Added heat variation option for Performance Stats Ability to toggle radiators on/off using H key Item durability loss (Wear) is now heat dependent and incurred only when used Restricted equip/unequip to docked (inactive) entities Fixed race condition causing exceptions in database sync code
165 lines
5.3 KiB
C#
165 lines
5.3 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class ChargedWeaponData : InstantWeaponData
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{
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[InspectableField, JsonProperty("chargeTime"), Key(21), RuntimeInspectable]
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public PerformanceStat ChargeTime = new PerformanceStat();
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[InspectableField, JsonProperty("chargeEnergy"), Key(22), RuntimeInspectable]
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public PerformanceStat ChargeEnergy = new PerformanceStat();
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[InspectableField, JsonProperty("chargeHeat"), Key(23), RuntimeInspectable]
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public PerformanceStat ChargeHeat = new PerformanceStat();
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[InspectableField, JsonProperty("canFireEarly"), Key(24)]
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public bool CanFireEarly;
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[InspectableField, JsonProperty("failureCharge"), Key(25)]
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public float FailureCharge;
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[InspectableField, JsonProperty("failureDamage"), Key(26)]
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public float FailureDamage = 1;
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[InspectableField, JsonProperty("chargeDamage"), Key(27)]
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public float ChargeFiringDamageMultiplier = 1;
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[InspectableField, JsonProperty("chargeSpread"), Key(28)]
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public float ChargeFiringSpreadMultiplier = 1;
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[InspectableField, JsonProperty("chargeBurstCount"), Key(29)]
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public float ChargeFiringBurstCountMultiplier = 1;
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[InspectableField, JsonProperty("chargeVisibility"), Key(30)]
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public float ChargeFiringVisibilityMultiplier = 1;
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[InspectableField, JsonProperty("chargeVelocity"), Key(31)]
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public float ChargeFiringVelocityMultiplier = 1;
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[InspectableField, JsonProperty("chargeHeatMul"), Key(32)]
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public float ChargeFiringHeatMultiplier = 1;
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new ChargedWeapon(context, this, entity, item);
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}
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}
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public class ChargedWeapon : InstantWeapon
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{
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private ChargedWeaponData _data;
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private bool _charging;
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private bool _charged;
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private float _charge;
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private float _progress;
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public float ChargeTime { get; protected set; }
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public float ChargeEnergy { get; protected set; }
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public float ChargeHeat { get; protected set; }
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public override float DamagePerSecond => Damage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
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public override float RangeDamagePerSecond(float range)
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{
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return Damage *
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_data.ChargeFiringDamageMultiplier *
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_data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) /
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(Cooldown + ChargeTime);
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}
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public event Action OnStartCharging;
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public event Action OnStopCharging;
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public event Action OnCharged;
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public event Action OnFailed;
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public override void ResetEvents()
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{
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OnStartCharging = null;
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OnStopCharging = null;
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OnCharged = null;
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OnFailed = null;
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}
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public override float Progress => saturate(_charging ? _charge : _cooldown);
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public float Charge
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{
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get => _charge;
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}
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public ChargedWeapon(ItemManager context, ChargedWeaponData data, Entity entity, EquippedItem item) : base(context, data, entity, item)
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{
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_data = data;
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}
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protected override void UpdateStats()
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{
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base.UpdateStats();
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ChargeTime = Context.Evaluate(_data.ChargeTime, Item);
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ChargeEnergy = Context.Evaluate(_data.ChargeEnergy, Item);
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ChargeHeat = Context.Evaluate(_data.ChargeHeat, Item);
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Damage *= lerp(1, _data.ChargeFiringDamageMultiplier, saturate(_charge));
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Heat *= lerp(1, _data.ChargeFiringHeatMultiplier, saturate(_charge));
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Spread *= lerp(1, _data.ChargeFiringSpreadMultiplier, saturate(_charge));
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BurstCount *= lerp(1, _data.ChargeFiringBurstCountMultiplier, saturate(_charge));
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Visibility *= lerp(1, _data.ChargeFiringVisibilityMultiplier, saturate(_charge));
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Velocity *= lerp(1, _data.ChargeFiringVelocityMultiplier, saturate(_charge));
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}
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public override bool Execute(float delta)
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{
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if (_charging)
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{
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_charge += delta / ChargeTime;
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if (!_charged)
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{
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Item.AddHeat(ChargeHeat * (delta / ChargeTime));
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if(_charge > 1)
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{
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_charged = true;
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OnCharged?.Invoke();
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}
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}
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if (_data.FailureCharge > 1 && _charge > _data.FailureCharge)
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{
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_charging = false;
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_cooldown = 1;
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_coolingDown = true;
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_charge = 0;
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OnFailed?.Invoke();
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Item.EquippableItem.Durability -= _data.FailureDamage;
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}
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}
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return base.Execute(delta);
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}
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public override void Activate()
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{
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if(!_charging && !_coolingDown)
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{
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OnStartCharging?.Invoke();
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_charging = true;
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_charged = false;
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}
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}
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public override void Deactivate()
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{
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if (_charging)
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{
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if (_data.CanFireEarly || _charge > 1)
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{
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Trigger();
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_charge = 0;
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}
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OnStopCharging?.Invoke();
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_charging = false;
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}
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}
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}
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