Removed blueprint system for crafting (and excised anything depending on that) Implemented smootherstep and used it for wormhole animation Quality dependent durability and heat exponents are now global instead of item specific Database list view now groups equipment by manufacturer Thrusters can now consume energy Weapons can have reloads even when they don't have ammo
184 lines
No EOL
5.5 KiB
C#
184 lines
No EOL
5.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using 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 InstantWeaponData : WeaponData
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{
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[InspectableField, JsonProperty("count"), Key(17)]
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public PerformanceStat Count = new PerformanceStat();
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[InspectableField, JsonProperty("burstTime"), Key(18)]
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public PerformanceStat BurstTime = new PerformanceStat();
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[InspectableField, JsonProperty("cooldown"), Key(19), RuntimeInspectable]
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public PerformanceStat Cooldown = new PerformanceStat();
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[InspectablePrefab, JsonProperty("ammoInterval"), Key(20)]
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public bool SingleAmmoBurst;
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new InstantWeapon(context, this, entity, item);
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}
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}
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public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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{
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private InstantWeaponData _data;
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protected int _burstRemaining;
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private float _burstTimer;
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private float _burstInterval;
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protected float _cooldown; // Normalized
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private int _ammo = 0;
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protected bool _coolingDown;
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public float BurstCount { get; protected set; }
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public float BurstTime { get; protected set; }
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public float Cooldown { get; protected set; }
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public virtual bool CanFire
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{
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get => !_coolingDown;
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}
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public override float DamagePerSecond => Damage / Cooldown;
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public override float RangeDamagePerSecond(float range)
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{
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return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
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}
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public override int Ammo
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{
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get => _ammo;
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}
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public virtual float Progress => saturate(_cooldown);
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public event Action OnReloadBegin;
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public event Action OnReloadComplete;
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public event Action OnCooldownComplete;
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public event Action OnFire;
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public virtual void ResetEvents()
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{
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OnReloadBegin = null;
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OnReloadComplete = null;
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OnCooldownComplete = null;
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OnFire = null;
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}
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public InstantWeapon(ItemManager context, InstantWeaponData data, Entity entity, EquippedItem item) : base(context,data,entity,item)
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{
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_data = data;
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}
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protected void Trigger()
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{
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// If 1 ammo is consumed per burst, perform ammo consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if(_data.SingleAmmoBurst && !UseAmmo()) return;
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_burstRemaining = (int) BurstCount;
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_burstInterval = BurstTime / _burstRemaining;
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_burstTimer = 0;
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_cooldown = 1;
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_coolingDown = true;
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}
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protected override void UpdateStats()
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{
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base.UpdateStats();
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BurstCount = Item.Evaluate(_data.Count);
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BurstTime = Item.Evaluate(_data.BurstTime);
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Cooldown = Item.Evaluate(_data.Cooldown);
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Damage /= (int) BurstCount;
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Heat /= (int) BurstCount;
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Energy /= (int) BurstCount;
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}
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private bool UseAmmo()
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{
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if (_data.MagazineSize <= 1) return true;
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if (_ammo > 0) _ammo--;
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else
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{
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var hasAmmo = true;
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if (_data.AmmoType != Guid.Empty)
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{
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var cargo = Entity.FindItemInCargo(_data.AmmoType);
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if (cargo != null)
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{
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var item = cargo.ItemsOfType[_data.AmmoType][0];
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if (item is SimpleCommodity simpleCommodity)
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cargo.Remove(simpleCommodity, 1);
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}
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else hasAmmo = false;
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}
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if(hasAmmo)
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{
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OnReloadBegin?.Invoke();
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_cooldown = 1;
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_coolingDown = true;
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_firing = false;
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}
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_burstRemaining = 0;
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return false;
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}
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return true;
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}
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public override bool Execute(float delta)
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{
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base.Execute(delta);
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if (_coolingDown)
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{
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_cooldown -= delta / (_data.AmmoType != Guid.Empty && _ammo == 0 ? _data.ReloadTime : Cooldown);
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if (_cooldown < 0)
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{
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_coolingDown = false;
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if (_data.AmmoType != Guid.Empty && _ammo == 0)
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{
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_ammo = _data.MagazineSize;
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OnReloadComplete?.Invoke();
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}
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else
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OnCooldownComplete?.Invoke();
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}
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}
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_burstTimer += delta;
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while (_burstRemaining > 0 && _burstTimer > 0)
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{
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if (!Entity.TryConsumeEnergy(Energy))
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{
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_burstRemaining = 0;
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return false;
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}
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// If 1 ammo is consumed per shot in the burst, perform ammo consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if (!_data.SingleAmmoBurst && !UseAmmo()) return false;
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_burstRemaining--;
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_burstTimer -= _burstInterval;
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OnFire?.Invoke();
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Item.EquippableItem.Durability -= Item.Wear;
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Item.AddHeat(Heat);
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Entity.VisibilitySources[this] = Visibility;
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}
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return true;
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}
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public override void Activate()
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{
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if(CanFire)
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Trigger();
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base.Activate();
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}
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} |