Converted entity materials to new fade shader Implemented visibility system Refactored per-instance entity code to run inside monobehavior on entity instances Created state machine AI for enemy ships with basic patrol and combat routines Removed legacy AI code (controller item behaviors) Added automatic trigger group assignment for matched weapons Created ship collision system Created shield VFX and colliders
42 lines
1,006 B
C#
42 lines
1,006 B
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;
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using System.Collections.Generic;
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using JsonKnownTypes;
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using MessagePack;
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using Newtonsoft.Json;
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[MessagePackObject,
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Union(0, typeof(StationTowing)),
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Union(1, typeof(Mining)),
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Union(2, typeof(Survey)),
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Union(3, typeof(HaulingTask)),
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JsonObject(MemberSerialization.OptIn), JsonConverter(typeof(JsonKnownTypesConverter<DatabaseEntry>))]
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public abstract class AgentTask : DatabaseEntry
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{
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[JsonProperty("priority"), Key(1)]
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public int Priority;
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[JsonProperty("zone"), Key(2)]
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public Guid Zone;
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[JsonProperty("reserved"), Key(3)]
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public bool Reserved;
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[IgnoreMember] public abstract TaskType Type { get; }
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}
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public enum TaskType
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{
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None,
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Mine,
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Haul,
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Tow,
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Defend,
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Attack,
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Explore
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}
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