Aetheria/Assets/Scripts/ServerShared/Behaviors/MiningTool.cs
Reinier Vens a51c402fc5 Reflected Visibility
Ships are now more visible in lit areas (depending on cross section stat in Reflector behavior)
Refactored all behaviors to remove context & entity references (can get them from equipped item reference if needed)
Fixed crash when enemy dies of heatstroke while targeted
Exponential decay for visibility now uses correct time-independent formula
Refactored item inspection in properties panel (now consistent between equipped items vs. inventory and store items, shows effect of heat on stats)
Reordered item properties and added spacing between groups
2021-04-12 04:20:52 +01:00

71 lines
No EOL
2.1 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.Linq;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(10)]
public class MiningToolData : BehaviorData
{
[Inspectable, JsonProperty("dps"), Key(1)]
public PerformanceStat DamagePerSecond = new PerformanceStat();
[Inspectable, JsonProperty("efficiency"), Key(2)]
public PerformanceStat Efficiency = new PerformanceStat();
[Inspectable, JsonProperty("penetration"), Key(3)]
public PerformanceStat Penetration = new PerformanceStat();
[Inspectable, JsonProperty("range"), Key(4)]
public PerformanceStat Range = new PerformanceStat();
public override IBehavior CreateInstance(EquippedItem item)
{
return new MiningTool(this, item);
}
}
public class MiningTool : IBehavior
{
public Guid AsteroidBelt;
public int Asteroid;
private MiningToolData _data;
private EquippedItem Item { get; }
public BehaviorData Data => _data;
public float Range { get; private set; }
public MiningTool(MiningToolData data, EquippedItem item)
{
_data = data;
Item = item;
}
public bool Execute(float delta)
{
Range = Item.Evaluate(_data.Range);
var belt = Item.Entity.Zone.AsteroidBelts[AsteroidBelt];
if (AsteroidBelt != Guid.Empty &&
Item.Entity.Zone.AsteroidExists(AsteroidBelt, Asteroid) &&
length(Item.Entity.Position.xz - belt.Positions[Asteroid].xz) - belt.Scales[Asteroid] < Range)
{
Item.Entity.Zone.MineAsteroid(
Item.Entity,
AsteroidBelt,
Asteroid,
Item.Evaluate(_data.DamagePerSecond) * delta,
Item.Evaluate(_data.Efficiency),
Item.Evaluate(_data.Penetration));
return true;
}
return false;
}
}