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
185 lines
No EOL
5.4 KiB
C#
185 lines
No EOL
5.4 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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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 InstantWeaponData : WeaponData
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{
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[Inspectable, JsonProperty("count"), Key(17)]
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public PerformanceStat Count = new PerformanceStat();
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[Inspectable, JsonProperty("burstTime"), Key(18)]
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public PerformanceStat BurstTime = new PerformanceStat();
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[Inspectable, JsonProperty("cooldown"), Key(19), RuntimeInspectable]
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public PerformanceStat Cooldown = new PerformanceStat();
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[InspectablePrefab, JsonProperty("ammoInterval"), Key(20)]
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public bool SingleAmmoBurst;
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public override IBehavior CreateInstance(EquippedItem item)
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{
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return new InstantWeapon(this, item);
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}
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}
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public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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{
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private InstantWeaponData _data;
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protected int _burstRemaining;
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private float _burstTimer;
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private float _burstInterval;
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protected float _cooldown; // Normalized
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private int _ammo = 0;
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protected bool _coolingDown;
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public float BurstCount { get; protected set; }
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public float BurstTime { get; protected set; }
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public float Cooldown { get; protected set; }
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public virtual bool CanFire
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{
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get => !_coolingDown;
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}
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public override float DamagePerSecond => Damage / Cooldown;
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public override float RangeDamagePerSecond(float range)
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{
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return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
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}
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public override int Ammo
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{
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get => _ammo;
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}
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public virtual float Progress => saturate(_cooldown);
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public event Action OnReloadBegin;
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public event Action OnReloadComplete;
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public event Action OnCooldownComplete;
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public event Action OnFire;
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public virtual void ResetEvents()
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{
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OnReloadBegin = null;
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OnReloadComplete = null;
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OnCooldownComplete = null;
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OnFire = null;
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}
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public InstantWeapon(InstantWeaponData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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_ammo = data.MagazineSize;
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}
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protected void Trigger()
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{
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// If 1 ammo is consumed per burst, perform ammo and energy consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if(_data.SingleAmmoBurst && (!Item.Entity.TryConsumeEnergy(Energy) || !UseAmmo())) return;
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_burstRemaining = (int) BurstCount;
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_burstInterval = BurstTime / _burstRemaining;
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_burstTimer = 0;
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_cooldown = 1;
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_coolingDown = true;
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}
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protected override void UpdateStats()
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{
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base.UpdateStats();
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BurstCount = Item.Evaluate(_data.Count);
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BurstTime = Item.Evaluate(_data.BurstTime);
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Cooldown = Item.Evaluate(_data.Cooldown);
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Damage /= (int) BurstCount;
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Heat /= (int) BurstCount;
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Energy /= (int) BurstCount;
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}
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private bool UseAmmo()
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{
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if (_data.MagazineSize <= 1) return true;
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if (_ammo > 0)
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{
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_ammo--;
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return true;
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}
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var hasAmmo = true;
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if (_data.AmmoType != Guid.Empty)
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{
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var cargo = Item.Entity.FindItemInCargo(_data.AmmoType);
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if (cargo != null)
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{
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var item = cargo.ItemsOfType[_data.AmmoType][0];
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if (item is SimpleCommodity simpleCommodity)
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cargo.Remove(simpleCommodity, 1);
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}
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else hasAmmo = false;
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}
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if(hasAmmo)
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{
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OnReloadBegin?.Invoke();
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_cooldown = 1;
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_coolingDown = true;
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_firing = false;
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}
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_burstRemaining = 0;
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return false;
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}
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public override bool Execute(float delta)
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{
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base.Execute(delta);
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if (_coolingDown)
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{
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_cooldown -= delta / (_data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
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if (_cooldown < 0)
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{
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_coolingDown = false;
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if (_data.MagazineSize > 0 && _ammo == 0)
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{
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_ammo = _data.MagazineSize;
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OnReloadComplete?.Invoke();
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}
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else
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OnCooldownComplete?.Invoke();
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}
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}
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_burstTimer += delta;
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while (_burstRemaining > 0 && _burstTimer > 0)
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{
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// If multiple ammo is consumed per burst, perform ammo and energy consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if (!_data.SingleAmmoBurst && (!Item.Entity.TryConsumeEnergy(Energy) || !UseAmmo()))
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{
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_burstRemaining = 0;
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return false;
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}
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_burstRemaining--;
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_burstTimer -= _burstInterval;
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OnFire?.Invoke();
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Item.EquippableItem.Durability -= Item.Wear;
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Item.AddHeat(Heat);
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Item.Entity.VisibilitySources[this] = Visibility;
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}
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return true;
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}
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public override void Activate()
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{
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if(CanFire)
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Trigger();
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base.Activate();
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}
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} |