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