Aetheria/Assets/Scripts/ServerShared/Agents/Locomotion.cs

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