/* 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 System.Collections.Generic; using System.Linq; using MessagePack; using Newtonsoft.Json; using UniRx; using CultMath; using static CultMath.math; using float3 = CultMath.float3; [MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable] public class TurretControllerData : BehaviorData { public override Behavior CreateInstance(EquippedItem item) { return new TurretController(this, item); } public override Behavior CreateInstance(ConsumableItemEffect item) { return new TurretController(this, item); } } public class TurretController : Behavior, IInitializableBehavior { private TurretControllerData _data; private List _weapons = new List(); private float _shotSpeed; private bool _predictShots; public TurretController(TurretControllerData data, EquippedItem item) : base(data, item) { _data = data; } public TurretController(TurretControllerData data, ConsumableItemEffect item) : base(data, item) { _data = data; } public void Initialize() { foreach (var weapon in Entity.GetBehaviors()) { _weapons.Add(weapon); var vel = weapon.Evaluate(weapon.WeaponData.Velocity); if (vel > .1f) { _predictShots = true; _shotSpeed = vel; } } } public override bool Execute(float dt) { // Mining Cut 3: a turret engages entities only; it never picks a chunk, and reads one as no target. var target = Entity.Target.Value.Entity; if (target != null) { var diff = target.Position - Entity.Position; if (_predictShots) { var targetHullData = Entity.ItemManager.GetData(target.Hull) as HullData; var targetVelocity = float3(target.Velocity.x, 0, target.Velocity.y); var predictedPosition = first_order_intercept( Entity.Position, float3.zero, _shotSpeed, target.Position, targetVelocity ); predictedPosition.y = Entity.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset; Entity.Aim = normalize(predictedPosition - Entity.Position); } else Entity.Aim = normalize(diff); foreach (var x in _weapons) { // The same per-weapon decision Combat.cs makes; the range test is part of it (a shot out of range // is not designated and prices at zero). if (FireControl.AgentFires(x, Entity, target)) { x.Activate(); } else if (x.Firing) x.Deactivate(); } } else { foreach (var x in _weapons) { if (x.Firing) x.Deactivate(); } Entity.SetTarget(Entity.VisibleEnemies.FirstOrDefault(e => e is Ship)); } return true; } }