Massively refactored everything related to entity inventory management We are no longer recalculating mass by iterating over the entire inventory any time anything changes, for example Gear is explicitly associated with hardpoints in the entity code This did introduce some bugs, will clean those up tomorrow
59 lines
1.8 KiB
C#
59 lines
1.8 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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public class VelocityMatch : AgentBehavior
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{
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public event Action OnMatch;
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public float2 TargetVelocity;
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private Thruster _thrust;
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private Turning _turning;
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private const float TargetThreshold = .1f;
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private GameContext _context;
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public VelocityMatch(GameContext context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
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{
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_context = context;
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_thrust = Entity.GetBehavior<Thruster>();
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_turning = Entity.GetBehavior<Turning>();
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}
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public void Clear()
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{
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OnMatch = null;
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}
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public override void Update(float delta)
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{
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if (_thrust != null && _turning != null)
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{
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var deltaV = TargetVelocity - Entity.Velocity;
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if(length(deltaV) < TargetThreshold)
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OnMatch?.Invoke();
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_turning.Axis = TurningInput(deltaV);
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_thrust.Axis = ThrustInput(deltaV);
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}
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}
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public float2 MatchDistanceTime
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{
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get
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{
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var velocity = length(Entity.Velocity);
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var deltaV = TargetVelocity - Entity.Velocity;
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var stoppingTime = length(deltaV) / (_thrust.Thrust / Entity.Mass);
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var stoppingDistance = stoppingTime * (velocity / 2);
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var angleDiff = Entity.Direction.AngleDiff(deltaV);
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var turnaroundTime = angleDiff / (_turning.Torque / Entity.Mass);
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var turnaroundDistance = turnaroundTime * velocity;
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return float2(stoppingDistance + turnaroundDistance, stoppingTime + turnaroundTime);
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}
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}
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}
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