Aetheria/Assets/Scripts/Gameplay/ActionGameManager.cs
Reinier Vens b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00

626 lines
No EOL
26 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.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Cinemachine;
using MessagePack;
using TMPro;
using UniRx;
using UnityEngine;
using Unity.Mathematics;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
using Random = UnityEngine.Random;
public class ActionGameManager : MonoBehaviour
{
public PlaceUIElementWorldspace ViewDot;
public PlaceUIElementWorldspace TargetIndicator;
public Prototype LockIndicator;
public PlaceUIElementWorldspace[] Crosshairs;
public EventLog EventLog;
public GameSettings Settings;
public SectorRenderer SectorRenderer;
// public MapView MapView;
public CinemachineVirtualCamera DockCamera;
public CinemachineVirtualCamera FollowCamera;
public GameObject GameplayUI;
public MenuPanel Menu;
public MapRenderer MenuMap;
public SchematicDisplay SchematicDisplay;
public SchematicDisplay TargetSchematicDisplay;
public InventoryMenu Inventory;
public InventoryPanel ShipPanel;
public InventoryPanel TargetShipPanel;
public ConfirmationDialog ConfirmationDialog;
public float2 Sensitivity;
public int Credits = 15000000;
//public PlayerInput Input;
// private CinemachineFramingTransposer _transposer;
// private CinemachineComposer _composer;
private DirectoryInfo _filePath;
private DirectoryInfo _loadoutPath;
private bool _editMode;
private float _time;
private AetheriaInput _input;
private int _zoomLevelIndex;
// private ShipInput _shipInput;
private List<Agent> _shipAgents = new List<Agent>();
private IDisposable _shipTargetSubscription;
private float2 _shipYawPitch;
private float3 _viewDirection;
private (HardpointData[] hardpoints, Transform[] barrels, PlaceUIElementWorldspace crosshair)[] _articulationGroups;
private (LockWeapon targetLock, PlaceUIElementWorldspace indicator, Rotate spin)[] _lockingIndicators;
public List<Entity> PlayerEntities { get; } = new List<Entity>();
public EquippedDockingBay DockingBay { get; private set; }
public Entity DockedEntity { get; private set; }
public Ship CurrentShip { get; set; }
public DatabaseCache ItemData { get; private set; }
public ItemManager ItemManager { get; private set; }
public Zone Zone { get; private set; }
public List<EntityPack> Loadouts { get; } = new List<EntityPack>();
private readonly (float2 direction, string name)[] _directions = {
(float2(0, 1), "Front"),
(float2(1, 0), "Right"),
(float2(-1, 0), "Left"),
(float2(0, -1), "Rear")
};
public void SaveLoadout(EntityPack pack)
{
File.WriteAllBytes(Path.Combine(_loadoutPath.FullName, $"{pack.Name}.preset"), MessagePackSerializer.Serialize(pack));
}
void Start()
{
// _transposer = DockCamera.GetCinemachineComponent<CinemachineFramingTransposer>();
// _composer = DockCamera.GetCinemachineComponent<CinemachineComposer>();
//_lookAt = new GameObject().transform;
ConsoleController.MessageReceiver = this;
_filePath = new DirectoryInfo(Application.dataPath).Parent.CreateSubdirectory("GameData");
_loadoutPath = _filePath.CreateSubdirectory("Loadouts");
ItemData = new DatabaseCache();
ItemData.Load(_filePath.FullName);
ItemManager = new ItemManager(ItemData, Settings.GameplaySettings, Debug.Log);
Loadouts.AddRange(_loadoutPath.EnumerateFiles("*.preset")
.Select(fi => MessagePackSerializer.Deserialize<EntityPack>(File.ReadAllBytes(fi.FullName))));
var zoneFile = Path.Combine(_filePath.FullName, "Home.zone");
// If the game has already been run, there will be a Home file containing a ZonePack; if not, generate one
var zonePack = File.Exists(zoneFile) ?
MessagePackSerializer.Deserialize<ZonePack>(File.ReadAllBytes(zoneFile)):
ZoneGenerator.GenerateZone(
settings: Settings.ZoneSettings,
// mapLayers: Context.MapLayers,
// resources: Context.Resources,
mass: Settings.DefaultZoneMass,
radius: Settings.DefaultZoneRadius
);
Zone = new Zone(Settings.PlanetSettings, zonePack);
Zone.Log = s => Debug.Log($"Zone: {s}");
SectorRenderer.ItemManager = ItemManager;
SectorRenderer.LoadZone(Zone);
_input = new AetheriaInput();
_input.Global.Enable();
_input.UI.Enable();
_zoomLevelIndex = Settings.DefaultMinimapZoom;
_input.Player.MinimapZoom.performed += context =>
{
_zoomLevelIndex = (_zoomLevelIndex + 1) % Settings.MinimapZoomLevels.Length;
SectorRenderer.MinimapDistance = Settings.MinimapZoomLevels[_zoomLevelIndex];
};
_input.Global.MapToggle.performed += context =>
{
if (Menu.gameObject.activeSelf && Menu.CurrentTab == MenuTab.Map)
{
Cursor.lockState = CursorLockMode.Locked;
Menu.gameObject.SetActive(false);
if (CurrentShip != null && CurrentShip.Parent == null)
{
_input.Player.Enable();
GameplayUI.SetActive(true);
SchematicDisplay.ShowShip(CurrentShip);
ShipPanel.Display(CurrentShip, true);
}
return;
}
Cursor.lockState = CursorLockMode.None;
_input.Player.Disable();
GameplayUI.SetActive(false);
Menu.ShowTab(MenuTab.Map);
MenuMap.Position = CurrentShip.Position.xz;
};
_input.Global.Inventory.performed += context =>
{
if (Menu.gameObject.activeSelf && Menu.CurrentTab == MenuTab.Inventory)
{
Cursor.lockState = CursorLockMode.Locked;
Menu.gameObject.SetActive(false);
if (CurrentShip != null && CurrentShip.Parent == null)
{
_input.Player.Enable();
GameplayUI.SetActive(true);
SchematicDisplay.ShowShip(CurrentShip);
ShipPanel.Display(CurrentShip, true);
}
return;
}
Cursor.lockState = CursorLockMode.None;
_input.Player.Disable();
Menu.ShowTab(MenuTab.Inventory);
GameplayUI.SetActive(false);
};
_input.Global.Dock.performed += context =>
{
if (CurrentShip == null)
{
ConfirmationDialog.Clear();
ConfirmationDialog.Title.text = "Can't undock. You dont have a ship!";
ConfirmationDialog.Show();
}
else if (CurrentShip.Parent == null) Dock();
else Undock();
};
_input.Player.TargetReticle.performed += context =>
{
var underReticle = Zone.Entities.Where(x => x != CurrentShip).MaxBy(x => dot(normalize(x.Position - CurrentShip.Position), CurrentShip.LookDirection));
CurrentShip.Target.Value = CurrentShip.Target.Value == underReticle ? null : underReticle;
};
_input.Player.TargetNearest.performed += context =>
{
CurrentShip.Target.Value = Zone.Entities.Where(x=>x!=CurrentShip).MaxBy(x => length(x.Position - CurrentShip.Position));
};
_input.Player.TargetNext.performed += context =>
{
var targets = Zone.Entities.Where(x => x != CurrentShip).OrderBy(x => length(x.Position - CurrentShip.Position)).ToArray();
var currentTargetIndex = Array.IndexOf(targets, CurrentShip.Target.Value);
CurrentShip.Target.Value = targets[(currentTargetIndex + 1) % targets.Length];
};
_input.Player.TargetPrevious.performed += context =>
{
var targets = Zone.Entities.Where(x => x != CurrentShip).OrderBy(x => length(x.Position - CurrentShip.Position)).ToArray();
var currentTargetIndex = Array.IndexOf(targets, CurrentShip.Target.Value);
CurrentShip.Target.Value = targets[(currentTargetIndex + targets.Length - 1) % targets.Length];
};
#region Trigger Groups
_input.Player.PreviousWeaponGroup.performed += context =>
{
if (CurrentShip.Parent != null) return;
SchematicDisplay.SelectedGroupIndex--;
};
_input.Player.NextWeaponGroup.performed += context =>
{
if (CurrentShip.Parent != null) return;
SchematicDisplay.SelectedGroupIndex++;
};
_input.Player.PreviousWeapon.performed += context =>
{
if (CurrentShip.Parent != null) return;
SchematicDisplay.SelectedItemIndex--;
};
_input.Player.NextWeapon.performed += context =>
{
if (CurrentShip.Parent != null) return;
SchematicDisplay.SelectedItemIndex++;
};
_input.Player.ToggleWeaponGroup.performed += context =>
{
if (CurrentShip.Parent != null) return;
var item = SchematicDisplay.SchematicItems[SchematicDisplay.SelectedItemIndex];
if (CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].items.Contains(item.Item))
CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].items.Remove(item.Item);
else CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].items.Add(item.Item);
foreach (var group in item.Item.BehaviorGroups.Values)
{
var weapon = group.GetBehavior<Weapon>();
if(weapon != null)
{
if (CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].weapons.Contains(weapon))
CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].weapons.Remove(weapon);
else CurrentShip.TriggerGroups[SchematicDisplay.SelectedGroupIndex].weapons.Add(weapon);
}
}
SchematicDisplay.UpdateTriggerGroups();
};
_input.Player.FireGroup1.started += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[0].weapons) s.Activate();
};
_input.Player.FireGroup1.canceled += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[0].weapons) s.Deactivate();
};
_input.Player.FireGroup2.started += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[1].weapons) s.Activate();
};
_input.Player.FireGroup2.canceled += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[1].weapons) s.Deactivate();
};
_input.Player.FireGroup3.started += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[2].weapons) s.Activate();
};
_input.Player.FireGroup3.canceled += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[2].weapons) s.Deactivate();
};
_input.Player.FireGroup4.started += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[3].weapons) s.Activate();
};
_input.Player.FireGroup4.canceled += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[3].weapons) s.Deactivate();
};
_input.Player.FireGroup5.started += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[4].weapons) s.Activate();
};
_input.Player.FireGroup5.canceled += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[4].weapons) s.Deactivate();
};
_input.Player.FireGroup6.started += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[5].weapons) s.Activate();
};
_input.Player.FireGroup6.canceled += context =>
{
if (CurrentShip.Parent != null) return;
foreach (var s in CurrentShip.TriggerGroups[5].weapons) s.Deactivate();
};
#endregion
// ConsoleController.AddCommand("editmode", _ => ToggleEditMode());
ConsoleController.AddCommand("savezone", args =>
{
if (args.Length > 0)
Zone.Data.Name = args[0];
SaveZone();
});
var testCorp = new MegaCorporation();
testCorp.Name = "TestCorp";
testCorp.PlayerHostile = true;
var stationType = ItemData.GetAll<HullData>().First(x=>x.HullType==HullType.Station);
var stationHull = ItemManager.CreateInstance(stationType, 0, 1) as EquippableItem;
var stationParent = Zone.PlanetInstances.Values.OrderByDescending(p => p.BodyData.Mass.Value).ElementAt(3);
var stationParentOrbit = stationParent.Orbit.Data.ID;
var stationParentPos = Zone.GetOrbitPosition(stationParentOrbit);
var stationPos = stationParentPos + ItemManager.Random.NextFloat2Direction() * stationParent.GravityWellRadius.Value * .1f;
var stationOrbit = Zone.CreateOrbit(stationParentOrbit, stationPos);
var station = new OrbitalEntity(ItemManager, Zone, stationHull, stationOrbit.ID);
station.Faction = testCorp;
Zone.Entities.Add(station);
var dockingBayData = ItemData.GetAll<DockingBayData>().First();
var dockingBay = ItemManager.CreateInstance(dockingBayData, 1, 1) as EquippableItem;
station.TryEquip(dockingBay);
station.Activate();
var turretLoadout = Loadouts.First(x => x.Name == "Turret");
for(int i=0; i<3; i++)
{
var planet = Zone.PlanetInstances.Values.OrderByDescending(p => p.BodyData.Mass.Value).ElementAt(4+i);
var planetOrbit = planet.Orbit.Data.ID;
var planetPos = Zone.GetOrbitPosition(planetOrbit);
for (int j = 0; j < 2; j++)
{
var pos = planetPos + ItemManager.Random.NextFloat2Direction() * planet.GravityWellRadius.Value * (.1f + .1f * j);
var orbit = Zone.CreateOrbit(planetOrbit, pos);
var turret = EntityPack.Unpack(ItemManager, Zone, turretLoadout, orbit.ID, true);
turret.Activate();
turret.Name = $"Turret {i}-{(char) ('A' + j)}";
turret.Faction = testCorp;
Zone.Entities.Add(turret);
}
}
var enemyShipLoadout = Loadouts.First(x => ((HullData) ItemManager.GetData(x.Hull)).HullType == HullType.Ship);
var enemyShip = EntityPack.Unpack(ItemManager, Zone, enemyShipLoadout, true);
enemyShip.Faction = testCorp;
enemyShip.Activate();
Zone.Entities.Add(enemyShip);
var agent = new Minion(enemyShip);
var task = new PatrolOrbitsTask();
task.Circuit = Zone.Orbits.OrderBy(_ => Random.value).Take(4).Select(x => x.Key).ToArray();
agent.Task = task;
_shipAgents.Add(agent);
DockedEntity = station;
SectorRenderer.PerspectiveEntity = DockedEntity;
DockingBay = station.DockingBays.First();
DockCamera.enabled = true;
FollowCamera.enabled = false;
DockCamera.Follow = SectorRenderer.EntityInstances[station].transform;
var parentOrbit = Zone.Orbits[station.OrbitData].Data.Parent;
var parentPlanet = SectorRenderer.Planets[Zone.Planets.FirstOrDefault(p => p.Value.Orbit == parentOrbit).Key];
DockCamera.LookAt = parentPlanet.Body.transform;
Menu.ShowTab(MenuTab.Inventory);
Cursor.lockState = CursorLockMode.None;
_input.Player.Disable();
GameplayUI.SetActive(false);
// MapButton.onClick.AddListener(() =>
// {
// if (_currentMenuTabButton == MapPanel) return;
//
// _currentMenuTabButton.GetComponent<TextMeshProUGUI>().color = Color.white;
// _currentMenuTabButton = MapButton;
// });
//
//InventoryPanel.Display(ItemManager, entity);
}
public void Dock()
{
if (CurrentShip.Parent != null) return;
foreach (var entity in Zone.Entities.ToArray())
{
if (lengthsq(entity.Position.xz - CurrentShip.Position.xz) <
Settings.GameplaySettings.DockingDistance * Settings.GameplaySettings.DockingDistance)
{
var bay = entity.TryDock(CurrentShip);
if (bay != null)
{
DockedEntity = entity;
SectorRenderer.PerspectiveEntity = DockedEntity;
DockingBay = bay;
DockCamera.enabled = true;
FollowCamera.enabled = false;
var orbital = (OrbitalEntity) entity;
DockCamera.Follow = SectorRenderer.EntityInstances[orbital].transform;
var parentOrbit = Zone.Orbits[orbital.OrbitData].Data.Parent;
var parentPlanet = SectorRenderer.Planets[Zone.Planets.FirstOrDefault(p => p.Value.Orbit == parentOrbit).Key];
DockCamera.LookAt = parentPlanet.Body.transform;
Menu.ShowTab(MenuTab.Inventory);
Cursor.lockState = CursorLockMode.None;
_input.Player.Disable();
GameplayUI.SetActive(false);
if(_lockingIndicators!=null) foreach(var (_, indicator, _) in _lockingIndicators)
indicator.GetComponent<Prototype>().ReturnToPool();
}
}
}
}
public void Undock()
{
if (CurrentShip.Parent == null) return;
if (CurrentShip.GetBehavior<Cockpit>() == null)
{
ConfirmationDialog.Clear();
ConfirmationDialog.Title.text = "Can't undock. Missing cockpit component!";
ConfirmationDialog.Show();
}
else if (CurrentShip.GetBehavior<Thruster>() == null)
{
ConfirmationDialog.Clear();
ConfirmationDialog.Title.text = "Can't undock. Missing thruster component!";
ConfirmationDialog.Show();
}
else if (CurrentShip.GetBehavior<Reactor>() == null)
{
ConfirmationDialog.Clear();
ConfirmationDialog.Title.text = "Can't undock. Missing reactor component!";
ConfirmationDialog.Show();
}
else if (CurrentShip.Parent.TryUndock(CurrentShip))
{
SectorRenderer.PerspectiveEntity = CurrentShip;
Menu.gameObject.SetActive(false);
DockedEntity = null;
DockingBay = null;
//_shipInput = new ShipInput(_input.Player, _currentShip);
DockCamera.enabled = false;
FollowCamera.enabled = true;
FollowCamera.LookAt = SectorRenderer.EntityInstances[CurrentShip].LookAtPoint;
FollowCamera.Follow = SectorRenderer.EntityInstances[CurrentShip].transform;
_articulationGroups = CurrentShip.Equipment
.Where(item => item.Behaviors.Any(x => x.Data is WeaponData && !(x.Data is LauncherData)))
.GroupBy(item => SectorRenderer.EntityInstances[CurrentShip]
.GetBarrel(CurrentShip.Hardpoints[item.Position.x, item.Position.y])
.GetComponentInParent<ArticulationPoint>()?.Group ?? -1)
.Select((group, index) => {
return (
group.Select(item => CurrentShip.Hardpoints[item.Position.x, item.Position.y]).ToArray(),
group.Select(item => SectorRenderer.EntityInstances[CurrentShip].GetBarrel(CurrentShip.Hardpoints[item.Position.x, item.Position.y])).ToArray(),
Crosshairs[index]
);
}).ToArray();
foreach (var crosshair in Crosshairs)
crosshair.gameObject.SetActive(false);
foreach (var group in _articulationGroups)
group.crosshair.gameObject.SetActive(true);
_lockingIndicators = CurrentShip.GetBehaviors<LockWeapon>()
.Select(x =>
{
var i = LockIndicator.Instantiate<PlaceUIElementWorldspace>();
return (x, i, i.GetComponent<Rotate>());
}).ToArray();
CurrentShip.HullDamage.Subscribe(f =>
{
if (float.IsNaN(CurrentShip.Hull.Durability))
Debug.Log("WTF!");
});
_shipTargetSubscription?.Dispose();
_shipTargetSubscription = CurrentShip.Target.Subscribe(target =>
{
TargetIndicator.gameObject.SetActive(CurrentShip.Target.Value != null);
TargetShipPanel.gameObject.SetActive(target != null);
if (target != null)
{
TargetShipPanel.Display(target, true);
TargetSchematicDisplay.ShowShip(target, CurrentShip);
}
});
Cursor.lockState = CursorLockMode.Locked;
GameplayUI.SetActive(true);
_input.Player.Enable();
ShipPanel.Display(CurrentShip, true);
SchematicDisplay.ShowShip(CurrentShip);
}
else
{
ConfirmationDialog.Title.text = "Can't undock. Must empty docking bay!";
ConfirmationDialog.Show();
}
}
public void SaveZone() => File.WriteAllBytes(
Path.Combine(_filePath.FullName, $"{Zone.Data.Name}.zone"), MessagePackSerializer.Serialize(Zone.Pack()));
// public void ToggleEditMode()
// {
// _editMode = !_editMode;
// FollowCamera.gameObject.SetActive(!_editMode);
// TopDownCamera.gameObject.SetActive(_editMode);
// }
public IEnumerable<EquippedCargoBay> AvailableCargoBays()
{
if (CurrentShip.Parent != null)
{
foreach (var bay in CurrentShip.Parent.DockingBays)
{
if (PlayerEntities.Contains(bay.DockedShip)) yield return bay;
}
}
}
public IEnumerable<Entity> AvailableEntities()
{
if(DockedEntity != null)
foreach (var entity in PlayerEntities)
{
if (DockedEntity.Children.Contains(entity)) yield return entity;
}
else if (CurrentShip != null)
yield return CurrentShip;
}
void Update()
{
if(!_editMode)
{
_time += Time.deltaTime;
ItemManager.Time = Time.time;
if(CurrentShip !=null && CurrentShip.Parent==null)
{
var look = _input.Player.Look.ReadValue<Vector2>();
_shipYawPitch = float2(_shipYawPitch.x + look.x * Sensitivity.x, clamp(_shipYawPitch.y + look.y * Sensitivity.y, -.45f * PI, .45f * PI));
_viewDirection = mul(float3(0, 0, 1), Unity.Mathematics.float3x3.Euler(float3(_shipYawPitch.yx, 0), RotationOrder.YXZ));
CurrentShip.LookDirection = _viewDirection;
CurrentShip.MovementDirection = _input.Player.Move.ReadValue<Vector2>();
}
}
foreach(var agent in _shipAgents)
agent.Update(Time.deltaTime);
Zone.Update(_time, Time.deltaTime);
SectorRenderer.Time = _time;
}
private void LateUpdate()
{
UpdateTargetIndicators();
}
private void UpdateTargetIndicators()
{
if (CurrentShip == null || CurrentShip.Parent != null) return;
ViewDot.Target = SectorRenderer.EntityInstances[CurrentShip].LookAtPoint.position;
if (CurrentShip.Target.Value != null)
TargetIndicator.Target = CurrentShip.Target.Value.Position;
var distance = length((float3)ViewDot.Target - CurrentShip.Position);
foreach (var (_, barrels, crosshair) in _articulationGroups)
{
var averagePosition = Vector3.zero;
foreach (var barrel in barrels)
averagePosition += barrel.position + barrel.forward * distance;
averagePosition /= barrels.Length;
crosshair.Target = averagePosition;
}
foreach (var (targetLock, indicator, spin) in _lockingIndicators)
{
var showLockingIndicator = targetLock.Lock > .01f && CurrentShip.Target.Value != null;
indicator.gameObject.SetActive(showLockingIndicator);
if(showLockingIndicator)
{
indicator.Target = CurrentShip.Target.Value.Position;
indicator.NoiseAmplitude = Settings.GameplaySettings.LockIndicatorNoiseAmplitude * (1 - targetLock.Lock);
indicator.NoiseFrequency = Settings.GameplaySettings.LockIndicatorFrequency.Evaluate(targetLock.Lock);
spin.Speed = Settings.GameplaySettings.LockSpinSpeed.Evaluate(targetLock.Lock);
}
}
}
}