Aetheria/Assets/Scripts/ServerShared/Behaviors/Controller.cs
Reinier Vens ef816cc7e0 Murder Satellites
Created TurretController, which performs basic combat for fixed orbital installations
Projectiles self-destruct at maximum range
Created turret prefab
Outfitted turret in game manager
Entity position is now 3D
Entities responsible for updating their own position and orientation
Barrel positions and orientations available from entity code
Inventory code will display modal dialog for invalid item moves instead of breaking
Yaw articulation working (full 360 rotation still borked)
2021-01-06 14:56:39 +00:00

257 lines
No EOL
7.6 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 MessagePack;
using Newtonsoft.Json;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
using float2 = Unity.Mathematics.float2;
[Union(0, typeof(TowingControllerData))]
public abstract class ControllerData : BehaviorData
{
[InspectableField, JsonProperty("thrustSensitivity"), Key(1)]
public float ThrustSensitivity = 1;
[InspectableField, JsonProperty("thrustSpecificity"), Key(2)]
public float ThrustSpecificity = 8;
[InspectableField, JsonProperty("turningSensitivity"), Key(3)]
public float TurningSensitivity = 1;
[InspectableField, JsonProperty("tangentSensitivity"), Key(4)]
public float TangentSensitivity = 4;
[InspectableField, JsonProperty("targetDistance"), Key(5)]
public float TargetDistance = 10;
}
public abstract class ControllerBase<T> : IBehavior, IController<T>, IInitializableBehavior where T : AgentTask
{
protected Entity HomeEntity => (Entity as Ship)?.HomeEntity;
public bool Available => _spaceworthy && Task == null;
//public abstract TaskType TaskType { get; }
public Zone Zone => Entity.Zone;
public BehaviorData Data => _controllerData;
protected ItemManager ItemManager { get; }
protected Entity Entity { get; }
protected Locomotion Locomotion;
protected VelocityMatch VelocityMatch;
protected Func<float2> TargetPosition;
protected Func<float2> TargetVelocity;
protected bool MatchVelocity;
// protected List<ZoneDefinition> Path;
protected T Task;
protected bool Moving;
protected bool Waiting;
private ControllerData _controllerData;
private MovementPhase _movementPhase;
private Action _onFinishMoving;
private bool _spaceworthy;
private float _waitTime;
private Action _onFinishWaiting;
public ControllerBase(ItemManager itemManager, ControllerData data, Entity entity)
{
ItemManager = itemManager;
Entity = entity;
_controllerData = data;
CheckSpaceworthiness();
entity.Equipment.ObserveAdd().Subscribe(added => CheckSpaceworthiness());
}
private void CheckSpaceworthiness()
{
_spaceworthy = Entity.GetBehavior<Thruster>() != null && Entity.GetBehavior<Reactor>() != null;
if(_spaceworthy)
CreateBehaviors();
}
public void CreateBehaviors()
{
Locomotion = new Locomotion(ItemManager, Entity, _controllerData);
VelocityMatch = new VelocityMatch(ItemManager, Entity, _controllerData);
}
public void Initialize()
{
CreateBehaviors();
// _context.CorporationControllers[_entity.Corporation].Add(this);
}
public void AssignTask(T task)
{
Task = task;
Moving = false;
}
public bool Update(float delta)
{
if (Available)
{
// No task is assigned and we're at home, do nothing!
if (Entity.Parent == HomeEntity)
return false;
// No task is assigned, but we're not home, go home!
if (!Moving)
{
GoHome();
}
}
if (Waiting)
{
_waitTime -= delta;
if (_waitTime < 0)
{
Waiting = false;
_onFinishWaiting?.Invoke();
}
return true;
}
if (Moving)
{
if(Entity.Parent!=null)
Entity.RemoveParent();
var targetPosition = TargetPosition();
var distance = length(targetPosition - Entity.Position.xz);
if (MatchVelocity)
{
var targetVelocity = TargetVelocity();
VelocityMatch.TargetVelocity = targetVelocity;
if (_movementPhase == MovementPhase.Locomotion)
{
var matchDistanceTime = VelocityMatch.MatchDistanceTime;
Locomotion.Objective = targetPosition + targetVelocity * matchDistanceTime.y;
Locomotion.Update(delta);
if (distance < matchDistanceTime.x)
{
_movementPhase = MovementPhase.Slowdown;
//_context.Log($"Controller {_entity.Name} has entered slowdown phase.");
VelocityMatch.Clear();
VelocityMatch.OnMatch += () =>
{
Moving = false;
_onFinishMoving?.Invoke();
};
}
}
else
{
VelocityMatch.TargetVelocity = targetVelocity;
VelocityMatch.Update(delta);
}
}
else
{
Locomotion.Objective = TargetPosition();
Locomotion.Update(delta);
if (distance < _controllerData.TargetDistance)
{
Moving = false;
_onFinishMoving();
}
}
}
return true;
}
public void FinishTask()
{
if (Task == null)
return;
Task = null;
}
public void GoHome(Action onFinish = null)
{
MoveTo(HomeEntity, true, () =>
{
Entity.SetParent(HomeEntity);
onFinish?.Invoke();
});
// else MoveTo(homeEntity.Zone.Data.ID, () => MoveTo(homeEntity, true, () =>
// {
// _entity.SetParent(homeEntity);
// onFinish?.Invoke();
// }));
}
public void Wait(float time, Action onFinish = null)
{
_waitTime = time;
Waiting = true;
_onFinishWaiting = onFinish;
}
public void MoveTo(Entity entity, bool matchVelocity = true, Action onFinish = null)
{
TargetPosition = () => entity.Position.xz;
TargetVelocity = () => entity.Velocity;
MatchVelocity = matchVelocity;
_movementPhase = MovementPhase.Locomotion;
Moving = true;
_onFinishMoving = onFinish;
}
public void MoveTo(float2 position, bool matchVelocity = true, Action onFinish = null)
{
TargetPosition = () => position;
TargetVelocity = () => float2.zero;
MatchVelocity = matchVelocity;
_movementPhase = MovementPhase.Locomotion;
Moving = true;
_onFinishMoving = onFinish;
}
public void MoveTo(Func<float2> position, Func<float2> velocity, Action onFinish = null)
{
TargetPosition = position;
TargetVelocity = velocity;
MatchVelocity = true;
_movementPhase = MovementPhase.Locomotion;
Moving = true;
_onFinishMoving = onFinish;
}
// public void MoveTo(Guid zone, Action onFinish = null)
// {
// var path = _context.FindPath(_context.GalaxyZones[Zone.Data.ID], _context.GalaxyZones[zone]);
//
// void OnNextZone()
// {
// path.RemoveAt(0);
// if (path.Count > 0)
// {
// MoveTo(Zone.WormholePosition(Path[0]), false, OnNextZone);
// }
// else
// {
// onFinish?.Invoke();
// }
// }
//
// OnNextZone();
// }
}
public enum MovementPhase
{
Locomotion,
Slowdown
}