Every Unity.Mathematics using, alias and qualified name under Assets\Scripts and tools now names CultMath. The nine `using static ...noise;` lines are gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the float3 colour pair stays because the bridge has none. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
229 lines
No EOL
7.4 KiB
C#
229 lines
No EOL
7.4 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
|
|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
|
|
|
|
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using CultMath;
|
|
using static CultMath.math;
|
|
using float2 = CultMath.float2;
|
|
using Random = CultMath.Random;
|
|
using JM.LinqFaster;
|
|
using UniRx;
|
|
using float4 = CultMath.float4;
|
|
|
|
public class ItemManager
|
|
{
|
|
public Random Random = new Random((uint) (DateTime.Now.Ticks%uint.MaxValue));
|
|
// public Dictionary<string, GalaxyMapLayerData> MapLayers = new Dictionary<string, GalaxyMapLayerData>();
|
|
// public SimpleCommodityData[] Resources;
|
|
// public Dictionary<Guid, List<IController>> CorporationControllers = new Dictionary<Guid, List<IController>>();
|
|
// public Dictionary<Guid, ZoneDefinition> GalaxyZones;
|
|
|
|
private Action<string> _logger;
|
|
|
|
private double _time;
|
|
private float _deltaTime;
|
|
private Dictionary<Guid, Zone> _zones = new Dictionary<Guid, Zone>();
|
|
|
|
// private Guid _forceLoadZone;
|
|
|
|
// public GlobalData GlobalData => _globalData ?? (_globalData = ItemData.GetAll<GlobalData>().FirstOrDefault());
|
|
public CultCache ItemData { get; }
|
|
public GameplaySettings GameplaySettings { get; }
|
|
|
|
// public double Time
|
|
// {
|
|
// get => _time;
|
|
// set
|
|
// {
|
|
// _deltaTime = (float) (value - _time);
|
|
// _time = value;
|
|
// //Log($"GameContext delta time: {_deltaTime}");
|
|
// }
|
|
// }
|
|
|
|
// private readonly Dictionary<CraftedItemData, int> Tier = new Dictionary<CraftedItemData, int>();
|
|
|
|
public ItemManager(CultCache itemData, GameplaySettings settings, Action<string> logger)
|
|
{
|
|
ItemData = itemData;
|
|
GameplaySettings = settings;
|
|
_logger = logger;
|
|
}
|
|
|
|
public void Log(string s)
|
|
{
|
|
_logger(s);
|
|
}
|
|
|
|
public SimpleCommodityData GetData(SimpleCommodity item)
|
|
{
|
|
return item.Data.Value as SimpleCommodityData;
|
|
}
|
|
|
|
public CraftedItemData GetData(CraftedItemInstance item)
|
|
{
|
|
return item.Data.Value as CraftedItemData;
|
|
}
|
|
|
|
public EquippableItemData GetData(EquippableItem item)
|
|
{
|
|
return item.Data.Value as EquippableItemData;
|
|
}
|
|
|
|
public float GetMass(ItemInstance item)
|
|
{
|
|
return item switch
|
|
{
|
|
CraftedItemInstance _ => item.Data.Value.Mass,
|
|
SimpleCommodity commodity => item.Data.Value.Mass * commodity.Quantity,
|
|
_ => 0
|
|
};
|
|
}
|
|
|
|
public float GetThermalMass(ItemInstance item)
|
|
{
|
|
var data = item.Data.Value;
|
|
return item switch
|
|
{
|
|
CraftedItemInstance _ => data.Mass * data.SpecificHeat,
|
|
SimpleCommodity commodity => data.Mass * data.SpecificHeat * commodity.Quantity,
|
|
_ => 0
|
|
};
|
|
}
|
|
|
|
// Returns stat when not equipped
|
|
public float Evaluate(PerformanceStat stat, EquippableItem item)
|
|
{
|
|
var data = GetData(item);
|
|
var quality = pow(item.QualityForRole(stat.FromRole), stat.QualityExponent);
|
|
var durabilityExponent = lerp(
|
|
GameplaySettings.DurabilityQualityMin,
|
|
GameplaySettings.DurabilityQualityMax,
|
|
pow(item.Quality, GameplaySettings.DurabilityQualityExponent));
|
|
var durability = pow(item.Durability / data.Durability, durabilityExponent * stat.DurabilityExponentMultiplier);
|
|
var result = lerp(stat.Min, stat.Max, quality * durability);
|
|
if (float.IsNaN(result))
|
|
throw new InvalidOperationException($"Performance Stat on {data.Name} evaluating as NaN: input data is invalid! Durability: {item.Durability} / {data.Durability}");
|
|
return result;
|
|
|
|
}
|
|
|
|
public int GetPrice(CraftedItemInstance item)
|
|
{
|
|
var data = GetData(item);
|
|
return (int) (GameplaySettings.QualityPriceModifier.Evaluate(item.Quality) * data.Price);
|
|
}
|
|
|
|
public SimpleCommodity CreateInstance(SimpleCommodityData item, int count)
|
|
{
|
|
if (item != null)
|
|
{
|
|
var newItem = new SimpleCommodity
|
|
{
|
|
Data = new DatabaseLink<ItemData>{LinkID = item.ID},
|
|
Quantity = count
|
|
};
|
|
//ItemData.Add(newItem);
|
|
return newItem;
|
|
}
|
|
|
|
_logger("Attempted to create Simple Commodity instance using missing or incorrect item id");
|
|
return null;
|
|
}
|
|
|
|
public ItemInstance Instantiate(ItemInstance item)
|
|
{
|
|
var data = item.Data.Value;
|
|
if(data is CraftedItemData c)
|
|
{
|
|
var i = CreateInstance(c);
|
|
i.Rotation = item.Rotation;
|
|
return i;
|
|
}
|
|
if (item is SimpleCommodity s)
|
|
{
|
|
var i = CreateInstance(data as SimpleCommodityData, s.Quantity);
|
|
i.Rotation = item.Rotation;
|
|
return i;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
public CraftedItemInstance CreateInstance(CraftedItemData item, float quality)
|
|
{
|
|
if (item is EquippableItemData equippableItemData)
|
|
{
|
|
return new EquippableItem
|
|
{
|
|
Data = new DatabaseLink<ItemData> {LinkID = item.ID}, Quality = quality, Durability = equippableItemData.Durability
|
|
};
|
|
}
|
|
|
|
var newCommodity = new CompoundCommodity
|
|
{
|
|
Data = new DatabaseLink<ItemData>{LinkID = item.ID},
|
|
Quality = quality
|
|
};
|
|
return newCommodity;
|
|
}
|
|
|
|
public CraftedItemInstance CreateInstance(CraftedItemData item)
|
|
{
|
|
if (item == null)
|
|
{
|
|
throw new NullReferenceException("Attempted to create crafted item instance using missing or incorrect item data!");
|
|
return null;
|
|
}
|
|
|
|
var quality = Random.NextFloat();
|
|
var tier = GameplaySettings.Tiers[0];
|
|
foreach (var t in GameplaySettings.Tiers)
|
|
{
|
|
if (t.Rarity > quality)
|
|
tier = t;
|
|
}
|
|
|
|
return CreateInstance(item, tier.Quality);
|
|
}
|
|
|
|
// Builds one of a manufacturer's branded products: the unit's own workmanship rolled as before, and each of
|
|
// the design's roles filled with a part whose quality is drawn from that manufacturer's distribution for it.
|
|
public CraftedItemInstance CreateInstance(FactionProductData product)
|
|
{
|
|
var design = ItemData.Get<CraftedItemData>(product.Design);
|
|
if (design == null)
|
|
{
|
|
_logger($"Product {product.Name} names a design that does not exist!");
|
|
return null;
|
|
}
|
|
|
|
var instance = CreateInstance(design);
|
|
instance.Product = product.ID;
|
|
if (design.Roles == null) return instance;
|
|
foreach (var role in design.Roles)
|
|
{
|
|
var build = product.Roles?.FirstOrDefault(b => b.Role == role.Name) ?? new ProductRole();
|
|
instance.Ingredients.Add(new RoleFill
|
|
{
|
|
Role = role.Name,
|
|
Quality = clamp(Random.NextGaussian(build.Mean, build.StandardDeviation), .01f, 1)
|
|
});
|
|
}
|
|
|
|
return instance;
|
|
}
|
|
|
|
public (RarityTier tier, int upgrades) GetTier(CraftedItemInstance item)
|
|
{
|
|
var tier = GameplaySettings.Tiers[0];
|
|
foreach (var t in GameplaySettings.Tiers)
|
|
if (item.Quality + .001f > t.Quality)
|
|
tier = t;
|
|
int upgrades = (int) ((item.Quality - tier.Quality) / .0499f);
|
|
return (tier, upgrades);
|
|
}
|
|
} |