Aetheria/Assets/Scripts/ServerShared/Behaviors/Sensor.cs
Reinier Vens 968783bf9c Database Improvements
Brought in all the myriad improvements to the database tools from the Stream Pixels project
Added configurable nested entry grouping
2021-04-07 01:27:35 +01:00

161 lines
No EOL
5.3 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.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class SensorData : BehaviorData
{
[Inspectable, JsonProperty("sensitivity"), Key(3), RuntimeInspectable]
public PerformanceStat Sensitivity = new PerformanceStat();
[InspectableAnimationCurve, JsonProperty("sensCurve"), Key(4), RuntimeInspectable]
public BezierCurve SensitivityCurve;
[Inspectable, JsonProperty("pingBoost"), Key(5), RuntimeInspectable]
public PerformanceStat PingBoost;
[Inspectable, JsonProperty("pingEnergy"), Key(6), RuntimeInspectable]
public PerformanceStat PingEnergy;
[Inspectable, JsonProperty("pingVisibility"), Key(7), RuntimeInspectable]
public PerformanceStat PingVisibility;
[Inspectable, JsonProperty("pingRange"), Key(8), RuntimeInspectable]
public PerformanceStat PingRange;
[Inspectable, JsonProperty("pingCooldown"), Key(9), RuntimeInspectable]
public PerformanceStat PingCooldown;
[Inspectable, JsonProperty("pingDuration"), Key(10)]
public float PingDuration = 2;
[Inspectable, JsonProperty("pingRadiusExponent"), Key(11)]
public float PingRadiusExponent = .5f;
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Sensor(context, this, entity, item);
}
}
public class Sensor : IBehavior, IEventBehavior
{
private SensorData _data;
private float _pingCooldown;
private float _pingLerp;
private bool _pinging;
private float _pingRadius;
private HashSet<Entity> _pingedEntities = new HashSet<Entity>();
private Entity Entity { get; }
private EquippedItem Item { get; }
private ItemManager Context { get; }
public BehaviorData Data => _data;
public float Cooldown
{
get => saturate(_pingCooldown);
}
public float PingRadius
{
get => _pingRadius;
}
public float PingBrightness => pow(1 - _pingLerp, _data.PingRadiusExponent);
public event Action OnPingStart;
public event Action OnPingEnd;
public void ResetEvents()
{
OnPingStart = null;
OnPingEnd = null;
}
public void Ping()
{
if(_pingCooldown < 0 && Item.Entity.TryConsumeEnergy(Item.Evaluate(_data.PingEnergy)))
{
Item.Entity.VisibilitySources[this] = Item.Evaluate(_data.PingVisibility);
_pinging = true;
_pingCooldown = 1;
_pingLerp = 0;
_pingRadius = 0;
_pingedEntities.Clear();
OnPingStart?.Invoke();
}
}
public Sensor(ItemManager context, SensorData data, Entity entity, EquippedItem item)
{
_data = data;
Entity = entity;
Item = item;
Context = context;
}
public bool Execute(float delta)
{
if (_pinging)
{
_pingLerp += delta / _data.PingDuration;
_pingRadius = lerp(0, Item.Evaluate(_data.PingRange), pow(_pingLerp, _data.PingRadiusExponent));
if (_pingLerp > 1)
{
_pinging = false;
OnPingEnd?.Invoke();
}
}
_pingCooldown -= delta / Item.Evaluate(_data.PingCooldown);
// TODO: Handle Active Detection / Visibility From Reflected Radiance
var hardpoint = Entity.Hardpoints[Item.Position.x, Item.Position.y];
var forward = hardpoint != null && Entity.HardpointTransforms.ContainsKey(hardpoint) ?
normalize(Entity.HardpointTransforms[hardpoint].direction.xz) :
Entity.Direction;
foreach (var entity in Entity.Zone.Entities)
{
if(entity != Entity)
{
var diff = entity.Position.xz - Entity.Position.xz;
var angle = acos(dot(forward, normalize(diff)));
var dist = length(diff);
float previous, next;
Entity.EntityInfoGathered.TryGetValue(entity, out previous);
if (!_pingedEntities.Contains(entity) && dist < _pingRadius)
{
_pingedEntities.Add(entity);
next = saturate(
previous +
entity.Visibility *
Item.Evaluate(_data.Sensitivity) *
Item.Evaluate(_data.PingBoost) *
dist);
}
else
{
next = saturate(
previous +
entity.Visibility *
Item.Evaluate(_data.Sensitivity) *
_data.SensitivityCurve.Evaluate(angle / PI) *
delta / dist);
}
next *= 1 - Context.GameplaySettings.TargetInfoDecay * delta;
//Context.Log($"{entity.Name} visibility {(int)(previous * 100)}% -> {(int)(next * 100)}%");
Entity.EntityInfoGathered[entity] = next;
}
}
return true;
}
}