Delete runtime behavior config bridge

This commit is contained in:
Meta Vens 2026-06-15 20:12:34 +01:00
commit 18a4ead6f8
13 changed files with 243 additions and 705 deletions

View file

@ -4,20 +4,11 @@ using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable]
public class AutoWeaponConfig : InstantWeaponConfig
{
public override Behavior CreateInstance(EquippedItem item)
{
return new AutoWeapon(this, item);
}
}
public class AutoWeapon : InstantWeapon
{
public AutoWeapon(InstantWeaponConfig data, EquippedItem item) : base(data, item) { }
public AutoWeapon(InstantWeaponConfig data, ConsumableItemEffect item) : base(data, item) { }
public AutoWeapon(RuntimeBehaviorDefinition definition, EquippedItem item) : base(definition, item) { }
public AutoWeapon(RuntimeBehaviorDefinition definition, ConsumableItemEffect item) : base(definition, item) { }
public override bool Execute(float dt)
{

View file

@ -45,24 +45,6 @@ public abstract class Behavior
}
}
protected Behavior(RuntimeBehaviorConfig config, EquippedItem item)
{
_performanceStats = CapturePerformanceStats(config);
Kind = config?.Kind ?? "";
Group = config?.Group ?? 0;
Item = item;
ItemManager = Item.ItemManager;
}
protected Behavior(RuntimeBehaviorConfig config, ConsumableItemEffect consumable)
{
_performanceStats = CapturePerformanceStats(config);
Kind = config?.Kind ?? "";
Group = config?.Group ?? 0;
Consumable = consumable;
ItemManager = consumable.Entity.ItemManager;
}
protected Behavior(RuntimeBehaviorDefinition definition, EquippedItem item)
{
_performanceStats = new Dictionary<string, PerformanceStat>(StringComparer.Ordinal);
@ -103,19 +85,6 @@ public abstract class Behavior
}
}
private static Dictionary<string, PerformanceStat> CapturePerformanceStats(RuntimeBehaviorConfig config)
{
return config == null
? new Dictionary<string, PerformanceStat>(StringComparer.Ordinal)
: config
.GetType()
.GetFields()
.Where(field => field.FieldType == typeof(PerformanceStat))
.Select(field => (field.Name, Stat: field.GetValue(config) as PerformanceStat))
.Where(entry => entry.Stat != null)
.ToDictionary(entry => entry.Name, entry => entry.Stat, StringComparer.Ordinal);
}
protected void AddHeat(float heat) => Item?.AddHeat(heat); // TODO: Heat for Consumables
protected void CauseDamage(float damage)
@ -229,6 +198,11 @@ public sealed class RuntimeBehaviorDefinition
return _fields.TryGetValue(key, out var value) ? (float)value.NumberValue : fallback;
}
public int Int(int key, int fallback = 0)
{
return _fields.TryGetValue(key, out var value) ? checked((int)value.NumberValue) : fallback;
}
public uint UInt(int key, uint fallback = 0)
{
return _fields.TryGetValue(key, out var value) ? checked((uint)value.NumberValue) : fallback;
@ -272,6 +246,13 @@ public sealed class RuntimeBehaviorDefinition
};
}
public float4[] Float4Array(int key, float4[] fallback)
{
return _fields.TryGetValue(key, out var value)
? value.Children.Select(ToFloat4).ToArray()
: fallback;
}
public StatReference StatReference(int key, StatReference fallback)
{
if (!_fields.TryGetValue(key, out var value))
@ -334,20 +315,3 @@ public sealed class RuntimeBehaviorDefinition
return value.Children.Count > index ? value.Children[index].StringValue ?? "" : "";
}
}
[Inspectable]
public abstract class RuntimeBehaviorConfig
{
public string Kind { get; set; } = "";
[Inspectable]
public int Group;
public abstract Behavior CreateInstance(EquippedItem item);
public abstract Behavior CreateInstance(ConsumableItemEffect consumable);
public override string ToString()
{
return base.ToString().FormatTypeName();
}
}

View file

@ -4,56 +4,6 @@ using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable]
public class ChargedWeaponConfig : InstantWeaponConfig
{
[Inspectable]
public PerformanceStat ChargeTime = new PerformanceStat();
[Inspectable]
public PerformanceStat ChargeEnergy = new PerformanceStat();
[Inspectable]
public PerformanceStat ChargeHeat = new PerformanceStat();
[Inspectable]
public bool CanFireEarly;
[Inspectable]
public float FailureCharge;
[Inspectable]
public float FailureDamage = 1;
[Inspectable]
public float ChargeFiringDamageMultiplier = 1;
[Inspectable]
public float ChargeFiringSpreadMultiplier = 1;
[Inspectable]
public float ChargeFiringBurstCountMultiplier = 1;
[Inspectable]
public float ChargeFiringVisibilityMultiplier = 1;
[Inspectable]
public float ChargeFiringVelocityMultiplier = 1;
[Inspectable]
public float ChargeFiringHeatMultiplier = 1;
public override Behavior CreateInstance(EquippedItem item)
{
return new ChargedWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new ChargedWeapon(this, item);
}
}
public class ChargedWeapon : InstantWeapon
{
private readonly PerformanceStat _chargeTime;
@ -109,36 +59,45 @@ public class ChargedWeapon : InstantWeapon
public bool Charging => _charging;
public bool Charged => _charged;
public ChargedWeapon(ChargedWeaponConfig data, EquippedItem item) : base(data, item)
public ChargedWeapon(RuntimeBehaviorDefinition definition, EquippedItem item) : base(definition, item)
{
_chargeTime = data.ChargeTime;
_chargeEnergy = data.ChargeEnergy;
_chargeHeat = data.ChargeHeat;
_canFireEarly = data.CanFireEarly;
_failureCharge = data.FailureCharge;
_failureDamage = data.FailureDamage;
_chargeFiringDamageMultiplier = data.ChargeFiringDamageMultiplier;
_chargeFiringSpreadMultiplier = data.ChargeFiringSpreadMultiplier;
_chargeFiringBurstCountMultiplier = data.ChargeFiringBurstCountMultiplier;
_chargeFiringVisibilityMultiplier = data.ChargeFiringVisibilityMultiplier;
_chargeFiringVelocityMultiplier = data.ChargeFiringVelocityMultiplier;
_chargeFiringHeatMultiplier = data.ChargeFiringHeatMultiplier;
_chargeTime = definition.PerformanceStat(21, new PerformanceStat());
_chargeEnergy = definition.PerformanceStat(22, new PerformanceStat());
_chargeHeat = definition.PerformanceStat(23, new PerformanceStat());
_canFireEarly = definition.Bool(24);
_failureCharge = definition.Float(25);
_failureDamage = definition.Float(26, 1);
_chargeFiringDamageMultiplier = definition.Float(27, 1);
_chargeFiringSpreadMultiplier = definition.Float(28, 1);
_chargeFiringBurstCountMultiplier = definition.Float(29, 1);
_chargeFiringVisibilityMultiplier = definition.Float(30, 1);
_chargeFiringVelocityMultiplier = definition.Float(31, 1);
_chargeFiringHeatMultiplier = definition.Float(32, 1);
RegisterChargedWeaponStats();
}
public ChargedWeapon(ChargedWeaponConfig data, ConsumableItemEffect item) : base(data, item)
public ChargedWeapon(RuntimeBehaviorDefinition definition, ConsumableItemEffect item) : base(definition, item)
{
_chargeTime = data.ChargeTime;
_chargeEnergy = data.ChargeEnergy;
_chargeHeat = data.ChargeHeat;
_canFireEarly = data.CanFireEarly;
_failureCharge = data.FailureCharge;
_failureDamage = data.FailureDamage;
_chargeFiringDamageMultiplier = data.ChargeFiringDamageMultiplier;
_chargeFiringSpreadMultiplier = data.ChargeFiringSpreadMultiplier;
_chargeFiringBurstCountMultiplier = data.ChargeFiringBurstCountMultiplier;
_chargeFiringVisibilityMultiplier = data.ChargeFiringVisibilityMultiplier;
_chargeFiringVelocityMultiplier = data.ChargeFiringVelocityMultiplier;
_chargeFiringHeatMultiplier = data.ChargeFiringHeatMultiplier;
_chargeTime = definition.PerformanceStat(21, new PerformanceStat());
_chargeEnergy = definition.PerformanceStat(22, new PerformanceStat());
_chargeHeat = definition.PerformanceStat(23, new PerformanceStat());
_canFireEarly = definition.Bool(24);
_failureCharge = definition.Float(25);
_failureDamage = definition.Float(26, 1);
_chargeFiringDamageMultiplier = definition.Float(27, 1);
_chargeFiringSpreadMultiplier = definition.Float(28, 1);
_chargeFiringBurstCountMultiplier = definition.Float(29, 1);
_chargeFiringVisibilityMultiplier = definition.Float(30, 1);
_chargeFiringVelocityMultiplier = definition.Float(31, 1);
_chargeFiringHeatMultiplier = definition.Float(32, 1);
RegisterChargedWeaponStats();
}
private void RegisterChargedWeaponStats()
{
RegisterPerformanceStat(nameof(ChargeTime), _chargeTime);
RegisterPerformanceStat(nameof(ChargeEnergy), _chargeEnergy);
RegisterPerformanceStat(nameof(ChargeHeat), _chargeHeat);
}
protected override void UpdateStats()

View file

@ -6,23 +6,6 @@ using System;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable]
public class ConstantWeaponConfig : WeaponConfig
{
[InspectablePrefab]
public float AmmoInterval = 1;
public override Behavior CreateInstance(EquippedItem item)
{
return new ConstantWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new ConstantWeapon(this, item);
}
}
public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior
{
private readonly float _ammoIntervalDuration;
@ -63,14 +46,14 @@ public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior
OnStopFiring = null;
}
public ConstantWeapon(ConstantWeaponConfig data, EquippedItem item) : base(data, item)
public ConstantWeapon(RuntimeBehaviorDefinition definition, EquippedItem item) : base(definition, item)
{
_ammoIntervalDuration = data.AmmoInterval;
_ammoIntervalDuration = definition.Float(17, 1);
}
public ConstantWeapon(ConstantWeaponConfig data, ConsumableItemEffect item) : base(data, item)
public ConstantWeapon(RuntimeBehaviorDefinition definition, ConsumableItemEffect item) : base(definition, item)
{
_ammoIntervalDuration = data.AmmoInterval;
_ammoIntervalDuration = definition.Float(17, 1);
}
public override bool Execute(float dt)

View file

@ -4,32 +4,6 @@ using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable]
public class InstantWeaponConfig : WeaponConfig
{
[Inspectable]
public PerformanceStat Count = new PerformanceStat();
[Inspectable]
public PerformanceStat BurstTime = new PerformanceStat();
[Inspectable]
public PerformanceStat Cooldown = new PerformanceStat();
[InspectablePrefab]
public bool SingleAmmoBurst;
public override Behavior CreateInstance(EquippedItem item)
{
return new InstantWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new InstantWeapon(this, item);
}
}
public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
{
private readonly PerformanceStat _count;
@ -82,22 +56,31 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
OnFire = null;
}
public InstantWeapon(InstantWeaponConfig data, EquippedItem item) : base(data, item)
public InstantWeapon(RuntimeBehaviorDefinition definition, EquippedItem item) : base(definition, item)
{
_count = data.Count;
_burstTime = data.BurstTime;
_cooldownDuration = data.Cooldown;
_singleAmmoBurst = data.SingleAmmoBurst;
_ammo = data.MagazineSize;
_count = definition.PerformanceStat(17, new PerformanceStat());
_burstTime = definition.PerformanceStat(18, new PerformanceStat());
_cooldownDuration = definition.PerformanceStat(19, new PerformanceStat());
_singleAmmoBurst = definition.Bool(20);
_ammo = MagazineSize;
RegisterInstantWeaponStats();
}
public InstantWeapon(InstantWeaponConfig data, ConsumableItemEffect item) : base(data, item)
public InstantWeapon(RuntimeBehaviorDefinition definition, ConsumableItemEffect item) : base(definition, item)
{
_count = data.Count;
_burstTime = data.BurstTime;
_cooldownDuration = data.Cooldown;
_singleAmmoBurst = data.SingleAmmoBurst;
_ammo = data.MagazineSize;
_count = definition.PerformanceStat(17, new PerformanceStat());
_burstTime = definition.PerformanceStat(18, new PerformanceStat());
_cooldownDuration = definition.PerformanceStat(19, new PerformanceStat());
_singleAmmoBurst = definition.Bool(20);
_ammo = MagazineSize;
RegisterInstantWeaponStats();
}
private void RegisterInstantWeaponStats()
{
RegisterPerformanceStat("Count", _count);
RegisterPerformanceStat(nameof(BurstTime), _burstTime);
RegisterPerformanceStat(nameof(Cooldown), _cooldownDuration);
}
protected void Trigger()

View file

@ -1,59 +0,0 @@
/* 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 Unity.Mathematics;
[Inspectable]
public class LauncherConfig : LockWeaponConfig
{
[InspectableAnimationCurve]
public float4[] GuidanceCurve;
[InspectableAnimationCurve]
public float4[] ThrustCurve;
[InspectableAnimationCurve]
public float4[] LiftCurve;
[Inspectable]
public PerformanceStat Thrust = new PerformanceStat();
[Inspectable]
public float DodgeFrequency;
[Inspectable]
public PerformanceStat MissileVelocity = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new LockWeapon(this, item);
}
}
[Inspectable]
public class GuidedWeaponConfig : InstantWeaponConfig
{
[InspectableAnimationCurve]
public float4[] GuidanceCurve;
[InspectableAnimationCurve]
public float4[] ThrustCurve;
[InspectableAnimationCurve]
public float4[] LiftCurve;
[Inspectable]
public PerformanceStat Thrust = new PerformanceStat();
[Inspectable]
public float DodgeFrequency;
[Inspectable]
public PerformanceStat MissileVelocity = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new InstantWeapon(this, item);
}
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5fd0ce9fd7384ba5a40c2ba41ece74eb
timeCreated: 1584292825

View file

@ -4,34 +4,6 @@ using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable]
public class LockWeaponConfig : InstantWeaponConfig
{
[Inspectable]
public PerformanceStat LockSpeed = new PerformanceStat();
[Inspectable]
public PerformanceStat SensorImpact = new PerformanceStat();
[Inspectable]
public PerformanceStat LockAngle = new PerformanceStat();
[Inspectable]
public PerformanceStat DirectionImpact = new PerformanceStat();
[Inspectable]
public PerformanceStat Decay = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new LockWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new LockWeapon(this, item);
}
}
public class LockWeapon : InstantWeapon
{
private readonly PerformanceStat _lockSpeed;
@ -66,21 +38,32 @@ public class LockWeapon : InstantWeapon
public Entity LockTarget => _target;
public LockWeapon(LockWeaponConfig data, EquippedItem item) : base(data, item)
public LockWeapon(RuntimeBehaviorDefinition definition, EquippedItem item) : base(definition, item)
{
_lockSpeed = data.LockSpeed;
_sensorImpact = data.SensorImpact;
_lockAngle = data.LockAngle;
_directionImpact = data.DirectionImpact;
_decay = data.Decay;
_lockSpeed = definition.PerformanceStat(21, new PerformanceStat());
_sensorImpact = definition.PerformanceStat(22, new PerformanceStat());
_lockAngle = definition.PerformanceStat(23, new PerformanceStat());
_directionImpact = definition.PerformanceStat(24, new PerformanceStat());
_decay = definition.PerformanceStat(25, new PerformanceStat());
RegisterLockWeaponStats();
}
public LockWeapon(LockWeaponConfig data, ConsumableItemEffect item) : base(data, item)
public LockWeapon(RuntimeBehaviorDefinition definition, ConsumableItemEffect item) : base(definition, item)
{
_lockSpeed = data.LockSpeed;
_sensorImpact = data.SensorImpact;
_lockAngle = data.LockAngle;
_directionImpact = data.DirectionImpact;
_decay = data.Decay;
_lockSpeed = definition.PerformanceStat(21, new PerformanceStat());
_sensorImpact = definition.PerformanceStat(22, new PerformanceStat());
_lockAngle = definition.PerformanceStat(23, new PerformanceStat());
_directionImpact = definition.PerformanceStat(24, new PerformanceStat());
_decay = definition.PerformanceStat(25, new PerformanceStat());
RegisterLockWeaponStats();
}
private void RegisterLockWeaponStats()
{
RegisterPerformanceStat(nameof(LockSpeed), _lockSpeed);
RegisterPerformanceStat(nameof(SensorImpact), _sensorImpact);
RegisterPerformanceStat(nameof(LockAngle), _lockAngle);
RegisterPerformanceStat(nameof(DirectionImpact), _directionImpact);
RegisterPerformanceStat(nameof(Decay), _decay);
}
public override bool Execute(float dt)

View file

@ -7,56 +7,6 @@ using System.Linq;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable]
public abstract class WeaponConfig : RuntimeBehaviorConfig
{
[Inspectable]
public DamageType DamageType;
[Inspectable]
public PerformanceStat Damage = new PerformanceStat();
[InspectableRangedFloat(0,1)]
public PerformanceStat Penetration = new PerformanceStat();
[InspectableRangedFloat(0,1)]
public PerformanceStat DamageSpread = new PerformanceStat();
[Inspectable]
public PerformanceStat MinRange = new PerformanceStat();
[Inspectable]
public PerformanceStat Range = new PerformanceStat();
[InspectableAnimationCurve]
public BezierCurve DamageCurve;
[InspectablePrefab]
public string EffectPrefab;
[InspectablePrefab]
public PerformanceStat Energy = new PerformanceStat();
[InspectablePrefab]
public PerformanceStat Heat = new PerformanceStat();
[InspectablePrefab]
public PerformanceStat Visibility = new PerformanceStat();
public string AmmoItemKey;
[InspectablePrefab]
public int MagazineSize;
[InspectablePrefab]
public float ReloadTime = 1;
[InspectablePrefab]
public PerformanceStat Spread = new PerformanceStat();
[Inspectable]
public PerformanceStat Velocity = new PerformanceStat();
}
public abstract class Weapon : Behavior, IActivatedBehavior
{
private readonly PerformanceStat _damage;
@ -107,70 +57,89 @@ public abstract class Weapon : Behavior, IActivatedBehavior
get => _firing;
}
public Weapon(WeaponConfig data, EquippedItem item) : base(data, item)
public Weapon(RuntimeBehaviorDefinition definition, EquippedItem item) : base(definition, item)
{
_damage = data.Damage;
_penetration = data.Penetration;
_damageSpread = data.DamageSpread;
_minRange = data.MinRange;
_range = data.Range;
_energy = data.Energy;
_heat = data.Heat;
_visibility = data.Visibility;
_spread = data.Spread;
_velocity = data.Velocity;
DamageType = data.DamageType;
DamageCurve = data.DamageCurve;
EffectPrefab = data.EffectPrefab ?? "";
AmmoItemKey = data.AmmoItemKey;
MagazineSize = data.MagazineSize;
ReloadTime = data.ReloadTime;
InitializeGuidedProjectileProfile(data);
_damage = definition.PerformanceStat(2, new PerformanceStat());
_penetration = definition.PerformanceStat(3, new PerformanceStat());
_damageSpread = definition.PerformanceStat(4, new PerformanceStat());
_minRange = definition.PerformanceStat(5, new PerformanceStat());
_range = definition.PerformanceStat(6, new PerformanceStat());
_energy = definition.PerformanceStat(9, new PerformanceStat());
_heat = definition.PerformanceStat(10, new PerformanceStat());
_visibility = definition.PerformanceStat(11, new PerformanceStat());
_spread = definition.PerformanceStat(15, new PerformanceStat());
_velocity = definition.PerformanceStat(16, new PerformanceStat());
DamageType = definition.Enum(1, default(DamageType));
DamageCurve = definition.BezierCurve(7, null);
EffectPrefab = definition.String(8);
AmmoItemKey = definition.ItemKey(12);
MagazineSize = definition.Int(13);
ReloadTime = definition.Float(14, 1);
RegisterWeaponStats();
InitializeGuidedProjectileProfile(definition);
}
public Weapon(WeaponConfig data, ConsumableItemEffect item) : base(data, item)
public Weapon(RuntimeBehaviorDefinition definition, ConsumableItemEffect item) : base(definition, item)
{
_damage = data.Damage;
_penetration = data.Penetration;
_damageSpread = data.DamageSpread;
_minRange = data.MinRange;
_range = data.Range;
_energy = data.Energy;
_heat = data.Heat;
_visibility = data.Visibility;
_spread = data.Spread;
_velocity = data.Velocity;
DamageType = data.DamageType;
DamageCurve = data.DamageCurve;
EffectPrefab = data.EffectPrefab ?? "";
AmmoItemKey = data.AmmoItemKey;
MagazineSize = data.MagazineSize;
ReloadTime = data.ReloadTime;
InitializeGuidedProjectileProfile(data);
_damage = definition.PerformanceStat(2, new PerformanceStat());
_penetration = definition.PerformanceStat(3, new PerformanceStat());
_damageSpread = definition.PerformanceStat(4, new PerformanceStat());
_minRange = definition.PerformanceStat(5, new PerformanceStat());
_range = definition.PerformanceStat(6, new PerformanceStat());
_energy = definition.PerformanceStat(9, new PerformanceStat());
_heat = definition.PerformanceStat(10, new PerformanceStat());
_visibility = definition.PerformanceStat(11, new PerformanceStat());
_spread = definition.PerformanceStat(15, new PerformanceStat());
_velocity = definition.PerformanceStat(16, new PerformanceStat());
DamageType = definition.Enum(1, default(DamageType));
DamageCurve = definition.BezierCurve(7, null);
EffectPrefab = definition.String(8);
AmmoItemKey = definition.ItemKey(12);
MagazineSize = definition.Int(13);
ReloadTime = definition.Float(14, 1);
RegisterWeaponStats();
InitializeGuidedProjectileProfile(definition);
}
private void InitializeGuidedProjectileProfile(WeaponConfig data)
private void RegisterWeaponStats()
{
if (data is LauncherConfig launcher)
RegisterPerformanceStat(nameof(Damage), _damage);
RegisterPerformanceStat(nameof(Penetration), _penetration);
RegisterPerformanceStat(nameof(DamageSpread), _damageSpread);
RegisterPerformanceStat(nameof(MinRange), _minRange);
RegisterPerformanceStat(nameof(Range), _range);
RegisterPerformanceStat(nameof(Energy), _energy);
RegisterPerformanceStat(nameof(Heat), _heat);
RegisterPerformanceStat(nameof(Visibility), _visibility);
RegisterPerformanceStat(nameof(Spread), _spread);
RegisterPerformanceStat(nameof(Velocity), _velocity);
}
private void InitializeGuidedProjectileProfile(RuntimeBehaviorDefinition definition)
{
if (string.Equals(definition.Kind, "Launcher"))
{
GuidedProjectileTargeting = GuidedProjectileTargetMode.TargetEntity;
GuidedProjectileGuidanceCurve = launcher.GuidanceCurve;
GuidedProjectileLiftCurve = launcher.LiftCurve;
GuidedProjectileThrustCurve = launcher.ThrustCurve;
GuidedProjectileDodgeFrequency = launcher.DodgeFrequency;
_guidedProjectileThrust = launcher.Thrust;
_guidedProjectileVelocity = launcher.MissileVelocity;
GuidedProjectileGuidanceCurve = definition.Float4Array(26, null);
GuidedProjectileThrustCurve = definition.Float4Array(27, null);
GuidedProjectileLiftCurve = definition.Float4Array(28, null);
_guidedProjectileThrust = definition.PerformanceStat(29, new PerformanceStat());
GuidedProjectileDodgeFrequency = definition.Float(30);
_guidedProjectileVelocity = definition.PerformanceStat(31, new PerformanceStat());
}
else if (data is GuidedWeaponConfig guidance)
else if (string.Equals(definition.Kind, "GuidedWeapon"))
{
GuidedProjectileTargeting = GuidedProjectileTargetMode.LookDirection;
GuidedProjectileGuidanceCurve = guidance.GuidanceCurve;
GuidedProjectileLiftCurve = guidance.LiftCurve;
GuidedProjectileThrustCurve = guidance.ThrustCurve;
GuidedProjectileDodgeFrequency = guidance.DodgeFrequency;
_guidedProjectileThrust = guidance.Thrust;
_guidedProjectileVelocity = guidance.MissileVelocity;
GuidedProjectileGuidanceCurve = definition.Float4Array(21, null);
GuidedProjectileThrustCurve = definition.Float4Array(22, null);
GuidedProjectileLiftCurve = definition.Float4Array(23, null);
_guidedProjectileThrust = definition.PerformanceStat(24, new PerformanceStat());
GuidedProjectileDodgeFrequency = definition.Float(25);
_guidedProjectileVelocity = definition.PerformanceStat(26, new PerformanceStat());
}
RegisterPerformanceStat("Thrust", _guidedProjectileThrust);
RegisterPerformanceStat("MissileVelocity", _guidedProjectileVelocity);
}
protected virtual void UpdateStats()

View file

@ -8,11 +8,9 @@ using System.Linq;
using GameCult.Aetheria.State.Unity;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
using Random = Unity.Mathematics.Random;
using JM.LinqFaster;
using UniRx;
using float4 = Unity.Mathematics.float4;
public class ItemManager
{
@ -77,14 +75,12 @@ public class ItemManager
private static Behavior CreateRuntimeBehavior(AetheriaRuntimeBehaviorPayload payload, EquippedItem item)
{
var directBehavior = CreateDirectRuntimeBehavior(payload, item);
return directBehavior ?? BuildBehaviorConfig(payload)?.CreateInstance(item);
return CreateDirectRuntimeBehavior(payload, item);
}
private static Behavior CreateRuntimeBehavior(AetheriaRuntimeBehaviorPayload payload, ConsumableItemEffect effect)
{
var directBehavior = CreateDirectRuntimeBehavior(payload, effect);
return directBehavior ?? BuildBehaviorConfig(payload)?.CreateInstance(effect);
return CreateDirectRuntimeBehavior(payload, effect);
}
private static Behavior CreateDirectRuntimeBehavior(AetheriaRuntimeBehaviorPayload payload, EquippedItem item)
@ -94,12 +90,19 @@ public class ItemManager
{
case "Cockpit": return new Cockpit(definition, item);
case "AetherDrive": return new AetherDrive(definition, item);
case "AutoWeapon": return new AutoWeapon(definition, item);
case "Capacitor": return new Capacitor(definition, item);
case "ChargedWeapon": return new ChargedWeapon(definition, item);
case "Cooldown": return new Cooldown(definition, item);
case "ConstantWeapon": return new ConstantWeapon(definition, item);
case "EnergyDraw": return new EnergyDraw(definition, item);
case "GuidedWeapon": return new InstantWeapon(definition, item);
case "Heat": return new Heat(definition, item);
case "HeatStorage": return new HeatStorage(definition, item);
case "InstantWeapon": return new InstantWeapon(definition, item);
case "ItemUsage": return new ItemUsage(definition, item);
case "Launcher": return new LockWeapon(definition, item);
case "LockWeapon": return new LockWeapon(definition, item);
case "MiningTool": return new MiningTool(definition, item);
case "Radiator": return new Radiator(definition, item);
case "Reactor": return new Reactor(definition, item);
@ -128,12 +131,19 @@ public class ItemManager
{
case "Cockpit": return new Cockpit(definition, effect);
case "AetherDrive": return new AetherDrive(definition, effect);
case "AutoWeapon": return new InstantWeapon(definition, effect);
case "Capacitor": return new Capacitor(definition, effect);
case "ChargedWeapon": return new ChargedWeapon(definition, effect);
case "Cooldown": return new Cooldown(definition, effect);
case "ConstantWeapon": return new ConstantWeapon(definition, effect);
case "EnergyDraw": return new EnergyDraw(definition, effect);
case "GuidedWeapon": return new InstantWeapon(definition, effect);
case "Heat": return new Heat(definition, effect);
case "HeatStorage": return new HeatStorage(definition, effect);
case "InstantWeapon": return new InstantWeapon(definition, effect);
case "ItemUsage": return new ItemUsage(definition, effect);
case "Launcher": return new LockWeapon(definition, effect);
case "LockWeapon": return new LockWeapon(definition, effect);
case "MiningTool": return new MiningTool(definition, effect);
case "Radiator": return new Radiator(definition, effect);
case "Reactor": return new Reactor(definition, effect);
@ -155,245 +165,6 @@ public class ItemManager
}
}
private static RuntimeBehaviorConfig BuildBehaviorConfig(AetheriaRuntimeBehaviorPayload payload)
{
switch (payload.Kind)
{
case "AutoWeapon": return Configure(new AutoWeaponConfig(), payload, ApplyInstantWeaponConfig);
case "ChargedWeapon": return Configure(new ChargedWeaponConfig(), payload, ApplyChargedWeaponConfig);
case "ConstantWeapon": return Configure(new ConstantWeaponConfig(), payload, ApplyConstantWeaponConfig);
case "GuidedWeapon": return Configure(new GuidedWeaponConfig(), payload, ApplyGuidedWeaponConfig);
case "InstantWeapon": return Configure(new InstantWeaponConfig(), payload, ApplyInstantWeaponConfig);
case "Launcher": return Configure(new LauncherConfig(), payload, ApplyLauncherConfig);
default: return null;
}
}
private static T Configure<T>(T config, AetheriaRuntimeBehaviorPayload payload, Action<T, BehaviorPayloadReader> apply)
where T : RuntimeBehaviorConfig
{
var reader = new BehaviorPayloadReader(payload);
config.Kind = payload.Kind;
config.Group = payload.Group;
apply?.Invoke(config, reader);
return config;
}
private static void ApplyWeaponConfig(WeaponConfig config, BehaviorPayloadReader reader)
{
config.DamageType = reader.Enum(1, config.DamageType);
config.Damage = reader.PerformanceStat(2, config.Damage);
config.Penetration = reader.PerformanceStat(3, config.Penetration);
config.DamageSpread = reader.PerformanceStat(4, config.DamageSpread);
config.MinRange = reader.PerformanceStat(5, config.MinRange);
config.Range = reader.PerformanceStat(6, config.Range);
config.DamageCurve = reader.BezierCurve(7, config.DamageCurve);
config.EffectPrefab = reader.String(8, config.EffectPrefab);
config.Energy = reader.PerformanceStat(9, config.Energy);
config.Heat = reader.PerformanceStat(10, config.Heat);
config.Visibility = reader.PerformanceStat(11, config.Visibility);
config.AmmoItemKey = reader.ItemKey(12, config.AmmoItemKey);
config.MagazineSize = reader.Int(13, config.MagazineSize);
config.ReloadTime = reader.Float(14, config.ReloadTime);
config.Spread = reader.PerformanceStat(15, config.Spread);
config.Velocity = reader.PerformanceStat(16, config.Velocity);
}
private static void ApplyInstantWeaponConfig(InstantWeaponConfig config, BehaviorPayloadReader reader)
{
ApplyWeaponConfig(config, reader);
config.Count = reader.PerformanceStat(17, config.Count);
config.BurstTime = reader.PerformanceStat(18, config.BurstTime);
config.Cooldown = reader.PerformanceStat(19, config.Cooldown);
config.SingleAmmoBurst = reader.Bool(20, config.SingleAmmoBurst);
}
private static void ApplyConstantWeaponConfig(ConstantWeaponConfig config, BehaviorPayloadReader reader)
{
ApplyWeaponConfig(config, reader);
config.AmmoInterval = reader.Float(17, config.AmmoInterval);
}
private static void ApplyChargedWeaponConfig(ChargedWeaponConfig config, BehaviorPayloadReader reader)
{
ApplyInstantWeaponConfig(config, reader);
config.ChargeTime = reader.PerformanceStat(21, config.ChargeTime);
config.ChargeEnergy = reader.PerformanceStat(22, config.ChargeEnergy);
config.ChargeHeat = reader.PerformanceStat(23, config.ChargeHeat);
config.CanFireEarly = reader.Bool(24, config.CanFireEarly);
config.FailureCharge = reader.Float(25, config.FailureCharge);
config.FailureDamage = reader.Float(26, config.FailureDamage);
config.ChargeFiringDamageMultiplier = reader.Float(27, config.ChargeFiringDamageMultiplier);
config.ChargeFiringSpreadMultiplier = reader.Float(28, config.ChargeFiringSpreadMultiplier);
config.ChargeFiringBurstCountMultiplier = reader.Float(29, config.ChargeFiringBurstCountMultiplier);
config.ChargeFiringVisibilityMultiplier = reader.Float(30, config.ChargeFiringVisibilityMultiplier);
config.ChargeFiringVelocityMultiplier = reader.Float(31, config.ChargeFiringVelocityMultiplier);
config.ChargeFiringHeatMultiplier = reader.Float(32, config.ChargeFiringHeatMultiplier);
}
private static void ApplyLockWeaponConfig(LockWeaponConfig config, BehaviorPayloadReader reader)
{
ApplyInstantWeaponConfig(config, reader);
config.LockSpeed = reader.PerformanceStat(21, config.LockSpeed);
config.SensorImpact = reader.PerformanceStat(22, config.SensorImpact);
config.LockAngle = reader.PerformanceStat(23, config.LockAngle);
config.DirectionImpact = reader.PerformanceStat(24, config.DirectionImpact);
config.Decay = reader.PerformanceStat(25, config.Decay);
}
private static void ApplyLauncherConfig(LauncherConfig config, BehaviorPayloadReader reader)
{
ApplyLockWeaponConfig(config, reader);
config.GuidanceCurve = reader.Float4Array(26, config.GuidanceCurve);
config.ThrustCurve = reader.Float4Array(27, config.ThrustCurve);
config.LiftCurve = reader.Float4Array(28, config.LiftCurve);
config.Thrust = reader.PerformanceStat(29, config.Thrust);
config.DodgeFrequency = reader.Float(30, config.DodgeFrequency);
config.MissileVelocity = reader.PerformanceStat(31, config.MissileVelocity);
}
private static void ApplyGuidedWeaponConfig(GuidedWeaponConfig config, BehaviorPayloadReader reader)
{
ApplyInstantWeaponConfig(config, reader);
config.GuidanceCurve = reader.Float4Array(21, config.GuidanceCurve);
config.ThrustCurve = reader.Float4Array(22, config.ThrustCurve);
config.LiftCurve = reader.Float4Array(23, config.LiftCurve);
config.Thrust = reader.PerformanceStat(24, config.Thrust);
config.DodgeFrequency = reader.Float(25, config.DodgeFrequency);
config.MissileVelocity = reader.PerformanceStat(26, config.MissileVelocity);
}
private sealed class BehaviorPayloadReader
{
private readonly IReadOnlyDictionary<int, AetheriaRuntimeBehaviorValue> _fields;
public BehaviorPayloadReader(AetheriaRuntimeBehaviorPayload payload)
{
var fields = new Dictionary<int, AetheriaRuntimeBehaviorValue>();
foreach (var field in payload.Fields)
{
if (!fields.ContainsKey(field.Key))
{
fields.Add(field.Key, field.Value);
}
}
_fields = fields;
}
public string String(int key, string fallback = "")
{
return _fields.TryGetValue(key, out var value) ? value.StringValue ?? "" : fallback;
}
public bool Bool(int key, bool fallback = false)
{
return _fields.TryGetValue(key, out var value) ? value.BoolValue : fallback;
}
public float Float(int key, float fallback = 0)
{
return _fields.TryGetValue(key, out var value) ? (float)value.NumberValue : fallback;
}
public int Int(int key, int fallback = 0)
{
return _fields.TryGetValue(key, out var value) ? checked((int)value.NumberValue) : fallback;
}
public string ItemKey(int key, string fallback = "")
{
return _fields.TryGetValue(key, out var value) &&
!string.IsNullOrWhiteSpace(value.ItemKeyValue)
? value.ItemKeyValue
: fallback;
}
public T Enum<T>(int key, T fallback) where T : struct
{
if (!_fields.TryGetValue(key, out var value))
{
return fallback;
}
if (!string.IsNullOrWhiteSpace(value.StringValue) &&
System.Enum.TryParse(value.StringValue, true, out T parsed))
{
return parsed;
}
return (T)System.Enum.ToObject(typeof(T), checked((int)value.NumberValue));
}
public float4[] Float4Array(int key, float4[] fallback)
{
return _fields.TryGetValue(key, out var value)
? value.Children.Select(ToFloat4).ToArray()
: fallback;
}
public PerformanceStat PerformanceStat(int key, PerformanceStat fallback)
{
return _fields.TryGetValue(key, out var value) ? ToPerformanceStat(value) : fallback;
}
public BezierCurve BezierCurve(int key, BezierCurve fallback)
{
if (!_fields.TryGetValue(key, out var value))
{
return fallback;
}
return new BezierCurve
{
Keys = value.Children.Count > 0
? value.Children[0].Children.Select(ToFloat4).ToArray()
: Array.Empty<float4>()
};
}
public StatReference StatReference(int key, StatReference fallback)
{
if (!_fields.TryGetValue(key, out var value))
{
return fallback;
}
return new StatReference
{
Target = ChildString(value, 1),
Stat = ChildString(value, 2)
};
}
private static PerformanceStat ToPerformanceStat(AetheriaRuntimeBehaviorValue value)
{
return new PerformanceStat
{
Min = ChildFloat(value, 0),
Max = ChildFloat(value, 1),
HeatExponentMultiplier = ChildFloat(value, 2),
DurabilityExponentMultiplier = ChildFloat(value, 3),
QualityExponent = ChildFloat(value, 4)
};
}
private static float4 ToFloat4(AetheriaRuntimeBehaviorValue value)
{
return new float4(ChildFloat(value, 0), ChildFloat(value, 1), ChildFloat(value, 2), ChildFloat(value, 3));
}
private static float ChildFloat(AetheriaRuntimeBehaviorValue value, int index)
{
return value.Children.Count > index ? (float)value.Children[index].NumberValue : 0;
}
private static string ChildString(AetheriaRuntimeBehaviorValue value, int index)
{
return value.Children.Count > index ? value.Children[index].StringValue ?? "" : "";
}
}
public Shape GetRuntimeShape(ItemInstance item)
{
var typedItem = GetRuntimeItem(item);