Aetheria/Assets/Scripts/ServerShared/Behaviors/ChargedWeapon.cs
Reinier Vens 4b10923448 Heat Performance Curves + Wear & Tear
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
2021-03-04 03:58:46 +00:00

165 lines
5.3 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ChargedWeaponData : InstantWeaponData
{
[InspectableField, JsonProperty("chargeTime"), Key(21), RuntimeInspectable]
public PerformanceStat ChargeTime = new PerformanceStat();
[InspectableField, JsonProperty("chargeEnergy"), Key(22), RuntimeInspectable]
public PerformanceStat ChargeEnergy = new PerformanceStat();
[InspectableField, JsonProperty("chargeHeat"), Key(23), RuntimeInspectable]
public PerformanceStat ChargeHeat = new PerformanceStat();
[InspectableField, JsonProperty("canFireEarly"), Key(24)]
public bool CanFireEarly;
[InspectableField, JsonProperty("failureCharge"), Key(25)]
public float FailureCharge;
[InspectableField, JsonProperty("failureDamage"), Key(26)]
public float FailureDamage = 1;
[InspectableField, JsonProperty("chargeDamage"), Key(27)]
public float ChargeFiringDamageMultiplier = 1;
[InspectableField, JsonProperty("chargeSpread"), Key(28)]
public float ChargeFiringSpreadMultiplier = 1;
[InspectableField, JsonProperty("chargeBurstCount"), Key(29)]
public float ChargeFiringBurstCountMultiplier = 1;
[InspectableField, JsonProperty("chargeVisibility"), Key(30)]
public float ChargeFiringVisibilityMultiplier = 1;
[InspectableField, JsonProperty("chargeVelocity"), Key(31)]
public float ChargeFiringVelocityMultiplier = 1;
[InspectableField, JsonProperty("chargeHeatMul"), Key(32)]
public float ChargeFiringHeatMultiplier = 1;
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new ChargedWeapon(context, this, entity, item);
}
}
public class ChargedWeapon : InstantWeapon
{
private ChargedWeaponData _data;
private bool _charging;
private bool _charged;
private float _charge;
private float _progress;
public float ChargeTime { get; protected set; }
public float ChargeEnergy { get; protected set; }
public float ChargeHeat { get; protected set; }
public override float DamagePerSecond => Damage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
public override float RangeDamagePerSecond(float range)
{
return Damage *
_data.ChargeFiringDamageMultiplier *
_data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) /
(Cooldown + ChargeTime);
}
public event Action OnStartCharging;
public event Action OnStopCharging;
public event Action OnCharged;
public event Action OnFailed;
public override void ResetEvents()
{
OnStartCharging = null;
OnStopCharging = null;
OnCharged = null;
OnFailed = null;
}
public override float Progress => saturate(_charging ? _charge : _cooldown);
public float Charge
{
get => _charge;
}
public ChargedWeapon(ItemManager context, ChargedWeaponData data, Entity entity, EquippedItem item) : base(context, data, entity, item)
{
_data = data;
}
protected override void UpdateStats()
{
base.UpdateStats();
ChargeTime = Context.Evaluate(_data.ChargeTime, Item);
ChargeEnergy = Context.Evaluate(_data.ChargeEnergy, Item);
ChargeHeat = Context.Evaluate(_data.ChargeHeat, Item);
Damage *= lerp(1, _data.ChargeFiringDamageMultiplier, saturate(_charge));
Heat *= lerp(1, _data.ChargeFiringHeatMultiplier, saturate(_charge));
Spread *= lerp(1, _data.ChargeFiringSpreadMultiplier, saturate(_charge));
BurstCount *= lerp(1, _data.ChargeFiringBurstCountMultiplier, saturate(_charge));
Visibility *= lerp(1, _data.ChargeFiringVisibilityMultiplier, saturate(_charge));
Velocity *= lerp(1, _data.ChargeFiringVelocityMultiplier, saturate(_charge));
}
public override bool Execute(float delta)
{
if (_charging)
{
_charge += delta / ChargeTime;
if (!_charged)
{
Item.AddHeat(ChargeHeat * (delta / ChargeTime));
if(_charge > 1)
{
_charged = true;
OnCharged?.Invoke();
}
}
if (_data.FailureCharge > 1 && _charge > _data.FailureCharge)
{
_charging = false;
_cooldown = 1;
_coolingDown = true;
_charge = 0;
OnFailed?.Invoke();
Item.EquippableItem.Durability -= _data.FailureDamage;
}
}
return base.Execute(delta);
}
public override void Activate()
{
if(!_charging && !_coolingDown)
{
OnStartCharging?.Invoke();
_charging = true;
_charged = false;
}
}
public override void Deactivate()
{
if (_charging)
{
if (_data.CanFireEarly || _charge > 1)
{
Trigger();
_charge = 0;
}
OnStopCharging?.Invoke();
_charging = false;
}
}
}