Aetheria/Assets/Scripts/ServerShared/Ship.cs
Meta Vens c86423936e Helm split, simulation: Ship.Turn is the only facing command; LookDirection becomes Aim
Ship.Update reads Turn and feeds the rotation thrusters and aether drives; it no longer reads the
look direction or snaps Direction toward it. Steering.Toward is the one law from heading to demand
(a heading astern now turns at full demand). HelmInput owns the face-the-aim state. Accelerate,
Combat and MoveTo write Turn through Steering.Toward. Entity.LookDirection is renamed Aim in the
simulation, the Unity readers and the tests. Unity player input follows in the next commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 12:33:20 +02:00

373 lines
15 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 CultMath;
using static CultMath.math;
using quaternion = CultMath.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;
// The one facing command, -1..1, positive clockwise. Written each tick by the pilot (player input or the
// ship's agent); a heading becomes a demand only through Steering.Toward. Runtime only, never packed.
public float Turn;
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 HashSet<EquippedItem> _aetherDriveItems;
private HashSet<AetherDrive> _aetherDrives;
private bool _exitingWormhole = false;
private bool _enteringWormhole = false;
private float _wormholeAnimationProgress;
private float2 _wormholeEntryPosition;
private float2 _wormholeEntryDirection;
private float2 _wormholePosition;
private float2 _wormholeExitVelocity;
public bool WormholeAnimationInProgress => _enteringWormhole || _exitingWormhole;
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 List<Thruster> LeftStrafeTorqueThrusters = new List<Thruster>();
public float RightStrafeTotalTorque { get; private set; }
private List<Thruster> RightStrafeTorqueThrusters = new List<Thruster>();
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)
{
SetTarget(TargetRef.None);
_wormholeAnimationProgress = 0;
_enteringWormhole = true;
_wormholeEntryPosition = Position.xz;
_wormholeEntryDirection = normalize(_wormholeEntryPosition-wormholePosition);
_wormholePosition = wormholePosition;
}
public override void Activate()
{
base.Activate();
_aetherDrives = new HashSet<AetherDrive>(GetBehaviors<AetherDrive>());
_aetherDriveItems = new HashSet<EquippedItem>(_aetherDrives.Select(x => x.Item));
_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));
_reverseThrusters = new HashSet<Thruster>(_allThrusters
.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.None));
_rightThrusters = new HashSet<Thruster>(_allThrusters
.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.CounterClockwise));
_leftThrusters = new HashSet<Thruster>(_allThrusters
.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.Clockwise));
_counterClockwiseThrusters = new HashSet<Thruster>(_allThrusters
.Where(x => x.Torque < -ItemManager.GameplaySettings.TorqueFloor));
_clockwiseThrusters = new HashSet<Thruster>(_allThrusters
.Where(x => x.Torque > ItemManager.GameplaySettings.TorqueFloor));
}
public Ship(ItemManager itemManager, Zone zone, EquippableItem hull, EntitySettings settings) : base(itemManager, zone, hull, settings)
{
ItemDestroyed.Where(item=>_thrusterItems.Contains(item)).Subscribe(RemoveThruster);
ItemDestroyed.Where(item=>_aetherDriveItems.Contains(item)).Subscribe(RemoveAetherDrive);
}
private void RemoveAetherDrive(EquippedItem item)
{
_aetherDriveItems.Remove(item);
_aetherDrives.Remove(item.GetBehavior<AetherDrive>());
}
private void RemoveThruster(EquippedItem item)
{
_thrusterItems.Remove(item);
var thruster = item.GetBehavior<Thruster>();
if (_forwardThrusters.Contains(thruster)) _forwardThrusters.Remove(thruster);
if (_reverseThrusters.Contains(thruster)) _reverseThrusters.Remove(thruster);
if (_rightThrusters.Contains(thruster)) _rightThrusters.Remove(thruster);
if (_leftThrusters.Contains(thruster)) _leftThrusters.Remove(thruster);
if (_clockwiseThrusters.Contains(thruster)) _clockwiseThrusters.Remove(thruster);
if (_counterClockwiseThrusters.Contains(thruster)) _counterClockwiseThrusters.Remove(thruster);
}
#region ThrustCalculation
private void RecalculateThrust()
{
RecalculateForwardThrust();
RecalculateReverseThrust();
RecalculateLeftStrafeThrust();
RecalculateRightStrafeThrust();
RecalculateClockwiseTorque();
RecalculateCounterClockwiseTorque();
}
private void RecalculateForwardThrust()
{
ForwardThrust = 0;
foreach (var thruster in _forwardThrusters)
if (thruster.Item.Active.Value)
ForwardThrust += thruster.Thrust;
foreach (var drive in _aetherDrives)
if (drive.Item.Active.Value)
ForwardThrust += drive.Thrust.x;
}
private void RecalculateReverseThrust()
{
ReverseThrust = 0;
foreach (var thruster in _reverseThrusters)
if (thruster.Item.Active.Value)
ReverseThrust += thruster.Thrust;
foreach (var drive in _aetherDrives)
if (drive.Item.Active.Value)
ReverseThrust += drive.Thrust.x;
}
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.Clear();
foreach(var thruster in _leftThrusters)
if (abs(sign(thruster.Torque) - sign(LeftStrafeTotalTorque)) < .01f)
LeftStrafeTorqueThrusters.Add(thruster);
foreach (var drive in _aetherDrives)
if (drive.Item.Active.Value)
LeftStrafeThrust += drive.Thrust.y;
}
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.Clear();
foreach(var thruster in _rightThrusters)
if (abs(sign(thruster.Torque) - sign(RightStrafeTotalTorque)) < .01f)
RightStrafeTorqueThrusters.Add(thruster);
foreach (var drive in _aetherDrives)
if (drive.Item.Active.Value)
RightStrafeThrust += drive.Thrust.y;
}
private void RecalculateClockwiseTorque()
{
ClockwiseTorque = 0;
foreach (var thruster in _clockwiseThrusters)
if (thruster.Item.Active.Value)
ClockwiseTorque += thruster.Torque;
foreach (var drive in _aetherDrives)
if (drive.Item.Active.Value)
ClockwiseTorque += drive.Thrust.z;
}
private void RecalculateCounterClockwiseTorque()
{
CounterClockwiseTorque = 0;
foreach (var thruster in _counterClockwiseThrusters)
if (thruster.Item.Active.Value)
CounterClockwiseTorque -= thruster.Torque;
foreach (var drive in _aetherDrives)
if (drive.Item.Active.Value)
CounterClockwiseTorque += drive.Thrust.z;
}
#endregion
public override void Update(float delta)
{
if (_active && !_exitingWormhole && !_enteringWormhole)
{
RecalculateThrust();
foreach (var thruster in _allThrusters) thruster.Axis = 0;
var rightThrusterTorqueCompensation = abs(RightStrafeTotalTorque) / RightStrafeTorqueThrusters.Count;
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.Count;
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 turn = clamp(Turn, -1f, 1f);
foreach (var thruster in _clockwiseThrusters) thruster.Axis += turn;
foreach (var thruster in _counterClockwiseThrusters) thruster.Axis += -turn;
foreach (var drive in _aetherDrives)
drive.Axis = float3(MovementDirection.y, MovementDirection.x, turn);
}
var velocityMagnitude = length(Velocity);
if(velocityMagnitude > .01f)
Velocity = normalize(Velocity) * decay(velocityMagnitude, HullData.Drag, delta);
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 = 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 = 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;
}
}
}
}