Aetheria/Assets/Scripts/ServerShared/Behaviors/Weapon.cs
Reinier Vens 645fcf4b09 Sensor Ping
Added ping feature to sensors, pulsing a wave of revealing light into the level
Added IEventBehavior interface, used by sensors and weapons, for behaviors containing event subscriptions which need to be reset when EntityInstance is disposed
Implemented sensor impact for locked weapons (lock speed varies with sensor acquisition)
Added ping cooldown bar to HUD
Added spline curve implementations to AetheriaMath, applied better mapping to wormhole transition animation
Tweaked loadout generator to prefer larger items to a controllable degree (e.g. very important for cargo bays, less for shop inventory), shop inventory bans non-ship hulls and manages internal space more effectively
2021-03-21 01:55:25 +00:00

141 lines
4.6 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 System;
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Union(0, typeof(InstantWeaponData)),
Union(1, typeof(LauncherData)),
Union(2, typeof(ConstantWeaponData)),
Union(3, typeof(ChargedWeaponData)),
RuntimeInspectable]
public abstract class WeaponData : BehaviorData
{
[InspectableField, JsonProperty("damageType"), Key(1), RuntimeInspectable]
public DamageType DamageType;
[InspectableField, JsonProperty("damage"), Key(2), RuntimeInspectable]
public PerformanceStat Damage = new PerformanceStat();
[RangedFloatInspectable(0,1), JsonProperty("penetration"), Key(3), RuntimeInspectable]
public PerformanceStat Penetration = new PerformanceStat();
[RangedFloatInspectable(0,1), JsonProperty("damageSpread"), Key(4)]
public PerformanceStat DamageSpread = new PerformanceStat();
[InspectableField, JsonProperty("minRange"), Key(5), RuntimeInspectable]
public PerformanceStat MinRange = new PerformanceStat();
[InspectableField, JsonProperty("range"), Key(6), RuntimeInspectable]
public PerformanceStat Range = new PerformanceStat();
[InspectableAnimationCurve, JsonProperty("damageRange"), Key(7), RuntimeInspectable]
public float4[] DamageCurve;
[InspectablePrefab, JsonProperty("effect"), Key(8)]
public string EffectPrefab;
[InspectablePrefab, JsonProperty("energy"), Key(9), RuntimeInspectable]
public PerformanceStat Energy = new PerformanceStat();
[InspectablePrefab, JsonProperty("heat"), Key(10), RuntimeInspectable]
public PerformanceStat Heat = new PerformanceStat();
[InspectablePrefab, JsonProperty("visibility"), Key(11), RuntimeInspectable]
public PerformanceStat Visibility = new PerformanceStat();
[InspectableDatabaseLink(typeof(SimpleCommodityData)), JsonProperty("ammo"), Key(12), RuntimeInspectable]
public Guid AmmoType;
[InspectablePrefab, JsonProperty("magSize"), Key(13)]
public int MagazineSize;
[InspectablePrefab, JsonProperty("reloadTime"), Key(14)]
public float ReloadTime = 1;
[InspectablePrefab, JsonProperty("spread"), Key(15)]
public PerformanceStat Spread = new PerformanceStat();
[InspectableField, JsonProperty("velocity"), Key(16)]
public PerformanceStat Velocity = new PerformanceStat();
}
public abstract class Weapon : IActivatedBehavior
{
private WeaponData _data;
private EquippableItemData _itemData;
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public abstract float DamagePerSecond { get; }
public abstract float RangeDamagePerSecond(float range);
public abstract int Ammo { get; }
public WeaponData WeaponData => _data;
public BehaviorData Data => _data;
public float Damage { get; protected set; }
public float Penetration { get; protected set; }
public float DamageSpread { get; protected set; }
public float MinRange { get; protected set; }
public float Range { get; protected set; }
public float Energy { get; protected set; }
public float Heat { get; protected set; }
public float Visibility { get; protected set; }
public float Spread { get; protected set; }
public float Velocity { get; protected set; }
protected bool _firing;
public bool Firing
{
get => _firing;
}
public Weapon(ItemManager context, WeaponData data, Entity entity, EquippedItem item)
{
Context = context;
Entity = entity;
Item = item;
_data = data;
_itemData = context.GetData(item.EquippableItem);
}
protected virtual void UpdateStats()
{
Damage = Item.Evaluate(_data.Damage);
Penetration = Item.Evaluate(_data.Penetration);
DamageSpread = Item.Evaluate(_data.DamageSpread);
MinRange = Item.Evaluate(_data.MinRange);
Range = Item.Evaluate(_data.Range);
Energy = Item.Evaluate(_data.Energy);
Heat = Item.Evaluate(_data.Heat);
Visibility = Item.Evaluate(_data.Visibility);
Spread = Item.Evaluate(_data.Spread);
Velocity = Item.Evaluate(_data.Velocity);
}
public virtual bool Execute(float delta)
{
UpdateStats();
return true;
}
public virtual void Activate()
{
_firing = true;
}
public virtual void Deactivate()
{
_firing = false;
}
}