/* 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 Unity.Mathematics; using static Unity.Mathematics.math; using float3 = Unity.Mathematics.float3; [MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable] public class TurretControllerData : BehaviorData { public override IBehavior CreateInstance(EquippedItem item) { return new TurretController(this, item); } } public class TurretController : IBehavior { private TurretControllerData _data; private List _weapons = new List(); private float _shotSpeed; private bool _predictShots; public EquippedItem Item { get; } public BehaviorData Data => _data; public TurretController(TurretControllerData data, EquippedItem item) { _data = data; Item = item; var weapons = Item.Entity.Equipment.Where(e => e.Behaviors.Any(b => b.Data is WeaponData)); foreach (var weapon in weapons) { CheckWeapon(weapon); } Item.Entity.Equipment.ObserveAdd().Subscribe(add => CheckWeapon(add.Value)); Item.Entity.Equipment.ObserveRemove().Subscribe(remove => { foreach (var b in remove.Value.Behaviors) if (b is Weapon weapon) _weapons.Remove(weapon); }); } private void CheckWeapon(EquippedItem item) { foreach (var b in item.Behaviors) if (b is Weapon weapon) { _weapons.Add(weapon); var vel = weapon.Item.Evaluate(weapon.WeaponData.Velocity); if (vel > .1f) { _predictShots = true; _shotSpeed = vel; } } } public bool Execute(float delta) { if (Item.Entity.Target.Value != null) { var diff = Item.Entity.Target.Value.Position - Item.Entity.Position; if (_predictShots) { var targetHullData = Item.Entity.ItemManager.GetData(Item.Entity.Target.Value.Hull) as HullData; var targetVelocity = float3(Item.Entity.Target.Value.Velocity.x, 0, Item.Entity.Target.Value.Velocity.y); var predictedPosition = AetheriaMath.FirstOrderIntercept( Item.Entity.Position, float3.zero, _shotSpeed, Item.Entity.Target.Value.Position, targetVelocity ); predictedPosition.y = Item.Entity.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset; Item.Entity.LookDirection = normalize(predictedPosition - Item.Entity.Position); } else Item.Entity.LookDirection = normalize(diff); var dist = length(diff); foreach (var x in _weapons) { var data = x.Data as WeaponData; var fire = dot( Item.Entity.HardpointTransforms[Item.Entity.Hardpoints[x.Item.Position.x, x.Item.Position.y]].direction, Item.Entity.LookDirection) > .99f; if (x.Item.Evaluate(data.Range) > dist && fire) { x.Activate(); } else if (x.Firing) x.Deactivate(); } } else { foreach (var x in _weapons) { if (x.Firing) x.Deactivate(); } Item.Entity.Target.Value = Item.Entity.VisibleHostiles.FirstOrDefault(e => e is Ship); } return true; } }