95 lines
3.1 KiB
C#
95 lines
3.1 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 System.Collections.Generic;
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using System.Linq;
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using UniRx;
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using static CultMath.math;
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using cfloat3 = CultMath.float3;
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public class TurretController : Behavior, IInitializableBehavior
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{
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private List<Weapon> _weapons = new List<Weapon>();
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private float _shotSpeed;
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private bool _predictShots;
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public int WeaponCount => _weapons.Count;
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public float ShotSpeed => _shotSpeed;
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public bool PredictShots => _predictShots;
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public TurretController(RuntimeBehaviorDefinition definition, EquippedItem item) : base(definition, item)
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{
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}
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public TurretController(RuntimeBehaviorDefinition definition, ConsumableItemEffect item) : base(definition, item)
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{
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}
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public void Initialize()
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{
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foreach (var weapon in Entity.GetBehaviors<Weapon>())
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{
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_weapons.Add(weapon);
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var vel = weapon.EvaluateVelocity();
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if (vel > .1f)
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{
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_predictShots = true;
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_shotSpeed = vel;
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}
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}
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}
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public override bool Execute(float dt)
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{
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if (Entity.Target.Value != null)
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{
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var entityPosition = Entity.CultPosition;
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var targetPosition = Entity.Target.Value.CultPosition;
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var diff = targetPosition - entityPosition;
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if (_predictShots)
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{
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var targetHull = Entity.ItemManager.GetRuntimeItem(Entity.Target.Value.Hull);
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var targetVelocity = new cfloat3(Entity.Target.Value.CultVelocity.x, 0, Entity.Target.Value.CultVelocity.y);
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var predictedPosition = AetheriaMath.FirstOrderIntercept(
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entityPosition, cfloat3.zero, _shotSpeed,
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targetPosition, targetVelocity
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);
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predictedPosition.y = Entity.Zone.GetHeight(predictedPosition.xz) + (float)(targetHull?.HullGridOffset ?? 0);
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Entity.CultLookDirection = normalize(predictedPosition - entityPosition);
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}
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else
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Entity.CultLookDirection = normalize(diff);
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var dist = length(diff);
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foreach (var x in _weapons)
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{
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var fire = dot(
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x.Direction,
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Entity.CultLookDirection) > .99f;
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if (x.EvaluateRange() > dist && fire)
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{
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x.Activate();
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}
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else if (x.Firing)
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x.Deactivate();
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}
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}
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else
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{
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foreach (var x in _weapons)
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{
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if (x.Firing)
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x.Deactivate();
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}
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Entity.Target.Value = Entity.VisibleEnemies.FirstOrDefault(e => e is Ship);
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}
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return true;
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}
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public void RestoreRuntimeState(float shotSpeed, bool predictShots)
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{
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_shotSpeed = shotSpeed;
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_predictShots = predictShots;
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}
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}
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