Aetheria/Assets/Scripts/ServerShared/EntitySerializer.cs
Reinier Vens 4489b18452 Action Bar (WIP)
Refactor item instance to use DatabaseLink
Labels now pop up when aiming at loot
Yeeted HUD trigger group UI into the abyss
Created rebindable action bar (missing: assigning actions)
Created Consumable Items
Refactored behaviors to work on consumable items
Implemented Velocity Conversion Behavior
2021-04-18 05:13:20 +01:00

255 lines
9.4 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
};
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();
return pack;
}
public static Entity Unpack(ItemManager itemManager, Zone zone, EntityPack pack, bool instantiate = false)
{
pack.Settings ??= MessagePackSerializer.Deserialize<EntitySettings>(
MessagePackSerializer.Serialize(itemManager.GameplaySettings.DefaultEntitySettings));
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);
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];
}
}
[MessagePackObject]
public class ShipPack : EntityPack
{
[Key(16)] public float3 Position;
[Key(17)] public float2 Direction;
[Key(18)] public bool IsPlayerShip;
}
[MessagePackObject]
public class OrbitalEntityPack : EntityPack
{
[Key(16)]
public Guid Orbit;
}
[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;
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;
}
}