HUD target, lock, incoming-lock, bearing and sweep markers anchor on DrawAhead.Position / AtBearing at Clock.Lead. GravityLowering's record fill is DrawAhead.Well (pure, pinned at non-zero lead). Rounds take DrawAhead.Time instead of float Zone.Time + lead. Sensor ping, shield hit, compass icons, wormhole bearing, loot ViewOrigin and the guided-projectile aim read the drawn pose. Not built in Unity yet. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
89 lines
5 KiB
C#
89 lines
5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UniRx;
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using CultMath;
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using CultMath.UnityBridge;
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using UnityEngine;
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using static CultMath.math;
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public class GuidedProjectileManager : InstantWeaponEffectManager
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{
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// Presentation follows the committed shot (FireControl): the round retargets to the burst point the commit
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// names and bursts when the shot resolves, rather than predicting either from its own homing.
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private static void Bind(GuidedProjectile p, Zone zone, int shotId)
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{
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Vector3 At(ShotOutcome o) => new Vector3(o.BurstPoint.x, p.transform.position.y, o.BurstPoint.y);
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var bindings = new CompositeDisposable();
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zone.ShotCommitted.Where(o => o.ShotId == shotId && o.HasBurstPoint).Subscribe(o => p.BurstAt(At(o))).AddTo(bindings);
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zone.ShotResolved.Where(o => o.ShotId == shotId)
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.Subscribe(o => p.Resolve(o.Result == ShotResult.Hit || o.Result == ShotResult.Burst, o.HasBurstPoint ? At(o) : (Vector3?) null,
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ActionGameManager.DrawsAt(o.Target)))
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.AddTo(bindings);
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// The binding outlives a fade-out until the shot's own arrival (the moment the simulation resolves it), plus a
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// second of margin; a shot no longer pending has nothing left to resolve.
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p.BindingLifetime = zone.TryGetShot(shotId, out var shot) ? max(0f, shot.ArrivalTime - zone.Time) + 1f : 0f;
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p.Binding = bindings; // replaces, and so disposes, any binding the projectile already had
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}
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public Prototype ProjectilePrototype;
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public Subject<(Entity source, Transform target, GuidedProjectile missile)> OnFireGuided = new Subject<(Entity source, Transform target, GuidedProjectile missile)>();
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public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target, int shotId)
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{
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if(weapon.Data is LauncherData launcher)
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{
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// A round the simulation fired at no target (FireControl.Fire: a fused round with no valid targeting
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// data, or out of arc) flies to the point it bursts at; one with no target and no burst is not a shot.
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PendingShot shot = default;
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if (target == null && !(source.Entity.Zone.TryGetShot(shotId, out shot) && shot.Fuse != null)) return;
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var burst = shot.BurstPosition.ToUnity();
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var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
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p.ShotId = shotId;
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p.Source = source.transform;
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p.SourceEntity = source.Entity;
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if (target != null) p.Target = target.transform;
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else p.TargetPosition = () => burst;
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p.Frequency = item.Evaluate(MunitionParts.Of<MunitionControlData>(item).EvasionFrequency);
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var hp = item.Hardpoint;
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var barrel = source.GetBarrel(hp);
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p.StartPosition = (p.transform.position = barrel.position).ToCultMath();
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p.Range = weapon.Range;
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p.GuidanceCurve = launcher.GuidanceCurve.ToCurve();
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p.LiftCurve = launcher.LiftCurve.ToCurve();
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p.ThrustCurve = launcher.ThrustCurve.ToCurve();
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p.Velocity = barrel.forward * weapon.Velocity;
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p.Thrust = item.Evaluate(MunitionParts.Of<MunitionThrusterData>(item).Acceleration);
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p.TopSpeed = item.Evaluate(MunitionParts.Of<MunitionThrusterData>(item).MaxSpeed);
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Bind(p, source.Entity.Zone, shotId);
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// A round with no target (a fused round fired at none) has no transform to hand a listener.
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OnFireGuided.OnNext((source.Entity, target != null ? target.transform : null, p));
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}
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else if(weapon.Data is GuidedWeaponData guidance)
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{
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var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
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p.ShotId = shotId;
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p.Source = source.transform;
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p.SourceEntity = source.Entity;
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p.Frequency = item.Evaluate(MunitionParts.Of<MunitionControlData>(item).EvasionFrequency);
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var hp = item.Hardpoint;
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var barrel = source.GetBarrel(hp);
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p.StartPosition = (p.transform.position = barrel.position).ToCultMath();
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p.Range = weapon.Range;
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p.GuidanceCurve = guidance.GuidanceCurve.ToCurve();
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p.LiftCurve = guidance.LiftCurve.ToCurve();
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p.ThrustCurve = guidance.ThrustCurve.ToCurve();
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p.Velocity = barrel.forward * weapon.Velocity;
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p.Thrust = item.Evaluate(MunitionParts.Of<MunitionThrusterData>(item).Acceleration);
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p.TopSpeed = item.Evaluate(MunitionParts.Of<MunitionThrusterData>(item).MaxSpeed);
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p.TargetPosition = () =>
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{
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var drawn = DrawAhead.Position(source.Entity, ActionGameManager.Clock.Lead);
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return (drawn + length(source.LookAtPoint.position.ToCultMath() - drawn) * source.Entity.Aim).ToUnity();
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};
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Bind(p, source.Entity.Zone, shotId);
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}
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else Debug.LogError($"Weapon {item.Data.Name} linked to {name} effect, but is not a Launcher!");
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}
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}
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