Aetheria/Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs
2026-06-13 04:56:50 +01:00

201 lines
No EOL
5.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, RuntimeInspectable]
public class InstantWeaponData : WeaponData
{
[Inspectable, Key(17)]
public PerformanceStat Count = new PerformanceStat();
[Inspectable, Key(18)]
public PerformanceStat BurstTime = new PerformanceStat();
[Inspectable, Key(19), RuntimeInspectable]
public PerformanceStat Cooldown = new PerformanceStat();
[InspectablePrefab, Key(20)]
public bool SingleAmmoBurst;
public override Behavior CreateInstance(EquippedItem item)
{
return new InstantWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new InstantWeapon(this, item);
}
}
public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
{
private InstantWeaponData _data;
protected int _burstRemaining;
private float _burstTimer;
private float _burstInterval;
protected float _cooldown; // Normalized
private int _ammo = 0;
protected bool _coolingDown;
public float BurstCount { get; protected set; }
public float BurstTime { get; protected set; }
public float Cooldown { get; protected set; }
public virtual bool CanFire
{
get => !_coolingDown;
}
public override float DamagePerSecond => Damage / Cooldown;
public override float RangeDamagePerSecond(float range)
{
return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
}
public override int Ammo
{
get => _ammo;
}
public virtual float Progress => saturate(_cooldown);
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnCooldownComplete;
public event Action OnFire;
public virtual void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnCooldownComplete = null;
OnFire = null;
}
public InstantWeapon(InstantWeaponData data, EquippedItem item) : base(data, item)
{
_data = data;
_ammo = data.MagazineSize;
}
public InstantWeapon(InstantWeaponData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
_ammo = data.MagazineSize;
}
protected void Trigger()
{
// If 1 ammo is consumed per burst, perform ammo and energy consumption here
// UseAmmo returns false when triggering reload; cancel firing if that is the case
if(_data.SingleAmmoBurst && (!Entity.TryConsumeEnergy(Energy) || !UseAmmo())) return;
_burstRemaining = (int) BurstCount;
_burstInterval = BurstTime / _burstRemaining;
_burstTimer = 0;
_cooldown = 1;
_coolingDown = true;
}
protected override void UpdateStats()
{
base.UpdateStats();
BurstCount = Evaluate(_data.Count);
BurstTime = Evaluate(_data.BurstTime);
Cooldown = Evaluate(_data.Cooldown);
Damage /= (int) BurstCount;
Heat /= (int) BurstCount;
Energy /= (int) BurstCount;
}
private bool UseAmmo()
{
if (_data.MagazineSize <= 1) return true;
if (_ammo > 0)
{
_ammo--;
return true;
}
var hasAmmo = true;
if (_data.AmmoType != Guid.Empty)
{
var cargo = Entity.FindItemInCargo(_data.AmmoType);
if (cargo != null)
{
var item = cargo.ItemsOfType[_data.AmmoType][0];
if (item is SimpleCommodity simpleCommodity)
cargo.Remove(simpleCommodity, 1);
}
else hasAmmo = false;
}
if(hasAmmo)
{
OnReloadBegin?.Invoke();
_cooldown = 1;
_coolingDown = true;
_firing = false;
}
_burstRemaining = 0;
return false;
}
public override bool Execute(float dt)
{
base.Execute(dt);
if (_coolingDown)
{
_cooldown -= dt / (_data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
if (_cooldown < 0)
{
_coolingDown = false;
if (_data.MagazineSize > 0 && _ammo == 0)
{
_ammo = _data.MagazineSize;
OnReloadComplete?.Invoke();
}
else
OnCooldownComplete?.Invoke();
}
}
var firedThisFrame = false;
_burstTimer += dt;
while (_burstRemaining > 0 && _burstTimer > 0)
{
// If multiple ammo is consumed per burst, perform ammo and energy consumption here
// UseAmmo returns false when triggering reload; cancel firing if that is the case
if (!_data.SingleAmmoBurst && (!Entity.TryConsumeEnergy(Energy) || !UseAmmo()))
{
_burstRemaining = 0;
return false;
}
_burstRemaining--;
_burstTimer -= _burstInterval;
OnFire?.Invoke();
if(!firedThisFrame)
{
Item.FireAudioEvent(WeaponAudioEvent.Fire);
firedThisFrame = true;
}
CauseWearDamage(1);
AddHeat(Heat);
Entity.VisibilitySources[this] = Visibility;
}
return true;
}
public override void Activate()
{
if(CanFire)
Trigger();
base.Activate();
}
}