Aetheria/Assets/Scripts/ServerShared/Behaviors/MiningTool.cs
Reinier Vens c4be204cd0 First Flight
Added MPL license headers
SectorRenderer renders entities in sector, manages particle systems for ship thrusters
Thrusters apply torque based on orientation and position relative to ship center of mass
GameManager controls the player ship's thrusters
Player can dock with station if they are near
2020-12-22 03:13:43 +00:00

75 lines
No EOL
2.5 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;
[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), Order(10)]
public class MiningToolData : BehaviorData
{
[InspectableField, JsonProperty("dps"), Key(1)]
public PerformanceStat DamagePerSecond = new PerformanceStat();
[InspectableField, JsonProperty("efficiency"), Key(2)]
public PerformanceStat Efficiency = new PerformanceStat();
[InspectableField, JsonProperty("penetration"), Key(3)]
public PerformanceStat Penetration = new PerformanceStat();
[InspectableField, JsonProperty("range"), Key(4)]
public PerformanceStat Range = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new MiningTool(context, this, entity, item);
}
}
public class MiningTool : IBehavior
{
public Guid AsteroidBelt;
public int Asteroid;
private MiningToolData _data;
private Entity Entity { get; }
private EquippedItem Item { get; }
private ItemManager Context { get; }
public BehaviorData Data => _data;
public float Range { get; private set; }
public MiningTool(ItemManager context, MiningToolData data, Entity entity, EquippedItem item)
{
_data = data;
Entity = entity;
Item = item;
Context = context;
}
public bool Update(float delta)
{
Range = Context.Evaluate(_data.Range, Item.EquippableItem, Entity);
var asteroidTransform = Entity.Zone.GetAsteroidTransform(AsteroidBelt, Asteroid);
if (AsteroidBelt != Guid.Empty &&
Entity.Zone.AsteroidExists(AsteroidBelt, Asteroid) &&
length(Entity.Position - asteroidTransform.xy) - asteroidTransform.w < Range)
{
Entity.Zone.MineAsteroid(
Entity,
AsteroidBelt,
Asteroid,
Context.Evaluate(_data.DamagePerSecond, Item.EquippableItem, Entity) * delta,
Context.Evaluate(_data.Efficiency, Item.EquippableItem, Entity),
Context.Evaluate(_data.Penetration, Item.EquippableItem, Entity));
return true;
}
return false;
}
}