Redid all of the property panel UI prefabs (oof) Implemented saving and loading of the game state Moved sector generation to sector constructor (along with loading from save file) Entity settings now separate from player settings Player settings (incl. saved run) now statically accessible from game manager Added animations and submenus to the main menu Unified main menu settings and properties panel styles for prefab reusability
245 lines
8.9 KiB
C#
245 lines
8.9 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 MessagePack;
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using RethinkDb.Driver.Ast;
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using Unity.Mathematics;
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public static class EntitySerializer
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{
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public static EntityPack Pack(Entity entity)
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{
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EntityPack pack;
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if (entity is OrbitalEntity orbital)
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pack = new OrbitalEntityPack
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{
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Orbit = orbital.OrbitData
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};
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else if (entity is Ship ship)
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pack = new ShipPack
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{
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Position = ship.Position,
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Direction = ship.Direction
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};
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else throw new ArgumentException("Attempted to pack an instance of abstract class Entity!");
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// Filter item behavior collections by those with any persistent behaviors
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// For each item create an object containing the item position and a list of persistent behaviors
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// Then turn that into a dictionary mapping from item position to an array of every behaviors persistent data
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pack.PersistedBehaviors = entity.Equipment
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.Where(item => item.Behaviors.Any(b=>b is IPersistentBehavior))
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.Select(item => new {equippable=item, behaviors = item.Behaviors
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.Where(b=>b is IPersistentBehavior)
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.Cast<IPersistentBehavior>()})
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.ToDictionary(x=> x.equippable.Position, x=>x.behaviors.Select(b => b.Store()).ToArray());
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pack.Hull = entity.Hull;
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pack.Name = entity.Name;
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pack.Equipment = entity.Equipment.Select(e => (e.Position, e.EquippableItem)).ToArray();
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pack.CargoBays = entity.CargoBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
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pack.DockingBays = entity.DockingBays.Select(e => (e.Position, e.EquippableItem)).ToArray();
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pack.DockingBayAssignments = entity.DockingBays.Select(x => entity.Children.IndexOf(x.DockedShip)).ToArray();
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pack.CargoContents = entity.CargoBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
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pack.DockingBayContents = entity.DockingBays.Select(b => b.Cargo.Select(i => (i.Value, i.Key)).ToArray()).ToArray();
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pack.Armor = entity.Armor;
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pack.Temperature = entity.Temperature;
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pack.Conductivity = entity.HullConductivity;
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pack.Children = entity.Children.Select(Pack).ToArray();
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return pack;
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}
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public static Entity Unpack(ItemManager itemManager, Zone zone, EntityPack pack, bool instantiate = false)
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{
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return pack switch
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{
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ShipPack shipPack => Unpack(itemManager, zone, shipPack, instantiate),
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OrbitalEntityPack orbitalEntityPack => Unpack(itemManager, zone, orbitalEntityPack, instantiate),
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_ => null
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};
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}
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private static Ship Unpack(ItemManager itemManager, Zone zone, ShipPack pack, bool instantiate = false)
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{
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var entity = new Ship(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(pack.Hull) : pack.Hull, pack.Settings);
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Restore(itemManager, zone, pack, entity, instantiate);
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return entity;
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}
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private static OrbitalEntity Unpack(ItemManager itemManager, Zone zone, OrbitalEntityPack pack, bool instantiate = false)
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{
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var entity = new OrbitalEntity(itemManager, zone, instantiate ? (EquippableItem) itemManager.Instantiate(pack.Hull) : pack.Hull, pack.Orbit, pack.Settings);
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Restore(itemManager, zone, pack, entity, instantiate);
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return entity;
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}
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private static void Restore(ItemManager itemManager, Zone zone, EntityPack pack, Entity entity, bool instantiate = false)
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{
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entity.Name = pack.Name;
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entity.Children = pack.Children.Select(c =>
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{
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var child = Unpack(itemManager, zone, c, instantiate);
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child.Parent = entity;
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return child;
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}).ToList();
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foreach (var (position, item) in pack.Equipment) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
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foreach (var (position, item) in pack.CargoBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
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foreach (var (position, item) in pack.DockingBays) entity.TryEquip(instantiate ? (EquippableItem) itemManager.Instantiate(item) : item, position);
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for (var i = 0; i < pack.DockingBayAssignments.Length; i++)
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{
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if (pack.DockingBayAssignments[i] != -1)
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entity.DockingBays[i].DockedShip = entity.Children[pack.DockingBayAssignments[i]] as Ship;
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}
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for (var bayIndex = 0; bayIndex < pack.CargoContents.Length; bayIndex++)
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if(entity.CargoBays.Count >= bayIndex + 1)
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foreach (var (position, item) in pack.CargoContents[bayIndex])
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entity.CargoBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position);
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for (var bayIndex = 0; bayIndex < pack.DockingBayContents.Length; bayIndex++)
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if(entity.DockingBays.Count >= bayIndex + 1)
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foreach (var (position, item) in pack.DockingBayContents[bayIndex])
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entity.DockingBays[bayIndex].TryStore(instantiate ? itemManager.Instantiate(item) : item, position);
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// Iterate only over the behaviors of items which contain persistent data
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// Filter the behaviors for each item to get the persistent ones, then cast them and combine with the persisted data array for that item
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foreach (var persistentBehaviorData in entity.Equipment
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.Where(item => pack.PersistedBehaviors.ContainsKey(item.Position))
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.SelectMany(item => item.Behaviors
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.Where(b=> b is IPersistentBehavior)
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.Cast<IPersistentBehavior>()
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.Zip(pack.PersistedBehaviors[item.Position], (behavior, data) => new{behavior, data})))
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persistentBehaviorData.behavior.Restore(persistentBehaviorData.data);
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if(!instantiate)
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entity.Temperature = pack.Temperature;
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if(!instantiate)
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entity.Armor = pack.Armor;
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var hullData = itemManager.GetData(entity.Hull);
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foreach(var v in hullData.Shape.Coordinates)
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entity.HullConductivity[v.x,v.y] = pack.Conductivity[v.x,v.y];
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}
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}
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[MessagePackObject]
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public class ShipPack : EntityPack
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{
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[Key(15)]
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public float3 Position;
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[Key(16)]
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public float2 Direction;
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}
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[MessagePackObject]
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public class OrbitalEntityPack : EntityPack
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{
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[Key(15)]
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public Guid Orbit;
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}
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[MessagePackObject,
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Union(0, typeof(OrbitalEntityPack)),
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Union(1, typeof(ShipPack))]
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public class EntityPack
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{
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[Key(0)]
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public string Name;
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[Key(1)]
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public EquippableItem Hull;
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[Key(2)]
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public (int2 position, EquippableItem item)[] Equipment;
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[Key(3)]
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public (int2 position, EquippableItem item)[] CargoBays;
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[Key(4)]
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public (int2 position, EquippableItem item)[] DockingBays;
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[Key(5)]
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public Dictionary<int2, PersistentBehaviorData[]> PersistedBehaviors;
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[Key(6)]
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public float[,] Temperature;
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[Key(7)]
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public float[,] Armor;
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[Key(8)]
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public bool2[,] Conductivity;
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[Key(10)]
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public int[] DockingBayAssignments;
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[Key(11)]
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public (int2 position, ItemInstance item)[][] CargoContents;
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[Key(12)]
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public (int2 position, ItemInstance item)[][] DockingBayContents;
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[Key(13)]
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public EntityPack[] Children;
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[Key(14)]
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public EntitySettings Settings;
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private int _price;
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public int Price(ItemManager itemManager)
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{
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if (_price != 0) return _price;
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var hullData = itemManager.GetData(Hull);
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_price = hullData.Price;
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foreach (var (_, item) in Equipment)
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{
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var itemData = itemManager.GetData(item);
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_price += itemData.Price;
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}
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foreach (var (_, item) in CargoBays)
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{
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var itemData = itemManager.GetData(item);
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_price += itemData.Price;
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}
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foreach (var (_, item) in DockingBays)
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{
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var itemData = itemManager.GetData(item);
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_price += itemData.Price;
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}
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foreach (var t in CargoContents)
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{
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foreach (var (_, item) in t)
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{
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var itemData = itemManager.GetData(item);
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if (item is SimpleCommodity s)
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_price += itemData.Price * s.Quantity;
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else
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_price += itemData.Price;
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}
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}
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foreach (var t in DockingBayContents)
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{
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foreach (var (_, item) in t)
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{
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var itemData = itemManager.GetData(item);
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if (item is SimpleCommodity s)
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_price += itemData.Price * s.Quantity;
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else
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_price += itemData.Price;
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}
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}
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return _price;
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}
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}
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