Aetheria/Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs
Reinier Vens 1092159063 Thermal Performance Threshold & Thermal Override
Items will switch themselves off below a customizable threshold to avoid damage
Player can toggle thermal override to disable safety shutdown
Selecting an item allows player to select whether the item will override
Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold)
Performance Stat evaluation has been moved to EquippedItem, slight performance improvement
Item online and active status are now reactive properties
Created player settings file to store e.g. shutdown threshold
Fixed crash when entering wormhole while enemies are visible
2021-03-07 01:10:31 +00:00

181 lines
No EOL
5.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class InstantWeaponData : WeaponData
{
[InspectableField, JsonProperty("count"), Key(17)]
public PerformanceStat Count = new PerformanceStat();
[InspectableField, JsonProperty("burstTime"), Key(18)]
public PerformanceStat BurstTime = new PerformanceStat();
[InspectableField, JsonProperty("cooldown"), Key(19), RuntimeInspectable]
public PerformanceStat Cooldown = new PerformanceStat();
[InspectablePrefab, JsonProperty("ammoInterval"), Key(20)]
public bool SingleAmmoBurst;
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new InstantWeapon(context, this, entity, item);
}
}
public class InstantWeapon : Weapon, IProgressBehavior
{
private InstantWeaponData _data;
protected int _burstRemaining;
private float _burstTimer;
private float _burstInterval;
protected float _cooldown; // Normalized
private int _ammo = 0;
protected bool _coolingDown;
public float BurstCount { get; protected set; }
public float BurstTime { get; protected set; }
public float Cooldown { get; protected set; }
public virtual bool CanFire
{
get => !_coolingDown;
}
public override float DamagePerSecond => Damage / Cooldown;
public override float RangeDamagePerSecond(float range)
{
return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
}
public override int Ammo
{
get => _ammo;
}
public virtual float Progress => saturate(_cooldown);
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnCooldownComplete;
public event Action OnFire;
public override void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnCooldownComplete = null;
OnFire = null;
}
public InstantWeapon(ItemManager context, InstantWeaponData data, Entity entity, EquippedItem item) : base(context,data,entity,item)
{
_data = data;
}
protected void Trigger()
{
// If 1 ammo is consumed per burst, perform ammo consumption here
// UseAmmo returns false when triggering reload; cancel firing if that is the case
if(_data.SingleAmmoBurst && !UseAmmo()) return;
_burstRemaining = (int) BurstCount;
_burstInterval = BurstTime / _burstRemaining;
_burstTimer = 0;
_cooldown = 1;
_coolingDown = true;
}
protected override void UpdateStats()
{
base.UpdateStats();
BurstCount = Item.Evaluate(_data.Count);
BurstTime = Item.Evaluate(_data.BurstTime);
Cooldown = Item.Evaluate(_data.Cooldown);
Damage /= (int) BurstCount;
Heat /= (int) BurstCount;
Energy /= (int) BurstCount;
}
private bool UseAmmo()
{
if (_data.AmmoType != Guid.Empty)
{
if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
else
{
var cargo = Entity.FindItemInCargo(_data.AmmoType);
if (cargo != null)
{
var item = cargo.ItemsOfType[_data.AmmoType][0];
if (item is SimpleCommodity simpleCommodity)
cargo.Remove(simpleCommodity, 1);
if(_data.MagazineSize > 1)
{
OnReloadBegin?.Invoke();
_cooldown = 1;
_coolingDown = true;
_firing = false;
}
}
_burstRemaining = 0;
return false;
}
}
return true;
}
public override bool Execute(float delta)
{
base.Execute(delta);
if (_coolingDown)
{
_cooldown -= delta / (_data.AmmoType != Guid.Empty && _ammo == 0 ? _data.ReloadTime : Cooldown);
if (_cooldown < 0)
{
_coolingDown = false;
if (_data.AmmoType != Guid.Empty && _ammo == 0)
{
_ammo = _data.MagazineSize;
OnReloadComplete?.Invoke();
}
else
OnCooldownComplete?.Invoke();
}
}
_burstTimer += delta;
while (_burstRemaining > 0 && _burstTimer > 0)
{
if (!Entity.TryConsumeEnergy(Energy))
{
_burstRemaining = 0;
return false;
}
// If 1 ammo is consumed per shot in the burst, perform ammo consumption here
// UseAmmo returns false when triggering reload; cancel firing if that is the case
if (!_data.SingleAmmoBurst && !UseAmmo()) return false;
_burstRemaining--;
_burstTimer -= _burstInterval;
OnFire?.Invoke();
Item.EquippableItem.Durability -= Item.Wear;
Item.AddHeat(Heat);
Entity.VisibilitySources[this] = Visibility;
}
return true;
}
public override void Activate()
{
if(CanFire)
Trigger();
base.Activate();
}
}