Aetheria/Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs

215 lines
6.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using Unity.Mathematics;
using static Unity.Mathematics.math;
public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
{
private readonly PerformanceStat _count;
private readonly PerformanceStat _burstTime;
private readonly PerformanceStat _cooldownDuration;
private readonly bool _singleAmmoBurst;
protected int _burstRemaining;
private float _burstTimer;
private float _burstInterval;
protected float _cooldown; // Normalized
private int _ammo = 0;
protected bool _coolingDown;
public float BurstCount { get; protected set; }
public float BurstTime { get; protected set; }
public float Cooldown { get; protected set; }
public virtual bool CanFire
{
get => !_coolingDown;
}
public override float DamagePerSecond => Damage / Cooldown;
public override float RangeDamagePerSecond(float range)
{
return Damage * DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
}
public override int Ammo
{
get => _ammo;
}
public int BurstRemaining => _burstRemaining;
public float BurstTimer => _burstTimer;
public float BurstInterval => _burstInterval;
public float CooldownProgress => _cooldown;
public bool CoolingDown => _coolingDown;
public virtual float Progress => saturate(_cooldown);
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnCooldownComplete;
public event Action OnFire;
public virtual void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnCooldownComplete = null;
OnFire = null;
}
public InstantWeapon(RuntimeBehaviorDefinition definition, EquippedItem item) : base(definition, item)
{
_count = definition.PerformanceStat(17, new PerformanceStat());
_burstTime = definition.PerformanceStat(18, new PerformanceStat());
_cooldownDuration = definition.PerformanceStat(19, new PerformanceStat());
_singleAmmoBurst = definition.Bool(20);
_ammo = MagazineSize;
RegisterInstantWeaponStats();
}
public InstantWeapon(RuntimeBehaviorDefinition definition, ConsumableItemEffect item) : base(definition, item)
{
_count = definition.PerformanceStat(17, new PerformanceStat());
_burstTime = definition.PerformanceStat(18, new PerformanceStat());
_cooldownDuration = definition.PerformanceStat(19, new PerformanceStat());
_singleAmmoBurst = definition.Bool(20);
_ammo = MagazineSize;
RegisterInstantWeaponStats();
}
private void RegisterInstantWeaponStats()
{
RegisterPerformanceStat("Count", _count);
RegisterPerformanceStat(nameof(BurstTime), _burstTime);
RegisterPerformanceStat(nameof(Cooldown), _cooldownDuration);
}
protected void Trigger()
{
// If 1 ammo is consumed per burst, perform ammo and energy consumption here
// UseAmmo returns false when triggering reload; cancel firing if that is the case
if(_singleAmmoBurst && (!Entity.TryConsumeEnergy(Energy) || !UseAmmo())) return;
_burstRemaining = (int) BurstCount;
_burstInterval = BurstTime / _burstRemaining;
_burstTimer = 0;
_cooldown = 1;
_coolingDown = true;
}
protected override void UpdateStats()
{
base.UpdateStats();
BurstCount = Evaluate(_count);
BurstTime = Evaluate(_burstTime);
Cooldown = Evaluate(_cooldownDuration);
Damage /= (int) BurstCount;
Heat /= (int) BurstCount;
Energy /= (int) BurstCount;
}
private bool UseAmmo()
{
if (MagazineSize <= 1) return true;
if (_ammo > 0)
{
_ammo--;
return true;
}
var hasAmmo = true;
if (!string.IsNullOrWhiteSpace(AmmoItemKey))
{
var cargo = Entity.FindItemInCargo(AmmoItemKey);
if (cargo != null)
{
var item = cargo.GetFirstItem(AmmoItemKey);
if (item is SimpleCommodity simpleCommodity)
cargo.Remove(simpleCommodity, 1);
}
else hasAmmo = false;
}
if(hasAmmo)
{
OnReloadBegin?.Invoke();
_cooldown = 1;
_coolingDown = true;
_firing = false;
}
_burstRemaining = 0;
return false;
}
public override bool Execute(float dt)
{
base.Execute(dt);
if (_coolingDown)
{
_cooldown -= dt / (MagazineSize > 0 && _ammo == 0 ? ReloadTime : Cooldown);
if (_cooldown < 0)
{
_coolingDown = false;
if (MagazineSize > 0 && _ammo == 0)
{
_ammo = MagazineSize;
OnReloadComplete?.Invoke();
}
else
OnCooldownComplete?.Invoke();
}
}
var firedThisFrame = false;
_burstTimer += dt;
while (_burstRemaining > 0 && _burstTimer > 0)
{
// If multiple ammo is consumed per burst, perform ammo and energy consumption here
// UseAmmo returns false when triggering reload; cancel firing if that is the case
if (!_singleAmmoBurst && (!Entity.TryConsumeEnergy(Energy) || !UseAmmo()))
{
_burstRemaining = 0;
return false;
}
_burstRemaining--;
_burstTimer -= _burstInterval;
OnFire?.Invoke();
if(!firedThisFrame)
{
Item.FireAudioEvent(WeaponAudioEvent.Fire);
firedThisFrame = true;
}
CauseWearDamage(1);
AddHeat(Heat);
Entity.VisibilitySources[this] = Visibility;
}
return true;
}
public override void Activate()
{
if(CanFire)
Trigger();
base.Activate();
}
public void RestoreRuntimeState(
bool firing,
int ammo,
int burstRemaining,
float burstTimer,
float burstInterval,
float cooldownProgress,
bool coolingDown)
{
base.RestoreRuntimeState(firing);
_ammo = ammo;
_burstRemaining = burstRemaining;
_burstTimer = burstTimer;
_burstInterval = burstInterval;
_cooldown = cooldownProgress;
_coolingDown = coolingDown;
}
}