Ships are now more visible in lit areas (depending on cross section stat in Reflector behavior) Refactored all behaviors to remove context & entity references (can get them from equipped item reference if needed) Fixed crash when enemy dies of heatstroke while targeted Exponential decay for visibility now uses correct time-independent formula Refactored item inspection in properties panel (now consistent between equipped items vs. inventory and store items, shows effect of heat on stats) Reordered item properties and added spacing between groups
108 lines
No EOL
3.4 KiB
C#
108 lines
No EOL
3.4 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Linq;
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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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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class ResourceScannerData : BehaviorData
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{
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[Inspectable, JsonProperty("range"), Key(1), RuntimeInspectable]
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public PerformanceStat Range = new PerformanceStat();
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[Inspectable, JsonProperty("minDensity"), Key(2), RuntimeInspectable]
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public PerformanceStat MinimumDensity = new PerformanceStat();
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[Inspectable, JsonProperty("scanDuration"), Key(3), RuntimeInspectable]
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public PerformanceStat ScanDuration = new PerformanceStat();
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public override IBehavior CreateInstance(EquippedItem item)
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{
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return new ResourceScanner(this, item);
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}
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}
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public class ResourceScanner : IBehavior, IAlwaysUpdatedBehavior
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{
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public int Asteroid = -1;
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private ResourceScannerData _data;
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private float _scanTime;
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private Guid _scanTarget;
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private EquippedItem Item { get; }
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public BehaviorData Data => _data;
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public float Range { get; private set; }
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public float MinimumDensity { get; private set; }
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public float ScanDuration { get; private set; }
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public Guid ScanTarget
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{
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get => _scanTarget;
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set
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{
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if (value != _scanTarget)
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{
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_scanTarget = value;
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_scanTime = 0;
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}
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}
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}
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public ResourceScanner(ResourceScannerData data, EquippedItem item)
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{
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_data = data;
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Item = item;
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}
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public bool Execute(float delta)
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{
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var planetData = Item.Entity.Zone.Planets[ScanTarget];
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if (planetData != null)
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{
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if (planetData is AsteroidBeltData beltData)
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{
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if(Asteroid > -1 &&
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Asteroid < beltData.Asteroids.Length &&
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length(Item.Entity.Position.xz - Item.Entity.Zone.AsteroidBelts[ScanTarget].Positions[Asteroid].xz) < Range)
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{
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_scanTime += delta;
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if (_scanTime > ScanDuration)
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{
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// TODO: Implement Scanning!
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//Context.ItemData.Get<Corporation>(Entity.Corporation).PlanetSurveyFloor[ScanTarget] = MinimumDensity;
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_scanTime = 0;
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}
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return true;
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}
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}
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else
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{
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if(length(Item.Entity.Position.xz - Item.Entity.Zone.GetOrbitPosition(planetData.Orbit)) < Range)
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{
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_scanTime += delta;
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if (_scanTime > ScanDuration)
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{
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//Context.ItemData.Get<Corporation>(Entity.Corporation).PlanetSurveyFloor[ScanTarget] = MinimumDensity;
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_scanTime = 0;
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}
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return true;
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}
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}
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}
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return false;
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}
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public void Update(float delta)
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{
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Range = Item.Evaluate(_data.Range);
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MinimumDensity = Item.Evaluate(_data.MinimumDensity);
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ScanDuration = Item.Evaluate(_data.ScanDuration);
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}
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} |