Weapons are now monolithic behaviors Various new weapon behavior types implemented All weapons have optional magazine and reload mechanic Visibility now decays globally
125 lines
No EOL
4 KiB
C#
125 lines
No EOL
4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class InstantWeaponData : WeaponData
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{
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[InspectableField, JsonProperty("burstCount"), Key(13)]
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public int BurstCount;
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[InspectableField, JsonProperty("burstTime"), Key(14)]
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public PerformanceStat BurstTime = new PerformanceStat();
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[InspectableField, JsonProperty("cooldown"), Key(15), RuntimeInspectable]
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public PerformanceStat Cooldown = new PerformanceStat();
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new InstantWeapon(context, this, entity, item);
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}
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}
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public class InstantWeapon : Weapon, IProgressBehavior
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{
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private InstantWeaponData _data;
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protected int _burstRemaining;
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private float _burstTimer;
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private float _burstInterval;
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protected float _cooldown; // Normalized
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private int _ammo = 1;
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private bool _coolingDown;
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public override int Ammo
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{
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get => _ammo;
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}
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public virtual float Progress => saturate(_cooldown);
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public event Action OnReloadBegin;
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public event Action OnReloadComplete;
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public event Action OnCooldownComplete;
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public event Action OnFire;
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public InstantWeapon(ItemManager context, InstantWeaponData data, Entity entity, EquippedItem item) : base(context,data,entity,item)
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{
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_data = data;
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}
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protected void Trigger()
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{
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_burstRemaining = _data.BurstCount;
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_burstInterval = Context.Evaluate(_data.BurstTime, Item.EquippableItem, Entity) / _burstRemaining;
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_burstTimer = 0;
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_cooldown = 1;
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_coolingDown = true;
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}
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public override bool Execute(float delta)
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{
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if (_coolingDown)
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{
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_cooldown -= delta / (_ammo == 0 ? _data.ReloadTime : Context.Evaluate(_data.Cooldown, Item.EquippableItem, Entity));
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if (_cooldown < 0)
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{
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_coolingDown = false;
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if (_ammo == 0)
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{
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_ammo = _data.MagazineSize;
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OnReloadComplete?.Invoke();
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}
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else
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OnCooldownComplete?.Invoke();
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}
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}
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_burstTimer += delta;
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while (_burstRemaining > 0 && _burstTimer > 0)
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{
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if (_data.AmmoType != Guid.Empty)
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{
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if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
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else
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{
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var cargo = Entity.FindItemInCargo(_data.AmmoType);
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if (cargo != null)
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{
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var item = cargo.ItemsOfType[_data.AmmoType][0];
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if (item is SimpleCommodity simpleCommodity)
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cargo.Remove(simpleCommodity, 1);
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if(_data.MagazineSize > 1)
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{
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OnReloadBegin?.Invoke();
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_cooldown = 1;
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_coolingDown = true;
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_firing = false;
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}
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}
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_burstRemaining = 0;
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return false;
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}
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}
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_burstRemaining--;
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_burstTimer -= _burstInterval;
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OnFire?.Invoke();
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Item.AddHeat(Context.Evaluate(_data.Heat, Item.EquippableItem, Entity));
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Entity.VisibilitySources[this] = Context.Evaluate(_data.Visibility, Item.EquippableItem, Entity);
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Entity.Energy -= Context.Evaluate(_data.Energy, Item.EquippableItem, Entity);
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}
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return true;
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}
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public override void Activate()
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{
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if(!_coolingDown)
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Trigger();
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base.Activate();
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}
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} |