Aetheria/Assets/Scripts/ServerShared/Behaviors/Controller.cs
Reinier Vens f643f6cc8a New Inventory System + Overhaul
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)
2020-12-10 23:20:38 +00:00

255 lines
No EOL
7.5 KiB
C#

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 Aim Aim;
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.EquippedItems.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);
Aim = new Aim(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);
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;
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
}