1710 lines
No EOL
65 KiB
C#
1710 lines
No EOL
65 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;
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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 Unity.Mathematics;
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using static Unity.Mathematics.math;
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using int2 = Unity.Mathematics.int2;
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public abstract class Entity
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{
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public Zone Zone;
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public Faction Faction;
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public EquippableItem Hull;
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public EquippedItem EquippedHull;
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public float3 Position;
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public float2 Direction = float2(0,1);
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public float2 Velocity;
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public float[,] Temperature;
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public float[,] NewTemperature;
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public bool2[,] HullConductivity;
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public float[,] ThermalMass;
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public readonly ReactiveCollection<EquippedItem> Equipment = new ReactiveCollection<EquippedItem>();
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public readonly ReactiveCollection<EquippedCargoBay> CargoBays = new ReactiveCollection<EquippedCargoBay>();
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public readonly ReactiveCollection<EquippedDockingBay> DockingBays = new ReactiveCollection<EquippedDockingBay>();
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public readonly ReactiveCollection<Entity> VisibleEntities = new ReactiveCollection<Entity>();
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public readonly ReactiveDictionary<Entity, bool> EntityHostility = new ReactiveDictionary<Entity, bool>();
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public readonly ReactiveCollection<Entity> VisibleEnemies = new ReactiveCollection<Entity>();
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public readonly ReactiveCollection<Entity> VisibleFriendlies = new ReactiveCollection<Entity>();
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public Entity Parent;
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public List<Entity> Children = new List<Entity>();
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public ReactiveProperty<Entity> Target = new ReactiveProperty<Entity>((Entity)null);
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public float3 LookDirection;
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public string Name;
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// public int Population;
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// public Dictionary<Guid, float> Personality = new Dictionary<Guid, float>();
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public readonly Dictionary<string, float> Messages = new Dictionary<string, float>();
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public readonly Dictionary<object, float> VisibilitySources = new Dictionary<object, float>();
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public readonly ReactiveDictionary<Entity, float> EntityInfoGathered = new ReactiveDictionary<Entity, float>();
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public readonly Dictionary<HardpointData, (float3 position, float3 direction)> HardpointTransforms =
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new Dictionary<HardpointData, (float3 position, float3 direction)>();
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public (List<Weapon> weapons, List<EquippedItem> items)[] WeaponGroups;
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public List<IPopulationAssignment> PopulationAssignments = new List<IPopulationAssignment>();
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public EquippedItem[,] GearOccupancy;
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public HardpointData[,] Hardpoints;
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public float[,] Armor;
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public float[,] MaxArmor;
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private EquippedItem[] _orderedEquipment;
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private List<Weapon> _weapons = new List<Weapon>();
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private List<Capacitor> _capacitors = new List<Capacitor>();
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private List<Reactor> _reactors = new List<Reactor>();
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private List<Radiator> _heatsinks = new List<Radiator>();
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private List<ConsumableItemEffect> _activeConsumables = new List<ConsumableItemEffect>();
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protected bool _active;
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private bool _heatsinksEnabled = true;
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public bool HeatsinksEnabled
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{
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get => _heatsinksEnabled;
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set
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{
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if (value == _heatsinksEnabled) return;
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_heatsinksEnabled = value;
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foreach (var heatsink in _heatsinks)
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heatsink.Item.Enabled.Value = value;
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}
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}
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public HullData HullData { get; }
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public EntitySettings Settings { get; }
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public bool OverrideShutdown { get; set; }
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public float TractorPower { get; set; }
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public bool Active
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{
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get => _active;
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}
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public IEnumerable<Weapon> Weapons
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{
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get => _weapons;
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}
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public Shield Shield { get; private set; }
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public Cockpit Cockpit { get; private set; }
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public Sensor Sensor { get; private set; }
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public float Heatstroke { get; private set; }
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public float Hypothermia { get; private set; }
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public float TargetRange { get; private set; }
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public float MaxTemp { get; private set; }
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public float MinTemp { get; private set; }
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public ItemManager ItemManager { get; }
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public int AssignedPopulation => PopulationAssignments.Sum(pa => pa.AssignedPopulation);
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public float Mass { get; private set; }
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public float Visibility => VisibilitySources.Values.Sum();
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public Subject<Entity> IncomingHit = new Subject<Entity>();
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public Subject<(int2 pos, float damage)> ArmorDamage = new Subject<(int2, float)>();
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public Subject<(EquippedItem item, float damage)> ItemDamage = new Subject<(EquippedItem, float)>();
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// public Subject<EquippedItem> ItemOffline = new Subject<EquippedItem>();
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// public Subject<EquippedItem> ItemOnline = new Subject<EquippedItem>();
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public Subject<float> HullDamage = new Subject<float>();
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public Subject<Entity> Docked = new Subject<Entity>();
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public Subject<Unit> HeatstrokeRisk = new Subject<Unit>();
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public Subject<Unit> HeatstrokeDeath = new Subject<Unit>();
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public Subject<Unit> HypothermiaRisk = new Subject<Unit>();
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public Subject<Unit> HypothermiaDeath = new Subject<Unit>();
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public Subject<Entity> TargetedBy = new Subject<Entity>();
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public ReactiveProperty<int> TargetedByCount = new ReactiveProperty<int>(0);
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public ReactiveProperty<SecurityLevel> CurrentSecurityLevel = new ReactiveProperty<SecurityLevel>(SecurityLevel.Open);
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public ReadOnlyReactiveProperty<bool> PresencePermitted;
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public UniRx.IObservable<EquippedItem> ItemDestroyed;
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public UniRx.IObservable<int2> HullArmorDepleted;
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public UniRx.IObservable<HardpointData> HardpointArmorDepleted;
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public UniRx.IObservable<Weapon> WeaponDestroyed;
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public UniRx.IObservable<CauseOfDeath> Death;
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private List<IDisposable> _subscriptions = new List<IDisposable>();
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private Dictionary<Entity, List<IDisposable>> _watchedEntitySubscriptions = new Dictionary<Entity, List<IDisposable>>();
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public virtual void Activate()
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{
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//ItemManager.Log($"Entity {Name} is activating!");
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_active = true;
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Heatstroke = 0;
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// The entity's presence is permitted when its faction owns the zone, or the current security level at its location is low enough
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PresencePermitted = new ReadOnlyReactiveProperty<bool>(CurrentSecurityLevel.Select(security =>
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{
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var factionRelationship = GetFactionRelationship(Zone.GalaxyZone.Owner);
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var presencePermitted = IsPresencePermitted(factionRelationship, security);
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return presencePermitted;
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}), initialValue: true);
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foreach (var item in Equipment)
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foreach (var behavior in item.Behaviors)
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{
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if(behavior is IInitializableBehavior initializableBehavior)
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initializableBehavior.Initialize();
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}
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foreach(var entity in Zone.Entities)
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{
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EntityInfoGathered[entity] = 0;
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EntityHostility[entity] = IsHostileTo(entity);
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}
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_subscriptions.Add(Zone.Entities.ObserveAdd().Subscribe(add =>
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{
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EntityInfoGathered[add.Value] = 0;
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EntityHostility[add.Value] = IsHostileTo(add.Value);
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}));
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_subscriptions.Add(Zone.Entities.ObserveRemove().Subscribe(remove =>
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{
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if (Target.Value == remove.Value) Target.Value = null;
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EntityInfoGathered.Remove(remove.Value);
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EntityHostility.Remove(remove.Value);
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VisibleEntities.Remove(remove.Value);
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VisibleEnemies.Remove(remove.Value);
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VisibleFriendlies.Remove(remove.Value);
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}));
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_subscriptions.Add(VisibleEnemies.ObserveRemove().Subscribe(remove =>
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{
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if (Target.Value == remove.Value) Target.Value = null;
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}));
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_subscriptions.Add(Target.Subscribe(entity => entity?.TargetedBy.OnNext(this)));
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_subscriptions.Add(TargetedBy.Subscribe(enemy =>
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{
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TargetedByCount.Value++;
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enemy.Target.Where(t => t != this).Take(1).Subscribe(_ => TargetedByCount.Value--);
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}));
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//
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_subscriptions.Add(EntityInfoGathered.ObserveReplace().Subscribe(replace =>
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{
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if (replace.OldValue < ItemManager.GameplaySettings.TargetDetectionInfoThreshold &&
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replace.NewValue > ItemManager.GameplaySettings.TargetDetectionInfoThreshold)
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{
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VisibleEntities.Add(replace.Key);
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if(EntityHostility[replace.Key])
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VisibleEnemies.Add(replace.Key);
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else VisibleFriendlies.Add(replace.Key);
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}
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if (replace.OldValue > ItemManager.GameplaySettings.TargetDetectionInfoThreshold &&
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replace.NewValue < ItemManager.GameplaySettings.TargetDetectionInfoThreshold)
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{
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VisibleEntities.Remove(replace.Key);
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VisibleEnemies.Remove(replace.Key);
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VisibleFriendlies.Remove(replace.Key);
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}
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}));
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// Create subscriptions to events occurring on any visible entity
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_subscriptions.Add(VisibleEntities.ObserveAdd()
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.Select(add=>add.Value)
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.Subscribe(entity =>
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{
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var newVisibleEntitySubscriptions = new List<IDisposable>
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{
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// Respond to changes in the target's hostility status by updating the contents of VisibleEnemies and VisibleFriendlies
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EntityHostility.ObserveReplace()
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.Where(replace => replace.Key == entity)
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.Select(replace => replace.NewValue)
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.Subscribe(isHostile =>
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{
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(isHostile ? VisibleEnemies : VisibleFriendlies).Add(entity);
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(isHostile ? VisibleFriendlies : VisibleEnemies).Remove(entity);
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})
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};
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_watchedEntitySubscriptions[entity] = newVisibleEntitySubscriptions;
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}));
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// Cleanup visible entity subscriptions
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_subscriptions.Add(VisibleEntities.ObserveRemove().Subscribe(disappearingEntity =>
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{
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foreach(var subscription in _watchedEntitySubscriptions[disappearingEntity.Value]) subscription.Dispose();
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_watchedEntitySubscriptions.Remove(disappearingEntity.Value);
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}));
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if(WeaponGroups.All(wg=>!wg.items.Any()))
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GenerateWeaponGroups();
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}
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public virtual void Deactivate()
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{
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//ItemManager.Log($"Entity {Name} is deactivating!");
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foreach(var s in _subscriptions) s.Dispose();
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_subscriptions.Clear();
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foreach(var ss in _watchedEntitySubscriptions.Values) foreach(var s in ss) s.Dispose();
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_watchedEntitySubscriptions.Clear();
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_active = false;
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EntityInfoGathered.Clear();
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VisibleEntities.Clear();
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VisibleEnemies.Clear();
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VisibleFriendlies.Clear();
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}
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public Entity(ItemManager itemManager, Zone zone, EquippableItem hull, EntitySettings settings)
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{
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Settings = settings;
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ItemManager = itemManager;
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Zone = zone;
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Hull = hull;
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HullData = itemManager.GetData(hull) as HullData;
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Name = HullData.Name;
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MapEntity();
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WeaponGroups = new (List<Weapon> weapons, List<EquippedItem> items)[itemManager.GameplaySettings.WeaponGroupCount];
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for(int i=0; i<itemManager.GameplaySettings.WeaponGroupCount; i++)
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WeaponGroups[i] = (new List<Weapon>(), new List<EquippedItem>());
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ItemDestroyed = ItemDamage.Where(x => x.item.EquippableItem.Durability < .01f).Select(x=>x.item);
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WeaponDestroyed = ItemDestroyed.Select(x => x.Behaviors.FirstOrDefault(b => b is Weapon) as Weapon).Where(x => x != null);
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HullArmorDepleted = ArmorDamage.Where(x => Armor[x.pos.x, x.pos.y] < .01f).Select(x => x.pos);
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Death = HullDamage.Where(_ => Hull.Durability < .01f).Select(_ => CauseOfDeath.HullDestroyed)
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.Merge(HeatstrokeDeath.Select(_ => CauseOfDeath.Heatstroke))
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.Merge(HypothermiaDeath.Select(_ => CauseOfDeath.Hypothermia))
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.Merge(ItemDestroyed.Where(i=>i.GetBehavior<Cockpit>()!=null).Select(_ => CauseOfDeath.CockpitDestroyed));
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//CurrentSecurityLevel.Value = SecurityLevel.Open;
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}
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public bool IsHostileTo(Entity other, bool recursive = false)
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{
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if (Faction == null)
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return !recursive && other.Faction != null && other.IsHostileTo(this, true);
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// TODO: Inter-faction hostility
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// When the entity faction owns the zone, they are hostile to trespassers or those hostile to them
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if (Faction.ID == Zone.GalaxyZone.Owner?.ID)
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return recursive ? !(other.PresencePermitted?.Value ?? true) : !(other.PresencePermitted?.Value ?? true)|| other.IsHostileTo(this, true);
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return !recursive && other.IsHostileTo(this, true);
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}
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// TODO: Inter-faction relationships
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public FactionRelationship GetFactionRelationship(Faction faction)
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{
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if (faction == null)
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return FactionRelationship.Neutral;
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if (this is Ship {IsPlayerShip: true})
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return Zone.Galaxy.FactionRelationships[faction];
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return faction.ID == Faction.ID ? FactionRelationship.Beloved : FactionRelationship.Neutral;
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}
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public static bool IsPresencePermitted(FactionRelationship relationship, SecurityLevel securityLevel) =>
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(int) relationship - (int) securityLevel > 0;
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public static bool IsDockingPermitted(FactionRelationship relationship, SecurityLevel securityLevel) =>
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(int) relationship - (int) securityLevel > 1;
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public void ActivateConsumable(ConsumableItem item)
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{
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_activeConsumables.Add(new ConsumableItemEffect(item, this));
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}
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public ConsumableItemEffect FindActiveConsumable(ConsumableItemData data)
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{
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return _activeConsumables.FirstOrDefault(ac => ac.Data.ID == data.ID);
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}
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public bool CanActivateConsumable(ConsumableItemData data)
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{
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return data.Stackable || FindActiveConsumable(data) == null;
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}
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public bool TryActivateConsumable(ConsumableItemData data)
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{
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if (!CanActivateConsumable(data)) return false;
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var bay = FindItemInCargo(data.ID);
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if (bay == null) return false;
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var item = (ConsumableItem) bay.ItemsOfType[data.ID].First();
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ActivateConsumable(item);
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bay.Remove(item);
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return true;
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}
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private void MapEntity()
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{
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var hullData = ItemManager.GetData(Hull) as HullData;
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EquippedHull = new EquippedItem(ItemManager, Hull, int2.zero, this);
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Equipment.Add(EquippedHull);
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Mass = hullData.Mass;
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Temperature = new float[hullData.Shape.Width, hullData.Shape.Height];
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NewTemperature = new float[hullData.Shape.Width, hullData.Shape.Height];
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HullConductivity = new bool2[hullData.Shape.Width,hullData.Shape.Height];
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ThermalMass = new float[hullData.Shape.Width, hullData.Shape.Height];
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Armor = new float[hullData.Shape.Width, hullData.Shape.Height];
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MaxArmor = new float[hullData.Shape.Width, hullData.Shape.Height];
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Hardpoints = new HardpointData[hullData.Shape.Width, hullData.Shape.Height];
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foreach (var hardpoint in hullData.Hardpoints)
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{
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foreach (var hardpointCoord in hardpoint.Shape.Coordinates)
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{
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var hullCoord = hardpoint.Position + hardpointCoord;
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Hardpoints[hullCoord.x, hullCoord.y] = hardpoint;
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}
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}
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var cellCount = hullData.Shape.Coordinates.Length;
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foreach (var v in hullData.Shape.Coordinates)
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{
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Armor[v.x, v.y] = hullData.Armor;
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MaxArmor[v.x, v.y] = hullData.Armor;
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if (Hardpoints[v.x, v.y] != null)
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{
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Armor[v.x, v.y] += Hardpoints[v.x, v.y].Armor;
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MaxArmor[v.x, v.y] += Hardpoints[v.x, v.y].Armor;
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}
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Temperature[v.x, v.y] = 280;
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ThermalMass[v.x, v.y] = hullData.Mass * hullData.SpecificHeat / cellCount;
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}
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GearOccupancy = new EquippedItem[hullData.Shape.Width, hullData.Shape.Height];
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}
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public void GenerateWeaponGroups()
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{
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foreach (var group in Weapons
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.GroupBy(w => w.Item.EquippableItem.Data.LinkID)
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.OrderBy(wg=>wg.Average(w=>w.Range))
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.Select((weapons, index) => (weapons, index)))
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{
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WeaponGroups[group.index].weapons = group.weapons.ToList();
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WeaponGroups[group.index].items = group.weapons.Select(w=>w.Item).ToList();
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}
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}
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public void AddHeat(int2 position, float heat, bool ignoreThermalMass = false)
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{
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if (ignoreThermalMass)
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Temperature[position.x, position.y] += heat;
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else
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Temperature[position.x, position.y] += heat / ThermalMass[position.x, position.y];
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}
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public int CountItemsInCargo(Guid itemDataID)
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{
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int sum = 0;
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foreach (var x in CargoBays)
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{
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if (x.ItemsOfType.ContainsKey(itemDataID))
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{
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foreach (var i in x.ItemsOfType[itemDataID]) sum += i is SimpleCommodity simpleCommodity ? simpleCommodity.Quantity : 1;
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}
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}
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return sum;
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}
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public EquippedCargoBay FindItemInCargo(Guid itemDataID)
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{
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return CargoBays.FirstOrDefault(c => c.ItemsOfType.ContainsKey(itemDataID));
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}
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public Shape UnoccupiedSpace
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{
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get
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{
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var emptyShape = new Shape(HullData.Shape.Width, HullData.Shape.Height);
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foreach (var v in HullData.Shape.Coordinates)
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{
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if (HullData.InteriorCells[v] && GearOccupancy[v.x, v.y] == null && Hardpoints[v.x,v.y] == null)
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emptyShape[v] = true;
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}
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return emptyShape;
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}
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}
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// Attempts to move a given number of items of the given type to the target Entity
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// Returns the number of items successfully transferred
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public int TryTransferItems(Entity target, Guid itemDataID, int quantity)
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{
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int quantityTransferred = 0;
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while (quantityTransferred < quantity)
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{
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EquippedCargoBay originInventory = CargoBays.FirstOrDefault(c => c.ItemsOfType.ContainsKey(itemDataID));
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if (originInventory == null) break;
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var itemInstance = originInventory.ItemsOfType[itemDataID][0];
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if (itemInstance is SimpleCommodity simpleCommodity)
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{
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var targetQuantity = min(simpleCommodity.Quantity, quantity - quantityTransferred);
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if (!target.CargoBays.Any(c => originInventory.TryTransferItem(c, simpleCommodity, targetQuantity)))
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{
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quantityTransferred += targetQuantity - simpleCommodity.Quantity;
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break;
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}
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quantityTransferred += targetQuantity;
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}
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else if (itemInstance is CraftedItemInstance craftedItemInstance)
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{
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if (!target.CargoBays.Any(c => originInventory.TryTransferItem(c, craftedItemInstance)))
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break;
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quantityTransferred++;
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}
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}
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return quantityTransferred;
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}
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public EquippableItem TryUnequip(EquippedItem item)
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{
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// Don't allow unequipping when the entity is active
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if (_active) return null;
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|
|
|
if (item.EquippableItem == null)
|
|
{
|
|
ItemManager.Log("Attempted to remove equipped item with no equippable item on it! This should be impossible!");
|
|
return null;
|
|
}
|
|
|
|
if (item is EquippedCargoBay cargoBay)
|
|
{
|
|
if(cargoBay.Cargo.Count > 0)
|
|
{
|
|
ItemManager.Log("Attempted to remove cargo bay that is not empty! Please check first before doing this!");
|
|
return null;
|
|
}
|
|
|
|
CargoBays.Remove(cargoBay);
|
|
}
|
|
|
|
Equipment.Remove(item);
|
|
_orderedEquipment = Equipment.OrderBy(x => x.SortPosition).ToArray();
|
|
|
|
var hullData = ItemManager.GetData(Hull) as HullData;
|
|
var itemData = ItemManager.GetData(item.EquippableItem);
|
|
foreach (var i in hullData.Shape.Coordinates)
|
|
if (GearOccupancy[i.x, i.y] == item)
|
|
{
|
|
ThermalMass[i.x, i.y] -= ItemManager.GetThermalMass(item.EquippableItem) / itemData.Shape.Coordinates.Length;
|
|
GearOccupancy[i.x, i.y] = null;
|
|
}
|
|
Mass -= itemData.Mass;
|
|
foreach (var b in item.Behaviors)
|
|
{
|
|
if (b is Weapon weapon)
|
|
_weapons.Remove(weapon);
|
|
if (b is Capacitor capacitor)
|
|
_capacitors.Remove(capacitor);
|
|
if (b is Reactor reactor)
|
|
_reactors.Remove(reactor);
|
|
if (b is Radiator heatsink)
|
|
_heatsinks.Remove(heatsink);
|
|
if (b is Shield)
|
|
Shield = null;
|
|
if (b is Cockpit)
|
|
Cockpit = null;
|
|
if (b is Sensor)
|
|
Sensor = null;
|
|
}
|
|
|
|
return item.EquippableItem;
|
|
}
|
|
|
|
// Check whether the given item will fit when its origin is placed at the given coordinate
|
|
private bool ItemFits(EquippableItemData itemData, HullData hullData, EquippableItem item, int2 hullCoord)
|
|
{
|
|
// If the given coordinate isn't even in the ship it obviously won't fit
|
|
if (!hullData.Shape[hullCoord]) return false;
|
|
|
|
// Items without specific hardpoints on the ship can be freely rotated and placed anywhere
|
|
if (itemData.HardpointType == HardpointType.Tool)
|
|
{
|
|
// Check every cell of the item's shape
|
|
foreach (var i in itemData.Shape.Coordinates)
|
|
{
|
|
// If there is any gear already occupying that space, it won't fit
|
|
// If there's a hardpoint there, it won't fit
|
|
// Thermal items have their own layer and do not collide with gear
|
|
var itemCoord = hullCoord + itemData.Shape.Rotate(i, item.Rotation);
|
|
if (!hullData.InteriorCells[itemCoord] ||
|
|
itemData.HardpointType == HardpointType.Tool && Hardpoints[itemCoord.x, itemCoord.y] != null ||
|
|
GearOccupancy[itemCoord.x, itemCoord.y] != null)
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var hardpoint = Hardpoints[hullCoord.x, hullCoord.y];
|
|
|
|
// If there's no hardpoint there, it won't fit
|
|
if (hardpoint == null) return false;
|
|
|
|
// If the hardpoint type doesn't match the item, it won't fit
|
|
if (hardpoint.Type != itemData.HardpointType) return false;
|
|
|
|
// Items placed in hardpoints are automatically aligned to hardpoint rotation
|
|
item.Rotation = hardpoint.Rotation;
|
|
|
|
// Inset the shapes of both item and hardpoint
|
|
var itemShapeInset = hullData.Shape.Inset(itemData.Shape, hullCoord, item.Rotation);
|
|
var hardpointShapeInset = hullData.Shape.Inset(hardpoint.Shape, hardpoint.Position);
|
|
|
|
// Check every cell of the hardpoint shape for existing items
|
|
foreach(var v in hardpointShapeInset.Coordinates)
|
|
if (GearOccupancy[v.x, v.y] != null)
|
|
return false;
|
|
|
|
// Check every cell of the item's shape
|
|
foreach (var i in itemShapeInset.Coordinates)
|
|
{
|
|
// If the hardpoint does not have a matching cell, it wont fit
|
|
if (!hardpointShapeInset[i]) return false;
|
|
|
|
// If there is any gear already occupying that space, it won't fit
|
|
if (GearOccupancy[i.x, i.y] != null) return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// Check whether the given item will fit when its origin is placed at the given coordinate on the hull
|
|
public bool ItemFits(EquippableItem item, int2 hullCoord)
|
|
{
|
|
// Don't allow equipping while deployed
|
|
if (_active) return false;
|
|
|
|
var itemData = ItemManager.GetData(item);
|
|
var hullData = ItemManager.GetData(Hull) as HullData;
|
|
return ItemFits(itemData, hullData, item, hullCoord);
|
|
}
|
|
|
|
public bool TryFindSpace(EquippableItem item, out int2 hullCoord)
|
|
{
|
|
// Don't allow equipping while deployed
|
|
if (_active)
|
|
{
|
|
hullCoord = int2.zero;
|
|
return false;
|
|
}
|
|
var itemData = ItemManager.GetData(item);
|
|
var hullData = ItemManager.GetData(Hull) as HullData;
|
|
|
|
// Tools and thermal equipment can be installed anywhere on the ship
|
|
// Search the whole ship for somewhere the item will fit
|
|
if (itemData.HardpointType == HardpointType.Tool)
|
|
{
|
|
foreach (var hullCoord2 in hullData.InteriorCells.Coordinates)
|
|
{
|
|
if (ItemFits(itemData, hullData, item, hullCoord2))
|
|
{
|
|
hullCoord = hullCoord2;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Everything else has to be equipped onto a hardpoint of the same type
|
|
// Search the ship for an empty hardpoint that matches the type and shape of the item
|
|
else
|
|
{
|
|
foreach (var hardpoint in hullData.Hardpoints)
|
|
{
|
|
if(hardpoint.Type == itemData.HardpointType)
|
|
{
|
|
foreach (var hardpointCoord in hardpoint.Shape.Coordinates)
|
|
{
|
|
var hullCoord2 = hardpoint.Position + hardpointCoord;
|
|
if (ItemFits(itemData, hullData, item, hullCoord2))
|
|
{
|
|
hullCoord = hullCoord2;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
hullCoord = int2.zero;
|
|
return false;
|
|
}
|
|
|
|
// Try to equip the given item anywhere it will fit, returns true when the item was successfully equipped
|
|
public bool TryEquip(EquippableItem item) => TryFindSpace(item, out var hullCoord) && TryEquip(item, hullCoord);
|
|
|
|
// Try to equip the given item to the given location
|
|
public bool TryEquip(EquippableItem item, int2 hullCoord)
|
|
{
|
|
// Don't allow equipping while deployed
|
|
if (_active) return false;
|
|
|
|
var itemData = ItemManager.GetData(item);
|
|
var hullData = ItemManager.GetData(Hull) as HullData;
|
|
|
|
if (!ItemFits(itemData, hullData, item, hullCoord)) return false;
|
|
|
|
EquippedItem equippedItem;
|
|
if (itemData.HardpointType == HardpointType.Tool)
|
|
{
|
|
if(itemData is CargoBayData)
|
|
{
|
|
if (itemData is DockingBayData)
|
|
{
|
|
equippedItem = new EquippedDockingBay(ItemManager, item, hullCoord, this, $"{Name} Docking Bay {DockingBays.Count + 1}");
|
|
DockingBays.Add((EquippedDockingBay) equippedItem);
|
|
}
|
|
else
|
|
{
|
|
equippedItem = new EquippedCargoBay(ItemManager, item, hullCoord, this, $"{Name} Cargo Bay {CargoBays.Count + 1}");
|
|
CargoBays.Add((EquippedCargoBay) equippedItem);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
equippedItem = new EquippedItem(ItemManager, item, hullCoord, this);
|
|
Equipment.Add(equippedItem);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
equippedItem = new EquippedItem(ItemManager, item, hullCoord, this);
|
|
Equipment.Add(equippedItem);
|
|
}
|
|
|
|
foreach (var b in equippedItem.Behaviors)
|
|
{
|
|
if (b is Weapon weapon)
|
|
_weapons.Add(weapon);
|
|
if(b is Capacitor capacitor)
|
|
_capacitors.Add(capacitor);
|
|
if(b is Reactor reactor)
|
|
_reactors.Add(reactor);
|
|
if(b is Radiator heatsink)
|
|
_heatsinks.Add(heatsink);
|
|
if (b is Shield shield)
|
|
Shield = shield;
|
|
if (b is Cockpit cockpit)
|
|
Cockpit = cockpit;
|
|
if (b is Sensor sensor)
|
|
Sensor = sensor;
|
|
}
|
|
|
|
// equippedItem.OnOnline += () => ItemOnline.OnNext(equippedItem);
|
|
// equippedItem.OnOffline += () => ItemOffline.OnNext(equippedItem);
|
|
|
|
foreach (var i in itemData.Shape.Coordinates)
|
|
{
|
|
var occupiedCoord = hullCoord + itemData.Shape.Rotate(i, item.Rotation);
|
|
// TODO: Track thermal mass of cargo bay contents as reactive property
|
|
ThermalMass[occupiedCoord.x, occupiedCoord.y] += ItemManager.GetThermalMass(item) / itemData.Shape.Coordinates.Length;
|
|
GearOccupancy[occupiedCoord.x, occupiedCoord.y] = equippedItem;
|
|
}
|
|
|
|
Mass += itemData.Mass;
|
|
_orderedEquipment = Equipment.OrderBy(x => x.SortPosition).ToArray();
|
|
return true;
|
|
}
|
|
|
|
public EquippedDockingBay TryDock(Ship ship)
|
|
{
|
|
//if (!IsDockingPermitted(ship.GetFactionRelationship(Faction), CurrentSecurityLevel.Value)) return null;
|
|
|
|
var bay = DockingBays.FirstOrDefault(x => x.DockedShip == null);
|
|
if (bay != null)
|
|
{
|
|
bay.DockedShip = ship;
|
|
ship.SetParent(this);
|
|
Zone.Entities.Remove(ship);
|
|
ship.Deactivate();
|
|
ship.Docked.OnNext(this);
|
|
}
|
|
|
|
return bay;
|
|
}
|
|
|
|
public bool TryUndock(Ship ship)
|
|
{
|
|
var bay = DockingBays.FirstOrDefault(x => x.DockedShip == ship);
|
|
if (bay == null)
|
|
{
|
|
ItemManager.Log($"Ship {ship.Name} attempted to undock from {Name}, but it was not docked!");
|
|
return false;
|
|
}
|
|
|
|
if (bay.Cargo.Any())
|
|
return false;
|
|
|
|
bay.DockedShip = null;
|
|
ship.RemoveParent();
|
|
Zone.Entities.Add(ship);
|
|
ship.Activate();
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool CanConsumeEnergy(float energy)
|
|
{
|
|
var capEnergy = _capacitors.Sum(cap => cap.Charge);
|
|
int onlineReactors = _reactors.Count(reactor=>reactor.Item.Online.Value);
|
|
return capEnergy > energy || onlineReactors > 0;
|
|
}
|
|
|
|
public bool TryConsumeEnergy(float energy)
|
|
{
|
|
if (energy < .01f) return true;
|
|
int chargedCapacitors;
|
|
do
|
|
{
|
|
chargedCapacitors = _capacitors.Count(capacitor => capacitor.Charge > .01f);
|
|
var chargeToRemove = energy;
|
|
foreach (var cap in _capacitors)
|
|
{
|
|
if(cap.Charge > 0.01f)
|
|
{
|
|
var chargeRemoved = min(chargeToRemove / chargedCapacitors, cap.Charge);
|
|
cap.AddCharge(-chargeRemoved);
|
|
energy -= chargeRemoved;
|
|
}
|
|
}
|
|
} while (chargedCapacitors > 0 && energy > .01f);
|
|
|
|
if (energy < .01f) return true;
|
|
|
|
int onlineReactors = _reactors.Count(reactor=>reactor.Item.Online.Value);
|
|
foreach (var reactor in _reactors)
|
|
{
|
|
if (reactor.Item.Online.Value)
|
|
{
|
|
reactor.ConsumeEnergy(energy / onlineReactors);
|
|
}
|
|
}
|
|
|
|
return onlineReactors > 0;
|
|
}
|
|
|
|
private void AddChild(Entity entity)
|
|
{
|
|
Mass += entity.Mass;
|
|
Children.Add(entity);
|
|
}
|
|
|
|
private void RemoveChild(Entity entity)
|
|
{
|
|
Mass -= entity.Mass;
|
|
Children.Remove(entity);
|
|
}
|
|
|
|
public void SetParent(Entity parent)
|
|
{
|
|
Parent = parent;
|
|
parent.AddChild(this);
|
|
}
|
|
|
|
public void RemoveParent()
|
|
{
|
|
if (Parent == null)
|
|
return;
|
|
|
|
Parent.RemoveChild(this);
|
|
Parent = null;
|
|
}
|
|
|
|
public T GetBehavior<T>() where T : Behavior
|
|
{
|
|
foreach (var equippedItem in Equipment)
|
|
if(equippedItem.Behaviors != null)
|
|
foreach (var behavior in equippedItem.Behaviors)
|
|
if (behavior is T b)
|
|
return b;
|
|
return null;
|
|
}
|
|
|
|
public IEnumerable<T> GetBehaviors<T>() where T : Behavior
|
|
{
|
|
foreach (var equippedItem in Equipment)
|
|
if(equippedItem.Behaviors != null)
|
|
foreach (var behavior in equippedItem.Behaviors)
|
|
if (behavior is T b)
|
|
yield return b;
|
|
}
|
|
|
|
public IEnumerable<T> GetBehaviorData<T>() where T : BehaviorData
|
|
{
|
|
foreach (var equippedItem in Equipment)
|
|
foreach (var behavior in equippedItem.Behaviors)
|
|
if (behavior.Data is T b)
|
|
yield return b;
|
|
}
|
|
|
|
// public IEnumerable<(T t, Switch s)> GetSwitch<T>() where T : class, IBehavior
|
|
// {
|
|
// foreach (var equippedItem in Equipment)
|
|
// foreach (var group in equippedItem.BehaviorGroups.Values)
|
|
// foreach(var behavior in group.Behaviors)
|
|
// if (behavior is T t)
|
|
// {
|
|
// var s = group.GetExposed<Switch>();
|
|
// if (s != null) yield return (t, s);
|
|
// }
|
|
// }
|
|
//
|
|
// public IEnumerable<(T behavior, Trigger trigger)> GetTrigger<T>() where T : class, IBehavior
|
|
// {
|
|
// foreach (var equippedItem in Equipment)
|
|
// foreach (var group in equippedItem.BehaviorGroups.Values)
|
|
// foreach(var behavior in group.Behaviors)
|
|
// if (behavior is T t)
|
|
// {
|
|
// var s = group.GetExposed<Trigger>();
|
|
// if (s != null) yield return (t, s);
|
|
// }
|
|
// }
|
|
//
|
|
// public IEnumerable<(T behavior, Axis axis)> GetAxis<T>() where T : class, IBehavior
|
|
// {
|
|
// foreach (var equippedItem in Equipment)
|
|
// foreach (var group in equippedItem.BehaviorGroups.Values)
|
|
// foreach(var behavior in group.Behaviors)
|
|
// if (behavior is T t)
|
|
// {
|
|
// var s = group.GetExposed<Axis>();
|
|
// if (s != null) yield return (t, s);
|
|
// }
|
|
// }
|
|
|
|
public virtual void Update(float delta)
|
|
{
|
|
var hullData = ItemManager.GetData(Hull) as HullData;
|
|
|
|
TargetRange = Target.Value == null ? -1 : length(Position - Target.Value.Position);
|
|
|
|
var localSecurityLevel = Zone.GetSecurityLevel(Position.xz);
|
|
if (CurrentSecurityLevel.Value != localSecurityLevel) CurrentSecurityLevel.Value = localSecurityLevel;
|
|
|
|
foreach (var v in VisibilitySources.Keys.ToArray())
|
|
{
|
|
VisibilitySources[v] = AetheriaMath.Decay(VisibilitySources[v], ItemManager.GameplaySettings.VisibilityDecay, delta);
|
|
|
|
if (VisibilitySources[v] < 0.1f) VisibilitySources.Remove(v);
|
|
}
|
|
|
|
UpdateTemperature(delta);
|
|
|
|
foreach (var item in _orderedEquipment) item.UpdatePerformance();
|
|
|
|
if (_active)
|
|
{
|
|
foreach (var entity in Zone.Entities)
|
|
{
|
|
var previousHostility = EntityHostility[entity];
|
|
var newHostility = IsHostileTo(entity);
|
|
if (newHostility != previousHostility)
|
|
EntityHostility[entity] = newHostility;
|
|
}
|
|
|
|
if(Cockpit != null)
|
|
{
|
|
var cockpitTemp = Cockpit.Temperature;
|
|
if (cockpitTemp > ItemManager.GameplaySettings.HeatstrokeTemperature)
|
|
{
|
|
var previous = Heatstroke;
|
|
Heatstroke = saturate(
|
|
Heatstroke +
|
|
pow(cockpitTemp - ItemManager.GameplaySettings.HeatstrokeTemperature, ItemManager.GameplaySettings.HeatstrokeExponent) *
|
|
ItemManager.GameplaySettings.HeatstrokeMultiplier * delta);
|
|
if(previous < ItemManager.GameplaySettings.SevereHeatstrokeRiskThreshold && Heatstroke > ItemManager.GameplaySettings.SevereHeatstrokeRiskThreshold)
|
|
HeatstrokeRisk.OnNext(Unit.Default);
|
|
if(Heatstroke > .99)
|
|
{
|
|
HeatstrokeDeath.OnNext(Unit.Default);
|
|
Deactivate();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Heatstroke = saturate(Heatstroke - ItemManager.GameplaySettings.HeatstrokeRecoverySpeed * delta);
|
|
}
|
|
|
|
if (cockpitTemp < ItemManager.GameplaySettings.HypothermiaTemperature)
|
|
{
|
|
var previous = Hypothermia;
|
|
Hypothermia = saturate(
|
|
Hypothermia +
|
|
pow(ItemManager.GameplaySettings.HypothermiaTemperature - cockpitTemp, ItemManager.GameplaySettings.HypothermiaExponent) *
|
|
ItemManager.GameplaySettings.HypothermiaMultiplier * delta);
|
|
if(previous < ItemManager.GameplaySettings.SevereHeatstrokeRiskThreshold && Heatstroke > ItemManager.GameplaySettings.SevereHeatstrokeRiskThreshold)
|
|
HypothermiaRisk.OnNext(Unit.Default);
|
|
if(Hypothermia > .99)
|
|
{
|
|
HypothermiaDeath.OnNext(Unit.Default);
|
|
Deactivate();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Hypothermia = saturate(Hypothermia - ItemManager.GameplaySettings.HypothermiaRecoverySpeed * delta);
|
|
}
|
|
}
|
|
|
|
for (var i = 0; i < _activeConsumables.Count; i++)
|
|
{
|
|
_activeConsumables[i].Update(delta);
|
|
if(_activeConsumables[i].RemainingDuration < 0) _activeConsumables.RemoveAt(i--);
|
|
}
|
|
|
|
foreach (var equippedItem in _orderedEquipment)
|
|
{
|
|
equippedItem.Update(delta);
|
|
}
|
|
|
|
foreach (var message in Messages.Keys.ToArray())
|
|
{
|
|
Messages[message] = Messages[message] - delta;
|
|
if (Messages[message] < 0)
|
|
Messages.Remove(message);
|
|
}
|
|
}
|
|
foreach(var child in Children)
|
|
child.Update(delta);
|
|
|
|
if (Parent != null)
|
|
{
|
|
Position = Parent.Position;
|
|
Velocity = Parent.Velocity;
|
|
}
|
|
else Position.y = Zone.GetHeight(Position.xz) + hullData.GridOffset;
|
|
}
|
|
|
|
private void UpdateTemperature(float delta)
|
|
{
|
|
var hullData = ItemManager.GetData(Hull) as HullData;
|
|
|
|
MaxTemp = Single.MinValue;
|
|
MinTemp = Single.MaxValue;
|
|
|
|
//float[,] newTemp = new float[hullData.Shape.Width,hullData.Shape.Height];
|
|
var radiation = 0f;
|
|
foreach (var v in hullData.Shape.Coordinates)
|
|
{
|
|
var temp = Temperature[v.x, v.y];
|
|
var totalTemp = temp / ItemManager.GameplaySettings.HeatConductionMultiplier;
|
|
var totalConductivity = 1f / ItemManager.GameplaySettings.HeatConductionMultiplier;
|
|
|
|
if (hullData.Shape[int2(v.x - 1, v.y)])
|
|
{
|
|
var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) *
|
|
(GearOccupancy[v.x - 1, v.y]?.Conductivity ?? 1) *
|
|
(HullConductivity[v.x - 1, v.y].x ? hullData.Conductivity : 1 / hullData.Conductivity) *
|
|
(ThermalMass[v.x - 1, v.y] / ThermalMass[v.x, v.y]);
|
|
totalConductivity += conductivity;
|
|
totalTemp += Temperature[v.x - 1, v.y] * conductivity;
|
|
}
|
|
|
|
if (hullData.Shape[int2(v.x + 1, v.y)])
|
|
{
|
|
var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) *
|
|
(GearOccupancy[v.x + 1, v.y]?.Conductivity ?? 1) *
|
|
(HullConductivity[v.x, v.y].x ? hullData.Conductivity : 1 / hullData.Conductivity) *
|
|
(ThermalMass[v.x + 1, v.y] / ThermalMass[v.x, v.y]);
|
|
totalConductivity += conductivity;
|
|
totalTemp += Temperature[v.x + 1, v.y] * conductivity;
|
|
}
|
|
|
|
|
|
if (hullData.Shape[int2(v.x, v.y - 1)])
|
|
{
|
|
var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) *
|
|
(GearOccupancy[v.x, v.y - 1]?.Conductivity ?? 1) *
|
|
(HullConductivity[v.x, v.y - 1].y ? hullData.Conductivity : 1 / hullData.Conductivity) *
|
|
(ThermalMass[v.x, v.y - 1] / ThermalMass[v.x, v.y]);
|
|
totalConductivity += conductivity;
|
|
totalTemp += Temperature[v.x, v.y - 1] * conductivity;
|
|
}
|
|
|
|
|
|
if (hullData.Shape[int2(v.x, v.y + 1)])
|
|
{
|
|
var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) *
|
|
(GearOccupancy[v.x, v.y + 1]?.Conductivity ?? 1) *
|
|
(HullConductivity[v.x, v.y].y ? hullData.Conductivity : 1 / hullData.Conductivity) *
|
|
(ThermalMass[v.x, v.y + 1] / ThermalMass[v.x, v.y]);
|
|
totalConductivity += conductivity;
|
|
totalTemp += Temperature[v.x, v.y + 1] * conductivity;
|
|
}
|
|
|
|
NewTemperature[v.x, v.y] = totalTemp / totalConductivity;
|
|
|
|
var r = 0f;
|
|
// For all cells on the border of the entity, radiate some heat into space, increasing the visibility of the ship
|
|
if (Parent==null && !hullData.InteriorCells[v])
|
|
{
|
|
var rad = pow(NewTemperature[v.x, v.y], ItemManager.GameplaySettings.HeatRadiationExponent) *
|
|
ItemManager.GameplaySettings.HeatRadiationMultiplier;
|
|
NewTemperature[v.x, v.y] -= rad * delta;
|
|
r += rad;
|
|
}
|
|
|
|
radiation += r;
|
|
|
|
if(float.IsNaN(NewTemperature[v.x, v.y]) || NewTemperature[v.x, v.y] < 0)
|
|
ItemManager.Log("HOUSTON, WE HAVE A PROBLEM!");
|
|
|
|
if (NewTemperature[v.x, v.y] < MinTemp)
|
|
MinTemp = NewTemperature[v.x, v.y];
|
|
|
|
if (NewTemperature[v.x, v.y] > MaxTemp)
|
|
MaxTemp = NewTemperature[v.x, v.y];
|
|
}
|
|
|
|
VisibilitySources[this] = radiation;
|
|
var swap = Temperature;
|
|
Temperature = NewTemperature;
|
|
NewTemperature = swap;
|
|
}
|
|
|
|
public void SetMessage(string message)
|
|
{
|
|
Messages[message] = ItemManager.GameplaySettings.MessageDuration;
|
|
}
|
|
}
|
|
|
|
public class ConsumableItemEffect
|
|
{
|
|
public float RemainingDuration { get; private set; }
|
|
public Entity Entity { get; }
|
|
public ConsumableItem Item { get; }
|
|
public ConsumableItemData Data { get; }
|
|
public Behavior[] Behaviors { get; }
|
|
|
|
public ConsumableItemEffect(ConsumableItem item, Entity entity)
|
|
{
|
|
Item = item;
|
|
Entity = entity;
|
|
Data = (ConsumableItemData) item.Data.Value;
|
|
RemainingDuration = Data.Duration;
|
|
|
|
Behaviors = Data.Behaviors
|
|
.Select(bd => bd.CreateInstance(this))
|
|
.ToArray();
|
|
}
|
|
|
|
public void Update(float delta)
|
|
{
|
|
foreach (var behavior in Behaviors)
|
|
if(behavior is IAlwaysUpdatedBehavior alwaysUpdatedBehavior) alwaysUpdatedBehavior.Update(delta);
|
|
|
|
foreach (var behavior in Behaviors)
|
|
{
|
|
if (!behavior.Execute(delta))
|
|
break;
|
|
}
|
|
|
|
RemainingDuration -= delta;
|
|
}
|
|
|
|
public float Evaluate(PerformanceStat stat)
|
|
{
|
|
var effectiveness = Data.Effectiveness.Evaluate((Data.Duration - RemainingDuration) / Data.Duration);
|
|
var quality = pow(Item.Quality, stat.QualityExponent);
|
|
|
|
var result = lerp(stat.Min, stat.Max, effectiveness * quality);
|
|
|
|
if (float.IsNaN(result))
|
|
return stat.Min;
|
|
return result;
|
|
}
|
|
}
|
|
|
|
public class EquippedItem
|
|
{
|
|
public int SortPosition;
|
|
public EquippableItem EquippableItem;
|
|
public int2 Position;
|
|
|
|
private bool _thermalOnline;
|
|
private bool _durabilityOnline;
|
|
public WwiseMetaSoundBank SoundBank;
|
|
|
|
public Behavior[] Behaviors { get; }
|
|
public Dictionary<int, BehaviorGroup> BehaviorGroups { get; }
|
|
public float Conductivity { get; }
|
|
public float ThermalPerformance { get; private set; }
|
|
public float ThermalExponent { get; }
|
|
public float DurabilityPerformance { get; private set; }
|
|
public float DurabilityExponent { get; }
|
|
public float Wear { get; private set; }
|
|
public Shape InsetShape { get; }
|
|
public Entity Entity { get; }
|
|
public EquippableItemData Data { get; }
|
|
|
|
public ReactiveProperty<bool> ThermalOnline { get; } = new ReactiveProperty<bool>(false);
|
|
public ReactiveProperty<bool> DurabilityOnline { get; } = new ReactiveProperty<bool>(false);
|
|
public ReadOnlyReactiveProperty<bool> Online { get; }
|
|
public ReactiveProperty<bool> Enabled { get; } = new ReactiveProperty<bool>(true);
|
|
public ReadOnlyReactiveProperty<bool> Active { get; }
|
|
public ItemManager ItemManager { get; }
|
|
|
|
public Subject<uint> AudioEvents { get; } = new Subject<uint>();
|
|
public Subject<(uint id, float v)> AudioParameters { get; } = new Subject<(uint id, float v)>();
|
|
public Dictionary<uint, float> AudioParameterValues { get; } = new Dictionary<uint, float>();
|
|
|
|
private float oldTemperature;
|
|
public float Temperature
|
|
{
|
|
get
|
|
{
|
|
float sum = 0;
|
|
foreach (var x in InsetShape.Coordinates) sum += Entity.Temperature[x.x, x.y];
|
|
return sum/InsetShape.Coordinates.Length;
|
|
}
|
|
}
|
|
|
|
public void FireAudioEvent(uint eventId, bool skipVerify = false)
|
|
{
|
|
if(SoundBank != null && (skipVerify || SoundBank.IncludedEvents.Any(o => o.Id == eventId)))
|
|
AudioEvents.OnNext(eventId);
|
|
}
|
|
|
|
public void FireAudioEvent(WwiseSoundBinding soundBinding)
|
|
{
|
|
FireAudioEvent(soundBinding.PlayEvent);
|
|
}
|
|
|
|
public void PlaySound(WwiseLoopingSoundBinding soundBinding)
|
|
{
|
|
FireAudioEvent(soundBinding.PlayEvent);
|
|
}
|
|
|
|
public void StopSound(WwiseLoopingSoundBinding soundBinding)
|
|
{
|
|
FireAudioEvent(soundBinding.StopEvent);
|
|
}
|
|
|
|
public void FireAudioEvent(WeaponAudioEvent weaponAudioEvent)
|
|
{
|
|
if (SoundBank == null) return;
|
|
var eventObject = SoundBank.GetEvent(weaponAudioEvent);
|
|
if (eventObject == null)
|
|
{
|
|
ItemManager.Log($"Attempted to trigger {Enum.GetName(typeof(WeaponAudioEvent), weaponAudioEvent)} weapon audio event, but the soundbank doesn't support it!");
|
|
return;
|
|
}
|
|
FireAudioEvent(eventObject.Id, true);
|
|
}
|
|
|
|
public void FireAudioEvent(ChargedWeaponAudioEvent weaponAudioEvent)
|
|
{
|
|
if (SoundBank == null) return;
|
|
var eventObject = SoundBank.GetEvent(weaponAudioEvent);
|
|
if (eventObject == null)
|
|
{
|
|
ItemManager.Log($"Attempted to trigger {Enum.GetName(typeof(ChargedWeaponAudioEvent), weaponAudioEvent)} weapon audio event, but the soundbank doesn't support it!");
|
|
return;
|
|
}
|
|
FireAudioEvent(eventObject.Id, true);
|
|
}
|
|
|
|
public void SetAudioParameter(uint id, float v, bool skipVerify = false)
|
|
{
|
|
if (SoundBank != null && (skipVerify || SoundBank.GameParameters.Any(o => o.Id == id)))
|
|
{
|
|
AudioParameterValues[id] = v;
|
|
AudioParameters.OnNext((id, v));
|
|
}
|
|
}
|
|
|
|
// public void SetAudioParameter(WwiseParameterBinding binding)
|
|
// {
|
|
// FireAudioEvent(binding.Parameter);
|
|
// }
|
|
|
|
public void SetAudioParameter(SpecialAudioParameter p, float v)
|
|
{
|
|
if (SoundBank == null) return;
|
|
var metaObject = SoundBank.GetParameter(p);
|
|
if (metaObject == null)
|
|
{
|
|
ItemManager.Log($"Attempted to set {Enum.GetName(typeof(ChargedWeaponAudioEvent), p)} audio parameter, but the soundbank doesn't support it!");
|
|
return;
|
|
}
|
|
SetAudioParameter(metaObject.Id, v, true);
|
|
}
|
|
|
|
public EquippedItem(ItemManager itemManager, EquippableItem item, int2 position, Entity entity)
|
|
{
|
|
ItemManager = itemManager;
|
|
Data = ItemManager.GetData(item);
|
|
Entity = entity;
|
|
EquippableItem = item;
|
|
Position = position;
|
|
Conductivity = Data.Conductivity;
|
|
ThermalExponent = lerp(
|
|
ItemManager.GameplaySettings.ThermalQualityMin,
|
|
ItemManager.GameplaySettings.ThermalQualityMax,
|
|
pow(item.Quality, ItemManager.GameplaySettings.ThermalQualityExponent));
|
|
DurabilityExponent = lerp(
|
|
ItemManager.GameplaySettings.DurabilityQualityMin,
|
|
ItemManager.GameplaySettings.DurabilityQualityMax,
|
|
pow(item.Quality, ItemManager.GameplaySettings.DurabilityQualityExponent));
|
|
var hullData = itemManager.GetData(entity.Hull);
|
|
InsetShape = hullData.Shape.Inset(Data.Shape, position, item.Rotation);
|
|
if (Entity.Temperature != null) oldTemperature = Temperature;
|
|
|
|
Online = new ReadOnlyReactiveProperty<bool>(ThermalOnline
|
|
.CombineLatest(DurabilityOnline, (thermal, durability) => thermal && durability).DistinctUntilChanged());
|
|
Active = new ReadOnlyReactiveProperty<bool>(Enabled
|
|
.CombineLatest(Online, (enabled, online) => enabled && online).DistinctUntilChanged());
|
|
|
|
|
|
Behaviors = Data.Behaviors
|
|
.Select(bd => bd.CreateInstance(this))
|
|
.ToArray();
|
|
|
|
BehaviorGroups = Behaviors
|
|
.GroupBy(b => b.Data.Group)
|
|
.OrderBy(g => g.Key)
|
|
.ToDictionary(g => g.Key, g => new BehaviorGroup
|
|
{
|
|
Behaviors = g.ToArray()
|
|
});
|
|
|
|
foreach (var behavior in Behaviors)
|
|
{
|
|
if (behavior is IOrderedBehavior orderedBehavior)
|
|
SortPosition = orderedBehavior.Order;
|
|
if(behavior is IPopulationAssignment populationAssignment)
|
|
entity.PopulationAssignments.Add(populationAssignment);
|
|
}
|
|
}
|
|
|
|
public float Evaluate(PerformanceStat stat)
|
|
{
|
|
var heat = pow(ThermalPerformance, ThermalExponent * stat.HeatExponentMultiplier);
|
|
var durability = pow(DurabilityPerformance, DurabilityExponent * stat.DurabilityExponentMultiplier);
|
|
var quality = pow(EquippableItem.Quality, stat.QualityExponent);
|
|
|
|
var scaleModifier = 1.0f;
|
|
var scaleModifiers = stat.GetScaleModifiers(Entity).Values;
|
|
foreach (var value in scaleModifiers) scaleModifier *= value;
|
|
|
|
float constantModifier = 0;
|
|
foreach (var value in stat.GetConstantModifiers(Entity).Values) constantModifier += value;
|
|
|
|
var result = lerp(stat.Min, stat.Max, durability * quality * heat) * scaleModifier + constantModifier;
|
|
if (float.IsNaN(result))
|
|
return stat.Min;
|
|
return result;
|
|
}
|
|
|
|
public void AddHeat(float heat, bool ignoreThermalMass = false)
|
|
{
|
|
foreach(var hullCoord in InsetShape.Coordinates)
|
|
Entity.AddHeat(hullCoord, heat / InsetShape.Coordinates.Length, ignoreThermalMass);
|
|
}
|
|
|
|
public void UpdatePerformance()
|
|
{
|
|
var temp = Temperature;
|
|
ThermalPerformance = Data.Performance(temp);
|
|
var deltaTemp = math.abs(temp - oldTemperature);
|
|
DurabilityPerformance = EquippableItem.Durability / Data.Durability;
|
|
var performanceThreshold = Entity.Settings.ShutdownPerformance;
|
|
Wear = (1 - pow(ThermalPerformance,
|
|
(1 - pow(EquippableItem.Quality, ItemManager.GameplaySettings.QualityWearExponent)) *
|
|
ItemManager.GameplaySettings.ThermalWearExponent) +
|
|
deltaTemp * ItemManager.GameplaySettings.DeltaTempWearExponent
|
|
) * Data.Durability / Data.ThermalResilience;
|
|
ThermalOnline.Value = ThermalPerformance > performanceThreshold || Entity.OverrideShutdown && EquippableItem.OverrideShutdown;
|
|
DurabilityOnline.Value = EquippableItem.Durability > .01f;
|
|
oldTemperature = temp;
|
|
}
|
|
|
|
public void Update(float delta)
|
|
{
|
|
foreach (var audioStat in Data.AudioStats)
|
|
{
|
|
SetAudioParameter(audioStat.Parameter, Evaluate(audioStat.Stat));
|
|
}
|
|
|
|
if (Active.Value)
|
|
{
|
|
foreach (var group in BehaviorGroups.Values)
|
|
{
|
|
foreach (var behavior in group.Behaviors)
|
|
{
|
|
if (!behavior.Execute(delta))
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
foreach (var behavior in Behaviors)
|
|
if(behavior is IAlwaysUpdatedBehavior alwaysUpdatedBehavior) alwaysUpdatedBehavior.Update(delta);
|
|
}
|
|
|
|
public T GetBehavior<T>() where T : class
|
|
{
|
|
foreach (var behavior in Behaviors)
|
|
if (behavior is T b)
|
|
return b;
|
|
return null;
|
|
}
|
|
}
|
|
|
|
public class EquippedCargoBay : EquippedItem
|
|
{
|
|
public readonly ReactiveDictionary<ItemInstance, int2> Cargo = new ReactiveDictionary<ItemInstance, int2>();
|
|
|
|
public readonly ItemInstance[,] Occupancy;
|
|
|
|
public readonly Dictionary<Guid, List<ItemInstance>> ItemsOfType = new Dictionary<Guid, List<ItemInstance>>();
|
|
|
|
public new readonly CargoBayData Data;
|
|
|
|
public float Mass { get; private set; }
|
|
public float ThermalMass { get; private set; }
|
|
public string Name { get; }
|
|
|
|
public Shape UnoccupiedSpace
|
|
{
|
|
get
|
|
{
|
|
var unoccupied = new Shape(Data.InteriorShape.Width, Data.InteriorShape.Height);
|
|
foreach (var v in unoccupied.AllCoordinates)
|
|
unoccupied[v] = Occupancy[v.x, v.y] == null;
|
|
return unoccupied;
|
|
}
|
|
}
|
|
|
|
public EquippedCargoBay(ItemManager itemManager, EquippableItem item, int2 position, Entity entity, string name) : base(itemManager, item, position, entity)
|
|
{
|
|
Data = ItemManager.GetData(EquippableItem) as CargoBayData;
|
|
Name = name;
|
|
|
|
Mass = Data.Mass;
|
|
ThermalMass = Data.Mass * Data.SpecificHeat;
|
|
|
|
Occupancy = new ItemInstance[Data.InteriorShape.Width,Data.InteriorShape.Height];
|
|
}
|
|
|
|
// Check whether the given item will fit when its origin is placed at the given coordinate
|
|
public bool ItemFits(ItemInstance item, int2 cargoCoord)
|
|
{
|
|
var itemData = item.Data.Value;
|
|
// Check every cell of the item's shape
|
|
foreach (var i in itemData.Shape.Coordinates)
|
|
{
|
|
// If there is an item already occupying that space, it won't fit
|
|
var itemCargoCoord = cargoCoord + itemData.Shape.Rotate(i, item.Rotation);
|
|
if (!Data.InteriorShape[itemCargoCoord] || (Occupancy[itemCargoCoord.x, itemCargoCoord.y] != null && Occupancy[itemCargoCoord.x, itemCargoCoord.y] != item)) return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public bool TryFindSpace(ItemInstance item)
|
|
{
|
|
if (item is SimpleCommodity simpleCommodity)
|
|
return TryFindSpace(simpleCommodity, out _);
|
|
if (item is CraftedItemInstance craftedItem)
|
|
return TryFindSpace(craftedItem, out _);
|
|
return false;
|
|
}
|
|
|
|
// Tries to find a place to put the given items in the inventory
|
|
// Will attempt to fill existing item stacks first
|
|
// Returns true only when ALL of the items have places to go
|
|
public bool TryFindSpace(SimpleCommodity item, out List<int2> positions)
|
|
{
|
|
positions = new List<int2>();
|
|
var itemData = ItemManager.GetData(item);
|
|
var remainingQuantity = item.Quantity;
|
|
|
|
// For simple commodities, search for existing item stacks to add to
|
|
foreach (var cargoItem in Cargo.Keys)
|
|
{
|
|
if (item.Data != cargoItem.Data) continue;
|
|
|
|
var cargoCommodity = (SimpleCommodity) cargoItem;
|
|
if (cargoCommodity.Quantity >= itemData.MaxStack) continue;
|
|
|
|
// Subtract remaining space in existing stack from remaining quantity
|
|
remainingQuantity -= min(itemData.MaxStack - cargoCommodity.Quantity, remainingQuantity);
|
|
positions.Add(Cargo[cargoItem]);
|
|
|
|
// If we've moved all of the items into existing stacks, no need to search for empty space!
|
|
if (remainingQuantity == 0) return true;
|
|
}
|
|
|
|
// TODO: Try alternate item rotations / use Shape.FitsWithin
|
|
// Search all the space in the cargo bay for an empty space where the item fits
|
|
foreach (var cargoCoord in Data.InteriorShape.Coordinates)
|
|
{
|
|
if (ItemFits(item, cargoCoord))
|
|
{
|
|
positions.Add(cargoCoord);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Searches the cargo bay for a position where the item will fit, returns true when found
|
|
public bool TryFindSpace(CraftedItemInstance item, out int2 position)
|
|
{
|
|
// Search all the space in the cargo bay for an empty space where the item fits
|
|
foreach (var cargoCoord in Data.InteriorShape.Coordinates)
|
|
{
|
|
if (ItemFits(item, cargoCoord))
|
|
{
|
|
position = cargoCoord;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
position = int2.zero;
|
|
return false;
|
|
}
|
|
|
|
public bool TryStore(ItemInstance item)
|
|
{
|
|
if (item is SimpleCommodity simpleCommodity)
|
|
return TryStore(simpleCommodity);
|
|
if (item is CraftedItemInstance craftedItem)
|
|
return TryStore(craftedItem);
|
|
return false;
|
|
}
|
|
|
|
public bool TryStore(ItemInstance item, int2 cargoCoord)
|
|
{
|
|
if (item is SimpleCommodity simpleCommodity)
|
|
return TryStore(simpleCommodity, cargoCoord);
|
|
if (item is CraftedItemInstance craftedItem)
|
|
return TryStore(craftedItem, cargoCoord);
|
|
return false;
|
|
}
|
|
|
|
// Attempts to store all of the given item anywhere in the inventory
|
|
// Will attempt to fill existing item stacks first
|
|
// Returns true only when ALL of the items are successfully stored
|
|
public bool TryStore(SimpleCommodity item)
|
|
{
|
|
TryFindSpace(item, out var positions);
|
|
foreach (var position in positions)
|
|
{
|
|
if (TryStore(item, position)) return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Try to store the given commodity at the given position
|
|
// If there's a stack at the given position it will be added to
|
|
// Returns true only when ALL of the items are successfully stored
|
|
public bool TryStore(SimpleCommodity item, int2 cargoCoord)
|
|
{
|
|
var itemData = ItemManager.GetData(item);
|
|
if (ItemFits(item, cargoCoord))
|
|
{
|
|
foreach (var p in itemData.Shape.Coordinates)
|
|
{
|
|
var pos = cargoCoord + itemData.Shape.Rotate(p, item.Rotation);
|
|
Occupancy[pos.x, pos.y] = item;
|
|
}
|
|
Cargo[item] = cargoCoord;
|
|
|
|
if(!ItemsOfType.ContainsKey(item.Data.LinkID))
|
|
ItemsOfType[item.Data.LinkID] = new List<ItemInstance>();
|
|
ItemsOfType[item.Data.LinkID].Add(item);
|
|
}
|
|
else if (Occupancy[cargoCoord.x, cargoCoord.y] is SimpleCommodity cargoCommodity && cargoCommodity.Data == item.Data)
|
|
{
|
|
if (cargoCommodity.Quantity + item.Quantity <= itemData.MaxStack)
|
|
{
|
|
cargoCommodity.Quantity += item.Quantity;
|
|
}
|
|
else
|
|
{
|
|
var quantityTransferred = itemData.MaxStack - cargoCommodity.Quantity;
|
|
item.Quantity -= quantityTransferred;
|
|
cargoCommodity.Quantity = itemData.MaxStack;
|
|
|
|
Mass += itemData.Mass * quantityTransferred;
|
|
ThermalMass += itemData.Mass * itemData.SpecificHeat * quantityTransferred;
|
|
return false;
|
|
}
|
|
}
|
|
else return false;
|
|
|
|
Mass += ItemManager.GetMass(item);
|
|
ThermalMass += ItemManager.GetThermalMass(item);
|
|
return true;
|
|
}
|
|
|
|
// Try to store the given item anywhere it will fit, returns true when the item was successfully stored
|
|
public bool TryStore(CraftedItemInstance item) => TryFindSpace(item, out var position) && TryStore(item, position);
|
|
|
|
// Try to store the given item at the given position, returns true when the item was successfully stored
|
|
public bool TryStore(CraftedItemInstance item, int2 cargoCoord)
|
|
{
|
|
if (!ItemFits(item, cargoCoord)) return false;
|
|
|
|
var itemData = ItemManager.GetData(item);
|
|
foreach (var p in itemData.Shape.Coordinates)
|
|
{
|
|
var pos = cargoCoord + itemData.Shape.Rotate(p, item.Rotation);
|
|
Occupancy[pos.x, pos.y] = item;
|
|
}
|
|
Cargo[item] = cargoCoord;
|
|
|
|
if(!ItemsOfType.ContainsKey(item.Data.LinkID))
|
|
ItemsOfType[item.Data.LinkID] = new List<ItemInstance>();
|
|
ItemsOfType[item.Data.LinkID].Add(item);
|
|
|
|
Mass += ItemManager.GetMass(item);
|
|
ThermalMass += ItemManager.GetThermalMass(item);
|
|
|
|
return true;
|
|
}
|
|
|
|
public SimpleCommodity Remove(SimpleCommodity item, int quantity)
|
|
{
|
|
if (!Cargo.ContainsKey(item))
|
|
{
|
|
ItemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!");
|
|
return null;
|
|
}
|
|
var itemData = ItemManager.GetData(item);
|
|
if(quantity >= item.Quantity)
|
|
{
|
|
foreach(var v in Data.InteriorShape.Coordinates)
|
|
if (Occupancy[v.x, v.y] == item)
|
|
Occupancy[v.x, v.y] = null;
|
|
|
|
Cargo.Remove(item);
|
|
ItemsOfType[item.Data.LinkID].Remove(item);
|
|
if (!ItemsOfType[item.Data.LinkID].Any())
|
|
ItemsOfType.Remove(item.Data.LinkID);
|
|
|
|
Mass -= ItemManager.GetMass(item);
|
|
ThermalMass -= ItemManager.GetThermalMass(item);
|
|
|
|
return item;
|
|
}
|
|
|
|
item.Quantity -= quantity;
|
|
Mass -= itemData.Mass * quantity;
|
|
ThermalMass -= itemData.Mass * itemData.SpecificHeat * quantity;
|
|
return new SimpleCommodity{Data = item.Data, Quantity = quantity, Rotation = item.Rotation};
|
|
}
|
|
|
|
public void Remove(CraftedItemInstance item)
|
|
{
|
|
if (!Cargo.ContainsKey(item))
|
|
{
|
|
ItemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!");
|
|
return;
|
|
}
|
|
var itemData = ItemManager.GetData(item);
|
|
foreach(var v in Data.InteriorShape.Coordinates)
|
|
if (Occupancy[v.x, v.y] == item)
|
|
Occupancy[v.x, v.y] = null;
|
|
|
|
Cargo.Remove(item);
|
|
ItemsOfType[item.Data.LinkID].Remove(item);
|
|
if (!ItemsOfType[item.Data.LinkID].Any())
|
|
ItemsOfType.Remove(item.Data.LinkID);
|
|
|
|
Mass -= ItemManager.GetMass(item);
|
|
ThermalMass -= ItemManager.GetThermalMass(item);
|
|
}
|
|
|
|
public void Remove(ItemInstance item)
|
|
{
|
|
if (item is SimpleCommodity simpleCommodity)
|
|
Remove(simpleCommodity, simpleCommodity.Quantity);
|
|
if (item is CraftedItemInstance craftedItem)
|
|
Remove(craftedItem);
|
|
}
|
|
|
|
public bool TryTransferItem(EquippedCargoBay target, SimpleCommodity item, int quantity)
|
|
{
|
|
if (!Cargo.ContainsKey(item))
|
|
{
|
|
ItemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!");
|
|
return false;
|
|
}
|
|
|
|
var oldPos = Cargo[item];
|
|
var newItem = Remove(item, quantity);
|
|
|
|
if (target.TryStore(item)) return true;
|
|
|
|
// Failed to transfer full quantity, move the remaining items back to their old slot
|
|
TryStore(newItem, oldPos);
|
|
return false;
|
|
}
|
|
|
|
public bool TryTransferItem(EquippedCargoBay target, CraftedItemInstance item)
|
|
{
|
|
if (!Cargo.ContainsKey(item))
|
|
{
|
|
ItemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!");
|
|
return false;
|
|
}
|
|
|
|
if (!target.TryStore(item)) return false;
|
|
Remove(item);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
public class EquippedDockingBay : EquippedCargoBay
|
|
{
|
|
public Ship DockedShip;
|
|
public int2 MaxSize => _data.MaxSize;
|
|
private DockingBayData _data;
|
|
public EquippedDockingBay(ItemManager itemManager, EquippableItem item, int2 position, Entity entity, string name) : base(itemManager, item, position, entity, name)
|
|
{
|
|
_data = ItemManager.GetData(EquippableItem) as DockingBayData;
|
|
}
|
|
}
|
|
|
|
public class BehaviorGroup
|
|
{
|
|
public Behavior[] Behaviors;
|
|
|
|
public T GetBehavior<T>() where T : Behavior
|
|
{
|
|
foreach (var b in Behaviors)
|
|
{
|
|
if (!(b is T s)) continue;
|
|
return s;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
public T GetExposed<T>() where T : Behavior, IInteractiveBehavior
|
|
{
|
|
foreach (var b in Behaviors)
|
|
{
|
|
if (!(b is T s) || !((IInteractiveBehavior)b).Exposed) continue;
|
|
return s;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
//public IAnalogBehavior Axis;
|
|
} |