Aetheria/Assets/Scripts/ServerShared/Behaviors/MiningTool.cs
Reinier Vens 8d6770ab15 Performance Optimization
Asteroid positioning is now multithreaded
Item quality calculation is now allocation free
Various other garbage reductions
2021-01-17 23:26:53 +00:00

75 lines
No EOL
2.5 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.Linq;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(10)]
public class MiningToolData : BehaviorData
{
[InspectableField, JsonProperty("dps"), Key(1)]
public PerformanceStat DamagePerSecond = new PerformanceStat();
[InspectableField, JsonProperty("efficiency"), Key(2)]
public PerformanceStat Efficiency = new PerformanceStat();
[InspectableField, JsonProperty("penetration"), Key(3)]
public PerformanceStat Penetration = new PerformanceStat();
[InspectableField, JsonProperty("range"), Key(4)]
public PerformanceStat Range = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new MiningTool(context, this, entity, item);
}
}
public class MiningTool : IBehavior
{
public Guid AsteroidBelt;
public int Asteroid;
private MiningToolData _data;
private Entity Entity { get; }
private EquippedItem Item { get; }
private ItemManager Context { get; }
public BehaviorData Data => _data;
public float Range { get; private set; }
public MiningTool(ItemManager context, MiningToolData data, Entity entity, EquippedItem item)
{
_data = data;
Entity = entity;
Item = item;
Context = context;
}
public bool Execute(float delta)
{
Range = Context.Evaluate(_data.Range, Item.EquippableItem, Entity);
var belt = Entity.Zone.AsteroidBelts[AsteroidBelt];
if (AsteroidBelt != Guid.Empty &&
Entity.Zone.AsteroidExists(AsteroidBelt, Asteroid) &&
length(Entity.Position.xz - belt.Positions[Asteroid].xz) - belt.Scales[Asteroid] < Range)
{
Entity.Zone.MineAsteroid(
Entity,
AsteroidBelt,
Asteroid,
Context.Evaluate(_data.DamagePerSecond, Item.EquippableItem, Entity) * delta,
Context.Evaluate(_data.Efficiency, Item.EquippableItem, Entity),
Context.Evaluate(_data.Penetration, Item.EquippableItem, Entity));
return true;
}
return false;
}
}