Aetheria/Assets/Scripts/ServerShared/Agents/Agent.cs
2026-06-21 09:37:54 +01:00

95 lines
3.2 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.Linq;
using UniRx;
using static CultMath.math;
using cfloat2 = CultMath.float2;
public class Agent
{
private const float FORWARD_DELTA_THRESHOLD = 20;
private const float THRUST_DELTA_THRESHOLD = 1;
protected BaseState _rootState;
private BaseState _currentState;
private VelocityLimit _velocityLimit;
public AgentTask Task { get; set; }
public Ship Ship { get; }
public ItemManager ItemManager { get; }
public GameplaySettings Settings { get; }
public float TopSpeed => _velocityLimit?.Limit ?? 100;
public Agent(Ship ship)
{
Ship = ship;
ItemManager = Ship.ItemManager;
Settings = Ship.ItemManager.GameplaySettings;
_rootState = _currentState = new BaseState(this);
_velocityLimit = Ship.GetBehavior<VelocityLimit>();
}
public void Transition(BaseState targetState, Action onTransition = null)
{
//ItemManager.Log($"{Ship.Name} changing state from {_currentState.GetType().Name} to {targetState.GetType().Name}");
_currentState.OnExitState();
_currentState = targetState;
onTransition?.Invoke();
_currentState.OnEnterState();
}
public void Update(float delta)
{
_currentState.Update(delta);
foreach (var transition in _currentState.Transitions)
if (transition.Condition())
{
Transition(transition.TargetState, transition.OnTransition);
break;
}
}
public void Accelerate(cfloat2 targetVelocity, bool noTurn = false)
{
var deltaV = targetVelocity - Ship.CultVelocity;
var deltaVMag = length(deltaV);
var deltaVDirection = normalize(deltaV);
// If Delta V is above the threshold, direct the ship towards the delta and use only main thrusters
if (!noTurn && deltaVMag > FORWARD_DELTA_THRESHOLD)
{
Ship.CultLookDirectionXZ = deltaVDirection;
Ship.MovementDirection = new cfloat2(0, pow(dot(Ship.CultDirection, deltaVDirection), 2));
}
// If Delta V is low, direct the ship towards the target and use all thrusters
else if(deltaVMag > THRUST_DELTA_THRESHOLD)
{
var shipDirection = Ship.CultDirection;
var right = AetheriaMath.Rotate(shipDirection, ItemRotation.Clockwise);
Ship.MovementDirection = new cfloat2(dot(right, deltaVDirection), dot(shipDirection, deltaVDirection));
}
else
{
Ship.MovementDirection = cfloat2.zero;
}
}
}
public class StateTransition
{
public StateTransition(BaseState targetState, Func<bool> condition, Action onTransition)
{
TargetState = targetState;
Condition = condition;
OnTransition = onTransition;
}
public BaseState TargetState { get; }
public Func<bool> Condition { get; }
public Action OnTransition { get; }
}