Aetheria/Assets/Scripts/ServerShared/Behaviors/Thruster.cs
Reinier Vens 47189c8a7e Equipment Data Simplification
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
2021-03-22 05:22:31 +00:00

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3.2 KiB
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;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), RuntimeInspectable]
public class ThrusterData : BehaviorData
{
[InspectableField, JsonProperty("thrust"), Key(1), RuntimeInspectable]
public PerformanceStat Thrust = new PerformanceStat();
[InspectableField, JsonProperty("visibility"), Key(2), RuntimeInspectable]
public PerformanceStat Visibility = new PerformanceStat();
[InspectableField, JsonProperty("heat"), Key(3), RuntimeInspectable]
public PerformanceStat Heat = new PerformanceStat();
[InspectableField, JsonProperty("energy"), Key(4), RuntimeInspectable]
public PerformanceStat EnergyUsage = new PerformanceStat();
[InspectablePrefab, JsonProperty("Particles"), Key(5)]
public string ParticlesPrefab;
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Thruster(context, this, entity, item);
}
}
public class Thruster : IAnalogBehavior
{
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public float Thrust { get; private set; }
public float Torque { get; }
public float Axis
{
get => _input;
set => _input = saturate(value);
}
public BehaviorData Data => _data;
private ThrusterData _data;
private float _input;
public Thruster(ItemManager context, ThrusterData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
var hullData = context.GetData(entity.Hull) as HullData;
var hullCenter = hullData.Shape.CenterOfMass;
var itemData = context.GetData(item.EquippableItem);
var itemCenter = hullData.Shape.Inset(itemData.Shape, item.Position, item.EquippableItem.Rotation).CenterOfMass;
var toCenter = hullCenter - itemCenter;
Torque = -dot(normalize(toCenter), float2(1, 0).Rotate(item.EquippableItem.Rotation));
Thrust = Item.Evaluate(_data.Thrust);
}
public bool Execute(float delta)
{
if(_input > .01f && Item.Entity.TryConsumeEnergy(_input * Item.Evaluate(_data.EnergyUsage)))
{
Thrust = Item.Evaluate(_data.Thrust);
Entity.Velocity -= Entity.Direction.Rotate(Item.EquippableItem.Rotation) * _input * Thrust / Entity.Mass * delta;
Entity.Direction = mul(Entity.Direction,
Unity.Mathematics.float2x2.Rotate(_input * Torque * Thrust * Context.GameplaySettings.TorqueMultiplier / Entity.Mass * delta));
Item.AddHeat(_input * Item.Evaluate(_data.Heat) * delta);
var vis = _input * Item.Evaluate(_data.Visibility);
if (!Entity.VisibilitySources.ContainsKey(this) || vis > Entity.VisibilitySources[this])
Entity.VisibilitySources[this] = vis;
return true;
}
return false;
}
}