Removed universal GameContext references Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager GlobalData is gone, relevant settings are distributed amongst specialized settings classes Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks Controller subtypes are now generic classes, class argument is task type Inventory is now a 2D grid instead of a list Entity temperature is now a 2D grid instead of a number Item sizes are now arbitrary shapes instead of a number Hardpoints are now arbitrary shapes instead Equipped items have their own temperatures Map view now displays sunlight colors Integrated Allegorithmic Substance Plugin Imported Djinni ship and assigned Substance materials Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
54 lines
2 KiB
C#
54 lines
2 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 Locomotion : AgentBehavior
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{
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public float2 Objective;
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private const float TangentSensitivity = 2;
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private Thruster _thrust;
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private Turning _turning;
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private VelocityLimit _velocityLimit;
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public Locomotion(ItemManager context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
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{
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_velocityLimit = Entity.GetBehaviors<VelocityLimit>().FirstOrDefault();
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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 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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float2 diff = Objective - Entity.Position;
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// We want to go top speed in the direction of our target
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var topSpeed = _velocityLimit?.Limit ?? 1000;
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float2 desiredVelocity = normalize(diff) * topSpeed;
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var accelerationTime = length(desiredVelocity - Entity.Velocity) / (_thrust.Thrust / Entity.Mass);
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var accelerationDistance = accelerationTime * length((desiredVelocity + Entity.Velocity) / 2);
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// We do not have enough space to get to full speed, use approximate maneuvering
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if (accelerationDistance > length(diff))
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{
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float2 tangential = Entity.Velocity - dot(normalize(diff), normalize(Entity.Velocity)) * Entity.Velocity;
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float2 adjustedDirection = normalize(diff) - tangential * TangentSensitivity;
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_turning.Axis = TurningInput(adjustedDirection);
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_thrust.Axis = 1;
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}
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// We have plenty of space, use exact maneuvering
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else
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{
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var deltaV = desiredVelocity - Entity.Velocity;
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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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}
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}
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