Sync daemon authority migration

This commit is contained in:
Meta Vens 2026-06-21 09:37:54 +01:00
commit 39a0dc8737
295 changed files with 25121 additions and 7360 deletions

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@ -7,15 +7,17 @@ using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using CultMath;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using quaternion = Unity.Mathematics.quaternion;
using static CultMath.math;
using cfloat2 = CultMath.float2;
using cfloat3 = CultMath.float3;
using cquaternion = CultMath.quaternion;
public class Ship : Entity
{
public Entity HomeEntity;
public float2 MovementDirection;
public cfloat2 MovementDirection;
public bool IsPlayerShip;
private HashSet<EquippedItem> _thrusterItems;
@ -32,10 +34,10 @@ public class Ship : Entity
private bool _exitingWormhole = false;
private bool _enteringWormhole = false;
private float _wormholeAnimationProgress;
private float2 _wormholeEntryPosition;
private float2 _wormholeEntryDirection;
private float2 _wormholePosition;
private float2 _wormholeExitVelocity;
private cfloat2 _wormholeEntryPosition;
private cfloat2 _wormholeEntryDirection;
private cfloat2 _wormholePosition;
private cfloat2 _wormholeExitVelocity;
public bool WormholeAnimationInProgress => _enteringWormhole || _exitingWormhole;
public float ForwardThrust { get; private set; }
@ -49,35 +51,40 @@ public class Ship : Entity
public float RightStrafeTotalTorque { get; private set; }
private List<Thruster> RightStrafeTorqueThrusters = new List<Thruster>();
public float TurnTime(float2 direction)
public float TurnTime(cfloat2 direction)
{
var angleDiff = Direction.Angle(normalize(direction));
var clockwise = dot(direction, Direction.Rotate(ItemRotation.Clockwise)) > 0;
var cultDirection = normalize(direction);
var shipDirection = CultDirection;
var angleDiff = AetheriaMath.AngleDegrees(shipDirection, cultDirection);
var clockwise = dot(cultDirection, AetheriaMath.Rotate(shipDirection, ItemRotation.Clockwise)) > 0;
return angleDiff / ((clockwise ? ClockwiseTorque : CounterClockwiseTorque) / Mass);
}
public event Action OnExitedWormhole;
public event Action OnEnteredWormhole;
public quaternion Rotation { get; private set; }
public cquaternion Rotation { get; private set; }
public void ExitWormhole(float2 wormholePosition, float2 exitVelocity)
private static cquaternion LookRotation(cfloat3 forward, cfloat3 up) =>
cquaternion.LookRotation(forward, up);
public void ExitWormhole(cfloat2 wormholePosition, cfloat2 exitVelocity)
{
_exitingWormhole = true;
_wormholeAnimationProgress = 0;
_wormholePosition = wormholePosition;
_wormholeExitVelocity = exitVelocity;
Direction = normalize(exitVelocity);
CultDirection = normalize(_wormholeExitVelocity);
}
public void EnterWormhole(float2 wormholePosition)
public void EnterWormhole(cfloat2 wormholePosition)
{
Target.Value = null;
_wormholeAnimationProgress = 0;
_enteringWormhole = true;
_wormholeEntryPosition = Position.xz;
_wormholeEntryDirection = normalize(_wormholeEntryPosition-wormholePosition);
_wormholeEntryPosition = CultPositionXZ;
_wormholePosition = wormholePosition;
_wormholeEntryDirection = normalize(_wormholeEntryPosition - _wormholePosition);
}
public override void Activate()
@ -245,33 +252,35 @@ public class Ship : Entity
{
RecalculateThrust();
foreach (var thruster in _allThrusters) thruster.Axis = 0;
var movementDirection = MovementDirection;
var rightThrusterTorqueCompensation = abs(RightStrafeTotalTorque) / RightStrafeTorqueThrusters.Count;
foreach (var thruster in _rightThrusters)
{
var thrust = 0f;
thrust += MovementDirection.x;
thrust += movementDirection.x;
if (RightStrafeTorqueThrusters.Contains(thruster))
thrust -= MovementDirection.x * (rightThrusterTorqueCompensation / (abs(thruster.Torque) * thruster.Thrust));
thrust -= movementDirection.x * (rightThrusterTorqueCompensation / (abs(thruster.Torque) * thruster.Thrust));
thruster.Axis = thrust;
}
var leftThrusterTorqueCompensation = abs(LeftStrafeTotalTorque) / LeftStrafeTorqueThrusters.Count;
foreach (var thruster in _leftThrusters)
{
var thrust = 0f;
thrust += -MovementDirection.x;
thrust += -movementDirection.x;
if (LeftStrafeTorqueThrusters.Contains(thruster))
thrust += MovementDirection.x * (leftThrusterTorqueCompensation / (abs(thruster.Torque) * thruster.Thrust));
thrust += movementDirection.x * (leftThrusterTorqueCompensation / (abs(thruster.Torque) * thruster.Thrust));
thruster.Axis = thrust;
}
foreach (var thruster in _forwardThrusters) thruster.Axis += MovementDirection.y;
foreach (var thruster in _reverseThrusters) thruster.Axis += -MovementDirection.y;
foreach (var thruster in _forwardThrusters) thruster.Axis += movementDirection.y;
foreach (var thruster in _reverseThrusters) thruster.Axis += -movementDirection.y;
var look = normalize(LookDirection.xz);
var deltaRot = dot(look, normalize(Direction).Rotate(ItemRotation.Clockwise));
var look = normalize(CultLookDirectionXZ);
var shipDirection = normalize(CultDirection);
var deltaRot = dot(look, AetheriaMath.Rotate(shipDirection, ItemRotation.Clockwise));
if (abs(deltaRot) < .01f)
{
deltaRot = 0;
Direction = lerp(Direction, look, min(delta, 1));
CultDirection = lerp(shipDirection, look, min(delta, 1));
}
deltaRot = pow(abs(deltaRot), .5f) * sign(deltaRot);
@ -279,58 +288,60 @@ public class Ship : Entity
foreach (var thruster in _counterClockwiseThrusters) thruster.Axis += -deltaRot;
foreach (var drive in _aetherDrives)
drive.Axis = float3(MovementDirection.y, MovementDirection.x, deltaRot);
drive.Axis = new cfloat3(movementDirection.y, movementDirection.x, deltaRot);
}
var velocityMagnitude = length(Velocity);
var velocity = CultVelocity;
var velocityMagnitude = length(velocity);
if(velocityMagnitude > .01f)
Velocity = normalize(Velocity) * AetheriaMath.Decay(velocityMagnitude, (float)(ItemManager.GetRuntimeItem(Hull)?.HullDrag ?? 0), delta);
CultVelocity = normalize(velocity) * AetheriaMath.Decay(velocityMagnitude, (float)(ItemManager.GetRuntimeItem(Hull)?.HullDrag ?? 0), delta);
Position.xz += Velocity * delta;
CultPositionXZ += CultVelocity * delta;
var normal = Zone.GetNormal(Position.xz);
var force = new float2(normal.x, normal.z);
var normal = Zone.GetNormal(CultPositionXZ);
var force = new cfloat2(normal.x, normal.z);
var forceMagnitude = lengthsq(force);
if (forceMagnitude > .001f)
{
var fa = 1 / (1 - forceMagnitude) - 1;
Velocity += normalize(force) * Zone.Settings.GravityStrength * fa;
CultVelocity += normalize(force) * Zone.Settings.GravityStrength * fa;
}
var shipRight = Direction.Rotate(ItemRotation.Clockwise);
var forward = cross(float3(shipRight.x, 0, shipRight.y), normal);
Rotation = quaternion.LookRotation(forward, normal);
var shipRight = AetheriaMath.Rotate(CultDirection, ItemRotation.Clockwise);
var forward = cross(new cfloat3(shipRight.x, 0, shipRight.y), normal);
Rotation = LookRotation(forward, normal);
base.Update(delta);
if (_exitingWormhole)
{
var inverseDirection = new cfloat3(-CultDirection.x, 0, -CultDirection.y);
_wormholeAnimationProgress += delta / ItemManager.GameplaySettings.WormholeAnimationDuration;
if(_wormholeAnimationProgress < 1)
{
if (_wormholeAnimationProgress < ItemManager.GameplaySettings.WormholeExitCurveStart)
{
Position.xz = _wormholePosition;
Rotation = quaternion.LookRotation(float3(0, 1, 0), float3(-Direction.x, 0, -Direction.y));
CultPositionXZ = _wormholePosition;
Rotation = LookRotation(new cfloat3(0, 1, 0), inverseDirection);
}
else
{
var exitLerp = (_wormholeAnimationProgress - ItemManager.GameplaySettings.WormholeExitCurveStart) /
(1 - ItemManager.GameplaySettings.WormholeExitCurveStart);
exitLerp = AetheriaMath.Smootherstep(exitLerp); // Square the interpolation variable to produce curve with zero slope at start
Position.xz = _wormholePosition + normalize(_wormholeExitVelocity) * exitLerp * ItemManager.GameplaySettings.WormholeExitRadius;
Rotation = quaternion.LookRotation(
lerp(float3(0, 1, 0), forward, exitLerp),
lerp(float3(-Direction.x, 0, -Direction.y), normal, exitLerp));
CultPositionXZ = _wormholePosition + normalize(_wormholeExitVelocity) * exitLerp * ItemManager.GameplaySettings.WormholeExitRadius;
Rotation = LookRotation(
lerp(new cfloat3(0, 1, 0), forward, exitLerp),
lerp(inverseDirection, normal, exitLerp));
}
Position.y = Position.y - lerp(ItemManager.GameplaySettings.WormholeDepth, 0, _wormholeAnimationProgress);
CultPositionY -= lerp(ItemManager.GameplaySettings.WormholeDepth, 0, _wormholeAnimationProgress);
}
else
{
_exitingWormhole = false;
OnExitedWormhole?.Invoke();
OnExitedWormhole = null;
Velocity = _wormholeExitVelocity;
CultVelocity = _wormholeExitVelocity;
}
}
@ -343,19 +354,19 @@ public class Ship : Entity
{
var enterLerp = _wormholeAnimationProgress / (1 - ItemManager.GameplaySettings.WormholeExitCurveStart);
enterLerp = AetheriaMath.Smootherstep(enterLerp); // Square the interpolation variable to produce curve with zero slope at vertical
Position.xz = lerp(_wormholeEntryPosition, _wormholePosition, enterLerp);
Rotation = quaternion.LookRotation(
lerp(forward, float3(0, -1, 0), enterLerp),
lerp(normal, float3(-_wormholeEntryDirection.x, 0, -_wormholeEntryDirection.y), enterLerp));
CultPositionXZ = lerp(_wormholeEntryPosition, _wormholePosition, enterLerp);
Rotation = LookRotation(
lerp(forward, new cfloat3(0, -1, 0), enterLerp),
lerp(normal, new cfloat3(-_wormholeEntryDirection.x, 0, -_wormholeEntryDirection.y), enterLerp));
}
else
{
Position.xz = _wormholePosition;
Rotation = quaternion.LookRotation(float3(0, -1, 0),
float3(-_wormholeEntryDirection.x, 0, -_wormholeEntryDirection.y));
CultPositionXZ = _wormholePosition;
Rotation = LookRotation(new cfloat3(0, -1, 0),
new cfloat3(-_wormholeEntryDirection.x, 0, -_wormholeEntryDirection.y));
}
Position.y = Position.y - lerp(0, ItemManager.GameplaySettings.WormholeDepth, _wormholeAnimationProgress);
CultPositionY -= lerp(0, ItemManager.GameplaySettings.WormholeDepth, _wormholeAnimationProgress);
}
else
{