Aetheria/Assets/Scripts/ServerShared/Ship.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

353 lines
14 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;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using MessagePack;
using Newtonsoft.Json;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using quaternion = Unity.Mathematics.quaternion;
[MessagePackObject]
public class Ship : Entity
{
// [Key("bindings")] public Dictionary<KeyCode,Guid> Bindings = new Dictionary<KeyCode,Guid>();
//[IgnoreMember] public int HullHardpointCount;
// [IgnoreMember] public Dictionary<Targetable, float> Contacts = new Dictionary<Targetable, float>();
// [IgnoreMember] public Targetable Target;
public Entity HomeEntity;
public float2 MovementDirection;
public bool IsPlayerShip;
private HashSet<EquippedItem> _thrusterItems;
private Thruster[] _allThrusters;
private HashSet<Thruster> _forwardThrusters;
private HashSet<Thruster> _reverseThrusters;
private HashSet<Thruster> _rightThrusters;
private HashSet<Thruster> _leftThrusters;
private HashSet<Thruster> _clockwiseThrusters;
private HashSet<Thruster> _counterClockwiseThrusters;
private bool _exitingWormhole = false;
private bool _enteringWormhole = false;
private float _wormholeAnimationProgress;
private float2 _wormholeEntryPosition;
private float2 _wormholeEntryDirection;
private float2 _wormholePosition;
private float2 _wormholeExitVelocity;
public float ForwardThrust { get; private set; }
public float ReverseThrust { get; private set; }
public float LeftStrafeThrust { get; private set; }
public float RightStrafeThrust { get; private set; }
public float ClockwiseTorque { get; private set; }
public float CounterClockwiseTorque { get; private set; }
public float LeftStrafeTotalTorque { get; private set; }
private Thruster[] LeftStrafeTorqueThrusters;
public float RightStrafeTotalTorque { get; private set; }
private Thruster[] RightStrafeTorqueThrusters;
public float TurnTime(float2 direction)
{
var angleDiff = Direction.Angle(normalize(direction));
var clockwise = dot(direction, Direction.Rotate(ItemRotation.Clockwise)) > 0;
return angleDiff / ((clockwise ? ClockwiseTorque : CounterClockwiseTorque) / Mass);
}
public event Action OnExitedWormhole;
public event Action OnEnteredWormhole;
public quaternion Rotation { get; private set; }
public void ExitWormhole(float2 wormholePosition, float2 exitVelocity)
{
_exitingWormhole = true;
_wormholeAnimationProgress = 0;
_wormholePosition = wormholePosition;
_wormholeExitVelocity = exitVelocity;
Direction = normalize(exitVelocity);
}
public void EnterWormhole(float2 wormholePosition)
{
_wormholeAnimationProgress = 0;
_enteringWormhole = true;
_wormholeEntryPosition = Position.xz;
_wormholeEntryDirection = normalize(_wormholeEntryPosition-wormholePosition);
_wormholePosition = wormholePosition;
}
public override void Activate()
{
base.Activate();
_allThrusters = GetBehaviors<Thruster>().ToArray();
_thrusterItems = new HashSet<EquippedItem>(_allThrusters.Select(x=>x.Item));
_forwardThrusters = new HashSet<Thruster>(_allThrusters
.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.Reversed));
RecalculateForwardThrust();
foreach (var thruster in _forwardThrusters)
thruster.Item.Online.Skip(1).Subscribe(b => RecalculateForwardThrust());
_reverseThrusters = new HashSet<Thruster>(_allThrusters
.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.None));
RecalculateReverseThrust();
foreach (var thruster in _reverseThrusters)
thruster.Item.Online.Skip(1).Subscribe(b => RecalculateReverseThrust());
_rightThrusters = new HashSet<Thruster>(_allThrusters
.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.CounterClockwise));
RecalculateRightStrafeThrust();
foreach (var thruster in _rightThrusters)
thruster.Item.Online.Skip(1).Subscribe(b => RecalculateRightStrafeThrust());
_leftThrusters = new HashSet<Thruster>(_allThrusters
.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.Clockwise));
RecalculateLeftStrafeThrust();
foreach (var thruster in _leftThrusters)
thruster.Item.Online.Skip(1).Subscribe(b => RecalculateLeftStrafeThrust());
_counterClockwiseThrusters = new HashSet<Thruster>(_allThrusters
.Where(x => x.Torque < -ItemManager.GameplaySettings.TorqueFloor));
RecalculateCounterClockwiseTorque();
foreach (var thruster in _counterClockwiseThrusters)
thruster.Item.Online.Skip(1).Subscribe(b => RecalculateCounterClockwiseTorque());
_clockwiseThrusters = new HashSet<Thruster>(_allThrusters
.Where(x => x.Torque > ItemManager.GameplaySettings.TorqueFloor));
RecalculateClockwiseTorque();
foreach (var thruster in _clockwiseThrusters)
thruster.Item.Online.Skip(1).Subscribe(b => RecalculateClockwiseTorque());
}
public Ship(ItemManager itemManager, Zone zone, EquippableItem hull, EntitySettings settings) : base(itemManager, zone, hull, settings)
{
void CheckForThruster(EquippedItem item)
{
if (_thrusterItems.Contains(item))
{
foreach (var behavior in item.Behaviors)
{
if (behavior is Thruster thruster)
{
if (_forwardThrusters.Contains(thruster)) RecalculateForwardThrust();
if (_reverseThrusters.Contains(thruster)) RecalculateReverseThrust();
if (_rightThrusters.Contains(thruster)) RecalculateRightStrafeThrust();
if (_leftThrusters.Contains(thruster)) RecalculateLeftStrafeThrust();
if (_clockwiseThrusters.Contains(thruster)) RecalculateClockwiseTorque();
if (_counterClockwiseThrusters.Contains(thruster)) RecalculateCounterClockwiseTorque();
}
}
}
}
ItemDamage.Select(x => x.item).Subscribe(CheckForThruster);
}
#region ThrustCalculation
private void RecalculateForwardThrust()
{
ForwardThrust = 0;
foreach (var thruster in _forwardThrusters)
{
if(thruster.Item.Active.Value)
ForwardThrust += thruster.Thrust;
}
}
private void RecalculateReverseThrust()
{
ReverseThrust = 0;
foreach (var thruster in _reverseThrusters)
{
if(thruster.Item.Active.Value)
ReverseThrust += thruster.Thrust;
}
}
private void RecalculateLeftStrafeThrust()
{
LeftStrafeThrust = 0;
LeftStrafeTotalTorque = 0;
foreach (var thruster in _leftThrusters)
{
if(thruster.Item.Active.Value)
{
LeftStrafeThrust += thruster.Thrust;
LeftStrafeTotalTorque += thruster.Torque * thruster.Thrust;
}
}
LeftStrafeTorqueThrusters = _leftThrusters
.Where(x => abs(sign(x.Torque) - sign(LeftStrafeTotalTorque)) < .01f)
.ToArray();
}
private void RecalculateRightStrafeThrust()
{
RightStrafeThrust = 0;
RightStrafeTotalTorque = 0;
foreach (var thruster in _rightThrusters)
{
if(thruster.Item.Active.Value)
{
RightStrafeThrust += thruster.Thrust;
RightStrafeTotalTorque += thruster.Torque * thruster.Thrust;
}
}
RightStrafeTorqueThrusters = _rightThrusters
.Where(x => abs(sign(x.Torque) - sign(RightStrafeTotalTorque)) < .01f)
.ToArray();
}
private void RecalculateClockwiseTorque()
{
ClockwiseTorque = 0;
foreach (var thruster in _clockwiseThrusters)
{
if(thruster.Item.Active.Value)
ClockwiseTorque += thruster.Torque;
}
}
private void RecalculateCounterClockwiseTorque()
{
CounterClockwiseTorque = 0;
foreach (var thruster in _counterClockwiseThrusters)
{
if(thruster.Item.Active.Value)
CounterClockwiseTorque -= thruster.Torque;
}
}
#endregion
public override void Update(float delta)
{
foreach (var thruster in _allThrusters) thruster.Axis = 0;
if (_active && !_exitingWormhole && !_enteringWormhole)
{
var rightThrusterTorqueCompensation = abs(RightStrafeTotalTorque) / RightStrafeTorqueThrusters.Length;
foreach (var thruster in _rightThrusters)
{
var thrust = 0f;
thrust += MovementDirection.x;
if (RightStrafeTorqueThrusters.Contains(thruster))
thrust -= MovementDirection.x * (rightThrusterTorqueCompensation / (abs(thruster.Torque) * thruster.Thrust));
thruster.Axis = thrust;
}
var leftThrusterTorqueCompensation = abs(LeftStrafeTotalTorque) / LeftStrafeTorqueThrusters.Length;
foreach (var thruster in _leftThrusters)
{
var thrust = 0f;
thrust += -MovementDirection.x;
if (LeftStrafeTorqueThrusters.Contains(thruster))
thrust += MovementDirection.x * (leftThrusterTorqueCompensation / (abs(thruster.Torque) * thruster.Thrust));
thruster.Axis = thrust;
}
foreach (var thruster in _forwardThrusters) thruster.Axis += MovementDirection.y;
foreach (var thruster in _reverseThrusters) thruster.Axis += -MovementDirection.y;
var look = normalize(LookDirection.xz);
var deltaRot = dot(look, normalize(Direction).Rotate(ItemRotation.Clockwise));
if (abs(deltaRot) < .01f)
{
deltaRot = 0;
Direction = lerp(Direction, look, min(delta, 1));
}
deltaRot = pow(abs(deltaRot), .75f) * sign(deltaRot);
foreach (var thruster in _clockwiseThrusters) thruster.Axis += deltaRot;
foreach (var thruster in _counterClockwiseThrusters) thruster.Axis += -deltaRot;
}
Position.xz += Velocity * delta;
var normal = Zone.GetNormal(Position.xz);
var force = new float2(normal.x, normal.z);
var forceMagnitude = lengthsq(force);
if (forceMagnitude > .001f)
{
var fa = 1 / (1 - forceMagnitude) - 1;
Velocity += normalize(force) * Zone.Settings.GravityStrength * fa;
}
var shipRight = Direction.Rotate(ItemRotation.Clockwise);
var forward = cross(float3(shipRight.x, 0, shipRight.y), normal);
Rotation = quaternion.LookRotation(forward, normal);
base.Update(delta);
if (_exitingWormhole)
{
_wormholeAnimationProgress += delta / ItemManager.GameplaySettings.WormholeAnimationDuration;
if(_wormholeAnimationProgress < 1)
{
if (_wormholeAnimationProgress < ItemManager.GameplaySettings.WormholeExitCurveStart)
{
Position.xz = _wormholePosition;
Rotation = quaternion.LookRotation(float3(0, 1, 0), float3(-Direction.x, 0, -Direction.y));
}
else
{
var exitLerp = (_wormholeAnimationProgress - ItemManager.GameplaySettings.WormholeExitCurveStart) /
(1 - ItemManager.GameplaySettings.WormholeExitCurveStart);
exitLerp = AetheriaMath.Smootherstep(exitLerp); // Square the interpolation variable to produce curve with zero slope at start
Position.xz = _wormholePosition + normalize(_wormholeExitVelocity) * exitLerp * ItemManager.GameplaySettings.WormholeExitRadius;
Rotation = quaternion.LookRotation(
lerp(float3(0, 1, 0), forward, exitLerp),
lerp(float3(-Direction.x, 0, -Direction.y), normal, exitLerp));
}
Position.y = Position.y - lerp(ItemManager.GameplaySettings.WormholeDepth, 0, _wormholeAnimationProgress);
}
else
{
_exitingWormhole = false;
OnExitedWormhole?.Invoke();
OnExitedWormhole = null;
Velocity = _wormholeExitVelocity;
}
}
if (_enteringWormhole)
{
_wormholeAnimationProgress += delta / ItemManager.GameplaySettings.WormholeAnimationDuration;
if(_wormholeAnimationProgress < 1)
{
if (_wormholeAnimationProgress < 1 - ItemManager.GameplaySettings.WormholeExitCurveStart)
{
var enterLerp = _wormholeAnimationProgress / (1 - ItemManager.GameplaySettings.WormholeExitCurveStart);
enterLerp = AetheriaMath.Smootherstep(enterLerp); // Square the interpolation variable to produce curve with zero slope at vertical
Position.xz = lerp(_wormholeEntryPosition, _wormholePosition, enterLerp);
Rotation = quaternion.LookRotation(
lerp(forward, float3(0, -1, 0), enterLerp),
lerp(normal, float3(-_wormholeEntryDirection.x, 0, -_wormholeEntryDirection.y), enterLerp));
}
else
{
Position.xz = _wormholePosition;
Rotation = quaternion.LookRotation(float3(0, -1, 0),
float3(-_wormholeEntryDirection.x, 0, -_wormholeEntryDirection.y));
}
Position.y = Position.y - lerp(0, ItemManager.GameplaySettings.WormholeDepth, _wormholeAnimationProgress);
}
else
{
_enteringWormhole = false;
OnEnteredWormhole?.Invoke();
OnEnteredWormhole = null;
}
}
}
}