Aetheria/Assets/Scripts/ServerShared/Agents/Locomotion.cs
Reinier Vens ef816cc7e0 Murder Satellites
Created TurretController, which performs basic combat for fixed orbital installations
Projectiles self-destruct at maximum range
Created turret prefab
Outfitted turret in game manager
Entity position is now 3D
Entities responsible for updating their own position and orientation
Barrel positions and orientations available from entity code
Inventory code will display modal dialog for invalid item moves instead of breaking
Yaw articulation working (full 360 rotation still borked)
2021-01-06 14:56:39 +00:00

58 lines
2.2 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 Unity.Mathematics;
using static Unity.Mathematics.math;
public class Locomotion : AgentBehavior
{
public float2 Objective;
private const float TangentSensitivity = 2;
private VelocityLimit _velocityLimit;
private Thruster[] _thrusters;
private float _thrust;
public Locomotion(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
{
_velocityLimit = Entity.GetBehavior<VelocityLimit>();
_thrusters = entity.GetBehaviors<Thruster>()
.Where(t => t.Item.EquippableItem.Rotation == ItemRotation.Reversed)
.ToArray();
_thrust = _thrusters.Sum(t => t.Thrust);
}
public override void Update(float delta)
{
var diff = Objective - Entity.Position.xz;
// We want to go top speed in the direction of our target
var topSpeed = _velocityLimit?.Limit ?? 1000;
float2 desiredVelocity = normalize(diff) * topSpeed;
var accelerationTime = length(desiredVelocity - Entity.Velocity) / (_thrust / Entity.Mass);
var accelerationDistance = accelerationTime * length((desiredVelocity + Entity.Velocity) / 2);
// We do not have enough space to get to full speed, use approximate maneuvering
// if (accelerationDistance > length(diff))
// {
// float2 tangential = Entity.Velocity - dot(normalize(diff), normalize(Entity.Velocity)) * Entity.Velocity;
// float2 adjustedDirection = normalize(diff) - tangential * TangentSensitivity;
//
// _turning.Axis = TurningInput(adjustedDirection);
// _thrust.Axis = 1;
// }
// // We have plenty of space, use exact maneuvering
// else
// {
// var deltaV = desiredVelocity - Entity.Velocity;
// _turning.Axis = TurningInput(deltaV);
// _thrust.Axis = ThrustInput(deltaV);
// }
}
}