Aetheria/Assets/Scripts/ServerShared/Ship.cs
Reinier Vens 3a9ee2ccf7 Damage System Rewrite
New damage system, much easier to understand
Splash damage support
Hardpoint armor consolidated with hull armor
Minimap shows view cone
New industry standard palette for temperature display
Temperature range display contains palette
Restoring loadouts now ignores temperature and armor
Items can ignore thermal mass when adding heat
Burst weapons can consume single ammo (mainly shotguns)
New missile type that follows crosshairs
New airburst projectile type that deals splash damage
Auto Shotgun and Charged Shotgun
2021-02-01 08:13:14 +00:00

91 lines
3.9 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 Unity.Mathematics;
using static Unity.Mathematics.math;
using quaternion = Unity.Mathematics.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;
private Thruster[] _allThrusters;
private Thruster[] _forwardThrusters;
private Thruster[] _reverseThrusters;
private Thruster[] _rightThrusters;
private Thruster[] _leftThrusters;
private Thruster[] _clockwiseThrusters;
private Thruster[] _counterClockwiseThrusters;
public quaternion Rotation { get; private set; }
protected override void OnActivate()
{
_allThrusters = GetBehaviors<Thruster>().ToArray();
_forwardThrusters = _allThrusters.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.Reversed).ToArray();
_reverseThrusters = _allThrusters.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.None).ToArray();
_rightThrusters = _allThrusters.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.CounterClockwise).ToArray();
_leftThrusters = _allThrusters.Where(x => x.Item.EquippableItem.Rotation == ItemRotation.Clockwise).ToArray();
_counterClockwiseThrusters = _allThrusters.Where(x => x.Torque < -ItemManager.GameplaySettings.TorqueFloor).ToArray();
_clockwiseThrusters = _allThrusters.Where(x => x.Torque > ItemManager.GameplaySettings.TorqueFloor).ToArray();
}
public Ship(ItemManager itemManager, Zone zone, EquippableItem hull) : base(itemManager, zone, hull)
{
}
public override void Update(float delta)
{
Position.xz += Velocity * delta;
if (_active)
{
foreach (var thruster in _allThrusters) thruster.Axis = 0;
foreach (var thruster in _rightThrusters) thruster.Axis += MovementDirection.x;
foreach (var thruster in _leftThrusters) thruster.Axis += -MovementDirection.x;
foreach (var thruster in _forwardThrusters) thruster.Axis += MovementDirection.y;
foreach (var thruster in _reverseThrusters) thruster.Axis += -MovementDirection.y;
var look = normalize(LookDirection.xz);
var deltaRot = dot(look, normalize(Direction).Rotate(ItemRotation.Clockwise));
if (abs(deltaRot) < .01f)
{
deltaRot = 0;
Direction = lerp(Direction, look, min(delta, 1));
}
deltaRot = pow(abs(deltaRot), .75f) * sign(deltaRot);
foreach (var thruster in _clockwiseThrusters) thruster.Axis += deltaRot;
foreach (var thruster in _counterClockwiseThrusters) thruster.Axis += -deltaRot;
}
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);
}
}