FactionDoctrine/RoleDoctrine (Faction key 17), Flight as the only writer of members' Target and Task, hail/grace/compliance, FollowTask/FollowState, agent removal on Entities removal, doctrine-catalog command, FlightTests. Not yet built or run; verification follows in later commits. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
101 lines
3.6 KiB
C#
101 lines
3.6 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 UniRx;
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using CultMath;
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using static CultMath.math;
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using float2 = CultMath.float2;
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public class Agent
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{
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private const float FORWARD_DELTA_THRESHOLD = 20;
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private const float THRUST_DELTA_THRESHOLD = 1;
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protected BaseState _rootState;
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private BaseState _currentState;
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private VelocityLimit _velocityLimit;
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public AgentTask Task { get; set; }
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public Ship Ship { get; }
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public ItemManager ItemManager { get; }
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public GameplaySettings Settings { get; }
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// How this pilot fights: its faction's doctrine for its role (Zone.CreateAgent resolves it).
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public RoleDoctrine Doctrine { get; }
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public float TopSpeed => _velocityLimit?.Limit ?? 100;
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public Agent(Ship ship, RoleDoctrine doctrine)
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{
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Ship = ship;
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Doctrine = doctrine;
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ItemManager = Ship.ItemManager;
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Settings = Ship.ItemManager.GameplaySettings;
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_rootState = _currentState = new BaseState(this);
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_velocityLimit = Ship.GetBehavior<VelocityLimit>();
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}
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public void Transition(BaseState targetState, Action onTransition = null)
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{
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//ItemManager.Log($"{Ship.Name} changing state from {_currentState.GetType().Name} to {targetState.GetType().Name}");
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_currentState.OnExitState();
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_currentState = targetState;
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onTransition?.Invoke();
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_currentState.OnEnterState();
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}
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public void Update(float delta)
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{
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// The pilot tick writes Turn every tick, in every state: a state that pilots overwrites this zero with its
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// demand, and one that does not leaves the hull holding course instead of inheriting the last state's rate.
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Ship.Turn = 0;
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_currentState.Update(delta);
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foreach (var transition in _currentState.Transitions)
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if (transition.Condition())
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{
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Transition(transition.TargetState, transition.OnTransition);
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break;
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}
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}
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public void Accelerate(float2 targetVelocity, bool noTurn = false)
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{
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var deltaV = targetVelocity - Ship.Velocity;
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var deltaVMag = length(deltaV);
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var deltaVDirection = normalize(deltaV);
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// If Delta V is above the threshold, direct the ship towards the delta and use only main thrusters
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if (!noTurn && deltaVMag > FORWARD_DELTA_THRESHOLD)
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{
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Ship.Turn = Steering.Toward(Ship, deltaVDirection);
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Ship.MovementDirection = float2(0, pow(dot(Ship.Direction, deltaVDirection), 2));
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}
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// If Delta V is low, use all thrusters and leave Turn to the caller (MoveTo already pointed it at the target)
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else if(deltaVMag > THRUST_DELTA_THRESHOLD)
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{
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var right = Ship.Direction.Rotate(ItemRotation.Clockwise);
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Ship.MovementDirection = float2(dot(right, deltaVDirection), dot(Ship.Direction, deltaVDirection));
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}
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else
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{
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Ship.MovementDirection = float2.zero;
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}
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}
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}
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public class StateTransition
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{
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public StateTransition(BaseState targetState, Func<bool> condition, Action onTransition)
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{
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TargetState = targetState;
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Condition = condition;
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OnTransition = onTransition;
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}
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public BaseState TargetState { get; }
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public Func<bool> Condition { get; }
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public Action OnTransition { get; }
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}
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