Refactored game loop to allow full local testing Added AI controller abstractions Added ability to save database to local copy for offline testing Tech Tab is now interactive, has properties panel
66 lines
No EOL
2 KiB
C#
66 lines
No EOL
2 KiB
C#
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 System.Reflection;
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using JsonKnownTypes;
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//using JM.LinqFaster;
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using MessagePack;
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using MessagePack.Formatters;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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// TODO: USE THIS EVERYWHERE
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using static Unity.Mathematics.math;
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[Union(0, typeof(SimpleCommodity)),
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Union(1, typeof(CompoundCommodity)),
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Union(2, typeof(Gear)),
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JsonObject(MemberSerialization.OptIn),
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JsonConverter(typeof(JsonKnownTypesConverter<ItemInstance>))]
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public abstract class ItemInstance : DatabaseEntry
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{
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[JsonProperty("data"), Key(1)] public Guid Data;
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public float Mass => Context.GetMass(this);
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public float HeatCapacity => Context.GetHeatCapacity(this);
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}
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[Union(0, typeof(CompoundCommodity)),
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Union(1, typeof(Gear)),
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JsonObject(MemberSerialization.OptIn),
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JsonConverter(typeof(JsonKnownTypesConverter<CraftedItemInstance>))]
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public abstract class CraftedItemInstance : ItemInstance
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{
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[JsonProperty("quality"), Key(2)] public float Quality;
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[JsonProperty("ingredients"), Key(3)] public List<ItemInstance> Ingredients = new List<ItemInstance>();
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[JsonProperty("blueprint"), Key(4)] public BlueprintData Blueprint;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class CompoundCommodity : CraftedItemInstance {}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class SimpleCommodity : ItemInstance
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{
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[JsonProperty("quantity"), Key(2)] public int Quantity;
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public SimpleCommodityData ItemData => Context.GetData(this);
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class Gear : CraftedItemInstance
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{
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[JsonProperty("durability"), Key(5)] public float Durability;
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public EquippableItemData ItemData => Context.GetData(this);
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class Hardpoint
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{
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[JsonProperty("item"), Key(0)] public Gear Item;
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[IgnoreMember] public HardpointData HardpointData;
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} |