Aetheria/Assets/Scripts/ServerShared/Behaviors/TurretController.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

113 lines
No EOL
3.8 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.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float3 = Unity.Mathematics.float3;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class TurretControllerData : BehaviorData
{
public override IBehavior CreateInstance(EquippedItem item)
{
return new TurretController(this, item);
}
}
public class TurretController : IBehavior
{
private TurretControllerData _data;
private List<Weapon> _weapons = new List<Weapon>();
private float _shotSpeed;
private bool _predictShots;
public EquippedItem Item { get; }
public BehaviorData Data => _data;
public TurretController(TurretControllerData data, EquippedItem item)
{
_data = data;
Item = item;
var weapons = Item.Entity.Equipment.Where(e => e.Behaviors.Any(b => b.Data is WeaponData));
foreach (var weapon in weapons)
{
CheckWeapon(weapon);
}
Item.Entity.Equipment.ObserveAdd().Subscribe(add => CheckWeapon(add.Value));
Item.Entity.Equipment.ObserveRemove().Subscribe(remove =>
{
foreach (var b in remove.Value.Behaviors)
if (b is Weapon weapon)
_weapons.Remove(weapon);
});
}
private void CheckWeapon(EquippedItem item)
{
foreach (var b in item.Behaviors)
if (b is Weapon weapon)
{
_weapons.Add(weapon);
var vel = weapon.Item.Evaluate(weapon.WeaponData.Velocity);
if (vel > .1f)
{
_predictShots = true;
_shotSpeed = vel;
}
}
}
public bool Execute(float delta)
{
if (Item.Entity.Target.Value != null)
{
var diff = Item.Entity.Target.Value.Position - Item.Entity.Position;
if (_predictShots)
{
var targetHullData = Item.Entity.ItemManager.GetData(Item.Entity.Target.Value.Hull) as HullData;
var targetVelocity = float3(Item.Entity.Target.Value.Velocity.x, 0, Item.Entity.Target.Value.Velocity.y);
var predictedPosition = AetheriaMath.FirstOrderIntercept(
Item.Entity.Position, float3.zero, _shotSpeed,
Item.Entity.Target.Value.Position, targetVelocity
);
predictedPosition.y = Item.Entity.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset;
Item.Entity.LookDirection = normalize(predictedPosition - Item.Entity.Position);
}
else
Item.Entity.LookDirection = normalize(diff);
var dist = length(diff);
foreach (var x in _weapons)
{
var data = x.Data as WeaponData;
var fire = dot(
Item.Entity.HardpointTransforms[Item.Entity.Hardpoints[x.Item.Position.x, x.Item.Position.y]].direction,
Item.Entity.LookDirection) > .99f;
if (x.Item.Evaluate(data.Range) > dist && fire)
{
x.Activate();
}
else if (x.Firing)
x.Deactivate();
}
}
else
{
foreach (var x in _weapons)
{
if (x.Firing)
x.Deactivate();
}
Item.Entity.Target.Value = Item.Entity.VisibleHostiles.FirstOrDefault(e => e is Ship);
}
return true;
}
}