity
|
|
// generation outright, a single point of failure the ten-seed smoke never sampled. It degrades instead:
|
|
// required: false, so RandomProducts' own manufacturer-widening fallback never fires and an unmet
|
|
// requirement returns null quietly rather than searching outside the galaxy for one. An entity that
|
|
// ends up with no targeting system fires through FireControl's unaided fallback
|
|
// (GameplaySettings.UnaidedTracking, Cut 5.1) rather than not firing at all -- that floor is what makes
|
|
// this degrade safe. The gap is logged so it surfaces as content debt (AetherDb loadout reports it per
|
|
// seed) instead of vanishing silently.
|
|
if (entity.Weapons.Any())
|
|
{
|
|
emptyShape = entity.UnoccupiedSpace;
|
|
|
|
var (targetingProduct, targetingData) = RandomProduct<GearData>(2, item =>
|
|
item.Behaviors.Any(b => b is TargetingSystemData) &&
|
|
item.Shape.FitsWithin(emptyShape, out _, out _));
|
|
if (targetingData == null)
|
|
{
|
|
ItemManager.Log("No targeting system available for armed entity; it will fire unaided.");
|
|
}
|
|
else
|
|
{
|
|
targetingData.Shape.FitsWithin(emptyShape, out var targetingRotation, out var targetingPosition);
|
|
var targetingSystem = ItemManager.CreateInstance(targetingProduct) as EquippableItem;
|
|
targetingSystem.Rotation = targetingRotation;
|
|
if (!entity.TryEquip(targetingSystem, targetingPosition))
|
|
throw new InvalidLoadoutException("Failed to equip selected targeting system!");
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public class InvalidLoadoutException : Exception
|
|
{
|
|
public InvalidLoadoutException()
|
|
{
|
|
}
|
|
|
|
public InvalidLoadoutException(string message)
|
|
: base(message)
|
|
{
|
|
}
|
|
|
|
public InvalidLoadoutException(string message, Exception inner)
|
|
: base(message, inner)
|
|
{
|
|
}
|
|
}
|