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)
100 lines
No EOL
3.7 KiB
C#
100 lines
No EOL
3.7 KiB
C#
using System;
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using System.Linq;
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using MessagePack;
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using Newtonsoft.Json;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class StatModifierData : BehaviorData
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{
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[InspectableField, JsonProperty("stat"), Key(1)]
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public StatReference Stat = new StatReference();
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[InspectableField, JsonProperty("modifier"), Key(2)]
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public PerformanceStat Modifier = new PerformanceStat();
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[InspectableField, JsonProperty("type"), Key(3)]
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public StatModifierType Type;
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[InspectableType(typeof(BehaviorData)), JsonProperty("requireBehavior"), Key(4)]
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public Type RequireBehavior;
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new StatModifier(context, this, entity, item);
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}
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}
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[Order(-4)]
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public class StatModifier : IBehavior, IInitializableBehavior, IDisposableBehavior
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{
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private StatModifierData _data;
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private Entity Entity { get; }
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private EquippedItem Item { get; }
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private ItemManager Context { get; }
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public BehaviorData Data => _data;
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private PerformanceStat[] _stats;
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private static Type[] _statObjects;
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private static Type[] StatObjects => _statObjects = _statObjects ?? typeof(BehaviorData).GetAllChildClasses()
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.Concat(typeof(EquippableItemData).GetAllChildClasses()).ToArray();
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public StatModifier(ItemManager context, StatModifierData data, Entity entity, EquippedItem item)
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{
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_data = data;
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Entity = entity;
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Item = item;
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Context = context;
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}
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public void Initialize()
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{
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var targetType = StatObjects.FirstOrDefault(so => so.Name == _data.Stat.Target);
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if (targetType != null)
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{
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var statField = targetType.GetFields()
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.Where(f => f.FieldType == typeof(PerformanceStat)).FirstOrDefault(f => f.Name == _data.Stat.Stat);
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if (statField != null)
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{
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if (typeof(EquippableItemData).IsAssignableFrom(targetType))
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_stats = Entity.EquippedItems
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.Select(hp => hp.EquippableItem)
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.Where(gear => _data.RequireBehavior == null || Context.GetData(gear).Behaviors.Any(behavior => behavior.GetType() == _data.RequireBehavior))
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.Where(gear => Context.GetData(gear).GetType() == targetType)
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.Select(gear => statField.GetValue(Context.GetData(gear)) as PerformanceStat)
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.ToArray();
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else
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_stats = Entity.EquippedItems
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.Select(hp => hp.EquippableItem)
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.Where(gear => _data.RequireBehavior == null || Context.GetData(gear).Behaviors.Any(behavior => behavior.GetType() == _data.RequireBehavior))
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.SelectMany(gear => Context.GetData(gear).Behaviors)
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.Where(behaviorData => behaviorData.GetType() == targetType)
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.Select(behaviorData => statField.GetValue(behaviorData) as PerformanceStat)
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.ToArray();
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}
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}
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}
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public bool Update(float delta)
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{
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foreach (var stat in _stats)
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(_data.Type == StatModifierType.Constant
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? stat.GetConstantModifiers(Entity)
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: stat.GetScaleModifiers(Entity))[this] = Context.Evaluate(_data.Modifier, Item.EquippableItem, Entity);
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return true;
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}
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public void Dispose()
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{
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foreach (var stat in _stats)
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(_data.Type == StatModifierType.Constant ? stat.GetConstantModifiers(Entity) : stat.GetScaleModifiers(Entity)).Remove(this);
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}
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}
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public enum StatModifierType
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{
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Constant,
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Multiplier
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} |