Aetheria/Assets/Scripts/ServerShared/Behaviors/Sensor.cs
Reinier Vens 1092159063 Thermal Performance Threshold & Thermal Override
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
2021-03-07 01:10:31 +00:00

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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 MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class SensorData : BehaviorData
{
[InspectableField, JsonProperty("sensitivity"), Key(3), RuntimeInspectable]
public PerformanceStat Sensitivity = new PerformanceStat();
[InspectableAnimationCurve, JsonProperty("sensitivityCurve"), Key(4), RuntimeInspectable]
public float4[] SensitivityCurve;
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Sensor(context, this, entity, item);
}
}
public class Sensor : IBehavior
{
private SensorData _data;
private Entity Entity { get; }
private EquippedItem Item { get; }
private ItemManager Context { get; }
public BehaviorData Data => _data;
public Sensor(ItemManager context, SensorData data, Entity entity, EquippedItem item)
{
_data = data;
Entity = entity;
Item = item;
Context = context;
}
public bool Execute(float delta)
{
// TODO: Handle Active Detection / Visibility From Reflected Radiance
var hardpoint = Entity.Hardpoints[Item.Position.x, Item.Position.y];
var forward = hardpoint != null && Entity.HardpointTransforms.ContainsKey(hardpoint) ?
normalize(Entity.HardpointTransforms[hardpoint].direction.xz) :
Entity.Direction;
foreach (var entity in Entity.Zone.Entities)
{
if(entity != Entity)
{
var diff = entity.Position.xz - Entity.Position.xz;
var angle = acos(dot(forward, normalize(diff)));
var dist = length(diff);
float previous;
Entity.EntityInfoGathered.TryGetValue(entity, out previous);
var next = saturate(
previous +
entity.Visibility *
Item.Evaluate(_data.Sensitivity) *
_data.SensitivityCurve.Evaluate(angle / PI) *
delta / dist);
next *= 1 - Context.GameplaySettings.TargetInfoDecay * delta;
//Context.Log($"{entity.Name} visibility {(int)(previous * 100)}% -> {(int)(next * 100)}%");
Entity.EntityInfoGathered[entity] = next;
}
}
return true;
// var ship = Hardpoint.Ship.Ship.transform;
// var contacts =
// Physics.OverlapSphere(ship.position, _data.Range.Evaluate(Hardpoint)).Where(c=>c.attachedRigidbody?.GetComponent<Targetable>()!=null).Select(c=>c.attachedRigidbody.GetComponent<Targetable>());
// foreach (var contact in contacts)
// {
// var diff = (contact.transform.position - ship.position).Flatland();
// var angle = acos(dot(ship.forward.Flatland().normalized,
// diff.normalized)) / (float)PI;
// var sens = _data.Sensitivity.Evaluate(Hardpoint) *
// Hardpoint.Ship.HullData.VisibilityCurve.Evaluate(saturate(angle));
// var vis = contact.Visibility / diff.sqrMagnitude;
// if(vis > 1/sens)
// Hardpoint.Ship.Contacts[contact] = Time.time;
// }
//
// Hardpoint.Ship.VisibilitySources[this] = _data.Radiance.Evaluate(Hardpoint) / _data.RadianceMasking.Evaluate(Hardpoint);
}
}