Refactored almost everything, but most importantly we now integrate with RethinkDB for game data.
132 lines
No EOL
4.4 KiB
C#
132 lines
No EOL
4.4 KiB
C#
using MessagePack;
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using Newtonsoft.Json;
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[InspectableField]
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[MessagePackObject]
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[JsonObject(MemberSerialization.OptIn)]
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public class CannonBehaviorData : IItemBehaviorData
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{
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[InspectablePrefab] [JsonProperty("bullet")] [Key(0)]
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public string BulletPrefab;
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[InspectableField] [JsonProperty("damageType")] [Key(1)]
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public DamageType DamageType;
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[InspectableField] [JsonProperty("burstCount")] [Key(2)]
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public int BurstCount;
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[InspectableField] [JsonProperty("burstTime")] [Key(3)]
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public PerformanceStat BurstTime;
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[InspectableField] [JsonProperty("bulletRange")] [Key(4)]
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public PerformanceStat Range;
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[InspectableField] [JsonProperty("spread")] [Key(5)]
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public PerformanceStat Spread;
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[InspectableField] [JsonProperty("bulletInherit")] [Key(6)]
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public float Inherit;
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[InspectableField] [JsonProperty("deflection")] [Key(7)]
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public float Deflection;
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[InspectableField] [JsonProperty("visibility")] [Key(8)]
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public PerformanceStat Visibility;
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[InspectableField] [JsonProperty("visibilityDecay")] [Key(9)]
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public PerformanceStat VisibilityDecay;
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[InspectableField] [JsonProperty("bulletVelocity")] [Key(10)]
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public PerformanceStat Velocity;
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[InspectableField] [JsonProperty("cooldown")] [Key(11)]
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public PerformanceStat Cooldown;
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[InspectableField] [JsonProperty("damage")] [Key(12)]
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public PerformanceStat Damage;
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[InspectableField] [JsonProperty("heat")] [Key(13)]
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public PerformanceStat Heat;
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public IItemBehavior CreateInstance(GameContext context, Ship ship, Gear item)
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{
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return new CannonBehavior(context, this, ship, item);
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}
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}
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public class CannonBehavior : IActivatedItemBehavior
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{
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private bool _firing;
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private float _cooldown; // normalized
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private CannonBehaviorData _cannon;
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public Ship Ship { get; }
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public Gear Item { get; }
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public GameContext Context { get; }
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private float _firingVisibility;
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public CannonBehavior(GameContext context, CannonBehaviorData c, Ship ship, Gear item)
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{
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Context = context;
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_cannon = c;
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Ship = ship;
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Item = item;
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}
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public void Activate()
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{
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// Debug.Log("Activating Cannon");
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// _firing = true;
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// Observable.EveryUpdate().TakeWhile(_ => _firing).Subscribe(_ =>
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// {
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// // Debug.Log($"Updating Observable {_cooldown}");
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// if (_cooldown < 0)
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// {
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// _cooldown = 1;
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// Fire(0);
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// if(_cannon.BurstCount>1)
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// Observable.Interval(TimeSpan.FromSeconds(_cannon.BurstTime.Evaluate(Hardpoint) / (_cannon.BurstCount-1))).Take(_cannon.BurstCount-1)
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// .Subscribe(l => Fire(l+1));
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// }
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// });
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}
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private void Fire(long b)
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{
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// _firingVisibility += _cannon.Visibility.Evaluate(Hardpoint);
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// Hardpoint.Temperature += _cannon.Heat.Evaluate(Hardpoint) / Hardpoint.HeatCapacity;
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// var inst = GameObject.Instantiate(_cannon.BulletPrefab).transform;
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// Physics.IgnoreCollision(Hardpoint.Ship.Ship.GetComponent<Collider>(), inst.GetComponent<Collider>());
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// var bullet = inst.GetComponent<Bullet>();
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// bullet.Target = Hardpoint.Ship.Ship.Target;
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// bullet.Source = Hardpoint.Ship.Ship.Hitpoints;
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// bullet.Lifetime = _cannon.Range.Evaluate(Hardpoint) / _cannon.Velocity.Evaluate(Hardpoint);
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// bullet.Damage = _cannon.Damage.Evaluate(Hardpoint);
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// inst.position = Hardpoint.Proxy.position;
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// inst.rotation = Hardpoint.Proxy.rotation;
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// inst.GetComponent<Rigidbody>().velocity = _cannon.Velocity.Evaluate(Hardpoint) * Vector3.RotateTowards(-inst.forward, Hardpoint.Ship.Ship.Direction, _cannon.Deflection * Mathf.Deg2Rad, 1);
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// Hardpoint.Ship.Ship.AudioSource.PlayOneShot(_cannon.Sounds.RandomElement());
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// Debug.Log($"Firing bullet {b}");
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}
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public void Deactivate()
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{
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_firing = false;
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}
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public void Update(float delta)
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{
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_cooldown -= delta / Context.Evaluate(_cannon.Cooldown, Item, Ship);
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if (_firingVisibility < 0.01f)
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{
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Ship.VisibilitySources.Remove(this);
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}
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}
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public void FixedUpdate(float delta)
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{
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_firingVisibility *= Context.Evaluate(_cannon.VisibilityDecay, Item, Ship);
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}
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public IItemBehaviorData Data => _cannon;
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} |