Removed universal GameContext references Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager GlobalData is gone, relevant settings are distributed amongst specialized settings classes Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks Controller subtypes are now generic classes, class argument is task type Inventory is now a 2D grid instead of a list Entity temperature is now a 2D grid instead of a number Item sizes are now arbitrary shapes instead of a number Hardpoints are now arbitrary shapes instead Equipped items have their own temperatures Map view now displays sunlight colors Integrated Allegorithmic Substance Plugin Imported Djinni ship and assigned Substance materials Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
185 lines
No EOL
5.1 KiB
C#
185 lines
No EOL
5.1 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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public class Float2Formatter : MessagePack.Formatters.IMessagePackFormatter<float2>
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{
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public void Serialize(ref MessagePackWriter writer, float2 value, MessagePackSerializerOptions options)
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{
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writer.WriteArrayHeader(2);
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writer.Write(value.x);
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writer.Write(value.y);
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}
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public float2 Deserialize(ref MessagePackReader reader, MessagePackSerializerOptions options)
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{
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if (reader.IsNil)
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{
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throw new InvalidOperationException("typecode is null, struct not supported");
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}
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var length = reader.ReadArrayHeader();
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var x = default(float);
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var y = default(float);
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for (int i = 0; i < length; i++)
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{
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var key = i;
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switch (key)
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{
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case 0:
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x = reader.ReadSingle();
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break;
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case 1:
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y = reader.ReadSingle();
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break;
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default:
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reader.Skip();
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break;
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}
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}
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var result = float2(x, y);
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return result;
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}
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}
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public class Int2Formatter : MessagePack.Formatters.IMessagePackFormatter<int2>
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{
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public void Serialize(ref MessagePackWriter writer, int2 value, MessagePackSerializerOptions options)
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{
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writer.WriteArrayHeader(2);
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writer.Write(value.x);
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writer.Write(value.y);
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}
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public int2 Deserialize(ref MessagePackReader reader, MessagePackSerializerOptions options)
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{
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if (reader.IsNil)
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{
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throw new InvalidOperationException("typecode is null, struct not supported");
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}
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var length = reader.ReadArrayHeader();
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var x = default(int);
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var y = default(int);
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for (int i = 0; i < length; i++)
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{
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var key = i;
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switch (key)
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{
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case 0:
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x = reader.ReadInt32();
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break;
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case 1:
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y = reader.ReadInt32();
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break;
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default:
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reader.Skip();
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break;
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}
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}
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var result = int2(x, y);
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return result;
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}
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}
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public class Float3Formatter : MessagePack.Formatters.IMessagePackFormatter<float3>
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{
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public void Serialize(ref MessagePackWriter writer, float3 value, MessagePackSerializerOptions options)
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{
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writer.WriteArrayHeader(3);
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writer.Write(value.x);
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writer.Write(value.y);
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writer.Write(value.z);
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}
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public float3 Deserialize(ref MessagePackReader reader, MessagePackSerializerOptions options)
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{
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if (reader.IsNil)
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{
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throw new InvalidOperationException("typecode is null, struct not supported");
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}
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var length = reader.ReadArrayHeader();
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var x = default(float);
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var y = default(float);
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var z = default(float);
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for (int i = 0; i < length; i++)
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{
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var key = i;
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switch (key)
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{
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case 0:
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x = reader.ReadSingle();
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break;
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case 1:
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y = reader.ReadSingle();
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break;
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case 2:
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z = reader.ReadSingle();
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break;
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default:
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reader.Skip();
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break;
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}
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}
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var result = float3(x, y, z);
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return result;
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}
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}
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public class Float4Formatter : MessagePack.Formatters.IMessagePackFormatter<float4>
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{
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public void Serialize(ref MessagePackWriter writer, float4 value, MessagePackSerializerOptions options)
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{
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writer.WriteArrayHeader(4);
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writer.Write(value.x);
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writer.Write(value.y);
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writer.Write(value.z);
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writer.Write(value.w);
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}
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public float4 Deserialize(ref MessagePackReader reader, MessagePackSerializerOptions options)
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{
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if (reader.IsNil)
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{
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throw new InvalidOperationException("typecode is null, struct not supported");
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}
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var length = reader.ReadArrayHeader();
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var x = default(float);
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var y = default(float);
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var z = default(float);
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var w = default(float);
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for (int i = 0; i < length; i++)
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{
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var key = i;
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switch (key)
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{
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case 0:
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x = reader.ReadSingle();
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break;
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case 1:
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y = reader.ReadSingle();
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break;
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case 2:
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z = reader.ReadSingle();
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break;
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case 3:
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w = reader.ReadSingle();
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break;
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default:
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reader.Skip();
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break;
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}
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}
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var result = float4(x, y, z, w);
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return result;
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}
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} |