Aetheria/Assets/Scripts/ServerShared/Behaviors/Sensor.cs
Reinier Vens 4489b18452 Action Bar (WIP)
Refactor item instance to use DatabaseLink
Labels now pop up when aiming at loot
Yeeted HUD trigger group UI into the abyss
Created rebindable action bar (missing: assigning actions)
Created Consumable Items
Refactored behaviors to work on consumable items
Implemented Velocity Conversion Behavior
2021-04-18 05:13:20 +01:00

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No EOL
4.9 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class SensorData : BehaviorData
{
[Inspectable, JsonProperty("sensitivity"), Key(3), RuntimeInspectable]
public PerformanceStat Sensitivity = new PerformanceStat();
[InspectableAnimationCurve, JsonProperty("sensCurve"), Key(4), RuntimeInspectable]
public BezierCurve SensitivityCurve;
[Inspectable, JsonProperty("pingBoost"), Key(5), RuntimeInspectable]
public PerformanceStat PingBoost;
[Inspectable, JsonProperty("pingEnergy"), Key(6), RuntimeInspectable]
public PerformanceStat PingEnergy;
[Inspectable, JsonProperty("pingVisibility"), Key(7), RuntimeInspectable]
public PerformanceStat PingVisibility;
[Inspectable, JsonProperty("pingRange"), Key(8), RuntimeInspectable]
public PerformanceStat PingRange;
[Inspectable, JsonProperty("pingCooldown"), Key(9), RuntimeInspectable]
public PerformanceStat PingCooldown;
[Inspectable, JsonProperty("pingDuration"), Key(10)]
public float PingDuration = 2;
[Inspectable, JsonProperty("pingRadiusExponent"), Key(11)]
public float PingRadiusExponent = .5f;
public override Behavior CreateInstance(EquippedItem item)
{
return new Sensor(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Sensor(this, item);
}
}
public class Sensor : Behavior, IEventBehavior
{
private SensorData _data;
private float _pingCooldown;
private float _pingLerp;
private bool _pinging;
private float _pingRadius;
private HashSet<Entity> _pingedEntities = new HashSet<Entity>();
public float Cooldown
{
get => saturate(_pingCooldown);
}
public float PingRadius
{
get => _pingRadius;
}
public float PingBrightness => pow(1 - _pingLerp, _data.PingRadiusExponent);
public event Action OnPingStart;
public event Action OnPingEnd;
public void ResetEvents()
{
OnPingStart = null;
OnPingEnd = null;
}
public void Ping()
{
if(_pingCooldown < 0 && Entity.TryConsumeEnergy(Evaluate(_data.PingEnergy)))
{
Entity.VisibilitySources[this] = Evaluate(_data.PingVisibility);
_pinging = true;
_pingCooldown = 1;
_pingLerp = 0;
_pingRadius = 0;
_pingedEntities.Clear();
OnPingStart?.Invoke();
}
}
public Sensor(SensorData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public Sensor(SensorData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
public override bool Execute(float dt)
{
if (_pinging)
{
_pingLerp += dt / _data.PingDuration;
_pingRadius = lerp(0, Evaluate(_data.PingRange), pow(_pingLerp, _data.PingRadiusExponent));
if (_pingLerp > 1)
{
_pinging = false;
OnPingEnd?.Invoke();
}
}
_pingCooldown -= dt / Evaluate(_data.PingCooldown);
// TODO: Handle Active Detection / Visibility From Reflected Radiance
var forward = Direction.xz;
foreach (var entity in Entity.Zone.Entities)
{
if (entity == Entity) continue;
var diff = entity.Position.xz - Entity.Position.xz;
var angle = acos(dot(forward, normalize(diff)));
var dist = length(diff);
float previous, next;
Entity.EntityInfoGathered.TryGetValue(entity, out previous);
if (!_pingedEntities.Contains(entity) && dist < _pingRadius)
{
_pingedEntities.Add(entity);
next = saturate(
previous +
entity.Visibility *
Evaluate(_data.Sensitivity) *
Evaluate(_data.PingBoost) *
dist);
}
else
{
next = saturate(
previous +
entity.Visibility *
Evaluate(_data.Sensitivity) *
_data.SensitivityCurve.Evaluate(angle / PI) *
dt / dist);
}
next *= 1 - ItemManager.GameplaySettings.TargetInfoDecay * dt;
//Context.Log($"{entity.Name} visibility {(int)(previous * 100)}% -> {(int)(next * 100)}%");
Entity.EntityInfoGathered[entity] = next;
}
return true;
}
}