Aetheria/Assets/Scripts/ServerShared/Zone.cs
Reinier Vens d12d7c5c45 Initial ARPG Port
ARPG scene assets from old project are now correctly visualizing sectors generated by ZoneGenerator and updated by GameContext
2020-11-27 22:47:33 +00:00

280 lines
10 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
public class Zone
{
//public HashSet<Guid> Planets = new HashSet<Guid>();
public Dictionary<Guid, Entity> Entities = new Dictionary<Guid, Entity>();
//public Dictionary<Guid, OrbitData> Orbits = new Dictionary<Guid, OrbitData>();
public Dictionary<Guid, PlanetData> Planets = new Dictionary<Guid, PlanetData>();
public Dictionary<Guid, Orbit> Orbits = new Dictionary<Guid, Orbit>();
public Dictionary<Guid, AsteroidBelt> AsteroidBelts = new Dictionary<Guid, AsteroidBelt>();
private HashSet<Guid> _updatedOrbits;
private GameContext _context;
public ZoneData Data { get; }
public Zone(GameContext context, ZonePack pack)
{
Data = pack.Data;
_context = context;
foreach (var orbit in pack.Orbits)
{
Orbits.Add(orbit.ID, new Orbit(orbit));
}
foreach (var planet in pack.Planets) Planets.Add(planet.ID, planet);
foreach (var entity in pack.Entities) Entities.Add(entity.ID, entity);
foreach (var belt in pack.Planets.Where(p => p is AsteroidBeltData).Cast<AsteroidBeltData>())
AsteroidBelts[belt.ID] = new AsteroidBelt(belt.Asteroids.Length);
// TODO: Associate planets with stored entities for planetary colonies
}
public ZonePack Pack()
{
return new ZonePack
{
Data = Data,
Entities = Entities.Values.ToList(),
Orbits = Orbits.Values.Select(o=>o.Data).ToList(),
Planets = Planets.Values.ToList()
};
}
public void AddOrbit(OrbitData orbit)
{
Orbits.Add(orbit.ID, new Orbit(orbit));
}
public void Update(float deltaTime)
{
_updatedOrbits = new HashSet<Guid>();
foreach (var orbit in Orbits)
{
orbit.Value.PreviousPosition = orbit.Value.Position;
orbit.Value.Position = GetOrbitPosition(orbit.Key);
orbit.Value.Velocity = (orbit.Value.Position - orbit.Value.PreviousPosition) / deltaTime;
}
foreach (var asteroids in AsteroidBelts.Keys)
UpdateAsteroidTransforms(asteroids);
foreach (var entity in Entities.Values) entity.Update(deltaTime);
}
public float2 WormholePosition(Guid target)
{
var direction = _context.Cache.Get<ZoneData>(target).Position - Data.Position;
return normalize(direction) * Data.Radius * .95f;
}
// Determine orbital position recursively, caching parent positions to avoid repeated calculations
public float2 GetOrbitPosition(Guid orbit)
{
// Root orbit is fixed at center
if(orbit==Guid.Empty)
return float2.zero;
if (!_updatedOrbits.Contains(orbit))
{
var orbitData = Orbits[orbit].Data;
float2 pos = float2.zero;
if (orbitData.Period > .01f)
{
var phase = (float) frac(_context.Time / orbitData.Period * _context.GlobalData.OrbitSpeedMultiplier);
pos = OrbitData.Evaluate(frac(phase + orbitData.Phase)) * orbitData.Distance;
if (float.IsNaN(pos.x))
{
_context.Log("Orbit position is NaN, something went very wrong!");
pos = float2.zero;
}
}
_updatedOrbits.Add(orbit);
return GetOrbitPosition(orbitData.Parent) + pos;
}
return Orbits[orbit].Position;
}
public float2 GetOrbitVelocity(Guid orbit)
{
if (Orbits.ContainsKey(orbit))
return Orbits[orbit].Velocity;
return float2.zero;
}
public int NearestAsteroid(Guid planetDataID, float2 position)
{
var beltData = Planets[planetDataID] as AsteroidBeltData;
var asteroidPositions = GetAsteroidTransforms(planetDataID);
int nearest = 0;
float nearestDistance = Single.MaxValue;
for (int i = 0; i < beltData.Asteroids.Length; i++)
{
var dist = lengthsq(asteroidPositions[i].xy - position);
if (AsteroidExists(planetDataID, i) && dist < nearestDistance)
{
nearest = i;
nearestDistance = dist;
}
}
return nearest;
}
public bool AsteroidExists(Guid planetDataID, int asteroid) => ((AsteroidBeltData) Planets[planetDataID]).Asteroids.Length > asteroid && asteroid >= 0;
public float2 GetAsteroidVelocity(Guid planetDataID, int asteroid)
{
return (AsteroidBelts[planetDataID].Transforms[asteroid].xy - AsteroidBelts[planetDataID].PreviousTransforms[asteroid].xy);
}
public float4 GetAsteroidTransform(Guid planetDataID, int asteroid)
{
return AsteroidBelts[planetDataID].Transforms[asteroid];
}
public float4[] GetAsteroidTransforms(Guid planetDataID)
{
return AsteroidBelts[planetDataID].Transforms;
}
private void UpdateAsteroidTransforms(Guid planetDataID)
{
var beltData = Planets[planetDataID] as AsteroidBeltData;
var belt = AsteroidBelts[planetDataID];
Array.Copy(belt.Transforms, belt.PreviousTransforms, beltData.Asteroids.Length);
var orbitData = Orbits[beltData.Orbit].Data;
var orbitPosition = GetOrbitPosition(orbitData.Parent);
for (var i = 0; i < beltData.Asteroids.Length; i++)
{
var size = beltData.Asteroids[i].Size;
if(belt.RespawnTimers.ContainsKey(i)) size = 0;
else if (belt.Damage.ContainsKey(i))
{
var hpLerp = unlerp(_context.GlobalData.AsteroidSizeMin, _context.GlobalData.AsteroidSizeMax, size);
var asteroidHitpoints = lerp(_context.GlobalData.AsteroidHitpointsMin, _context.GlobalData.AsteroidHitpointsMax, pow(hpLerp, _context.GlobalData.AsteroidHitpointsPower));
var sizeLerp = (asteroidHitpoints - belt.Damage[i]) / asteroidHitpoints;
size = lerp(_context.GlobalData.AsteroidSizeMin, size, sizeLerp);
}
belt.Transforms[i] = float4(
OrbitData.Evaluate((float) frac(_context.Time / _context.GlobalData.OrbitalPeriod(beltData.Asteroids[i].Distance) * _context.GlobalData.OrbitSpeedMultiplier +
beltData.Asteroids[i].Phase)) * beltData.Asteroids[i].Distance + orbitPosition,
(float) (_context.Time * beltData.Asteroids[i].RotationSpeed % 360.0), size);
}
}
public OrbitData CreateOrbit(Guid parent, float2 position)
{
var parentPosition = GetOrbitPosition(parent);
var delta = position - parentPosition;
var distance = length(delta);
var period = _context.GlobalData.OrbitalPeriod(distance);
var phase = atan2(delta.y, delta.x) / (PI * 2);
var currentPhase = frac(_context.Time / period * _context.GlobalData.OrbitSpeedMultiplier);
var storedPhase = (float) frac(phase - currentPhase);
var orbit = new OrbitData
{
Context = _context,
Distance = distance,
Parent = parent,
Period = period,
Phase = storedPhase
};
Orbits.Add(orbit.ID, new Orbit(orbit));
return orbit;
}
public void MineAsteroid(Entity miner, Guid asteroidBelt, int asteroid, float damage, float efficiency, float penetration)
{
var planetData = Planets[asteroidBelt];
var belt = AsteroidBelts[asteroidBelt];
var asteroidTransform = belt.Transforms[asteroid];
var hpLerp = unlerp(_context.GlobalData.AsteroidSizeMin, _context.GlobalData.AsteroidSizeMax, asteroidTransform.w);
var asteroidHitpoints = lerp(_context.GlobalData.AsteroidHitpointsMin, _context.GlobalData.AsteroidHitpointsMax, pow(hpLerp, _context.GlobalData.AsteroidHitpointsPower));
if (!belt.Damage.ContainsKey(asteroid))
belt.Damage[asteroid] = 0;
belt.Damage[asteroid] = belt.Damage[asteroid] + damage;
if (!belt.MiningAccumulator.ContainsKey((miner.ID, asteroid)))
belt.MiningAccumulator[(miner.ID, asteroid)] = 0;
belt.MiningAccumulator[(miner.ID, asteroid)] = belt.MiningAccumulator[(miner.ID, asteroid)] + damage;
if (belt.Damage[asteroid] > asteroidHitpoints)
{
belt.RespawnTimers[asteroid] =
lerp(_context.GlobalData.AsteroidRespawnMin, _context.GlobalData.AsteroidRespawnMax, hpLerp);
belt.Damage.Remove(asteroid);
belt.MiningAccumulator.Remove((miner.ID, asteroid));
return;
}
var resourceCount = planetData.Resources.Sum(x => x.Value);
var resource = planetData.Resources.MaxBy(x => pow(x.Value, 1f / penetration) * _context.Random.NextFloat());
if (efficiency * _context.Random.NextFloat() * belt.MiningAccumulator[(miner.ID, asteroid)] * resourceCount / _context.GlobalData.MiningDifficulty > 1 && miner.OccupiedCapacity < miner.Capacity - 1)
{
belt.MiningAccumulator.Remove((miner.ID, asteroid));
var newSimpleCommodity = new SimpleCommodity
{
Context = _context,
Data = resource.Key,
Quantity = 1
};
_context.Cache.Add(newSimpleCommodity);
miner.AddCargo(newSimpleCommodity);
}
}
public override int GetHashCode()
{
return Data.ID.GetHashCode();
}
}
public class AsteroidBelt
{
public float4[] Transforms; // x, y, rotation, scale
public float4[] PreviousTransforms; // x, y, rotation, scale
public Dictionary<int, float> RespawnTimers = new Dictionary<int, float>();
public Dictionary<int, float> Damage = new Dictionary<int, float>();
public Dictionary<(Guid, int), float> MiningAccumulator = new Dictionary<(Guid, int), float>();
public AsteroidBelt(int count)
{
Transforms = new float4[count];
PreviousTransforms = new float4[count];
}
}
public class Orbit
{
public OrbitData Data { get; }
public float2 Velocity = float2.zero;
public float2 Position = float2.zero;
public float2 PreviousPosition = float2.zero;
public Orbit(OrbitData data)
{
Data = data;
}
}