Aetheria/Assets/Scripts/ServerShared/Behaviors/ConstantWeapon.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

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4.2 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ConstantWeaponData : WeaponData
{
[InspectablePrefab, JsonProperty("ammoInterval"), Key(17)]
public float AmmoInterval = 1;
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new ConstantWeapon(context, this, entity, item);
}
}
public class ConstantWeapon : Weapon, IProgressBehavior
{
private ConstantWeaponData _data;
private int _ammo = 1;
private float _ammoInterval;
private float _reload;
private bool _reloading;
public override int Ammo
{
get => _ammo;
}
public float Progress
{
get { return saturate(_reload); }
}
public override float DamagePerSecond => Damage;
public override float RangeDamagePerSecond(float range)
{
return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range)));
}
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnStartFiring;
public event Action OnStopFiring;
public override void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnStartFiring = null;
OnStopFiring = null;
}
public ConstantWeapon(ItemManager context, ConstantWeaponData data, Entity entity, EquippedItem item) : base(context, data, entity, item)
{
_data = data;
}
public override bool Execute(float delta)
{
base.Execute(delta);
if (_firing)
{
if (!Entity.TryConsumeEnergy(Context.Evaluate(_data.Energy, Item) * delta))
{
_firing = false;
OnStopFiring?.Invoke();
return false;
}
if (_data.AmmoType != Guid.Empty)
{
if (_reloading)
{
_reload -= delta / _data.ReloadTime;
if (_reload < 0)
{
_reloading = false;
OnReloadComplete?.Invoke();
}
return false;
}
_ammoInterval -= delta / _data.AmmoInterval;
if (_ammoInterval < 0)
{
_ammoInterval = 1;
if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
else
{
var cargo = Entity.FindItemInCargo(_data.AmmoType);
if (cargo != null)
{
var item = cargo.ItemsOfType[_data.AmmoType][0];
if (item is SimpleCommodity simpleCommodity)
cargo.Remove(simpleCommodity, 1);
if(_data.MagazineSize > 1)
{
_reloading = true;
_reload = 1;
OnReloadBegin?.Invoke();
_firing = false;
OnStopFiring?.Invoke();
}
}
return false;
}
}
}
Item.EquippableItem.Durability -= Wear * delta;
Item.AddHeat(Context.Evaluate(_data.Heat, Item) * delta);
Entity.VisibilitySources[this] = Context.Evaluate(_data.Visibility, Item);
}
return true;
}
public override void Activate()
{
if(!_firing && !_reloading)
{
_firing = true;
OnStartFiring?.Invoke();
}
}
public override void Deactivate()
{
if (_firing)
{
_firing = false;
OnStopFiring?.Invoke();
}
}
}