Merge cuts loot-1-present and loot-2 (Soul verdicts cut-loot-1-present.s1, cut-loot-2.s2)
Conflicts: Behaviors.cs keeps Union(48, PickupData) and Union(49, LaunchSuppressorData); Zone.cs keeps the departure record on _entities with master's Visibility (emissions-heard); ContactRevealTests.cs keeps master's removal of the emission-departure test. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
commit
fbe05c7992
84 changed files with 1881 additions and 657 deletions
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@ -189,6 +189,7 @@ public interface IPowerConsumer
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Union(45, typeof(MunitionSeekerData)),
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Union(46, typeof(MunitionControlData)),
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Union(47, typeof(MunitionFuelData)),
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Union(48, typeof(PickupData)),
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Union(49, typeof(LaunchSuppressorData)),
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JsonObject(MemberSerialization.OptIn)]
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public abstract class BehaviorData
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171
Assets/Scripts/ServerShared/Behaviors/Pickup.cs
Normal file
171
Assets/Scripts/ServerShared/Behaviors/Pickup.cs
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@ -0,0 +1,171 @@
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using System;
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using System.Linq;
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using CultMath;
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using MessagePack;
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using Newtonsoft.Json;
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using static CultMath.math;
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using float2 = CultMath.float2;
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// The tractor beam: the capability that lets a ship collect floating items. It spins its beam up in sim time toward
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// the pilot's command, and once the beam is up claims the free item nearest its axis and runs one timed grab
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// (extend, envelop, pull) that ends in Zone.TryPickUp, the one commit of a pickup. Its stats are flat
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// (Min == Max), as the other behaviours that carry their own timings.
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class PickupData : BehaviorData
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{
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// How far along the beam's axis an item can be claimed, and how far off the axis.
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[Inspectable, JsonProperty("range"), Key(1), RuntimeInspectable]
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public PerformanceStat Range = new PerformanceStat();
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[Inspectable, JsonProperty("beamRadius"), Key(2), RuntimeInspectable]
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public PerformanceStat BeamRadius = new PerformanceStat();
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// The spin-up (0..1) needed to claim an item, and to keep a grab going.
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[Inspectable, JsonProperty("grabPower"), Key(3), RuntimeInspectable]
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public PerformanceStat GrabPower = new PerformanceStat();
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// Seconds of each phase of a grab.
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[Inspectable, JsonProperty("extendTime"), Key(4), RuntimeInspectable]
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public PerformanceStat ExtendTime = new PerformanceStat();
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[Inspectable, JsonProperty("envelopTime"), Key(5), RuntimeInspectable]
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public PerformanceStat EnvelopTime = new PerformanceStat();
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[Inspectable, JsonProperty("pullTime"), Key(6), RuntimeInspectable]
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public PerformanceStat PullTime = new PerformanceStat();
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// Spin-up and spin-down, in power per sim second.
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[Inspectable, JsonProperty("spinRate"), Key(7), RuntimeInspectable]
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public PerformanceStat SpinRate = new PerformanceStat();
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Pickup(this, item);
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}
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// A beam is a piece of gear the pilot holds on; no consumable carries one.
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public override Behavior CreateInstance(ConsumableItemEffect item) =>
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throw new NotSupportedException("pickup: gear only");
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}
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// Owns this ship's beam power and its one grab. Power is written only here; Zone owns the held item's pose.
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public class Pickup : Behavior, IAlwaysUpdatedBehavior
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{
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private readonly PickupData _data;
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// Power and the grab clock are kept in double so a fixed tick count lands on the same side of a boundary
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// whatever dt the zone steps by.
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private double _power;
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private bool _grabbing;
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private FloatingBodyId _target;
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private double _elapsed;
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// How many of Envelop and Pull have been published so far (0, 1 or 2).
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private int _published;
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public Pickup(PickupData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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// The beam's spun-up state in [0, 1]: what the pilot's command has driven it to.
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public float Power => (float) _power;
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public void Update(float dt)
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{
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var active = Item.Active.Value;
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var command = active ? Math.Clamp(Entity.TractorCommand, 0f, 1f) : 0f;
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var step = (double) Evaluate(_data.SpinRate) * dt;
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_power = Math.Clamp(_power + Math.Clamp(command - _power, -step, step), 0.0, 1.0);
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var zone = Entity.Zone;
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var grabPower = Evaluate(_data.GrabPower);
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var extend = (double) Evaluate(_data.ExtendTime);
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var envelop = (double) Evaluate(_data.EnvelopTime);
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var pull = (double) Evaluate(_data.PullTime);
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var range = Evaluate(_data.Range);
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var radius = Evaluate(_data.BeamRadius);
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var origin = Entity.Position.xz;
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if (!_grabbing)
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{
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if (!active || _power < grabPower) return;
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var item = Select(zone, origin, range, radius);
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if (item == null || !zone.TryHold(Entity, item.Id)) return;
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_grabbing = true;
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_target = item.Id;
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_elapsed = 0;
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_published = 0;
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Publish(GrabPhase.Started, item, 0);
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Publish(GrabPhase.Extend, item, (float) extend);
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return;
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}
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var held = zone.FloatingItems.FirstOrDefault(f => f.Id.Equals(_target));
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if (held == null || !ReferenceEquals(held.Holder, Entity))
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{
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_grabbing = false;
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Entity.Capabilities.PublishGrab(new GrabEvent(_target, GrabPhase.Cancelled, float3(0), 0));
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return;
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}
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var pulling = _elapsed >= extend + envelop;
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if (!active || _power < grabPower || (!pulling && !InBeam(held.Body.Position, origin, range, radius, out _)))
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{
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_grabbing = false;
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zone.Free(_target);
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Publish(GrabPhase.Cancelled, held, 0);
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return;
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}
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_elapsed += dt;
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if (_published < 1 && _elapsed >= extend) { _published = 1; Publish(GrabPhase.Envelop, held, (float) envelop); }
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if (_published < 2 && _elapsed >= extend + envelop) { _published = 2; Publish(GrabPhase.Pull, held, (float) pull); }
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if (_published == 2)
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zone.SetHeldProgress(_target, pull > 0 ? (float) ((_elapsed - extend - envelop) / pull) : 1f);
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if (_elapsed < extend + envelop + pull) return;
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_grabbing = false;
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if (zone.TryPickUp(Entity, _target)) Publish(GrabPhase.Completed, held, 0);
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else
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{
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zone.Free(_target);
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Publish(GrabPhase.Cancelled, held, 0);
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}
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}
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// The one beam region: within Range along the aim axis (never behind) and BeamRadius off it. Selection claims
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// from it and the grab holds on to its item only while the item stays in it. A zero aim has no region.
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private bool InBeam(float2 position, float2 origin, float range, float radius, out float off)
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{
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off = 0;
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var aim = Entity.Aim.xz;
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if (lengthsq(aim) <= 0) return false;
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var axis = normalize(aim);
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var to = position - origin;
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var along = dot(to, axis);
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off = length(to - axis * along);
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return along >= 0 && along <= range && off <= radius;
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}
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// The free item nearest the beam axis within the beam region that some cargo bay can store whole (the bay's own
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// TryFindSpace, the test TryStore opens with); ties go to the lowest id. A zero aim selects nothing.
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private FloatingItem Select(Zone zone, float2 origin, float range, float radius)
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{
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FloatingItem best = null;
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var bestOff = float.MaxValue;
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foreach (var floating in zone.FloatingItems)
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{
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if (floating.Holder != null) continue;
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if (!InBeam(floating.Body.Position, origin, range, radius, out var off)) continue;
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if (!Entity.CargoBays.Any(bay => bay.TryFindSpace(floating.Item))) continue;
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if (off < bestOff || (off == bestOff && floating.Id.Value < best.Id.Value))
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{
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best = floating;
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bestOff = off;
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}
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}
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return best;
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}
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private void Publish(GrabPhase phase, FloatingItem item, float duration) =>
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Entity.Capabilities.PublishGrab(new GrabEvent(item.Id, phase, float3(item.Body.Position.x, Entity.Position.y, item.Body.Position.y), duration));
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}
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11
Assets/Scripts/ServerShared/Behaviors/Pickup.cs.meta
Normal file
11
Assets/Scripts/ServerShared/Behaviors/Pickup.cs.meta
Normal file
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ac7678d240564331be7486588d28c5ee
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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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@ -52,19 +52,18 @@ public enum GrabPhase
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Cancelled
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}
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// The target is identified by a plain handle, not a Unity type: the simulation will own the real
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// target identity (a loot drop or item instance id) once the pickup capability exists. Today's only
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// publisher (the FieldShieldTest scene) hands out its own handles; nothing here interprets them.
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// One phase of a grab. The target is the floating item the Pickup behaviour holds (the FieldShieldTest scene
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// publishes its own handles as ids); nothing here interprets it.
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public readonly struct GrabEvent
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{
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public readonly int TargetHandle;
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public readonly FloatingBodyId Target;
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public readonly GrabPhase Phase;
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public readonly float3 TargetPosition;
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public readonly float PhaseDuration;
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public GrabEvent(int targetHandle, GrabPhase phase, float3 targetPosition, float phaseDuration)
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public GrabEvent(FloatingBodyId target, GrabPhase phase, float3 targetPosition, float phaseDuration)
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{
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TargetHandle = targetHandle;
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Target = target;
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Phase = phase;
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TargetPosition = targetPosition;
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PhaseDuration = phaseDuration;
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@ -153,7 +153,11 @@ public abstract class Entity
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public bool OverrideShutdown { get; set; }
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public float TractorPower { get; set; }
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// The pilot's tractor command (0..1); the Pickup behaviour spins its beam toward it.
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public float TractorCommand;
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// The beam's spun-up state: Pickup's, or 0 without one.
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public float TractorPower => GetBehavior<Pickup>()?.Power ?? 0f;
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public bool Active
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{
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@ -1549,7 +1553,7 @@ public abstract class Entity
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{
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bay.DockedShip = ship;
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ship.SetParent(this);
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Zone.Entities.Remove(ship);
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Zone.Remove(ship);
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ship.Deactivate();
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ship.Docked.OnNext(this);
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}
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@ -42,7 +42,8 @@ public struct KinematicBody
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}
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// An item adrift in a zone: a death drop or jettisoned cargo. Zone.Release is its only adder; Zone's floating-item
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// step (expiry) and TryPickUp are its only removers. Runtime state, never saved.
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// step (expiry) and TryPickUp are its only removers. Zone.TryHold and Free are the only writers of Holder, the
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// entity grabbing it with a tractor beam; a held item is placed by Zone, not drifted. Runtime state, never saved.
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public sealed class FloatingItem
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{
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public FloatingBodyId Id;
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@ -50,4 +51,9 @@ public sealed class FloatingItem
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public KinematicBody Body;
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public double ReleasedAt;
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public float Lifetime;
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// The entity holding it, or null when it floats free; HeldFrom is where it was claimed and HeldProgress how far
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// along its pull to the holder (0..1).
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public Entity Holder;
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public float2 HeldFrom;
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public float HeldProgress;
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}
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@ -54,6 +54,7 @@ public class LoadoutGenerator
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var entity = new Ship(ItemManager, null, hull, ItemManager.GameplaySettings.DefaultEntitySettings);
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entity.Faction = Faction;
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OutfitEntity(entity);
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EquipPickup(entity);
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StockConsumables(entity, ShipConsumableChance, ShipConsumableUnits);
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return EntitySerializer.Pack(entity);
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}
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@ -287,6 +288,24 @@ public class LoadoutGenerator
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FillInterior(entity);
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}
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// Every ship carries a tractor beam: picking up needs a pickup behaviour (scenarios ruling, "everyone gets tractor
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// beams"). It goes in after the shared outfitting, which stations and turrets also run and which adds none, into
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// whatever interior the hull has left; a hull with no cell for one cannot be generated.
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private void EquipPickup(Entity entity)
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{
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var emptyShape = entity.UnoccupiedSpace;
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var (product, design) = RandomProduct<GearData>(2, item =>
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item.Behaviors.Any(b => b is PickupData) &&
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item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
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if (design == null) throw new InvalidLoadoutException("No compatible tractor beam found for ship!");
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design.Shape.FitsWithin(emptyShape, out var rotation, out var position);
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var beam = ItemManager.CreateInstance(product) as EquippableItem;
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beam.Rotation = rotation;
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if (!entity.TryEquip(beam, position))
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throw new InvalidLoadoutException("Failed to equip selected tractor beam!");
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}
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private void EquipHardpoints(Entity entity)
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{
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var hullData = ItemManager.GetData(entity.Hull) as HullData;
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|
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@ -15,7 +15,29 @@ using float2 = CultMath.float2;
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public class Zone
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{
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public Action<string> Log;
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public ReactiveCollection<Entity> Entities = new ReactiveCollection<Entity>();
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// Membership, in admission order. Admit and Remove are the only writers; everyone else reads this view, which has
|
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// no mutating member, so the death watch below follows membership by construction.
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private readonly ReactiveCollection<Entity> _entities = new ReactiveCollection<Entity>();
|
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public MemberView Entities { get; }
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|
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public sealed class MemberView : IReadOnlyReactiveCollection<Entity>
|
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{
|
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private readonly ReactiveCollection<Entity> _members;
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internal MemberView(ReactiveCollection<Entity> members) => _members = members;
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public int Count => _members.Count;
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public Entity this[int index] => _members[index];
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public int IndexOf(Entity entity) => _members.IndexOf(entity);
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public bool Contains(Entity entity) => _members.Contains(entity);
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public IEnumerator<Entity> GetEnumerator() => _members.GetEnumerator();
|
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
|
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public UniRx.IObservable<CollectionAddEvent<Entity>> ObserveAdd() => _members.ObserveAdd();
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public UniRx.IObservable<int> ObserveCountChanged(bool notifyCurrentCount = false) => _members.ObserveCountChanged(notifyCurrentCount);
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public UniRx.IObservable<CollectionMoveEvent<Entity>> ObserveMove() => _members.ObserveMove();
|
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public UniRx.IObservable<CollectionRemoveEvent<Entity>> ObserveRemove() => _members.ObserveRemove();
|
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public UniRx.IObservable<CollectionReplaceEvent<Entity>> ObserveReplace() => _members.ObserveReplace();
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public UniRx.IObservable<Unit> ObserveReset() => _members.ObserveReset();
|
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}
|
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|
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// Laid mines, in lay order. Zone owns their existence: Lay is the one adder, the mine step the one remover,
|
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// and every removal is a blast. Runtime state, never saved.
|
||||
|
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@ -26,7 +48,8 @@ public class Zone
|
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public ReactiveCollection<VapourCloud> Clouds = new ReactiveCollection<VapourCloud>();
|
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// Floating items (death drops, jettisoned cargo), in release order. Zone owns their existence: Release is the one
|
||||
// adder; StepFloatingItems (expiry) and TryPickUp are the only removers. Runtime state, never saved.
|
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// adder; StepFloatingItems (expiry) and TryPickUp are the only removers. TryHold, Free and Remove-of-the-holder
|
||||
// are the only writers of FloatingItem.Holder. Runtime state, never saved.
|
||||
public ReactiveCollection<FloatingItem> FloatingItems = new ReactiveCollection<FloatingItem>();
|
||||
public Dictionary<CultRecordKey, BodyData> Planets = new Dictionary<CultRecordKey, BodyData>();
|
||||
public Dictionary<CultRecordKey, Planet> PlanetInstances = new Dictionary<CultRecordKey, Planet>();
|
||||
|
|
@ -105,30 +128,13 @@ public class Zone
|
|||
// The death ordinal of the loot dice: the nth death in this zone rolls on SimulationDice.For(CombatSeed, LootStream, n).
|
||||
private uint _deaths;
|
||||
|
||||
// One death subscription per member entity, owned here: a membership record and its subscription are created
|
||||
// together, and only when the entity is not already a member. Leaving Entities (Remove) or resetting it (Clear)
|
||||
// disposes it; nothing else touches it.
|
||||
// One death subscription per member entity: Admit creates it together with the membership, Remove disposes it
|
||||
// together with the membership, and nothing else touches either.
|
||||
private readonly Dictionary<Entity, IDisposable> _deathWatches = new Dictionary<Entity, IDisposable>();
|
||||
|
||||
private void WatchDeath(Entity entity)
|
||||
{
|
||||
if (_deathWatches.ContainsKey(entity)) return;
|
||||
_deathWatches.Add(entity, entity.Death.Subscribe(_ => { DropLoot(entity); Entities.Remove(entity); entity.Deactivate(); }));
|
||||
}
|
||||
|
||||
private void UnwatchDeath(Entity entity)
|
||||
{
|
||||
if (_deathWatches.Remove(entity, out var watch)) watch.Dispose();
|
||||
}
|
||||
|
||||
private void UnwatchAll()
|
||||
{
|
||||
foreach (var watch in _deathWatches.Values) watch.Dispose();
|
||||
_deathWatches.Clear();
|
||||
}
|
||||
|
||||
public Zone(ItemManager itemManager, PlanetSettings settings, ZonePack pack, GalaxyZone galaxyZone, Galaxy galaxy)
|
||||
{
|
||||
Entities = new MemberView(_entities);
|
||||
_time = pack.Time;
|
||||
GalaxyZone = galaxyZone;
|
||||
Galaxy = galaxy;
|
||||
|
|
@ -144,11 +150,8 @@ public class Zone
|
|||
// ObserveAdd fires for all of them. Forbidden writer: no presentation may remove an entity from Zone.
|
||||
// The death watch lives exactly as long as the entity's membership in this zone: installed on admission,
|
||||
// disposed on removal (death, dock, jump), so an entity admitted again never holds a second one.
|
||||
Entities.ObserveAdd().Subscribe(add => WatchDeath(add.Value));
|
||||
Entities.ObserveRemove().Subscribe(remove => UnwatchDeath(remove.Value));
|
||||
Entities.ObserveReset().Subscribe(_ => UnwatchAll());
|
||||
// The one record of a removal for observers (ruling reveal-ends-on-perception): read by the next Sense pass.
|
||||
Entities.ObserveRemove().Subscribe(remove => _departures.Add(new Departure(remove.Value, remove.Value.Position.xz,
|
||||
_entities.ObserveRemove().Subscribe(remove => _departures.Add(new Departure(remove.Value, remove.Value.Position.xz,
|
||||
remove.Value.Visibility)));
|
||||
|
||||
Targets.Add(new EntityTargets());
|
||||
|
|
@ -205,17 +208,32 @@ public class Zone
|
|||
// TODO: Associate planets with stored entities for planetary colonies
|
||||
}
|
||||
|
||||
// The one admission into this zone (docs/scenarios-cut.md, 2.2): the only writer of Entities.Add and the only
|
||||
// The one admission into this zone (docs/scenarios-cut.md, 2.2): the only writer of membership and the only
|
||||
// creator of agents. Construction, new-run staging (RunStart), warp arrival, undock and the console's spawned
|
||||
// turret all join through here. A piloted entity gets the zone's Minion; an unpiloted one gets no agent at all.
|
||||
// Only a ship can be piloted. The Death subscription above covers every join, whichever caller admits it.
|
||||
// Only a ship can be piloted. The death watch is installed here, for every join, whichever caller admits it.
|
||||
// An entity that is already a member is refused: it would hold a second watch and a second agent.
|
||||
public void Admit(Entity entity, bool piloted)
|
||||
{
|
||||
Entities.Add(entity);
|
||||
if (_entities.Contains(entity)) throw new InvalidOperationException("entity: already a member of this zone");
|
||||
_entities.Add(entity);
|
||||
_deathWatches.Add(entity, entity.Death.Subscribe(_ => { DropLoot(entity); Remove(entity); entity.Deactivate(); }));
|
||||
entity.Activate();
|
||||
if (piloted) Agents.Add(CreateAgent((Ship) entity));
|
||||
}
|
||||
|
||||
// The one removal from this zone (death, dock, jump): membership and its death watch leave together. False, and
|
||||
// nothing changes, when the entity is not a member. The caller deactivates; Remove does not.
|
||||
public bool Remove(Entity entity)
|
||||
{
|
||||
if (!_entities.Remove(entity)) return false;
|
||||
_deathWatches.Remove(entity, out var watch);
|
||||
watch.Dispose();
|
||||
foreach (var floating in FloatingItems)
|
||||
if (ReferenceEquals(floating.Holder, entity)) Free(floating.Id);
|
||||
return true;
|
||||
}
|
||||
|
||||
private Agent CreateAgent(Ship ship)
|
||||
{
|
||||
var agent = new Minion(ship);
|
||||
|
|
@ -231,7 +249,7 @@ public class Zone
|
|||
{
|
||||
Radius = Pack.Radius,
|
||||
Mass = Pack.Mass,
|
||||
Entities = Entities.Select(EntitySerializer.Pack).ToList(),
|
||||
Entities = _entities.Select(EntitySerializer.Pack).ToList(),
|
||||
Orbits = Orbits.Keys.Select(key => new CultRecordRef<OrbitData>(key)).ToList(),
|
||||
Planets = Planets.Keys.Select(key => new CultRecordRef<BodyData>(key)).ToList(),
|
||||
Time = _time,
|
||||
|
|
@ -315,14 +333,44 @@ public class Zone
|
|||
|
||||
// The one commit of a pickup: the first of the taker's cargo bays that accepts the item stores it and the item
|
||||
// stops floating. Otherwise nothing changes.
|
||||
// An item held by another entity is refused: one holder per item holds at the commit as well.
|
||||
public bool TryPickUp(Entity taker, FloatingBodyId id)
|
||||
{
|
||||
var floating = FloatingItems.FirstOrDefault(f => f.Id.Equals(id));
|
||||
if (floating == null || !taker.CargoBays.Any(bay => bay.TryStore(floating.Item))) return false;
|
||||
if (floating == null || (floating.Holder != null && !ReferenceEquals(floating.Holder, taker))) return false;
|
||||
if (!taker.CargoBays.Any(bay => bay.TryStore(floating.Item))) return false;
|
||||
FloatingItems.Remove(floating);
|
||||
return true;
|
||||
}
|
||||
|
||||
// The tractor beam's claim on a floating item: false if it is absent or already held. The item stays where it is
|
||||
// until its pull begins; StepFloatingItems places it from then on.
|
||||
public bool TryHold(Entity holder, FloatingBodyId id)
|
||||
{
|
||||
var floating = FloatingItems.FirstOrDefault(f => f.Id.Equals(id));
|
||||
if (floating == null || floating.Holder != null) return false;
|
||||
floating.Holder = holder;
|
||||
floating.HeldFrom = floating.Body.Position;
|
||||
floating.HeldProgress = 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
// How far along its pull to the holder a held item is, 0..1.
|
||||
public void SetHeldProgress(FloatingBodyId id, float progress)
|
||||
{
|
||||
var floating = FloatingItems.FirstOrDefault(f => f.Id.Equals(id));
|
||||
if (floating?.Holder != null) floating.HeldProgress = saturate(progress);
|
||||
}
|
||||
|
||||
// Lets a held item go: it floats on from where it is with the Velocity and Drift it had.
|
||||
public void Free(FloatingBodyId id)
|
||||
{
|
||||
var floating = FloatingItems.FirstOrDefault(f => f.Id.Equals(id));
|
||||
if (floating == null) return;
|
||||
floating.Holder = null;
|
||||
floating.HeldProgress = 0;
|
||||
}
|
||||
|
||||
// Called from the death subscription, before the entity leaves the zone: one generator per death. Each equipped
|
||||
// item but the hull drops on a LootDropProbability draw; every cargo stack drops whole. Each drop leaves from the
|
||||
// dead entity's position at a random heading. Draw order: Equipment order (the probability draw, then the heading
|
||||
|
|
@ -344,12 +392,18 @@ public class Zone
|
|||
}
|
||||
|
||||
// After StepClouds and before FireControl.Step: each floating item drifts as a KinematicBody on the zone's force
|
||||
// and is removed once its lifetime has run out.
|
||||
// and is removed once its lifetime has run out. A held item is neither integrated nor expired: it is placed
|
||||
// between where it was claimed and its holder, now that the entities have moved.
|
||||
private void StepFloatingItems(float deltaTime)
|
||||
{
|
||||
var settings = _itemManager.GameplaySettings;
|
||||
foreach (var floating in FloatingItems.ToArray())
|
||||
{
|
||||
if (floating.Holder != null)
|
||||
{
|
||||
floating.Body.Position = lerp(floating.HeldFrom, floating.Holder.Position.xz, smoothstep(0f, 1f, floating.HeldProgress));
|
||||
continue;
|
||||
}
|
||||
floating.Body.Step(deltaTime, GetForce(floating.Body.Position), settings);
|
||||
if (floating.ReleasedAt + floating.Lifetime <= _time) FloatingItems.Remove(floating);
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue