Items will switch themselves off below a customizable threshold to avoid damage Player can toggle thermal override to disable safety shutdown Selecting an item allows player to select whether the item will override Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold) Performance Stat evaluation has been moved to EquippedItem, slight performance improvement Item online and active status are now reactive properties Created player settings file to store e.g. shutdown threshold Fixed crash when entering wormhole while enemies are visible
112 lines
No EOL
3.6 KiB
C#
112 lines
No EOL
3.6 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;
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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 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 ResourceScannerData : BehaviorData
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{
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[InspectableField, JsonProperty("range"), Key(1), RuntimeInspectable]
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public PerformanceStat Range = new PerformanceStat();
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[InspectableField, JsonProperty("minDensity"), Key(2), RuntimeInspectable]
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public PerformanceStat MinimumDensity = new PerformanceStat();
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[InspectableField, JsonProperty("scanDuration"), Key(3), RuntimeInspectable]
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public PerformanceStat ScanDuration = new PerformanceStat();
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new ResourceScanner(context, this, entity, item);
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}
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}
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public class ResourceScanner : IBehavior, IAlwaysUpdatedBehavior
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{
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public int Asteroid = -1;
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private ResourceScannerData _data;
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private float _scanTime;
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private Guid _scanTarget;
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private Entity Entity { get; }
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private EquippedItem Item { get; }
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private ItemManager Context { get; }
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public BehaviorData Data => _data;
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public float Range { get; private set; }
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public float MinimumDensity { get; private set; }
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public float ScanDuration { get; private set; }
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public Guid ScanTarget
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{
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get => _scanTarget;
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set
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{
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if (value != _scanTarget)
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{
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_scanTarget = value;
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_scanTime = 0;
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}
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}
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}
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public ResourceScanner(ItemManager context, ResourceScannerData data, Entity entity, EquippedItem item)
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{
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_data = data;
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Entity = entity;
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Item = item;
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Context = context;
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}
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public bool Execute(float delta)
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{
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var planetData = Context.ItemData.Get<BodyData>(ScanTarget);
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if (planetData != null)
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{
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if (planetData is AsteroidBeltData beltData)
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{
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if(Asteroid > -1 &&
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Asteroid < beltData.Asteroids.Length &&
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length(Entity.Position.xz - Entity.Zone.AsteroidBelts[ScanTarget].Positions[Asteroid].xz) < Range)
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{
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_scanTime += delta;
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if (_scanTime > ScanDuration)
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{
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// TODO: Implement Scanning!
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//Context.ItemData.Get<Corporation>(Entity.Corporation).PlanetSurveyFloor[ScanTarget] = MinimumDensity;
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_scanTime = 0;
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}
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return true;
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}
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}
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else
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{
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if(length(Entity.Position.xz - Entity.Zone.GetOrbitPosition(planetData.Orbit)) < Range)
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{
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_scanTime += delta;
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if (_scanTime > ScanDuration)
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{
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//Context.ItemData.Get<Corporation>(Entity.Corporation).PlanetSurveyFloor[ScanTarget] = MinimumDensity;
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_scanTime = 0;
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}
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return true;
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}
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}
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}
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return false;
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}
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public void Update(float delta)
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{
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Range = Item.Evaluate(_data.Range);
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MinimumDensity = Item.Evaluate(_data.MinimumDensity);
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ScanDuration = Item.Evaluate(_data.ScanDuration);
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}
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} |