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
88 lines
No EOL
3.7 KiB
C#
88 lines
No EOL
3.7 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[InspectableField, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class SensorData : BehaviorData
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{
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[InspectableField, JsonProperty("sensitivity"), Key(3), RuntimeInspectable]
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public PerformanceStat Sensitivity = new PerformanceStat();
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[InspectableAnimationCurve, JsonProperty("sensitivityCurve"), Key(4), RuntimeInspectable]
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public float4[] SensitivityCurve;
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new Sensor(context, this, entity, item);
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}
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}
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public class Sensor : IBehavior
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{
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private SensorData _data;
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private Entity Entity { get; }
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private EquippedItem Item { get; }
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private ItemManager Context { get; }
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public BehaviorData Data => _data;
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public Sensor(ItemManager context, SensorData data, Entity entity, EquippedItem item)
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{
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_data = data;
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Entity = entity;
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Item = item;
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Context = context;
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}
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public bool Execute(float delta)
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{
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// TODO: Handle Active Detection / Visibility From Reflected Radiance
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var hardpoint = Entity.Hardpoints[Item.Position.x, Item.Position.y];
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var forward = hardpoint != null && Entity.HardpointTransforms.ContainsKey(hardpoint) ?
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normalize(Entity.HardpointTransforms[hardpoint].direction.xz) :
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Entity.Direction;
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foreach (var entity in Entity.Zone.Entities)
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{
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if(entity != Entity)
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{
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var diff = entity.Position.xz - Entity.Position.xz;
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var angle = acos(dot(forward, normalize(diff)));
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var dist = length(diff);
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float previous;
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Entity.EntityInfoGathered.TryGetValue(entity, out previous);
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var next = saturate(
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previous +
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entity.Visibility *
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Context.Evaluate(_data.Sensitivity, Item.EquippableItem, Entity) *
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_data.SensitivityCurve.Evaluate(angle / PI) *
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delta / dist);
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next *= 1 - Context.GameplaySettings.TargetInfoDecay * delta;
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//Context.Log($"{entity.Name} visibility {(int)(previous * 100)}% -> {(int)(next * 100)}%");
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Entity.EntityInfoGathered[entity] = next;
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}
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}
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return true;
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// var ship = Hardpoint.Ship.Ship.transform;
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// var contacts =
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// Physics.OverlapSphere(ship.position, _data.Range.Evaluate(Hardpoint)).Where(c=>c.attachedRigidbody?.GetComponent<Targetable>()!=null).Select(c=>c.attachedRigidbody.GetComponent<Targetable>());
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// foreach (var contact in contacts)
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// {
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// var diff = (contact.transform.position - ship.position).Flatland();
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// var angle = acos(dot(ship.forward.Flatland().normalized,
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// diff.normalized)) / (float)PI;
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// var sens = _data.Sensitivity.Evaluate(Hardpoint) *
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// Hardpoint.Ship.HullData.VisibilityCurve.Evaluate(saturate(angle));
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// var vis = contact.Visibility / diff.sqrMagnitude;
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// if(vis > 1/sens)
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// Hardpoint.Ship.Contacts[contact] = Time.time;
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// }
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//
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// Hardpoint.Ship.VisibilitySources[this] = _data.Radiance.Evaluate(Hardpoint) / _data.RadianceMasking.Evaluate(Hardpoint);
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}
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} |