Aetheria/Assets/Scripts/ServerShared/Agents/Locomotion.cs
hyperion51 43f33546a3 Inventory Refactoring
Massively refactored everything related to entity inventory management
We are no longer recalculating mass by iterating over the entire inventory any time anything changes, for example
Gear is explicitly associated with hardpoints in the entity code
This did introduce some bugs, will clean those up tomorrow
2020-06-05 04:16:33 +01:00

54 lines
2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Mathematics;
using static Unity.Mathematics.math;
public class Locomotion : AgentBehavior
{
public float2 Objective;
private const float TangentSensitivity = 2;
private Thruster _thrust;
private Turning _turning;
private VelocityLimit _velocityLimit;
public Locomotion(GameContext context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
{
_velocityLimit = Entity.GetBehaviors<VelocityLimit>().FirstOrDefault();
_thrust = Entity.GetBehavior<Thruster>();
_turning = Entity.GetBehavior<Turning>();
}
public override void Update(float delta)
{
if (_thrust != null && _turning != null)
{
float2 diff = Objective - Entity.Position;
// We want to go top speed in the direction of our target
var topSpeed = _velocityLimit?.Limit ?? 1000;
float2 desiredVelocity = normalize(diff) * topSpeed;
var accelerationTime = length(desiredVelocity - Entity.Velocity) / (_thrust.Thrust / Entity.Mass);
var accelerationDistance = accelerationTime * length((desiredVelocity + Entity.Velocity) / 2);
// We do not have enough space to get to full speed, use approximate maneuvering
if (accelerationDistance > length(diff))
{
float2 tangential = Entity.Velocity - dot(normalize(diff), normalize(Entity.Velocity)) * Entity.Velocity;
float2 adjustedDirection = normalize(diff) - tangential * TangentSensitivity;
_turning.Axis = TurningInput(adjustedDirection);
_thrust.Axis = 1;
}
// We have plenty of space, use exact maneuvering
else
{
var deltaV = desiredVelocity - Entity.Velocity;
_turning.Axis = TurningInput(deltaV);
_thrust.Axis = ThrustInput(deltaV);
}
}
}
}