imperfect-space/scripts/GameObject.cs
2026-02-02 12:17:04 -05:00

332 lines
7.2 KiB
C#

using System;
using System.Collections.Generic;
using Godot;
public abstract class GameObject
{
[Flags]
public enum DirtyFlags : ulong
{
None = 0,
UUID = 1UL << 0,
Sector = 1UL << 1,
LocalCoordinates = 1UL << 2,
Rotation = 1UL << 3,
Velocity = 1UL << 4,
AngularVelocity = 1UL << 5
}
public DirtyFlags DirtyBits { get; protected set; } = DirtyFlags.None;
protected Guid _uuid;
public Guid UUID
{
get => _uuid;
set
{
if (_uuid != value)
{
_uuid = value;
DirtyBits |= DirtyFlags.UUID;
}
}
}
protected Vector3I _currentSectorCoordinates;
protected Sector _currentSector;
public Sector CurrentSector
{
get => _currentSector;
protected set
{
if (_currentSector != value)
{
_currentSector = value;
_currentSectorCoordinates = value.Coordinates;
DirtyBits |= DirtyFlags.Sector;
}
}
}
protected Vector3 _localCoordinates;
public Vector3 LocalCoordinates
{
get => _localCoordinates;
protected set
{
if (_localCoordinates != value)
{
_localCoordinates = value;
DirtyBits |= DirtyFlags.LocalCoordinates;
}
}
}
protected Vector3 _rotation;
public Vector3 Rotation
{
get => _rotation;
protected set
{
if (_rotation != value)
{
_rotation = value;
DirtyBits |= DirtyFlags.Rotation;
}
}
}
protected Vector3 _velocity;
public Vector3 Velocity
{
get => _velocity;
protected set
{
if (_velocity != value)
{
_velocity = value;
DirtyBits |= DirtyFlags.Velocity;
}
}
}
protected Vector3 _angularVelocity;
public Vector3 AngularVelocity
{
get => _angularVelocity;
protected set
{
if (_angularVelocity != value)
{
_angularVelocity = value;
DirtyBits |= DirtyFlags.AngularVelocity;
}
}
}
public Vector3Dec GlobalCoordinates { get; protected set; }
public Vector3 SectorOffset { get; protected set; }
protected bool reassigning = false;
public GameObject(Sector sector, Vector3 localCoordinates)
{
UUID = Guid.NewGuid();
CurrentSector = sector;
LocalCoordinates = localCoordinates;
Velocity = new(0, 0, 1);
AngularVelocity = Vector3.Zero;
Rotation = Vector3.Zero;
GlobalCoordinates = CalculateGlobalCoordinates(sector.GlobalCenterCoordinates, localCoordinates);
}
public GameObject(Vector3Dec coordinates)
{
GlobalCoordinates = coordinates;
UpdateSector();
}
public GameObject(decimal x, decimal y, decimal z)
{
GlobalCoordinates = new(x, y, z);
UpdateSector();
}
public Vector3Dec CalculateGlobalCoordinates(Vector3Dec sectorCenter, Vector3 local)
{
return new
(
sectorCenter.X + (decimal)local.X,
sectorCenter.Y + (decimal)local.Y,
sectorCenter.Z + (decimal)local.Z
);
}
public void ApplyVelocity(double delta)
{
SetCoordinatesFromLocal(LocalCoordinates + Velocity * delta);
Rotation += AngularVelocity * delta;
}
public bool IsInCurrentSector()
{
return Helpers.IsInsideArea(CurrentSector.Size / 2, LocalCoordinates);
}
public void UpdateSector()
{
List<Sector> neighbours = CurrentSector.GetNeighbouringSectors();
foreach (Sector sector in neighbours)
{
if (sector.IsObjectInSector(this))
{
reassigning = true;
sector.AssignObject(this);
return;
}
}
if (!GameManager.GameUniverse.IsInside(CurrentSector.Coordinates, LocalCoordinates))
{
return;
}
foreach (Sector sector in GameManager.GameUniverse.Sectors)
{
if (sector.IsObjectInSector(this))
{
reassigning = true;
sector.AssignObject(this);
return;
}
}
}
public virtual void AssignSector(Sector sector)
{
CurrentSector = sector;
ResetLocalCoordinates();
UpdateSectorOffsetToMainPlayer();
List<Sector> neighbours = GameManager.Instance.GetCurrentSector().GetNeighbouringSectors();
if (neighbours.Contains(sector))
{
GameManager.Instance.Spawn(this);
}
else
{
GameManager.Instance.Despawn(this);
}
reassigning = false;
}
public Vector3 GetSectorOffset(Sector sector)
{
Vector3Dec relative = CurrentSector.GlobalCenterCoordinates - sector.GlobalCenterCoordinates;
return relative.ToVector3();
}
public void UpdateSectorOffset(Sector sector)
{
SectorOffset = GetSectorOffset(sector);
}
public void UpdateSectorOffsetToMainPlayer()
{
UpdateSectorOffset(GameManager.Instance.GetCurrentSector());
}
public void SetCoordinatesFromGlobal(Vector3Dec globalCoordinates)
{
GlobalCoordinates = globalCoordinates;
LocalCoordinates = (globalCoordinates - CurrentSector.GlobalCenterCoordinates).ToVector3();
UpdateNodePosition();
}
public void SetCoordinatesFromLocal(Vector3 localCoordinates)
{
LocalCoordinates = localCoordinates;
GlobalCoordinates = Vector3Dec.FromVector3(localCoordinates) + CurrentSector.GlobalCenterCoordinates;
UpdateNodePosition();
}
public void ResetLocalCoordinates()
{
SetCoordinatesFromGlobal(GlobalCoordinates);
}
public virtual void UpdateNodePosition() { }
public virtual void Simulate(double delta)
{
ApplyVelocity(delta);
if (!reassigning && !IsInCurrentSector())
{
UpdateSector();
}
}
public virtual Node3D Instantiate(Sector sector)
{
PackedScene modulePrefab = ResourceLoader.Load<PackedScene>("res://prefabs/gameObjects/node.tscn");
Node3D instance = modulePrefab.Instantiate<Node3D>();
instance.Name = $"GameObject-{UUID}";
return instance;
}
public virtual Godot.Collections.Dictionary NetworkWrite(long id, bool full)
{
Godot.Collections.Dictionary gameObjectData = [];
if (full)
gameObjectData.Add("type", GetType().ToString());
if (DirtyBits.HasFlag(DirtyFlags.Sector) || full)
gameObjectData.Add("sectorCoordinates", _currentSectorCoordinates);
if (DirtyBits.HasFlag(DirtyFlags.LocalCoordinates) || full)
gameObjectData.Add("localCoordinates", _localCoordinates);
if (DirtyBits.HasFlag(DirtyFlags.Rotation) || full)
gameObjectData.Add("rotation", _rotation);
if (DirtyBits.HasFlag(DirtyFlags.Velocity) || full)
gameObjectData.Add("velocity", _velocity);
if (DirtyBits.HasFlag(DirtyFlags.AngularVelocity) || full)
gameObjectData.Add("angularVelocity", _angularVelocity);
if (gameObjectData.Count > 0)
{
gameObjectData.Add("uuid", UUID.ToString());
return gameObjectData;
}
return null;
}
public virtual void NetworkRead(Godot.Collections.Dictionary gameObjectData)
{
if (gameObjectData.TryGetValue("sectorCoordinates", out var sectorCoordinatesData))
{
Sector newSector = GameManager.GameUniverse.GetSector((Vector3I)sectorCoordinatesData);
CurrentSector.GameObjects.Remove(this);
newSector.GameObjects.Add(this);
AssignSector(newSector);
}
if (gameObjectData.TryGetValue("localCoordinates", out var localCoordinatesData))
LocalCoordinates = (Vector3)localCoordinatesData;
if (gameObjectData.TryGetValue("rotation", out var rotationData))
Rotation = (Vector3)rotationData;
if (gameObjectData.TryGetValue("velocity", out var velocityData))
Velocity = (Vector3)velocityData;
if (gameObjectData.TryGetValue("angularVelocity", out var angularVelocityData))
AngularVelocity = (Vector3)angularVelocityData;
}
public override bool Equals(object obj)
{
GameObject gameObj = (GameObject)obj;
return gameObj.UUID == UUID;
}
public override int GetHashCode()
{
return UUID.GetHashCode();
}
}