Aetheria/Assets/Scripts/ServerShared/Behaviors/PatrolController.cs
hyperion51 ab8aa5fb9a Control Modules & Job System
Agent behaviors are no longer hard coded but instead created by equippable control modules
Game Context has a job system which assigns appropriate tasks to drone control modules
2020-05-07 03:53:54 +01:00

68 lines
1.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship)]
public class PatrolControllerData : ControllerData
{
[InspectableField, JsonProperty("targetDistance"), Key(4)]
public float TargetDistance = 10;
public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item)
{
return new PatrolController(context, this, entity, item);
}
}
public class PatrolController : IBehavior, IController
{
public TaskType JobType => TaskType.Tow;
public bool Available => false;
public BehaviorData Data => _data;
private PatrolControllerData _data;
private GameContext _context;
private Entity _entity;
private Gear _item;
private Guid _towingTask;
private Locomotion _locomotion;
private Guid _targetOrbit;
public PatrolController(GameContext context, PatrolControllerData data, Entity entity, Gear item)
{
_context = context;
_data = data;
_entity = entity;
_item = item;
}
public void Initialize()
{
_locomotion = new Locomotion(_context, _entity, _data);
RandomTarget();
}
public void Update(float delta)
{
_locomotion.Objective = _context.GetOrbitPosition(_targetOrbit);
_locomotion.Update(delta);
if(length(_entity.Position - _locomotion.Objective) < _data.TargetDistance)
RandomTarget();
}
public void AssignTask(Guid task)
{
throw new NotImplementedException();
}
private void RandomTarget()
{
var entities = _context.ZonePlanets[_entity.Zone];
_targetOrbit = _context.Cache.Get<PlanetData>(entities[_context.Random.NextInt(entities.Length)]).Orbit;
}
}