Aetheria/Assets/Scripts/ServerShared/Behaviors/TurretController.cs
Reinier Vens 357f9db329 Weapon Scripting Overhaul
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally
2021-01-25 05:53:36 +00:00

89 lines
No EOL
2.9 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class TurretControllerData : BehaviorData
{
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new TurretController(context, this, entity, item);
}
}
public class TurretController : IBehavior
{
private TurretControllerData _data;
private List<Weapon> _weapons = new List<Weapon>();
public Entity EquippedEntity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public BehaviorData Data => _data;
public TurretController(ItemManager context, TurretControllerData data, Entity equippedEntity, EquippedItem item)
{
Context = context;
_data = data;
EquippedEntity = equippedEntity;
Item = item;
var weapons = equippedEntity.Equipment.Where(e => e.Behaviors.Any(b => b.Data is WeaponData));
foreach (var weapon in weapons)
{
CheckWeapon(weapon);
}
equippedEntity.Equipment.ObserveAdd().Subscribe(add => CheckWeapon(add.Value));
equippedEntity.Equipment.ObserveRemove().Subscribe(remove =>
{
foreach (var b in remove.Value.Behaviors)
if (b is Weapon weapon)
_weapons.Remove(weapon);
});
}
private void CheckWeapon(EquippedItem item)
{
foreach (var b in item.Behaviors)
if (b is Weapon weapon)
_weapons.Add(weapon);
}
public bool Execute(float delta)
{
if (EquippedEntity.Target.Value != null)
{
var diff = EquippedEntity.Target.Value.Position - EquippedEntity.Position;
EquippedEntity.LookDirection = normalize(diff);
var dist = length(diff);
foreach (var x in _weapons)
{
var data = x.Data as WeaponData;
var fire = dot(
EquippedEntity.HardpointTransforms[EquippedEntity.Hardpoints[x.Item.Position.x, x.Item.Position.y]].direction,
EquippedEntity.LookDirection) > .99f;
if (Context.Evaluate(data.Range, x.Item.EquippableItem, EquippedEntity) > dist && fire)
{
x.Activate();
}
else if (x.Firing)
x.Deactivate();
}
}
else
{
EquippedEntity.Target.Value = EquippedEntity.Zone.Entities.FirstOrDefault(e => e is Ship);
}
return true;
}
}