Construction System. (#87)

* Construction WiP

* Construction kinda works!

* Lots more construction work.

* It mostly works!
This commit is contained in:
Pieter-Jan Briers
2018-08-02 08:29:55 +02:00
committed by GitHub
parent f051078c79
commit d7074bf74f
72 changed files with 1925 additions and 245 deletions

View File

@@ -25,7 +25,7 @@ namespace Content.Server.AI
private readonly List<IEntity> _workList = new List<IEntity>();
private const float MaxAngSpeed = (float) (Math.PI / 2); // how fast our turret can rotate
private const float MaxAngSpeed = (float)(Math.PI / 2); // how fast our turret can rotate
private const float ScanPeriod = 1.0f; // tweak this for performance and gameplay experience
private float _lastScan;
@@ -56,7 +56,7 @@ namespace Content.Server.AI
var curTime = _timeMan.CurTime.TotalSeconds;
if (curTime - _lastScan > ScanPeriod)
{
_lastScan = (float) curTime;
_lastScan = (float)curTime;
_curTarget = FindBestTarget();
}
}
@@ -72,9 +72,10 @@ namespace Content.Server.AI
// point me at the target
var tarPos = _curTarget.GetComponent<ITransformComponent>().WorldPosition;
var myPos = SelfEntity.GetComponent<ITransformComponent>().WorldPosition;
var selfTransform = SelfEntity.GetComponent<ITransformComponent>();
var myPos = selfTransform.WorldPosition;
var curDir = SelfEntity.GetComponent<IServerTransformComponent>().LocalRotation.ToVec();
var curDir = selfTransform.LocalRotation.ToVec();
var tarDir = (tarPos - myPos).Normalized;
var fwdAng = Vector2.Dot(curDir, tarDir);
@@ -92,7 +93,7 @@ namespace Content.Server.AI
newDir = MoveTowards(curDir, tarDir, MaxAngSpeed, frameTime);
}
SelfEntity.GetComponent<IServerTransformComponent>().LocalRotation = new Angle(newDir);
selfTransform.LocalRotation = new Angle(newDir);
if (fwdAng > -0.9999)
{
@@ -105,7 +106,7 @@ namespace Content.Server.AI
// "best" target is the closest one with LOS
var ents = _entMan.GetEntitiesInRange(SelfEntity, VisionRadius);
var myTransform = SelfEntity.GetComponent<IServerTransformComponent>();
var myTransform = SelfEntity.GetComponent<ITransformComponent>();
var maxRayLen = VisionRadius * 2.5f; // circle inscribed in square, square diagonal = 2*r*sqrt(2)
_workList.Clear();
@@ -116,7 +117,7 @@ namespace Content.Server.AI
continue;
// build the ray
var dir = entity.GetComponent<TransformComponent>().WorldPosition - myTransform.WorldPosition;
var dir = entity.GetComponent<ITransformComponent>().WorldPosition - myTransform.WorldPosition;
var ray = new Ray(myTransform.WorldPosition, dir.Normalized);
// cast the ray