Misc. Improvements
Turrets lead their projectiles Double click to equip/unequip/move Minimum weapon convergence distance
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8629b35fd6
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922c8ea460
18 changed files with 240 additions and 69 deletions
67
Assets/Scripts/ServerShared/AetheriaMath.cs
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67
Assets/Scripts/ServerShared/AetheriaMath.cs
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@ -0,0 +1,67 @@
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using System.Collections;
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using System.Collections.Generic;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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public class AetheriaMath
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{
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//first-order intercept using absolute target position
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public static float3 FirstOrderIntercept
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(
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float3 shooterPosition,
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float3 shooterVelocity,
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float shotSpeed,
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float3 targetPosition,
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float3 targetVelocity
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) {
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float3 targetRelativePosition = targetPosition - shooterPosition;
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float3 targetRelativeVelocity = targetVelocity - shooterVelocity;
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float t = FirstOrderInterceptTime
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(
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shotSpeed,
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targetRelativePosition,
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targetRelativeVelocity
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);
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return targetPosition + t*targetRelativeVelocity;
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}
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//first-order intercept using relative target position
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public static float FirstOrderInterceptTime
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(
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float shotSpeed,
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float3 targetRelativePosition,
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float3 targetRelativeVelocity
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) {
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float velocitySquared = lengthsq(targetRelativeVelocity);
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if(velocitySquared < 0.001f)
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return 0f;
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float a = velocitySquared - shotSpeed*shotSpeed;
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//handle similar velocities
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if (abs(a) < 0.001f)
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{
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float t = -lengthsq(targetRelativePosition)/ (2f*dot(targetRelativeVelocity, targetRelativePosition));
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return max(t, 0f); //don't shoot back in time
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}
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float b = 2f*dot(targetRelativeVelocity, targetRelativePosition);
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float c = lengthsq(targetRelativePosition);
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float determinant = b*b - 4f*a*c;
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if (determinant > 0f) { //determinant > 0; two intercept paths (most common)
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float t1 = (-b + sqrt(determinant))/(2f*a),
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t2 = (-b - sqrt(determinant))/(2f*a);
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if (t1 > 0f) {
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if (t2 > 0f)
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return min(t1, t2); //both are positive
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else
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return t1; //only t1 is positive
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} else
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return max(t2, 0f); //don't shoot back in time
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} else if (determinant < 0f) //determinant < 0; no intercept path
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return 0f;
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else //determinant = 0; one intercept path, pretty much never happens
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return max(-b/(2f*a), 0f); //don't shoot back in time
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}
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}
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11
Assets/Scripts/ServerShared/AetheriaMath.cs.meta
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11
Assets/Scripts/ServerShared/AetheriaMath.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 70c5f24f81c803248a4f682e6eb12ef2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -9,6 +9,7 @@ using Newtonsoft.Json;
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using UniRx;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using float3 = Unity.Mathematics.float3;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class TurretControllerData : BehaviorData
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@ -23,6 +24,8 @@ public class TurretController : IBehavior
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{
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private TurretControllerData _data;
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private List<Weapon> _weapons = new List<Weapon>();
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private float _shotSpeed;
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private bool _predictShots;
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public Entity EquippedEntity { get; }
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public EquippedItem Item { get; }
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@ -55,7 +58,14 @@ public class TurretController : IBehavior
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{
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foreach (var b in item.Behaviors)
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if (b is Weapon weapon)
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{
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_weapons.Add(weapon);
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if (weapon.Data is ProjectileWeaponData projectileWeaponData)
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{
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_predictShots = true;
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_shotSpeed = EquippedEntity.ItemManager.Evaluate(projectileWeaponData.Velocity, weapon.Item.EquippableItem, EquippedEntity);
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}
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}
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}
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public bool Execute(float delta)
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@ -63,7 +73,19 @@ public class TurretController : IBehavior
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if (EquippedEntity.Target.Value != null)
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{
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var diff = EquippedEntity.Target.Value.Position - EquippedEntity.Position;
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EquippedEntity.LookDirection = normalize(diff);
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if (_predictShots)
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{
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var targetHullData = EquippedEntity.ItemManager.GetData(EquippedEntity.Target.Value.Hull) as HullData;
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var targetVelocity = float3(EquippedEntity.Target.Value.Velocity.x, 0, EquippedEntity.Target.Value.Velocity.y);
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var predictedPosition = AetheriaMath.FirstOrderIntercept(
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EquippedEntity.Position, float3.zero, _shotSpeed,
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EquippedEntity.Target.Value.Position, targetVelocity
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);
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predictedPosition.y = EquippedEntity.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset;
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EquippedEntity.LookDirection = normalize(predictedPosition - EquippedEntity.Position);
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}
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else
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EquippedEntity.LookDirection = normalize(diff);
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var dist = length(diff);
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foreach (var x in _weapons)
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@ -859,6 +859,15 @@ public class EquippedCargoBay : EquippedItem
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return false;
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}
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public bool TryStore(ItemInstance item)
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{
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if (item is SimpleCommodity simpleCommodity)
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return TryStore(simpleCommodity);
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if (item is CraftedItemInstance craftedItem)
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return TryStore(craftedItem);
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return false;
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}
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public bool TryStore(ItemInstance item, int2 cargoCoord)
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{
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@ -111,4 +111,5 @@ public class GameplaySettings
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public float TorqueFloor;
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public float TorqueMultiplier;
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public float VisibilityDecay;
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public float ConvergenceMinimumDistance;
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}
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