Implemented hostility system - entities can mark each other as friend or foe depending on changing conditions (currently only depends on local security level) Added "friendly" target indicators in blue
103 lines
No EOL
3.3 KiB
C#
103 lines
No EOL
3.3 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.Collections.Generic;
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using System.Linq;
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using MessagePack;
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using Newtonsoft.Json;
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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 float3 = Unity.Mathematics.float3;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class TurretControllerData : BehaviorData
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{
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new TurretController(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new TurretController(this, item);
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}
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}
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public class TurretController : Behavior, IInitializableBehavior
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{
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private TurretControllerData _data;
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private List<Weapon> _weapons = new List<Weapon>();
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private float _shotSpeed;
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private bool _predictShots;
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public TurretController(TurretControllerData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public TurretController(TurretControllerData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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public void Initialize()
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{
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foreach (var weapon in Entity.GetBehaviors<Weapon>())
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{
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_weapons.Add(weapon);
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var vel = weapon.Evaluate(weapon.WeaponData.Velocity);
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if (vel > .1f)
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{
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_predictShots = true;
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_shotSpeed = vel;
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}
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}
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}
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public override bool Execute(float dt)
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{
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if (Entity.Target.Value != null)
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{
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var diff = Entity.Target.Value.Position - Entity.Position;
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if (_predictShots)
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{
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var targetHullData = Entity.ItemManager.GetData(Entity.Target.Value.Hull) as HullData;
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var targetVelocity = float3(Entity.Target.Value.Velocity.x, 0, Entity.Target.Value.Velocity.y);
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var predictedPosition = AetheriaMath.FirstOrderIntercept(
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Entity.Position, float3.zero, _shotSpeed,
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Entity.Target.Value.Position, targetVelocity
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);
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predictedPosition.y = Entity.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset;
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Entity.LookDirection = normalize(predictedPosition - Entity.Position);
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}
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else
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Entity.LookDirection = normalize(diff);
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var dist = length(diff);
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foreach (var x in _weapons)
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{
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var data = x.Data as WeaponData;
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var fire = dot(
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x.Direction,
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Entity.LookDirection) > .99f;
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if (x.Evaluate(data.Range) > dist && fire)
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{
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x.Activate();
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}
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else if (x.Firing)
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x.Deactivate();
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}
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}
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else
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{
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foreach (var x in _weapons)
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{
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if (x.Firing)
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x.Deactivate();
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}
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Entity.Target.Value = Entity.VisibleEnemies.FirstOrDefault(e => e is Ship);
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}
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return true;
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}
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} |