2020-12-22 03:13:43 +00:00
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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2020-05-06 04:56:36 +01:00
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using System.Collections;
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2020-04-23 03:31:17 +01:00
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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public class Locomotion : AgentBehavior
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{
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2020-05-04 00:07:36 +01:00
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public float2 Objective;
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2020-04-25 00:01:13 +01:00
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private const float TangentSensitivity = 2;
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2020-05-06 04:56:36 +01:00
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2020-05-07 03:53:54 +01:00
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private VelocityLimit _velocityLimit;
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2021-01-06 14:56:39 +00:00
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private Thruster[] _thrusters;
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private float _thrust;
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2020-04-23 03:31:17 +01:00
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2020-12-10 23:20:38 +00:00
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public Locomotion(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
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2020-04-23 03:31:17 +01:00
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{
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2021-01-06 14:56:39 +00:00
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_velocityLimit = Entity.GetBehavior<VelocityLimit>();
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_thrusters = entity.GetBehaviors<Thruster>()
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.Where(t => t.Item.EquippableItem.Rotation == ItemRotation.Reversed)
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.ToArray();
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_thrust = _thrusters.Sum(t => t.Thrust);
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2020-04-23 03:31:17 +01:00
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}
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public override void Update(float delta)
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{
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2021-01-06 14:56:39 +00:00
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var diff = Objective - Entity.Position.xz;
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// We want to go top speed in the direction of our target
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var topSpeed = _velocityLimit?.Limit ?? 1000;
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float2 desiredVelocity = normalize(diff) * topSpeed;
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var accelerationTime = length(desiredVelocity - Entity.Velocity) / (_thrust / Entity.Mass);
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var accelerationDistance = accelerationTime * length((desiredVelocity + Entity.Velocity) / 2);
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2020-05-07 03:53:54 +01:00
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2021-01-06 14:56:39 +00:00
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// We do not have enough space to get to full speed, use approximate maneuvering
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// if (accelerationDistance > length(diff))
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// {
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// float2 tangential = Entity.Velocity - dot(normalize(diff), normalize(Entity.Velocity)) * Entity.Velocity;
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// float2 adjustedDirection = normalize(diff) - tangential * TangentSensitivity;
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//
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// _turning.Axis = TurningInput(adjustedDirection);
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// _thrust.Axis = 1;
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// }
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// // We have plenty of space, use exact maneuvering
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// else
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// {
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// var deltaV = desiredVelocity - Entity.Velocity;
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// _turning.Axis = TurningInput(deltaV);
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// _thrust.Axis = ThrustInput(deltaV);
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// }
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2020-04-23 03:31:17 +01:00
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}
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}
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