Aetheria/Assets/Scripts/ServerShared/Narrative/ZoneConstraints.cs
Meta Vens a2b54889b4 Move the ServerShared data model onto CultLib's CultCache
Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and
GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also
checks the Caching project exists.

Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject]
and integer [Key]s on the Q7 concrete types (the eight ItemData leaves,
Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the
four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout).
SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName].
ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose
[MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout
moves into ServerShared so AetheriaStores can route it.

References: Guid and DatabaseLink<T> members become CultRecordRef<T>;
Guid-keyed maps become ref-keyed with [CultReference(..., many: true)];
ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits,
bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey.
Identity is the record key: ID comparisons become reference or key
comparisons. StatModifierData.RequireBehavior is a simple type name.

AetheriaStores.Open composes the catalog (read-only unless writable), run
and player stores, one home per type. CultRecordRefs carries IsSet, a
null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert.
ItemManager.GetData is the one item resolution path. MathResolver is
declared by [assembly: CultCacheFormatterResolver].

Inspector attributes: text, range and asset path map onto CultLib's
CultInspector attributes (asset path only on string members); every
replaced Aetheria attribute keeps [Inspectable] for the runtime panel.

Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project,
which follow.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:00:42 +02:00

89 lines
2.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
public interface IZoneResolver
{
public GalaxyZone ResolveZone(string path);
}
public interface IFactionResolver
{
public Faction ResolveFaction(string name);
}
public abstract class ZoneConstraint
{
public bool Flip = false;
public bool Test(GalaxyZone zone)
{
return Flip ^ TestZone(zone);
}
protected abstract bool TestZone(GalaxyZone zone);
}
public class FactionPresenceConstraint : ZoneConstraint
{
private Faction TargetFaction { get; }
public FactionPresenceConstraint(string[] args, IFactionResolver resolver)
{
TargetFaction = resolver.ResolveFaction(args[0]);
}
protected override bool TestZone(GalaxyZone zone)
{
return zone.Factions.Any(f => f == TargetFaction);
}
}
public class FactionOwnerConstraint : ZoneConstraint
{
private Faction TargetFaction { get; }
public FactionOwnerConstraint(string[] args, IFactionResolver resolver)
{
TargetFaction = resolver.ResolveFaction(args[0]);
}
protected override bool TestZone(GalaxyZone zone)
{
return TargetFaction != null && zone.Owner == TargetFaction;
}
}
public class DistanceConstraint : ZoneConstraint
{
private GalaxyZone _targetZone;
private Predicate<int> _test;
public DistanceConstraint(string[] args, IZoneResolver zoneResolver)
{
if (args.Length == 3)
{
_targetZone = zoneResolver.ResolveZone(args[0].Trim());
if (!int.TryParse(args[2], out var v)) _test = _ => false;
else
{
var trimmed = args[1].Trim();
_test = trimmed switch
{
"<" => i => i < v,
">" => i => i > v,
"=" => i => i == v,
_ => _ => false
};
}
}
else
{
_test = _ => false;
}
}
protected override bool TestZone(GalaxyZone zone)
{
return _targetZone != null && _test(zone.Distance[_targetZone]);
}
}