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)
115 lines
No EOL
2.8 KiB
C#
115 lines
No EOL
2.8 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 JsonKnownTypes;
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using static Unity.Mathematics.noise;
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public interface IBehavior
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{
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bool Update(float delta);
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BehaviorData Data { get; }
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}
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// public interface IActivatedBehavior : IBehavior
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// {
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// bool Activate();
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// void Deactivate();
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// }
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public interface IAnalogBehavior : IBehavior
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{
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float Axis { get; set; }
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}
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public interface IDisposableBehavior
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{
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void Dispose();
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}
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public interface IInitializableBehavior
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{
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void Initialize();
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}
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public interface IAlwaysUpdatedBehavior
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{
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void AlwaysUpdate(float delta);
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}
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public interface IOrderedBehavior
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{
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int Order { get; }
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}
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public interface IPersistentBehavior//<T> where T : IBehavior
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{
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PersistentBehaviorData Store();
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void Restore(PersistentBehaviorData data);
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}
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public interface IPopulationAssignment
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{
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int AssignedPopulation { get; set; }
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}
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public interface IController<T> where T: AgentTask
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{
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bool Available { get; }
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//TaskType TaskType { get; }
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Zone Zone { get; }
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void AssignTask(T task);
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}
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[MessagePackObject,
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Union(0, typeof(FactoryPersistence)),
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JsonObject(MemberSerialization.OptIn),
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JsonConverter(typeof(JsonKnownTypesConverter<PersistentBehaviorData>))]
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public abstract class PersistentBehaviorData
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{
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}
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[InspectableField,
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Union(0, typeof(ProjectileWeaponData)),
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Union(1, typeof(LauncherData)),
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Union(2, typeof(ReactorData)),
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Union(3, typeof(RadiatorData)),
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Union(4, typeof(StatModifierData)),
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Union(5, typeof(SensorData)),
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Union(6, typeof(ReflectorData)),
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Union(7, typeof(ShieldData)),
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Union(8, typeof(ThrusterData)),
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Union(9, typeof(TurningData)),
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Union(10, typeof(VelocityConversionData)),
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Union(11, typeof(VelocityLimitData)),
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Union(12, typeof(FactoryData)),
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Union(13, typeof(PatrolControllerData)),
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Union(14, typeof(TowingControllerData)),
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Union(15, typeof(CooldownData)),
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Union(16, typeof(HeatData)),
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Union(17, typeof(HitscanData)),
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Union(18, typeof(ItemUsageData)),
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Union(19, typeof(RadianceData)),
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Union(20, typeof(SwitchData)),
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Union(21, typeof(TriggerData)),
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Union(22, typeof(VisibilityData)),
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Union(23, typeof(ThermotoggleData)),
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Union(24, typeof(EnergyDrawData)),
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Union(25, typeof(MiningControllerData)),
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Union(26, typeof(MiningToolData)),
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Union(27, typeof(SurveyControllerData)),
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Union(28, typeof(ResourceScannerData)),
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Union(29, typeof(WanderControllerData)),
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Union(30, typeof(HaulingControllerData)),
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JsonConverter(typeof(JsonKnownTypesConverter<BehaviorData>)), JsonObject(MemberSerialization.OptIn)]
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public abstract class BehaviorData
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{
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[InspectableField, JsonProperty("group"), Key(0)]
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public int Group;
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public abstract IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item);
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} |