Hit Detection

This commit is contained in:
Reinier Vens 2021-01-08 12:44:10 +00:00
commit 871c978301
225 changed files with 210834 additions and 237 deletions

View file

@ -49,7 +49,9 @@ public abstract class Entity
public readonly Dictionary<string, float> Messages = new Dictionary<string, float>();
public readonly Dictionary<object, float> VisibilitySources = new Dictionary<object, float>();
public readonly Dictionary<HardpointData, (float3 position, float3 direction)> HardpointTransforms = new Dictionary<HardpointData, (float3 position, float3 direction)>();
public readonly Dictionary<HardpointData, (float3 position, float3 direction)> HardpointTransforms =
new Dictionary<HardpointData, (float3 position, float3 direction)>();
public Dictionary<HardpointData, float> HardpointArmor;
public readonly List<EquippedItem>[] TriggerGroups;
@ -58,6 +60,7 @@ public abstract class Entity
public EquippedItem[,] GearOccupancy;
public EquippedItem[,] ThermalOccupancy;
public HardpointData[,] Hardpoints;
public float[,] Armor;
private EquippedItem[] _orderedEquipment;
protected bool _active;
@ -67,6 +70,11 @@ public abstract class Entity
public float Mass { get; private set; }
public float Visibility => VisibilitySources.Values.Sum();
public Subject<(HardpointData hardpoint, float damage)> HardpointDamage = new Subject<(HardpointData, float)>();
public Subject<(int2 pos, float damage)> ArmorDamage = new Subject<(int2, float)>();
public Subject<(EquippedItem item, float damage)> ItemDamage = new Subject<(EquippedItem, float)>();
public Subject<float> HullDamage = new Subject<float>();
public bool Active
{
get => _active;
@ -94,23 +102,27 @@ public abstract class Entity
Zone = zone;
Hull = hull;
Name = hull.Name;
MapShip();
MapEntity();
TriggerGroups = new List<EquippedItem>[itemManager.GameplaySettings.TriggerGroupCount];
for(int i=0; i<itemManager.GameplaySettings.TriggerGroupCount; i++)
TriggerGroups[i] = new List<EquippedItem>();
}
private void MapShip()
private void MapEntity()
{
var hullData = ItemManager.GetData(Hull) as HullData;
HardpointArmor = hullData.Hardpoints.ToDictionary(hp => hp, hp => hp.Armor);
Equipment.Add(new EquippedItem(ItemManager, Hull, int2.zero, this));
Mass = hullData.Mass;
Temperature = new float[hullData.Shape.Width, hullData.Shape.Height];
Conductivity = new float4[hullData.Shape.Width, hullData.Shape.Height];
ThermalMass = new float[hullData.Shape.Width, hullData.Shape.Height];
Armor = new float[hullData.Shape.Width, hullData.Shape.Height];
var cellCount = hullData.Shape.Coordinates.Length;
foreach (var v in hullData.Shape.Coordinates)
{
if (!hullData.InteriorCells[v])
Armor[v.x, v.y] = hullData.Armor;
Temperature[v.x, v.y] = 280;
Conductivity[v.x, v.y] = hullData.Conductivity;
ThermalMass[v.x, v.y] = hullData.Mass * hullData.SpecificHeat / cellCount;
@ -261,6 +273,11 @@ public abstract class Entity
var itemShapeInset = hullData.Shape.Inset(itemData.Shape, hullCoord, item.Rotation);
var hardpointShapeInset = hullData.Shape.Inset(hardpoint.Shape, hardpoint.Position);
// Check every cell of the hardpoint shape
foreach(var v in hardpointShapeInset.Coordinates)
if (GearOccupancy[v.x, v.y] != null)
return false;
// Check every cell of the item's shape
foreach (var i in itemShapeInset.Coordinates)
{