/* 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; using System.Collections; using System.Collections.Generic; using System.Linq; using UniRx; using static CultMath.math; using cfloat2 = CultMath.float2; public class Agent { private const float FORWARD_DELTA_THRESHOLD = 20; private const float THRUST_DELTA_THRESHOLD = 1; protected BaseState _rootState; private BaseState _currentState; private VelocityLimit _velocityLimit; public AgentTask Task { get; set; } public Ship Ship { get; } public ItemManager ItemManager { get; } public GameplaySettings Settings { get; } public float TopSpeed => _velocityLimit?.Limit ?? 100; public Agent(Ship ship) { Ship = ship; ItemManager = Ship.ItemManager; Settings = Ship.ItemManager.GameplaySettings; _rootState = _currentState = new BaseState(this); _velocityLimit = Ship.GetBehavior(); } public void Transition(BaseState targetState, Action onTransition = null) { //ItemManager.Log($"{Ship.Name} changing state from {_currentState.GetType().Name} to {targetState.GetType().Name}"); _currentState.OnExitState(); _currentState = targetState; onTransition?.Invoke(); _currentState.OnEnterState(); } public void Update(float delta) { _currentState.Update(delta); foreach (var transition in _currentState.Transitions) if (transition.Condition()) { Transition(transition.TargetState, transition.OnTransition); break; } } public void Accelerate(cfloat2 targetVelocity, bool noTurn = false) { var deltaV = targetVelocity - Ship.CultVelocity; var deltaVMag = length(deltaV); var deltaVDirection = normalize(deltaV); // If Delta V is above the threshold, direct the ship towards the delta and use only main thrusters if (!noTurn && deltaVMag > FORWARD_DELTA_THRESHOLD) { Ship.CultLookDirectionXZ = deltaVDirection; Ship.MovementDirection = new cfloat2(0, pow(dot(Ship.CultDirection, deltaVDirection), 2)); } // If Delta V is low, direct the ship towards the target and use all thrusters else if(deltaVMag > THRUST_DELTA_THRESHOLD) { var shipDirection = Ship.CultDirection; var right = AetheriaMath.Rotate(shipDirection, ItemRotation.Clockwise); Ship.MovementDirection = new cfloat2(dot(right, deltaVDirection), dot(shipDirection, deltaVDirection)); } else { Ship.MovementDirection = cfloat2.zero; } } } public class StateTransition { public StateTransition(BaseState targetState, Func condition, Action onTransition) { TargetState = targetState; Condition = condition; OnTransition = onTransition; } public BaseState TargetState { get; } public Func Condition { get; } public Action OnTransition { get; } }