Items will switch themselves off below a customizable threshold to avoid damage Player can toggle thermal override to disable safety shutdown Selecting an item allows player to select whether the item will override Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold) Performance Stat evaluation has been moved to EquippedItem, slight performance improvement Item online and active status are now reactive properties Created player settings file to store e.g. shutdown threshold Fixed crash when entering wormhole while enemies are visible
352 lines
14 KiB
C#
352 lines
14 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using MessagePack;
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using Newtonsoft.Json;
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using UniRx;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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using quaternion = Unity.Mathematics.quaternion;
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[MessagePackObject]
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public class Ship : Entity
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{
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// [Key("bindings")] public Dictionary<KeyCode,Guid> Bindings = new Dictionary<KeyCode,Guid>();
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//[IgnoreMember] public int HullHardpointCount;
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// [IgnoreMember] public Dictionary<Targetable, float> Contacts = new Dictionary<Targetable, float>();
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// [IgnoreMember] public Targetable Target;
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public Entity HomeEntity;
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public float2 MovementDirection;
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private HashSet<EquippedItem> _thrusterItems;
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private Thruster[] _allThrusters;
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private HashSet<Thruster> _forwardThrusters;
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private HashSet<Thruster> _reverseThrusters;
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private HashSet<Thruster> _rightThrusters;
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private HashSet<Thruster> _leftThrusters;
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private HashSet<Thruster> _clockwiseThrusters;
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private HashSet<Thruster> _counterClockwiseThrusters;
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private bool _exitingWormhole = false;
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private bool _enteringWormhole = false;
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private float _wormholeAnimationProgress;
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private float2 _wormholeEntryPosition;
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private float2 _wormholeEntryDirection;
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private float2 _wormholePosition;
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private float2 _wormholeExitVelocity;
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public float ForwardThrust { get; private set; }
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public float ReverseThrust { get; private set; }
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public float LeftStrafeThrust { get; private set; }
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public float RightStrafeThrust { get; private set; }
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public float ClockwiseTorque { get; private set; }
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public float CounterClockwiseTorque { get; private set; }
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public float LeftStrafeTotalTorque { get; private set; }
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private Thruster[] LeftStrafeTorqueThrusters;
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public float RightStrafeTotalTorque { get; private set; }
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private Thruster[] RightStrafeTorqueThrusters;
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public float TurnTime(float2 direction)
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{
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var angleDiff = Direction.Angle(normalize(direction));
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var clockwise = dot(direction, Direction.Rotate(ItemRotation.Clockwise)) > 0;
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return angleDiff / ((clockwise ? ClockwiseTorque : CounterClockwiseTorque) / Mass);
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}
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public event Action OnExitedWormhole;
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public event Action OnEnteredWormhole;
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public quaternion Rotation { get; private set; }
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public void ExitWormhole(float2 wormholePosition, float2 exitVelocity)
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{
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_exitingWormhole = true;
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_wormholeAnimationProgress = 0;
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_wormholePosition = wormholePosition;
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_wormholeExitVelocity = exitVelocity;
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Direction = normalize(exitVelocity);
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}
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public void EnterWormhole(float2 wormholePosition)
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{
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_wormholeAnimationProgress = 0;
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_enteringWormhole = true;
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_wormholeEntryPosition = Position.xz;
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_wormholeEntryDirection = normalize(_wormholeEntryPosition-wormholePosition);
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_wormholePosition = wormholePosition;
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}
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public override void Activate()
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{
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base.Activate();
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_allThrusters = GetBehaviors<Thruster>().ToArray();
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_thrusterItems = new HashSet<EquippedItem>(_allThrusters.Select(x=>x.Item));
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_forwardThrusters = new HashSet<Thruster>(_allThrusters
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.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.Reversed));
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RecalculateForwardThrust();
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foreach (var thruster in _forwardThrusters)
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thruster.Item.Online.Skip(1).Subscribe(b => RecalculateForwardThrust());
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_reverseThrusters = new HashSet<Thruster>(_allThrusters
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.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.None));
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RecalculateReverseThrust();
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foreach (var thruster in _reverseThrusters)
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thruster.Item.Online.Skip(1).Subscribe(b => RecalculateReverseThrust());
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_rightThrusters = new HashSet<Thruster>(_allThrusters
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.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.CounterClockwise));
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RecalculateRightStrafeThrust();
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foreach (var thruster in _rightThrusters)
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thruster.Item.Online.Skip(1).Subscribe(b => RecalculateRightStrafeThrust());
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_leftThrusters = new HashSet<Thruster>(_allThrusters
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.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.Clockwise));
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RecalculateLeftStrafeThrust();
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foreach (var thruster in _leftThrusters)
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thruster.Item.Online.Skip(1).Subscribe(b => RecalculateLeftStrafeThrust());
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_counterClockwiseThrusters = new HashSet<Thruster>(_allThrusters
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.Where(x => x.Torque < -ItemManager.GameplaySettings.TorqueFloor));
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RecalculateCounterClockwiseTorque();
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foreach (var thruster in _counterClockwiseThrusters)
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thruster.Item.Online.Skip(1).Subscribe(b => RecalculateCounterClockwiseTorque());
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_clockwiseThrusters = new HashSet<Thruster>(_allThrusters
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.Where(x => x.Torque > ItemManager.GameplaySettings.TorqueFloor));
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RecalculateClockwiseTorque();
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foreach (var thruster in _clockwiseThrusters)
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thruster.Item.Online.Skip(1).Subscribe(b => RecalculateClockwiseTorque());
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}
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public Ship(ItemManager itemManager, Zone zone, EquippableItem hull) : base(itemManager, zone, hull)
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{
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void CheckForThruster(EquippedItem item)
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{
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if (_thrusterItems.Contains(item))
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{
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foreach (var behavior in item.Behaviors)
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{
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if (behavior is Thruster thruster)
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{
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if (_forwardThrusters.Contains(thruster)) RecalculateForwardThrust();
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if (_reverseThrusters.Contains(thruster)) RecalculateReverseThrust();
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if (_rightThrusters.Contains(thruster)) RecalculateRightStrafeThrust();
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if (_leftThrusters.Contains(thruster)) RecalculateLeftStrafeThrust();
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if (_clockwiseThrusters.Contains(thruster)) RecalculateClockwiseTorque();
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if (_counterClockwiseThrusters.Contains(thruster)) RecalculateCounterClockwiseTorque();
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}
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}
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}
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}
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ItemDamage.Select(x => x.item).Subscribe(CheckForThruster);
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}
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#region ThrustCalculation
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private void RecalculateForwardThrust()
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{
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ForwardThrust = 0;
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foreach (var thruster in _forwardThrusters)
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{
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if(thruster.Item.Active.Value)
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ForwardThrust += thruster.Thrust;
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}
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}
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private void RecalculateReverseThrust()
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{
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ReverseThrust = 0;
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foreach (var thruster in _reverseThrusters)
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{
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if(thruster.Item.Active.Value)
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ReverseThrust += thruster.Thrust;
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}
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}
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private void RecalculateLeftStrafeThrust()
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{
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LeftStrafeThrust = 0;
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LeftStrafeTotalTorque = 0;
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foreach (var thruster in _leftThrusters)
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{
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if(thruster.Item.Active.Value)
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{
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LeftStrafeThrust += thruster.Thrust;
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LeftStrafeTotalTorque += thruster.Torque * thruster.Thrust;
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}
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}
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LeftStrafeTorqueThrusters = _leftThrusters
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.Where(x => abs(sign(x.Torque) - sign(LeftStrafeTotalTorque)) < .01f)
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.ToArray();
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}
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private void RecalculateRightStrafeThrust()
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{
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RightStrafeThrust = 0;
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RightStrafeTotalTorque = 0;
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foreach (var thruster in _rightThrusters)
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{
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if(thruster.Item.Active.Value)
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{
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RightStrafeThrust += thruster.Thrust;
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RightStrafeTotalTorque += thruster.Torque * thruster.Thrust;
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}
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}
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RightStrafeTorqueThrusters = _rightThrusters
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.Where(x => abs(sign(x.Torque) - sign(RightStrafeTotalTorque)) < .01f)
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.ToArray();
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}
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private void RecalculateClockwiseTorque()
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{
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ClockwiseTorque = 0;
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foreach (var thruster in _clockwiseThrusters)
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{
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if(thruster.Item.Active.Value)
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ClockwiseTorque += thruster.Torque;
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}
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}
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private void RecalculateCounterClockwiseTorque()
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{
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CounterClockwiseTorque = 0;
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foreach (var thruster in _counterClockwiseThrusters)
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{
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if(thruster.Item.Active.Value)
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CounterClockwiseTorque -= thruster.Torque;
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}
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}
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#endregion
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public override void Update(float delta)
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{
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if (_active && !_exitingWormhole && !_enteringWormhole)
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{
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foreach (var thruster in _allThrusters) thruster.Axis = 0;
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var rightThrusterTorqueCompensation = abs(RightStrafeTotalTorque) / RightStrafeTorqueThrusters.Length;
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foreach (var thruster in _rightThrusters)
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{
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var thrust = 0f;
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thrust += MovementDirection.x;
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if (RightStrafeTorqueThrusters.Contains(thruster))
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thrust -= MovementDirection.x * (rightThrusterTorqueCompensation / (abs(thruster.Torque) * thruster.Thrust));
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thruster.Axis = thrust;
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}
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var leftThrusterTorqueCompensation = abs(LeftStrafeTotalTorque) / LeftStrafeTorqueThrusters.Length;
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foreach (var thruster in _leftThrusters)
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{
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var thrust = 0f;
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thrust += -MovementDirection.x;
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if (LeftStrafeTorqueThrusters.Contains(thruster))
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thrust += MovementDirection.x * (leftThrusterTorqueCompensation / (abs(thruster.Torque) * thruster.Thrust));
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thruster.Axis = thrust;
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}
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foreach (var thruster in _forwardThrusters) thruster.Axis += MovementDirection.y;
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foreach (var thruster in _reverseThrusters) thruster.Axis += -MovementDirection.y;
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var look = normalize(LookDirection.xz);
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var deltaRot = dot(look, normalize(Direction).Rotate(ItemRotation.Clockwise));
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if (abs(deltaRot) < .01f)
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{
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deltaRot = 0;
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Direction = lerp(Direction, look, min(delta, 1));
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}
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deltaRot = pow(abs(deltaRot), .75f) * sign(deltaRot);
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foreach (var thruster in _clockwiseThrusters) thruster.Axis += deltaRot;
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foreach (var thruster in _counterClockwiseThrusters) thruster.Axis += -deltaRot;
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}
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Position.xz += Velocity * delta;
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var normal = Zone.GetNormal(Position.xz);
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var force = new float2(normal.x, normal.z);
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var forceMagnitude = lengthsq(force);
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if (forceMagnitude > .001f)
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{
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var fa = 1 / (1 - forceMagnitude) - 1;
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Velocity += normalize(force) * Zone.Settings.GravityStrength * fa;
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}
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var shipRight = Direction.Rotate(ItemRotation.Clockwise);
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var forward = cross(float3(shipRight.x, 0, shipRight.y), normal);
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Rotation = quaternion.LookRotation(forward, normal);
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base.Update(delta);
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if (_exitingWormhole)
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{
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_wormholeAnimationProgress += delta / ItemManager.GameplaySettings.WormholeAnimationDuration;
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if(_wormholeAnimationProgress < 1)
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{
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if (_wormholeAnimationProgress < ItemManager.GameplaySettings.WormholeExitCurveStart)
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{
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Position.xz = _wormholePosition;
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Rotation = quaternion.LookRotation(float3(0, 1, 0), float3(-Direction.x, 0, -Direction.y));
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}
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else
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{
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var exitLerp = (_wormholeAnimationProgress - ItemManager.GameplaySettings.WormholeExitCurveStart) /
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(1 - ItemManager.GameplaySettings.WormholeExitCurveStart);
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exitLerp *= exitLerp; // Square the interpolation variable to produce curve with zero slope at start
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Position.xz = _wormholePosition + normalize(_wormholeExitVelocity) * exitLerp * ItemManager.GameplaySettings.WormholeExitRadius;
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Rotation = quaternion.LookRotation(
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lerp(float3(0, 1, 0), forward, exitLerp),
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lerp(float3(-Direction.x, 0, -Direction.y), normal, exitLerp));
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}
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Position.y = Position.y - lerp(ItemManager.GameplaySettings.WormholeDepth, 0, _wormholeAnimationProgress);
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}
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else
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{
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_exitingWormhole = false;
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OnExitedWormhole?.Invoke();
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OnExitedWormhole = null;
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Velocity = _wormholeExitVelocity;
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}
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}
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if (_enteringWormhole)
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{
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_wormholeAnimationProgress += delta / ItemManager.GameplaySettings.WormholeAnimationDuration;
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if(_wormholeAnimationProgress < 1)
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{
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if (_wormholeAnimationProgress < 1 - ItemManager.GameplaySettings.WormholeExitCurveStart)
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{
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var enterLerp = _wormholeAnimationProgress / (1 - ItemManager.GameplaySettings.WormholeExitCurveStart);
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enterLerp *= enterLerp; // Square the interpolation variable to produce curve with zero slope at vertical
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Position.xz = lerp(_wormholeEntryPosition, _wormholePosition, enterLerp);
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Rotation = quaternion.LookRotation(
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lerp(forward, float3(0, -1, 0), enterLerp),
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lerp(normal, float3(-_wormholeEntryDirection.x, 0, -_wormholeEntryDirection.y), enterLerp));
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}
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else
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{
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Position.xz = _wormholePosition;
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Rotation = quaternion.LookRotation(float3(0, -1, 0),
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float3(-_wormholeEntryDirection.x, 0, -_wormholeEntryDirection.y));
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}
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Position.y = Position.y - lerp(0, ItemManager.GameplaySettings.WormholeDepth, _wormholeAnimationProgress);
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}
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else
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{
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_enteringWormhole = false;
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OnEnteredWormhole?.Invoke();
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OnEnteredWormhole = null;
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}
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}
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}
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}
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