Aetheria/Assets/Scripts/ServerShared/Behaviors/SurveyController.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

152 lines
No EOL
5.6 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using RethinkDb.Driver.Ast;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), Order(-100)]
public class SurveyControllerData : ControllerData
{
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new SurveyController(context, this, entity, item);
}
}
public class SurveyController : ControllerBase<Survey>, IBehavior, IPersistentBehavior, IInitializableBehavior
{
private EquippedItem Item { get; }
public BehaviorData Data => _data;
private SurveyControllerData _data;
private bool _taskStarted;
private ResourceScanner _scanningTool;
private Switch _toolSwitch;
private Guid _targetPlanet;
private int _asteroid = -1;
public SurveyController(ItemManager itemManager, SurveyControllerData data, Entity entity, EquippedItem item) : base(itemManager, data, entity)
{
_data = data;
Item = item;
}
public new void Initialize()
{
_scanningTool = Entity.GetBehavior<ResourceScanner>();
_toolSwitch = Entity.GetSwitch<ResourceScanner>();
base.Initialize();
}
public new bool Update(float delta)
{
// var corporation = _context.ItemData.Get<Corporation>(_entity.Corporation);
// if (surveyTask != null)
// {
// if (!_taskStarted)
// {
// if (surveyTask.Planets.Any())
// {
// _entity.SetMessage("Moving to survey target.");
// NextPlanet();
// _scanningTool.ScanTarget = _targetPlanet;
// _scanningTool.Asteroid = _asteroid;
// if (!corporation.PlanetSurveyFloor.ContainsKey(_targetPlanet) ||
// corporation.PlanetSurveyFloor[_targetPlanet] + .5f < _scanningTool.MinimumDensity)
// {
// var planetData = _context.ItemData.Get<BodyData>(_targetPlanet);
// MoveTo(() =>
// {
// var target = GetPosition(planetData, _asteroid);
// var targetToUs = _entity.Position - target;
// return target + normalize(targetToUs) * _scanningTool.Range / 2;
// },
// () => GetVelocity(planetData, _asteroid),
// () => _entity.SetMessage("Arrived at target. Scanning for resources."));
// _taskStarted = true;
// }
// else
// surveyTask.Planets.Remove(_targetPlanet);
// }
// else
// {
// _entity.SetMessage("Survey complete. Returning Home.");
// FinishTask();
// }
// }
// else
// {
// if (!Moving)
// {
// var planetData = _context.ItemData.Get<BodyData>(_targetPlanet);
// if ((!corporation.PlanetSurveyFloor.ContainsKey(_targetPlanet) ||
// corporation.PlanetSurveyFloor[_targetPlanet] + .5f < _scanningTool.MinimumDensity) &&
// length(_entity.Position - GetPosition(planetData, _asteroid)) < _scanningTool.Range)
// {
// _toolSwitch.Activated = true;
// Aim.Objective = GetPosition(planetData, _asteroid);
// Aim.Update(delta);
// }
// else
// {
// _toolSwitch.Activated = false;
// _taskStarted = false;
// }
// }
// }
// }
return base.Update(delta);
}
private void NextPlanet()
{
var planets = Task.Planets.Select(id => Zone.Planets[id]);
var nearestPlanet = planets.MinBy(p => lengthsq(Entity.Position - GetPosition(p)));
_asteroid = nearestPlanet is AsteroidBeltData ? Zone.NearestAsteroid(nearestPlanet.ID, Entity.Position) : -1;
_targetPlanet = nearestPlanet.ID;
}
private float2 GetPosition(BodyData planet, int asteroid = -1)
{
if (planet is AsteroidBeltData)
{
if(asteroid == -1) asteroid = Zone.NearestAsteroid(planet.ID, Entity.Position);
return Zone.GetAsteroidTransform(planet.ID, asteroid).xy;
}
return Zone.GetOrbitPosition(planet.Orbit);
}
private float2 GetVelocity(BodyData planet, int asteroid = -1)
{
if (planet is AsteroidBeltData)
{
if(asteroid == -1) asteroid = Zone.NearestAsteroid(planet.ID, Entity.Position);
return Zone.GetAsteroidVelocity(planet.ID, asteroid);
}
return Zone.GetOrbitVelocity(planet.Orbit);
}
public PersistentBehaviorData Store()
{
return new SurveyControllerPersistence
{
Task = Task
};
}
public void Restore(PersistentBehaviorData data)
{
var surveyControllerPersistence = data as SurveyControllerPersistence;
Task = surveyControllerPersistence.Task;
}
}
public class SurveyControllerPersistence : PersistentBehaviorData
{
[JsonProperty("task"), Key(0)]
public Survey Task;
}