Aetheria/Assets/Scripts/ServerShared/Agents/Locomotion.cs
hyperion51 fc94531566 Behavior Canceling & Grouping
Behaviors are now grouped, behaviors within a group can cancel execution of the rest of the group
2020-05-11 01:17:10 +01:00

59 lines
2.3 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 Sensitivity = 1;
private const float TangentSensitivity = 2;
private Thruster _thrust;
private Turning _turning;
private VelocityLimit _velocityLimit;
private int _thrustAxis;
private int _turningAxis;
public Locomotion(GameContext context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
{
_velocityLimit = Entity.GetBehaviors<VelocityLimit>().FirstOrDefault();
_thrust = Entity.GetBehaviors<Thruster>().FirstOrDefault();
_turning = Entity.GetBehaviors<Turning>().FirstOrDefault();
_thrustAxis = Entity.GetAxis<Thruster>();
_turningAxis = Entity.GetAxis<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;
Entity.Axes[_turningAxis].Value = TurningInput(adjustedDirection);
Entity.Axes[_thrustAxis].Value = 1;
}
// We have plenty of space, use exact maneuvering
else
{
var deltaV = desiredVelocity - Entity.Velocity;
Entity.Axes[_turningAxis].Value = TurningInput(deltaV);
Entity.Axes[_thrustAxis].Value = ThrustInput(deltaV);
}
}
}
}