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
156 lines
No EOL
5.1 KiB
C#
156 lines
No EOL
5.1 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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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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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class SensorData : BehaviorData
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{
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[Inspectable, JsonProperty("sensitivity"), Key(3), RuntimeInspectable]
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public PerformanceStat Sensitivity = new PerformanceStat();
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[InspectableAnimationCurve, JsonProperty("sensCurve"), Key(4), RuntimeInspectable]
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public BezierCurve SensitivityCurve;
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[Inspectable, JsonProperty("pingBoost"), Key(5), RuntimeInspectable]
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public PerformanceStat PingBoost;
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[Inspectable, JsonProperty("pingEnergy"), Key(6), RuntimeInspectable]
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public PerformanceStat PingEnergy;
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[Inspectable, JsonProperty("pingVisibility"), Key(7), RuntimeInspectable]
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public PerformanceStat PingVisibility;
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[Inspectable, JsonProperty("pingRange"), Key(8), RuntimeInspectable]
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public PerformanceStat PingRange;
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[Inspectable, JsonProperty("pingCooldown"), Key(9), RuntimeInspectable]
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public PerformanceStat PingCooldown;
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[Inspectable, JsonProperty("pingDuration"), Key(10)]
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public float PingDuration = 2;
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[Inspectable, JsonProperty("pingRadiusExponent"), Key(11)]
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public float PingRadiusExponent = .5f;
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public override IBehavior CreateInstance(EquippedItem item)
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{
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return new Sensor(this, item);
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}
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}
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public class Sensor : IBehavior, IEventBehavior
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{
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private SensorData _data;
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private float _pingCooldown;
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private float _pingLerp;
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private bool _pinging;
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private float _pingRadius;
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private HashSet<Entity> _pingedEntities = new HashSet<Entity>();
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private EquippedItem Item { get; }
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public BehaviorData Data => _data;
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public float Cooldown
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{
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get => saturate(_pingCooldown);
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}
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public float PingRadius
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{
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get => _pingRadius;
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}
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public float PingBrightness => pow(1 - _pingLerp, _data.PingRadiusExponent);
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public event Action OnPingStart;
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public event Action OnPingEnd;
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public void ResetEvents()
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{
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OnPingStart = null;
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OnPingEnd = null;
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}
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public void Ping()
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{
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if(_pingCooldown < 0 && Item.Entity.TryConsumeEnergy(Item.Evaluate(_data.PingEnergy)))
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{
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Item.Entity.VisibilitySources[this] = Item.Evaluate(_data.PingVisibility);
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_pinging = true;
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_pingCooldown = 1;
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_pingLerp = 0;
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_pingRadius = 0;
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_pingedEntities.Clear();
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OnPingStart?.Invoke();
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}
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}
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public Sensor(SensorData data, EquippedItem item)
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{
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_data = data;
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Item = item;
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}
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public bool Execute(float delta)
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{
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if (_pinging)
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{
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_pingLerp += delta / _data.PingDuration;
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_pingRadius = lerp(0, Item.Evaluate(_data.PingRange), pow(_pingLerp, _data.PingRadiusExponent));
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if (_pingLerp > 1)
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{
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_pinging = false;
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OnPingEnd?.Invoke();
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}
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}
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_pingCooldown -= delta / Item.Evaluate(_data.PingCooldown);
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// TODO: Handle Active Detection / Visibility From Reflected Radiance
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var hardpoint = Item.Entity.Hardpoints[Item.Position.x, Item.Position.y];
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var forward = hardpoint != null && Item.Entity.HardpointTransforms.ContainsKey(hardpoint) ?
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normalize(Item.Entity.HardpointTransforms[hardpoint].direction.xz) :
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Item.Entity.Direction;
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foreach (var entity in Item.Entity.Zone.Entities)
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{
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if (entity == Item.Entity) continue;
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var diff = entity.Position.xz - Item.Entity.Position.xz;
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var angle = acos(dot(forward, normalize(diff)));
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var dist = length(diff);
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float previous, next;
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Item.Entity.EntityInfoGathered.TryGetValue(entity, out previous);
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if (!_pingedEntities.Contains(entity) && dist < _pingRadius)
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{
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_pingedEntities.Add(entity);
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next = saturate(
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previous +
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entity.Visibility *
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Item.Evaluate(_data.Sensitivity) *
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Item.Evaluate(_data.PingBoost) *
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dist);
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}
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else
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{
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next = saturate(
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previous +
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entity.Visibility *
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Item.Evaluate(_data.Sensitivity) *
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_data.SensitivityCurve.Evaluate(angle / PI) *
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delta / dist);
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}
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next *= 1 - Item.ItemManager.GameplaySettings.TargetInfoDecay * delta;
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//Context.Log($"{entity.Name} visibility {(int)(previous * 100)}% -> {(int)(next * 100)}%");
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Item.Entity.EntityInfoGathered[entity] = next;
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}
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return true;
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}
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} |