Converted entity materials to new fade shader Implemented visibility system Refactored per-instance entity code to run inside monobehavior on entity instances Created state machine AI for enemy ships with basic patrol and combat routines Removed legacy AI code (controller item behaviors) Added automatic trigger group assignment for matched weapons Created ship collision system Created shield VFX and colliders
96 lines
3.2 KiB
C#
96 lines
3.2 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 RethinkDb.Driver.Ast;
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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 float2 = Unity.Mathematics.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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public float TopSpeed => _velocityLimit?.Limit ?? 100;
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public Agent(Ship ship)
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{
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Ship = ship;
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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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_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.LookDirection = float3(deltaVDirection.x, 0, deltaVDirection.y);
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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, direct the ship towards the target and use all thrusters
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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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