/* 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 UniRx; using static CultMath.math; using cfloat3 = CultMath.float3; public class TurretController : Behavior, IInitializableBehavior { private List _weapons = new List(); private float _shotSpeed; private bool _predictShots; public int WeaponCount => _weapons.Count; public float ShotSpeed => _shotSpeed; public bool PredictShots => _predictShots; public TurretController(RuntimeBehaviorDefinition definition, EquippedItem item) : base(definition, item) { } public TurretController(RuntimeBehaviorDefinition definition, ConsumableItemEffect item) : base(definition, item) { } public void Initialize() { foreach (var weapon in Entity.GetBehaviors()) { _weapons.Add(weapon); var vel = weapon.EvaluateVelocity(); if (vel > .1f) { _predictShots = true; _shotSpeed = vel; } } } public override bool Execute(float dt) { if (Entity.Target.Value != null) { var entityPosition = Entity.CultPosition; var targetPosition = Entity.Target.Value.CultPosition; var diff = targetPosition - entityPosition; if (_predictShots) { var targetHull = Entity.ItemManager.GetRuntimeItem(Entity.Target.Value.Hull); var targetVelocity = new cfloat3(Entity.Target.Value.CultVelocity.x, 0, Entity.Target.Value.CultVelocity.y); var predictedPosition = AetheriaMath.FirstOrderIntercept( entityPosition, cfloat3.zero, _shotSpeed, targetPosition, targetVelocity ); predictedPosition.y = Entity.Zone.GetHeight(predictedPosition.xz) + (float)(targetHull?.HullGridOffset ?? 0); Entity.CultLookDirection = normalize(predictedPosition - entityPosition); } else Entity.CultLookDirection = normalize(diff); var dist = length(diff); foreach (var x in _weapons) { var fire = dot( x.Direction, Entity.CultLookDirection) > .99f; if (x.EvaluateRange() > dist && fire) { x.Activate(); } else if (x.Firing) x.Deactivate(); } } else { foreach (var x in _weapons) { if (x.Firing) x.Deactivate(); } Entity.Target.Value = Entity.VisibleEnemies.FirstOrDefault(e => e is Ship); } return true; } public void RestoreRuntimeState(float shotSpeed, bool predictShots) { _shotSpeed = shotSpeed; _predictShots = predictShots; } }