public void BombardFire() { var numRockets = 4; var angleOffset = 0.3f; if (FlightShip.HasUpgrade <BombardOverload>()) { numRockets = 8; angleOffset = 1.1f; } if (_bombardCooldown.Completed) { var guns = FlightShip.Topology.AllSections .Where(x => x.Module is BombardModule); var shipTransform = Transform; foreach (var gun in guns) { if (!FlightShip.TryTakeEnergy(1)) { return; } for (var i = 0; i < numRockets; i++) { var flightNode = FlightShip.GetNodeForSection(gun.GridLocation); var rotation = (float)((-gun.Rotation - 2) * Math.PI / 3 + angleOffset * Random.NextDouble() - angleOffset / 2f); var rotationQuat = Quaternion.CreateFromYawPitchRoll(rotation, 0, 0); var nodeTransform = flightNode.Entity.Get <Transform>(); var location = Vector3.Transform(Vector3.Zero, nodeTransform.WorldTransform * shipTransform.WorldTransform); var shell = Entity.EntityManager.Create(); shell.Add(new Transform { Location = location + new Vector3((float)Random.NextDouble() * 0.3f, 0, (float)Random.NextDouble() * 0.3f) }); var rotationMatrix = Matrix.CreateFromYawPitchRoll(rotation, 0, 0) * Matrix.CreateFromQuaternion(shipTransform.Rotation); shell.Add( new RocketProjectile( FlightShip.ShipGuid, FlightShip.Velocity, Vector3.Transform(Vector3.Transform(Vector3.Forward, rotationQuat), shipTransform.Rotation), rotationMatrix ) ); } } _bombardCooldown.Restart(); } }
public void OnHit(FlightNode node, FlightShip ship, Point gridLocation, Vector3 nodeLocation, Section section) { //var otherLocation = node.Entity.Get<Transform>().Location; //var direction = (otherLocation - Transform.Location); // Handle identical location with random impulse. var shipDirection = (_ship.GetCenterGlobalLocation() - ship.GetCenterGlobalLocation()); if (shipDirection.LengthSquared() == 0) { shipDirection = new Vector3((float)Random.NextDouble() - 0.5f, (float)Random.NextDouble() - 0.5f, (float)Random.NextDouble() - 0.5f); } shipDirection.Normalize(); _ship.Damage(GridLocation, 2); _ship.Velocity = (shipDirection) * 5f; //_ship.Push(direction, 10f); }
public void StandardFire() { if (_lightweightCooldown.Completed) { var guns = FlightShip.Topology.AllSections .Where(x => x.Module is BlasterModule); var shipTransform = Transform; var any = false; foreach (var gun in guns) { any = true; var flightNode = FlightShip.GetNodeForSection(gun.GridLocation); var rotation = (float)((-gun.Rotation - 2) * Math.PI / 3); var rotationQuat = Quaternion.CreateFromYawPitchRoll(rotation, 0, 0); var nodeTransform = flightNode.Entity.Get <Transform>(); var location = Vector3.Transform(Vector3.Zero, nodeTransform.WorldTransform * shipTransform.WorldTransform); var shell = Entity.EntityManager.Create(); shell.Add(new Transform { Location = location }); shell.Add( new LightBlasterProjectile( FlightShip.ShipGuid, FlightShip.Velocity, Vector3.Transform(Vector3.Transform(Vector3.Forward, rotationQuat), shipTransform.Rotation), false ) ); } if (any) { SoundEffects.Get("Shot")?.Play(); } if (FlightShip.HasUpgrade <RapidFire>()) { _lightweightCooldown.ChangeTarget(TimeSpan.FromSeconds(0.3f)); _lightweightCooldown.Complete(); } _lightweightCooldown.Restart(); } }
public void RocketBlast() { if (!FlightShip.HasUpgrade <BlastRocketry>()) { return; } if (_blastRocketCooldown.Completed) { var guns = FlightShip.Topology.AllSections .Where(x => x.Module is RocketModule); var shipTransform = Transform; foreach (var gun in guns) { var flightNode = FlightShip.GetNodeForSection(gun.GridLocation); var rotation = (float)((-gun.Rotation - 2) * Math.PI / 3); var rotationQuat = Quaternion.CreateFromYawPitchRoll(rotation, 0, 0); var nodeTransform = flightNode.Entity.Get <Transform>(); var location = Vector3.Transform(Vector3.Zero, nodeTransform.WorldTransform * shipTransform.WorldTransform); var shell = Entity.EntityManager.Create(); shell.Add(new Transform { Location = location }); var rotationMatrix = Matrix.CreateFromYawPitchRoll(rotation, 0, 0) * Matrix.CreateFromQuaternion(shipTransform.Rotation); shell.Add( new BlastRocketProjectile( FlightShip.ShipGuid, FlightShip.Velocity, Vector3.Transform(Vector3.Transform(Vector3.Forward, rotationQuat), shipTransform.Rotation), rotationMatrix ) ); } _blastRocketCooldown.Restart(); } }
public void ShieldDeploy() { if (_bubbleShieldCooldown.Completed) { var guns = FlightShip.Topology.AllSections .Where(x => x.Module is ShieldBubbleGeneratorModule); var shipTransform = Transform; foreach (var gun in guns) { if (!FlightShip.TryTakeEnergy(1)) { return; } var flightNode = FlightShip.GetNodeForSection(gun.GridLocation); var rotation = (float)((-gun.Rotation - 2) * Math.PI / 3); var rotationQuat = Quaternion.CreateFromYawPitchRoll(rotation, 0, 0); //var nodeTransform = flightNode.Entity.Get<Transform>(); var location = flightNode.GlobalLocation; var shell = Entity.EntityManager.Create(); shell.Add(new Transform { Location = location }); shell.Add( new BubbleShieldProjectile( FlightShip.ShipGuid, FlightShip.GetNodeForSection(gun.GridLocation), FlightShip.Velocity, Vector3.Transform(Vector3.Transform(Vector3.Forward, rotationQuat), shipTransform.Rotation), FlightShip.HasUpgrade <ShieldAmplification>(), FlightShip.HasUpgrade <ShieldFortification>() ) ); } _bubbleShieldCooldown.Restart(); } }
public void HeavyFire() { if (_heavyweightCooldown.Completed) { var guns = FlightShip.Topology.AllSections .Where(x => x.Module is BlasterModule); var shipTransform = Transform; foreach (var gun in guns) { if (!FlightShip.TryTakeEnergy(1)) { return; } var flightNode = FlightShip.GetNodeForSection(gun.GridLocation); var rotation = (float)((-gun.Rotation - 2) * Math.PI / 3); var rotationQuat = Quaternion.CreateFromYawPitchRoll(rotation, 0, 0); //var nodeTransform = flightNode.Entity.Get<Transform>(); var location = flightNode.GlobalLocation; var shell = Entity.EntityManager.Create(); shell.Add(new Transform { Location = location }); shell.Add( new HeavyBlasterProjectile( FlightShip.ShipGuid, FlightShip.Velocity, Vector3.Transform(Vector3.Transform(Vector3.Forward, rotationQuat), shipTransform.Rotation), false ) ); } SoundEffects.Get("HeavyShot")?.Play(); _heavyweightCooldown.Restart(); } }
public FlightNode(FlightShip ship, Point gridPosition, ShipTopology shipTopology) { _ship = ship; GridLocation = gridPosition; _shipTopology = shipTopology; }
public FlightCameraControl(Entity shipEntity) { _shipEntity = shipEntity; _shipTransform = _shipEntity.Get <Transform>(); _flightShip = shipEntity.Get <FlightShip>(); }
public EnemyHarness(FlightShip playerShip) { _playerShip = playerShip; }
public void Tick(TickContext context) { float passiveAccel = 0.45f; float passiveAccelBackwards = 0.25f; float rocketAccel = 0.9f; float rotationPenalty = 1f; float rotationSpeedBase = 1f; //float rotationLimit = (float)Math.PI;// * 2 / 6; if (FlightShip.HasUpgrade <EnhancedRotation>()) { rotationSpeedBase += 1f; rotationPenalty = 0f; //rotationLimit = (float)Math.PI; } if (FlightShip.HasUpgrade <PrecisionRocketry>()) { passiveAccel += 0.3f; passiveAccelBackwards += 0.3f; } //TODO - exclude damanged/destroyed. _accelerationCapabilities[0] = 0; _accelerationCapabilities[1] = 0; _accelerationCapabilities[2] = 0; _accelerationCapabilities[3] = 0; _accelerationCapabilities[4] = 0; _accelerationCapabilities[5] = 0; var rocketModuleSections = new List <Section>(); // Accumulate acceleration capability. var rotationCapabilities = 0; var sectionCount = 0; foreach (var section in _topology.AllSections) { sectionCount++; if (section.Module is RocketModule rocketModule) { _accelerationCapabilities[section.Rotation]++; rocketModule.On = false; rocketModuleSections.Add(section); } if (section.Module is RotaryEngine) { rotationCapabilities++; } } var acceleration = Vector3.Zero; if (RocketControl.Forwards) { acceleration += Vector3.Forward * (passiveAccel + rocketAccel * _accelerationCapabilities[(int)OffDirection.South]); // Activate rockets for effects. foreach (var section in rocketModuleSections) { if (section.Rotation == (int)OffDirection.South) { (section.Module as RocketModule).On = true; } } } if (RocketControl.Left) { acceleration += Vector3.Left * (passiveAccel + rocketAccel * (_accelerationCapabilities[(int)OffDirection.SouthEast] + _accelerationCapabilities[(int)OffDirection.NorthEast]) * Sin60); acceleration += Vector3.Forward * rocketAccel * _accelerationCapabilities[(int)OffDirection.SouthEast] * Sin30; acceleration += Vector3.Backward * rocketAccel * _accelerationCapabilities[(int)OffDirection.NorthEast] * Sin30; // Activate rockets for effects. foreach (var section in rocketModuleSections) { if (section.Rotation == (int)OffDirection.SouthEast || section.Rotation == (int)OffDirection.NorthEast) { (section.Module as RocketModule).On = true; } } } if (RocketControl.Right) { acceleration += Vector3.Right * (passiveAccel + rocketAccel * (_accelerationCapabilities[(int)OffDirection.SouthWest] + _accelerationCapabilities[(int)OffDirection.NorthWest]) * Sin60); acceleration += Vector3.Forward * rocketAccel * _accelerationCapabilities[(int)OffDirection.SouthWest] * Sin30; acceleration += Vector3.Backward * rocketAccel * _accelerationCapabilities[(int)OffDirection.NorthWest] * Sin30; // Activate rockets for effects. foreach (var section in rocketModuleSections) { if (section.Rotation == (int)OffDirection.SouthWest || section.Rotation == (int)OffDirection.NorthWest) { (section.Module as RocketModule).On = true; } } } if (RocketControl.Backwards) { acceleration += Vector3.Backward * (passiveAccel + rocketAccel * _accelerationCapabilities[(int)OffDirection.South]); // Activate rockets for effects. foreach (var section in rocketModuleSections) { if (section.Rotation == (int)OffDirection.North) { (section.Module as RocketModule).On = true; } } } var rotationDiff = 0f; var rotationCoefficient = Math.Max(rotationSpeedBase + rotationCapabilities - sectionCount * rotationPenalty * 0.05f, 0.5f); if (RocketControl.RotatePort) { rotationDiff = 1 * context.DeltaTimeSeconds * 0.3f * rotationCoefficient; } else if (RocketControl.RotateStarboard) { rotationDiff = -1 * context.DeltaTimeSeconds * 0.3f * rotationCoefficient; } else { //if (Math.Abs(rotation) < 0.001) //{ // rotation = 0; //} //else //{ // rotation += -1 * context.DeltaTimeSeconds * 0.2f * rotationCoefficient * (float)Math.Sin((Math.PI / 2) * rotation / Math.PI); //} } if (rotationDiff > Math.PI) { rotationDiff = -(float)Math.PI * 2; } if (rotationDiff < -Math.PI) { rotationDiff = (float)Math.PI * 2; } FlightShip.Update(() => { FlightShip.Rotation += rotationDiff; var velocity = FlightShip.Velocity + context.DeltaTimeSeconds * Vector3.Transform(acceleration, Transform.Rotation); FlightShip.Velocity = velocity; }); }