Aetheria/Assets/Scripts/ServerShared/Behaviors/Weapon.cs
Reinier Vens adfb200a91 Wormholes
2021-03-05 14:31:18 +00:00

148 lines
5.1 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 System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Union(0, typeof(InstantWeaponData)),
Union(1, typeof(LauncherData)),
Union(2, typeof(ConstantWeaponData)),
Union(3, typeof(ChargedWeaponData)),
RuntimeInspectable]
public abstract class WeaponData : BehaviorData
{
[InspectableField, JsonProperty("damageType"), Key(1), RuntimeInspectable]
public DamageType DamageType;
[InspectableField, JsonProperty("damage"), Key(2), RuntimeInspectable]
public PerformanceStat Damage = new PerformanceStat();
[RangedFloatInspectable(0,1), JsonProperty("penetration"), Key(3), RuntimeInspectable]
public PerformanceStat Penetration = new PerformanceStat();
[RangedFloatInspectable(0,1), JsonProperty("damageSpread"), Key(4)]
public PerformanceStat DamageSpread = new PerformanceStat();
[InspectableField, JsonProperty("minRange"), Key(5), RuntimeInspectable]
public PerformanceStat MinRange = new PerformanceStat();
[InspectableField, JsonProperty("range"), Key(6), RuntimeInspectable]
public PerformanceStat Range = new PerformanceStat();
[InspectableAnimationCurve, JsonProperty("damageRange"), Key(7), RuntimeInspectable]
public float4[] DamageCurve;
[InspectablePrefab, JsonProperty("effect"), Key(8)]
public string EffectPrefab;
[InspectablePrefab, JsonProperty("energy"), Key(9), RuntimeInspectable]
public PerformanceStat Energy = new PerformanceStat();
[InspectablePrefab, JsonProperty("heat"), Key(10), RuntimeInspectable]
public PerformanceStat Heat = new PerformanceStat();
[InspectablePrefab, JsonProperty("visibility"), Key(11), RuntimeInspectable]
public PerformanceStat Visibility = new PerformanceStat();
[InspectableDatabaseLink(typeof(SimpleCommodityData)), JsonProperty("ammo"), Key(12), RuntimeInspectable]
public Guid AmmoType;
[InspectablePrefab, JsonProperty("magSize"), Key(13)]
public int MagazineSize;
[InspectablePrefab, JsonProperty("reloadTime"), Key(14)]
public float ReloadTime = 1;
[InspectablePrefab, JsonProperty("spread"), Key(15)]
public PerformanceStat Spread = new PerformanceStat();
[InspectableField, JsonProperty("velocity"), Key(16)]
public PerformanceStat Velocity = new PerformanceStat();
}
public abstract class Weapon : IActivatedBehavior
{
private WeaponData _data;
private EquippableItemData _itemData;
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public abstract float DamagePerSecond { get; }
public abstract float RangeDamagePerSecond(float range);
public abstract int Ammo { get; }
public WeaponData WeaponData => _data;
public BehaviorData Data => _data;
public float Damage { get; protected set; }
public float Penetration { get; protected set; }
public float DamageSpread { get; protected set; }
public float MinRange { get; protected set; }
public float Range { get; protected set; }
public float Energy { get; protected set; }
public float Heat { get; protected set; }
public float Visibility { get; protected set; }
public float Spread { get; protected set; }
public float Velocity { get; protected set; }
public float Wear { get; protected set; }
protected bool _firing;
public bool Firing
{
get => _firing;
}
public Weapon(ItemManager context, WeaponData data, Entity entity, EquippedItem item)
{
Context = context;
Entity = entity;
Item = item;
_data = data;
_itemData = context.GetData(item.EquippableItem);
}
public virtual void ResetEvents(){}
protected virtual void UpdateStats()
{
Damage = Context.Evaluate(_data.Damage, Item);
Penetration = Context.Evaluate(_data.Penetration, Item);
DamageSpread = Context.Evaluate(_data.DamageSpread, Item);
MinRange = Context.Evaluate(_data.MinRange, Item);
Range = Context.Evaluate(_data.Range, Item);
Energy = Context.Evaluate(_data.Energy, Item);
Heat = Context.Evaluate(_data.Heat, Item);
Visibility = Context.Evaluate(_data.Visibility, Item);
Spread = Context.Evaluate(_data.Spread, Item);
Velocity = Context.Evaluate(_data.Velocity, Item);
Wear = (1 - pow(_itemData.Performance(Item.Temperature),
(1 - pow(Item.EquippableItem.Quality, Context.GameplaySettings.QualityWearExponent)) *
Context.GameplaySettings.ThermalWearExponent)
) * _itemData.Durability;
}
public virtual bool Execute(float delta)
{
UpdateStats();
return true;
}
public virtual void Activate()
{
_firing = true;
}
public virtual void Deactivate()
{
_firing = false;
}
}