quantum-space-buddies/QSB/SectorSync/QSBSectorDetector.cs
2022-01-25 19:49:53 -08:00

177 lines
4.5 KiB
C#

using OWML.Common;
using QSB.SectorSync.WorldObjects;
using QSB.Utility;
using QSB.WorldSync;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace QSB.SectorSync
{
public class QSBSectorDetector : MonoBehaviour
{
public readonly List<QSBSector> SectorList = new();
private SectorDetector _sectorDetector;
private TargetType _targetType;
public void Init(SectorDetector detector, TargetType type)
{
if (_sectorDetector)
{
return;
}
if (!detector)
{
DebugLog.ToConsole("Error - Trying to init QSBSectorDetector with null SectorDetector!", MessageType.Error);
return;
}
_sectorDetector = detector;
_sectorDetector.OnEnterSector += AddSector;
_sectorDetector.OnExitSector += RemoveSector;
_sectorDetector._sectorList.ForEach(AddSector);
_targetType = type;
}
public void Uninit()
{
if (!_sectorDetector)
{
return;
}
_sectorDetector.OnEnterSector -= AddSector;
_sectorDetector.OnExitSector -= RemoveSector;
_sectorDetector = null;
SectorList.Clear();
}
private void AddSector(Sector sector)
{
if (!sector)
{
// wtf
DebugLog.ToConsole($"Warning - Trying to add {sector.name} for {gameObject.name}, but it is null", MessageType.Warning);
return;
}
var worldObject = sector.GetWorldObject<QSBSector>();
if (worldObject == null)
{
DebugLog.ToConsole($"Error - Can't find QSBSector for sector {sector.name}!", MessageType.Error);
return;
}
if (SectorList.Contains(worldObject))
{
DebugLog.ToConsole($"Warning - Trying to add {sector.name} for {gameObject.name}, but is already in list", MessageType.Warning);
return;
}
SectorList.Add(worldObject);
}
private void RemoveSector(Sector sector)
{
if (!sector)
{
// wtf
DebugLog.ToConsole($"Warning - Trying to remove {sector.name} for {gameObject.name}, but it is null", MessageType.Warning);
return;
}
var worldObject = sector.GetWorldObject<QSBSector>();
if (worldObject == null)
{
DebugLog.ToConsole($"Error - Can't find QSBSector for sector {sector.name}!", MessageType.Error);
return;
}
if (!SectorList.Contains(worldObject))
{
DebugLog.ToConsole($"Warning - Trying to remove {sector.name} for {gameObject.name}, but is not in list!", MessageType.Warning);
return;
}
SectorList.Remove(worldObject);
}
/// <summary>
/// called only by the sector manager
/// </summary>
public QSBSector GetClosestSector()
{
var inASector = SectorList.Any(x => x.ShouldSyncTo(_targetType));
var listToCheck = inASector
? SectorList
: QSBWorldSync.GetWorldObjects<QSBSector>().Where(x => !x.IsFakeSector && x.Type != Sector.Name.Unnamed);
var goodSectors = listToCheck.Where(sector => sector.ShouldSyncTo(_targetType)).ToList();
if (goodSectors.Count == 0)
{
return null;
}
var closest = goodSectors
.OrderBy(sector => CalculateSectorScore(sector, _sectorDetector._attachedRigidbody)).First();
if (inASector)
{
var pos = _sectorDetector._attachedRigidbody.GetPosition();
bool IsApproxCloseToClosestSector(QSBSector sectorToCheck)
=> OWMath.ApproxEquals(Vector3.Distance(sectorToCheck.Position, pos),
Vector3.Distance(closest.Position, pos),
0.01f);
bool IsFakeSectorActive(QSBSector fakeSectorToCheck)
=> goodSectors.Any(x => fakeSectorToCheck.FakeSector.AttachedSector == x.AttachedObject);
var fakeToSyncTo = QSBSectorManager.Instance.FakeSectors.FirstOrDefault(x => IsApproxCloseToClosestSector(x) && IsFakeSectorActive(x));
return fakeToSyncTo ?? closest;
}
return closest;
}
private static float CalculateSectorScore(QSBSector sector, OWRigidbody rigidbody)
{
var distance = (sector.Position - rigidbody.GetPosition()).sqrMagnitude;
var radius = GetRadius(sector);
var velocity = GetRelativeVelocity(sector, rigidbody);
return distance + Mathf.Pow(radius, 2) + velocity;
}
private static float GetRadius(QSBSector sector)
{
// TODO : make this work for other stuff, not just shaped triggervolumes
var trigger = sector.AttachedObject.GetTriggerVolume();
if (trigger && trigger.GetShape())
{
return trigger.GetShape().CalcWorldBounds().radius;
}
return 0f;
}
private static float GetRelativeVelocity(QSBSector sector, OWRigidbody rigidbody)
{
var sectorRigidBody = sector.AttachedObject.GetOWRigidbody();
if (sectorRigidBody && rigidbody)
{
var relativeVelocity = sectorRigidBody.GetRelativeVelocity(rigidbody);
return relativeVelocity.sqrMagnitude;
}
return 0;
}
}
}