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