Agent, Flight, Combat, MoveTo and Follow write only Ship.Command. Entities with no agent apply first, then each agent applies right after it decides. A pilot reads its own pending designation and aim item back from its command; FireControl gains Refuses/AgentFires/HitProbability overloads that take them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
38 lines
1.1 KiB
C#
38 lines
1.1 KiB
C#
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using GameCult.Caching;
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using System;
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using CultMath;
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using static CultMath.math;
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using float2 = CultMath.float2;
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public abstract class MoveToState : BaseState
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{
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private VelocityLimit _velocityLimit;
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protected abstract float2 TargetPosition { get; }
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public float Distance { get; private set; }
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protected MoveToState(Agent agent) : base(agent)
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{
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}
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public override void Update(float delta)
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{
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var diff = TargetPosition - _agent.Ship.Position.xz;
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var dir = normalize(diff);
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Distance = length(diff);
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// We want to go top speed in the direction of our target
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var desiredVelocity = dir * _agent.TopSpeed;
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_agent.Ship.Command.Aim = float3(dir.x, 0, dir.y);
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_agent.Ship.Command.Turn = TurnCommand.Toward(dir);
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_agent.Accelerate(desiredVelocity);
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}
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}
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public class MoveToOrbitState : MoveToState
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{
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public CultRecordKey Orbit { get; set; }
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public MoveToOrbitState(Agent agent) : base(agent) { }
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protected override float2 TargetPosition => _agent.Ship.Zone.GetOrbitPosition(Orbit);
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}
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