Aetheria/Assets/Scripts/ServerShared/Behaviors/Behaviors.cs
Reinier Vens f643f6cc8a New Inventory System + Overhaul
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)
2020-12-10 23:20:38 +00:00

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No EOL
2.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using JsonKnownTypes;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using static Unity.Mathematics.noise;
public interface IBehavior
{
bool Update(float delta);
BehaviorData Data { get; }
}
// public interface IActivatedBehavior : IBehavior
// {
// bool Activate();
// void Deactivate();
// }
public interface IAnalogBehavior : IBehavior
{
float Axis { get; set; }
}
public interface IDisposableBehavior
{
void Dispose();
}
public interface IInitializableBehavior
{
void Initialize();
}
public interface IAlwaysUpdatedBehavior
{
void AlwaysUpdate(float delta);
}
public interface IOrderedBehavior
{
int Order { get; }
}
public interface IPersistentBehavior//<T> where T : IBehavior
{
PersistentBehaviorData Store();
void Restore(PersistentBehaviorData data);
}
public interface IPopulationAssignment
{
int AssignedPopulation { get; set; }
}
public interface IController<T> where T: AgentTask
{
bool Available { get; }
//TaskType TaskType { get; }
Zone Zone { get; }
void AssignTask(T task);
}
[MessagePackObject,
Union(0, typeof(FactoryPersistence)),
JsonObject(MemberSerialization.OptIn),
JsonConverter(typeof(JsonKnownTypesConverter<PersistentBehaviorData>))]
public abstract class PersistentBehaviorData
{
}
[InspectableField,
Union(0, typeof(ProjectileWeaponData)),
Union(1, typeof(LauncherData)),
Union(2, typeof(ReactorData)),
Union(3, typeof(RadiatorData)),
Union(4, typeof(StatModifierData)),
Union(5, typeof(SensorData)),
Union(6, typeof(ReflectorData)),
Union(7, typeof(ShieldData)),
Union(8, typeof(ThrusterData)),
Union(9, typeof(TurningData)),
Union(10, typeof(VelocityConversionData)),
Union(11, typeof(VelocityLimitData)),
Union(12, typeof(FactoryData)),
Union(13, typeof(PatrolControllerData)),
Union(14, typeof(TowingControllerData)),
Union(15, typeof(CooldownData)),
Union(16, typeof(HeatData)),
Union(17, typeof(HitscanData)),
Union(18, typeof(ItemUsageData)),
Union(19, typeof(RadianceData)),
Union(20, typeof(SwitchData)),
Union(21, typeof(TriggerData)),
Union(22, typeof(VisibilityData)),
Union(23, typeof(ThermotoggleData)),
Union(24, typeof(EnergyDrawData)),
Union(25, typeof(MiningControllerData)),
Union(26, typeof(MiningToolData)),
Union(27, typeof(SurveyControllerData)),
Union(28, typeof(ResourceScannerData)),
Union(29, typeof(WanderControllerData)),
Union(30, typeof(HaulingControllerData)),
JsonConverter(typeof(JsonKnownTypesConverter<BehaviorData>)), JsonObject(MemberSerialization.OptIn)]
public abstract class BehaviorData
{
[InspectableField, JsonProperty("group"), Key(0)]
public int Group;
public abstract IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item);
}