Aetheria/Assets/Scripts/ServerShared/Sensing.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 CultMath;
// Light signatures split by channel (ruling visibility-per-capability-reveal): an observer learns what a ship
// is by which channel carries the light. Append-only: values are serialized in VisibilityData.
public enum SignatureChannel
{
Thermal,
Reflection,
DrivePlume,
LaunchFlash,
Emission
}
public readonly struct Signature
{
public readonly SignatureChannel Channel;
public readonly float Strength;
public readonly EquippedItem Item;
public Signature(SignatureChannel channel, float strength, EquippedItem item)
{
Channel = channel;
Strength = strength;
Item = item;
}
public Signature WithStrength(float strength) => new Signature(Channel, strength, Item);
}
// What a painted ship learns of a beam on it (ruling sensor-stat-set item 4): a Search paint is a ping sweeping
// it (Strength 0); a Track paint is a lock (Strength is the emitter's own lock progress, 0..1, ruling
// lock-warning-strength). Never summed.
public enum PaintMode
{
Search,
Track
}
// An ally's ping crossed `Subject` at `IlluminatedRange` through `IlluminatedObscuration`; `MaxRange` is that
// sensor's PingRange. Posted on the crossing tick and read for one tick by the receiving ship's own sensors.
public readonly struct PingReturn
{
public readonly Entity Subject;
public readonly float IlluminatedRange;
public readonly float IlluminatedObscuration;
public readonly float MaxRange;
public PingReturn(Entity subject, float illuminatedRange, float illuminatedObscuration, float maxRange)
{
Subject = subject;
IlluminatedRange = illuminatedRange;
IlluminatedObscuration = illuminatedObscuration;
MaxRange = maxRange;
}
}
public readonly struct PaintWarning
{
public readonly float2 Bearing;
public readonly EquippableItemData EmitterClass;
public readonly PaintMode Mode;
public readonly float Strength;
public PaintWarning(float2 bearing, EquippableItemData emitterClass, PaintMode mode, float strength)
{
Bearing = bearing;
EmitterClass = emitterClass;
Mode = mode;
Strength = strength;
}
}
// What an observer has seen `Item` do (ruling visibility-per-capability-reveal): the channel it showed on, the
// bearing at that act and the zone clock then. Held per (subject, item) in the observer's Entity; the latest act
// replaces the earlier one. Position is never carried: only the track gives it.
public readonly struct Reveal
{
public readonly EquippedItem Item;
public readonly SignatureChannel Channel;
public readonly float2 Bearing;
public readonly float Time;
public Reveal(EquippedItem item, SignatureChannel channel, float2 bearing, float time)
{
Item = item;
Channel = channel;
Bearing = bearing;
Time = time;
}
}
// A subject's removal from a zone as the zone recorded it (death, dock, warp, any removal): where it was and how
// bright its light was (its signature outside the Emission channel). Judged by each observer's Sense under the
// light-act gate; notification only, one tick long, it decides nothing.
public readonly struct Departure
{
public readonly Entity Subject;
public readonly float2 Position;
public readonly float Signature;
public Departure(Entity subject, float2 position, float signature)
{
Subject = subject;
Position = position;
Signature = signature;
}
}
// How much an observer holds of one subject, derived on read by Entity.ContactOf from its track, its reveals and
// the zone clock. Detected: tracked, or a reveal younger than GameplaySettings.BearingMemory. Tracked: exactly
// membership of VisibleEntities. Classified: detected, with any reveal in the book. Identified: the track has reached
// TargetGearInfoThreshold. Bearing is the true bearing while tracked, else the freshest reveal's.
public readonly struct Contact
{
public readonly bool Detected;
public readonly bool Tracked;
public readonly bool Classified;
public readonly bool Identified;
public readonly float2 Bearing;
public readonly float Info;
public Contact(bool detected, bool tracked, bool classified, bool identified, float2 bearing, float info)
{
Detected = detected;
Tracked = tracked;
Classified = classified;
Identified = identified;
Bearing = bearing;
Info = info;
}
}