Aetheria/Assets/Scripts/ServerShared/Entity.cs
hyperion51 af88788e4f Local AI Testing & Interactive Tech Tab
Refactored game loop to allow full local testing
Added AI controller abstractions
Added ability to save database to local copy for offline testing
Tech Tab is now interactive, has properties panel
2020-04-23 03:31:17 +01:00

94 lines
No EOL
3.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using Unity.Mathematics;
using static Unity.Mathematics.math;
public class Entity
{
public Dictionary<IAnalogBehavior, float> AxisOverrides = new Dictionary<IAnalogBehavior, float>();
public readonly Dictionary<object, float> VisibilitySources = new Dictionary<object, float>();
public float Temperature;
public float Energy;
public float2 Position;
public float2 Direction = float2(0,1);
public float2 Velocity;
public Dictionary<Guid, List<IActivatedBehavior>> Bindings;
public Dictionary<IAnalogBehavior, float> Axes;
protected readonly GameContext Context;
protected readonly List<IBehavior> Behaviors;
protected readonly List<Gear> Items;
protected readonly List<ItemInstance> Cargo;
protected Gear Hull;
public float Mass { get; private set; }
public float SpecificHeat { get; private set; }
public float Visibility => VisibilitySources.Values.Sum();
public Entity(GameContext context, Gear hull, IEnumerable<Gear> items, IEnumerable<ItemInstance> cargo)
{
Context = context;
Items = items.ToList();
Cargo = cargo.ToList();
Hull = hull;
Mass = hull?.Mass ?? 0 +
Items.Sum(i => i.Mass) +
Cargo.Sum(ii => ii.Mass);
SpecificHeat = (hull?.HeatCapacity ?? 0) +
Items.Sum(i => i.HeatCapacity) +
Cargo.Sum(ii => ii.HeatCapacity);
Behaviors = Items
.Where(i=>i.ItemData.Behaviors?.Any()??false)
.SelectMany(i => i.ItemData.Behaviors
.Select(bd => bd.CreateInstance(Context, this, i)))
.OrderBy(b => b.GetType().GetCustomAttribute<UpdateOrderAttribute>()?.Order ?? 0).ToList();
Bindings = Behaviors
.Where(b => b is IActivatedBehavior)
.GroupBy(b => b.Item.ID, (guid, behaviors) => new {guid, behaviors})
.ToDictionary(g => g.guid, g => g.behaviors.Cast<IActivatedBehavior>().ToList());
Axes = Behaviors
.Where(b => b is IAnalogBehavior)
.ToDictionary(b => b as IAnalogBehavior, b => 0f);
}
public IEnumerable<T> GetBehaviors<T>() where T : class, IBehavior
{
foreach (var behavior in Behaviors)
if (behavior is T b)
yield return b;
}
public IEnumerable<T> GetBehaviorData<T>() where T : class, IBehaviorData
{
foreach (var behavior in Behaviors)
if (behavior.Data is T b)
yield return b;
}
public void AddHeat(float heat)
{
Temperature += heat / SpecificHeat;
}
public virtual void Update(float delta)
{
foreach(var analogBehavior in Axes.Keys)
analogBehavior.SetAxis(AxisOverrides.ContainsKey(analogBehavior) ? AxisOverrides[analogBehavior] : Axes[analogBehavior]);
foreach(var behavior in Behaviors)
behavior.Update(delta);
foreach (var item in Items.Where(item => item.ItemData.Performance(Temperature) < .01f))
item.Durability -= delta;
}
}