Aetheria/Assets/Scripts/ServerShared/Agents/States/Combat.cs
Reinier Vens 2c4520000b Demo Hotfixes
Replaced Unity TAA with PlayDead TAA
Custom keyboard layout test scene
Adjusted Aetheric Drive VFX to be more subtle
Reworked stardust VFX to reduce flickering artifacts
Added Action Bar & weapon groups saving/loading
Implemented security levels and faction safe zone visualization
Improved station placement (now include defensive turrets)
2021-05-02 20:59:45 +01:00

151 lines
No EOL
5.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UniRx;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
using float3 = Unity.Mathematics.float3;
using float2x2 = Unity.Mathematics.float2x2;
public class CombatState : BaseState
{
private const int DPS_SAMPLE_COUNT = 32;
private float _optimumRange;
private readonly List<(int index, float dps)> _availableGroups = new List<(int index, float dps)>();
private readonly List<LockWeapon> _availableLockingWeapons = new List<LockWeapon>();
public CombatState(Agent agent) : base(agent)
{
SampleDps();
foreach (var weapon in _agent.Ship.Weapons)
{
weapon.Item.Online.Subscribe(b => SampleDps());
}
}
public override void Update(float delta)
{
var target = _agent.Ship.Target.Value;
if (target == null) return;
_availableGroups.Clear();
_availableLockingWeapons.Clear();
var toTarget = target.Position - _agent.Ship.Position;
var targetDistance = length(toTarget);
for (var i = 0; i < _agent.Ship.WeaponGroups.Length; i++)
{
var group = _agent.Ship.WeaponGroups[i];
var dps = 0f;
foreach (var weapon in group.weapons)
if (weapon.Item.Online.Value &&
weapon.MinRange < targetDistance &&
targetDistance < weapon.Range &&
(weapon is ConstantWeapon ||
weapon is InstantWeapon instantWeapon && instantWeapon.CanFire))
{
if(weapon is LockWeapon lockWeapon)
_availableLockingWeapons.Add(lockWeapon);
else
dps += weapon.RangeDamagePerSecond(targetDistance);
}
if (dps > .1) _availableGroups.Add((i, dps));
}
foreach(var w in _availableLockingWeapons) w.Activate();
var selectedGroup = -1;
var maxDps = Single.MinValue;
foreach (var group in _availableGroups)
{
if (group.dps > maxDps)
{
maxDps = group.dps;
selectedGroup = group.index;
}
}
var targetRight = target.Direction.Rotate(ItemRotation.Clockwise);
var optimumRangeDelta = abs(_optimumRange - targetDistance);
var directionToTarget = normalize(toTarget.xz);
var targetPortAlignment = dot(targetRight, directionToTarget);
var targetForeAlignment = dot(-target.Direction, directionToTarget);
var forwardness = saturate(optimumRangeDelta / _agent.Settings.AgentMaxForwardDistance) * _agent.Settings.AgentForwardLerp;
if (targetForeAlignment > 0) forwardness = lerp(forwardness, 1, pow(targetPortAlignment, 2));
var movementDirection = normalize(lerp(
directionToTarget.Rotate(targetPortAlignment > 0 ? ItemRotation.Clockwise : ItemRotation.CounterClockwise),
targetDistance > _optimumRange ? directionToTarget : -directionToTarget, forwardness));
if (selectedGroup >= 0)
{
var testWeapon = _agent.Ship.WeaponGroups[selectedGroup].weapons.First();
if(testWeapon.Velocity > 1)
{
var targetHullData = _agent.ItemManager.GetData(target.Hull) as HullData;
var targetVelocity = float3(target.Velocity.x, 0, target.Velocity.y);
var shipVelocity = float3(_agent.Ship.Velocity.x, 0, _agent.Ship.Velocity.y);
var predictedPosition = AetheriaMath.FirstOrderIntercept(
_agent.Ship.Position,
float3.zero,
testWeapon.Velocity,
target.Position,
targetVelocity
);
predictedPosition.y = _agent.Ship.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset;
toTarget = normalize(predictedPosition - _agent.Ship.Position);
}
var shouldFire = dot(
_agent.Ship.HardpointTransforms[_agent.Ship.Hardpoints[testWeapon.Item.Position.x, testWeapon.Item.Position.y]].direction,
toTarget) > .99f;
foreach (var weapon in _agent.Ship.WeaponGroups[selectedGroup].weapons)
{
if (shouldFire)
weapon.Activate();
else if (weapon.Firing)
weapon.Deactivate();
}
}
_agent.Ship.LookDirection = toTarget;
_agent.Accelerate(movementDirection * _agent.TopSpeed, true);//selectedGroup >= 0);
// Fire charged guns!
}
private void SampleDps()
{
var minRange = Single.MaxValue;
var maxRange = Single.MinValue;
foreach (var weapon in _agent.Ship.Weapons)
{
if (weapon.Range < minRange)
minRange = weapon.Range;
if (weapon.Range > maxRange)
maxRange = weapon.Range;
}
var offset = _agent.ItemManager.Random.NextFloat((maxRange - minRange) / DPS_SAMPLE_COUNT);
var optimumDPS = 0f;
for (int i = 0; i < DPS_SAMPLE_COUNT; i++)
{
var range = offset + minRange + (maxRange - minRange) * ((float) i / DPS_SAMPLE_COUNT);
float dps = 0;
foreach (var weapon in _agent.Ship.Weapons)
{
if (weapon.Item.Online.Value && weapon.MinRange < range && range < weapon.Range)
dps += weapon.RangeDamagePerSecond(range);
}
// Multiply by range raised to a (sublinear) exponent to bias DPS preference towards longer ranges
dps *= pow(range, _agent.Settings.AgentRangeExponent);
if (dps > optimumDPS)
{
optimumDPS = dps;
_optimumRange = range;
}
}
}
}