Aetheria/Assets/Scripts/ServerShared/Behaviors/MiningTool.cs
Reinier Vens be5e7618d6 Performance Optimization
Improved volumetric flow performance by orders of magnitude
Cleaned up old raymarching support code
Moved asteroid height calculation to vertex shader
Manual culling for asteroid field render update
2022-07-19 18:55:17 +01:00

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2.3 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;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(10)]
public class MiningToolData : BehaviorData
{
[Inspectable, JsonProperty("dps"), Key(1)]
public PerformanceStat DamagePerSecond = new PerformanceStat();
[Inspectable, JsonProperty("efficiency"), Key(2)]
public PerformanceStat Efficiency = new PerformanceStat();
[Inspectable, JsonProperty("penetration"), Key(3)]
public PerformanceStat Penetration = new PerformanceStat();
[Inspectable, JsonProperty("range"), Key(4)]
public PerformanceStat Range = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new MiningTool(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new MiningTool(this, item);
}
}
public class MiningTool : Behavior
{
public Guid AsteroidBelt;
public int Asteroid;
private MiningToolData _data;
public float Range { get; private set; }
public MiningTool(MiningToolData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public MiningTool(MiningToolData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
public override bool Execute(float dt)
{
Range = Evaluate(_data.Range);
var belt = Entity.Zone.AsteroidBelts[AsteroidBelt];
if (AsteroidBelt != Guid.Empty &&
Entity.Zone.AsteroidExists(AsteroidBelt, Asteroid) &&
length(Entity.Position.xz - belt.Transforms[Asteroid].xy) - belt.Transforms[Asteroid].w < Range)
{
Entity.Zone.MineAsteroid(
Entity,
AsteroidBelt,
Asteroid,
Evaluate(_data.DamagePerSecond) * dt,
Evaluate(_data.Efficiency),
Evaluate(_data.Penetration));
return true;
}
return false;
}
}