Aetheria/Assets/Scripts/ServerShared/Behaviors/ResourceScanner.cs
Reinier Vens f643f6cc8a New Inventory System + Overhaul
Removed universal GameContext references
Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager
GlobalData is gone, relevant settings are distributed amongst specialized settings classes
Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks
Controller subtypes are now generic classes, class argument is task type
Inventory is now a 2D grid instead of a list
Entity temperature is now a 2D grid instead of a number
Item sizes are now arbitrary shapes instead of a number
Hardpoints are now arbitrary shapes instead
Equipped items have their own temperatures
Map view now displays sunlight colors
Integrated Allegorithmic Substance Plugin
Imported Djinni ship and assigned Substance materials
Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
2020-12-10 23:20:38 +00:00

108 lines
No EOL
3.5 KiB
C#

using System;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ResourceScannerData : BehaviorData
{
[InspectableField, JsonProperty("range"), Key(1), RuntimeInspectable]
public PerformanceStat Range = new PerformanceStat();
[InspectableField, JsonProperty("minDensity"), Key(2), RuntimeInspectable]
public PerformanceStat MinimumDensity = new PerformanceStat();
[InspectableField, JsonProperty("scanDuration"), Key(3), RuntimeInspectable]
public PerformanceStat ScanDuration = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new ResourceScanner(context, this, entity, item);
}
}
public class ResourceScanner : IBehavior, IAlwaysUpdatedBehavior
{
public int Asteroid = -1;
private ResourceScannerData _data;
private float _scanTime;
private Guid _scanTarget;
private Entity Entity { get; }
private EquippedItem Item { get; }
private ItemManager Context { get; }
public BehaviorData Data => _data;
public float Range { get; private set; }
public float MinimumDensity { get; private set; }
public float ScanDuration { get; private set; }
public Guid ScanTarget
{
get => _scanTarget;
set
{
if (value != _scanTarget)
{
_scanTarget = value;
_scanTime = 0;
}
}
}
public ResourceScanner(ItemManager context, ResourceScannerData data, Entity entity, EquippedItem item)
{
_data = data;
Entity = entity;
Item = item;
Context = context;
}
public bool Update(float delta)
{
var planetData = Context.ItemData.Get<BodyData>(ScanTarget);
if (planetData != null)
{
if (planetData is AsteroidBeltData beltData)
{
if(Asteroid > -1 &&
Asteroid < beltData.Asteroids.Length &&
length(Entity.Position - Entity.Zone.GetAsteroidTransform(ScanTarget, Asteroid).xy) < Range)
{
_scanTime += delta;
if (_scanTime > ScanDuration)
{
// TODO: Implement Scanning!
//Context.ItemData.Get<Corporation>(Entity.Corporation).PlanetSurveyFloor[ScanTarget] = MinimumDensity;
_scanTime = 0;
}
return true;
}
}
else
{
if(length(Entity.Position - Entity.Zone.GetOrbitPosition(planetData.Orbit)) < Range)
{
_scanTime += delta;
if (_scanTime > ScanDuration)
{
//Context.ItemData.Get<Corporation>(Entity.Corporation).PlanetSurveyFloor[ScanTarget] = MinimumDensity;
_scanTime = 0;
}
return true;
}
}
}
return false;
}
public void AlwaysUpdate(float delta)
{
Range = Context.Evaluate(_data.Range, Item.EquippableItem, Entity);
MinimumDensity = Context.Evaluate(_data.MinimumDensity, Item.EquippableItem, Entity);
ScanDuration = Context.Evaluate(_data.ScanDuration, Item.EquippableItem, Entity);
}
}