Refactor simulation and viewer architecture
This commit is contained in:
30
apps/backend/Simulation/Model/CommerceRuntimeModels.cs
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30
apps/backend/Simulation/Model/CommerceRuntimeModels.cs
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namespace SpaceGame.Simulation.Api.Simulation;
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public sealed class MarketOrderRuntime
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{
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public required string Id { get; init; }
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public required string FactionId { get; init; }
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public string? StationId { get; init; }
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public string? ConstructionSiteId { get; init; }
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public required string Kind { get; init; }
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public required string ItemId { get; init; }
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public float Amount { get; init; }
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public float RemainingAmount { get; set; }
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public float Valuation { get; set; }
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public float? ReserveThreshold { get; set; }
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public string? PolicySetId { get; set; }
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public string State { get; set; } = MarketOrderStateKinds.Open;
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public string LastDeltaSignature { get; set; } = string.Empty;
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}
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public sealed class PolicySetRuntime
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{
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public required string Id { get; init; }
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public required string OwnerKind { get; init; }
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public required string OwnerId { get; init; }
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public string TradeAccessPolicy { get; set; } = "owner-and-allies";
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public string DockingAccessPolicy { get; set; } = "owner-and-allies";
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public string ConstructionAccessPolicy { get; set; } = "owner-only";
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public string OperationalRangePolicy { get; set; } = "unrestricted";
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public string LastDeltaSignature { get; set; } = string.Empty;
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}
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38
apps/backend/Simulation/Model/ConstructionRuntimeModels.cs
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38
apps/backend/Simulation/Model/ConstructionRuntimeModels.cs
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namespace SpaceGame.Simulation.Api.Simulation;
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public sealed class ClaimRuntime
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{
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public required string Id { get; init; }
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public required string FactionId { get; init; }
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public required string SystemId { get; init; }
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public required string NodeId { get; init; }
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public required string BubbleId { get; init; }
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public string? CommanderId { get; set; }
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public DateTimeOffset PlacedAtUtc { get; init; }
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public DateTimeOffset ActivatesAtUtc { get; set; }
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public string State { get; set; } = ClaimStateKinds.Placed;
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public float Health { get; set; }
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public string LastDeltaSignature { get; set; } = string.Empty;
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}
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public sealed class ConstructionSiteRuntime
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{
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public required string Id { get; init; }
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public required string FactionId { get; init; }
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public required string SystemId { get; init; }
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public required string NodeId { get; init; }
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public required string BubbleId { get; init; }
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public required string TargetKind { get; init; }
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public required string TargetDefinitionId { get; init; }
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public string? BlueprintId { get; set; }
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public string? ClaimId { get; set; }
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public string? StationId { get; set; }
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public Dictionary<string, float> Inventory { get; } = new(StringComparer.Ordinal);
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public Dictionary<string, float> RequiredItems { get; } = new(StringComparer.Ordinal);
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public Dictionary<string, float> DeliveredItems { get; } = new(StringComparer.Ordinal);
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public HashSet<string> AssignedConstructorShipIds { get; } = new(StringComparer.Ordinal);
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public HashSet<string> MarketOrderIds { get; } = new(StringComparer.Ordinal);
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public float Progress { get; set; }
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public string State { get; set; } = ConstructionSiteStateKinds.Planned;
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public string LastDeltaSignature { get; set; } = string.Empty;
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}
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66
apps/backend/Simulation/Model/FactionRuntimeModels.cs
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66
apps/backend/Simulation/Model/FactionRuntimeModels.cs
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@@ -0,0 +1,66 @@
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namespace SpaceGame.Simulation.Api.Simulation;
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public sealed class FactionRuntime
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{
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public required string Id { get; init; }
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public required string Label { get; init; }
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public required string Color { get; init; }
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public float Credits { get; set; }
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public float PopulationTotal { get; set; }
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public float OreMined { get; set; }
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public float GoodsProduced { get; set; }
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public int ShipsBuilt { get; set; }
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public int ShipsLost { get; set; }
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public HashSet<string> CommanderIds { get; } = new(StringComparer.Ordinal);
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public string? DefaultPolicySetId { get; set; }
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public string LastDeltaSignature { get; set; } = string.Empty;
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}
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public sealed class CommanderRuntime
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{
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public required string Id { get; init; }
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public required string Kind { get; set; }
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public required string FactionId { get; init; }
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public string? ParentCommanderId { get; set; }
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public string? ControlledEntityId { get; set; }
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public string? PolicySetId { get; set; }
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public string? Doctrine { get; set; }
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public List<string> Goals { get; } = [];
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public CommanderBehaviorRuntime? ActiveBehavior { get; set; }
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public CommanderOrderRuntime? ActiveOrder { get; set; }
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public CommanderTaskRuntime? ActiveTask { get; set; }
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public HashSet<string> SubordinateCommanderIds { get; } = new(StringComparer.Ordinal);
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public bool IsAlive { get; set; } = true;
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}
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public sealed class CommanderBehaviorRuntime
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{
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public required string Kind { get; set; }
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public string? Phase { get; set; }
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public string? NodeId { get; set; }
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public string? StationId { get; set; }
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public string? ModuleId { get; set; }
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public string? AreaSystemId { get; set; }
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public int PatrolIndex { get; set; }
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}
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public sealed class CommanderOrderRuntime
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{
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public required string Kind { get; init; }
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public OrderStatus Status { get; set; } = OrderStatus.Accepted;
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public string? TargetEntityId { get; set; }
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public string? DestinationNodeId { get; set; }
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public required string DestinationSystemId { get; init; }
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public required Vector3 DestinationPosition { get; init; }
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}
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public sealed class CommanderTaskRuntime
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{
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public required string Kind { get; set; }
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public WorkStatus Status { get; set; } = WorkStatus.Pending;
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public string? TargetEntityId { get; set; }
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public string? TargetSystemId { get; set; }
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public string? TargetNodeId { get; set; }
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public Vector3? TargetPosition { get; set; }
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public float Threshold { get; set; }
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}
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64
apps/backend/Simulation/Model/ShipRuntimeModels.cs
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64
apps/backend/Simulation/Model/ShipRuntimeModels.cs
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@@ -0,0 +1,64 @@
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using SpaceGame.Simulation.Api.Data;
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namespace SpaceGame.Simulation.Api.Simulation;
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public sealed class ShipRuntime
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{
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public required string Id { get; init; }
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public required string SystemId { get; set; }
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public required ShipDefinition Definition { get; init; }
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public required string FactionId { get; init; }
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public required Vector3 Position { get; set; }
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public required Vector3 TargetPosition { get; set; }
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public required ShipSpatialStateRuntime SpatialState { get; set; }
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public Vector3 Velocity { get; set; } = Vector3.Zero;
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public string State { get; set; } = "idle";
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public ShipOrderRuntime? Order { get; set; }
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public required DefaultBehaviorRuntime DefaultBehavior { get; set; }
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public required ControllerTaskRuntime ControllerTask { get; set; }
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public float ActionTimer { get; set; }
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public Dictionary<string, float> Inventory { get; } = new(StringComparer.Ordinal);
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public float WorkerPopulation { get; set; }
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public float EnergyStored { get; set; }
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public string? DockedStationId { get; set; }
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public int? AssignedDockingPadIndex { get; set; }
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public string? CommanderId { get; set; }
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public string? PolicySetId { get; set; }
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public float Health { get; set; }
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public List<string> History { get; } = [];
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public string LastSignature { get; set; } = string.Empty;
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public string LastDeltaSignature { get; set; } = string.Empty;
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}
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public sealed class ShipOrderRuntime
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{
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public required string Kind { get; init; }
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public OrderStatus Status { get; set; } = OrderStatus.Accepted;
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public required string DestinationSystemId { get; init; }
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public required Vector3 DestinationPosition { get; init; }
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}
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public sealed class DefaultBehaviorRuntime
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{
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public required string Kind { get; set; }
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public string? AreaSystemId { get; set; }
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public string? StationId { get; set; }
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public string? RefineryId { get; set; }
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public string? NodeId { get; set; }
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public string? ModuleId { get; set; }
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public string? Phase { get; set; }
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public List<Vector3> PatrolPoints { get; set; } = [];
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public int PatrolIndex { get; set; }
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}
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public sealed class ControllerTaskRuntime
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{
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public required string Kind { get; set; }
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public WorkStatus Status { get; set; } = WorkStatus.Pending;
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public string? CommanderId { get; set; }
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public string? TargetEntityId { get; set; }
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public string? TargetSystemId { get; set; }
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public string? TargetNodeId { get; set; }
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public Vector3? TargetPosition { get; set; }
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public float Threshold { get; set; }
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}
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148
apps/backend/Simulation/Model/SimulationKinds.cs
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148
apps/backend/Simulation/Model/SimulationKinds.cs
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@@ -0,0 +1,148 @@
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namespace SpaceGame.Simulation.Api.Simulation;
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public enum SpatialNodeKind
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{
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Star,
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Planet,
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Moon,
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LagrangePoint,
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Station,
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ResourceSite,
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}
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public enum WorkStatus
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{
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Pending,
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Active,
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Completed,
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}
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public enum OrderStatus
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{
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Queued,
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Accepted,
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Completed,
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}
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public static class SpaceLayerKinds
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{
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public const string UniverseSpace = "universe-space";
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public const string GalaxySpace = "galaxy-space";
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public const string SystemSpace = "system-space";
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public const string LocalSpace = "local-space";
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}
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public static class MovementRegimeKinds
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{
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public const string LocalFlight = "local-flight";
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public const string Warp = "warp";
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public const string StargateTransit = "stargate-transit";
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public const string FtlTransit = "ftl-transit";
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}
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public static class CommanderKind
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{
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public const string Faction = "faction";
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public const string Station = "station";
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public const string Ship = "ship";
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public const string Fleet = "fleet";
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public const string Sector = "sector";
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public const string TaskGroup = "task-group";
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}
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public static class ShipTaskKinds
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{
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public const string Idle = "idle";
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public const string LocalMove = "local-move";
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public const string WarpToNode = "warp-to-node";
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public const string UseStargate = "use-stargate";
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public const string UseFtl = "use-ftl";
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public const string Dock = "dock";
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public const string Undock = "undock";
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public const string LoadCargo = "load-cargo";
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public const string UnloadCargo = "unload-cargo";
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public const string LoadWorkers = "load-workers";
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public const string UnloadWorkers = "unload-workers";
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public const string MineNode = "mine-node";
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public const string HarvestGas = "harvest-gas";
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public const string DeliverToStation = "deliver-to-station";
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public const string ClaimLagrangePoint = "claim-lagrange-point";
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public const string BuildConstructionSite = "build-construction-site";
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public const string EscortTarget = "escort-target";
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public const string AttackTarget = "attack-target";
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public const string DefendBubble = "defend-bubble";
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public const string Retreat = "retreat";
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public const string HoldPosition = "hold-position";
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}
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public static class ShipOrderKinds
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{
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public const string DirectMove = "direct-move";
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public const string TravelToNode = "travel-to-node";
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public const string DockAtStation = "dock-at-station";
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public const string DeliverCargo = "deliver-cargo";
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public const string BuildAtSite = "build-at-site";
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public const string AttackTarget = "attack-target";
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public const string HoldPosition = "hold-position";
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}
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public static class ClaimStateKinds
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{
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public const string Placed = "placed";
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public const string Activating = "activating";
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public const string Active = "active";
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public const string Destroyed = "destroyed";
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}
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public static class ConstructionSiteStateKinds
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{
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public const string Planned = "planned";
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public const string Active = "active";
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public const string Paused = "paused";
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public const string Completed = "completed";
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public const string Destroyed = "destroyed";
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}
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public static class MarketOrderKinds
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{
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public const string Buy = "buy";
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public const string Sell = "sell";
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}
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public static class MarketOrderStateKinds
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{
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public const string Open = "open";
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public const string PartiallyFilled = "partially-filled";
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public const string Filled = "filled";
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public const string Cancelled = "cancelled";
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}
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public static class SimulationEnumMappings
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{
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public static string ToContractValue(this SpatialNodeKind kind) => kind switch
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{
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SpatialNodeKind.Star => "star",
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SpatialNodeKind.Planet => "planet",
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SpatialNodeKind.Moon => "moon",
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SpatialNodeKind.LagrangePoint => "lagrange-point",
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SpatialNodeKind.Station => "station",
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SpatialNodeKind.ResourceSite => "resource-site",
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_ => throw new ArgumentOutOfRangeException(nameof(kind), kind, null),
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};
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public static string ToContractValue(this WorkStatus status) => status switch
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{
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WorkStatus.Pending => "pending",
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WorkStatus.Active => "active",
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WorkStatus.Completed => "completed",
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_ => throw new ArgumentOutOfRangeException(nameof(status), status, null),
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};
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public static string ToContractValue(this OrderStatus status) => status switch
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{
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OrderStatus.Queued => "queued",
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OrderStatus.Accepted => "accepted",
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OrderStatus.Completed => "completed",
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_ => throw new ArgumentOutOfRangeException(nameof(status), status, null),
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};
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}
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28
apps/backend/Simulation/Model/SimulationWorld.cs
Normal file
28
apps/backend/Simulation/Model/SimulationWorld.cs
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@@ -0,0 +1,28 @@
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using SpaceGame.Simulation.Api.Data;
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namespace SpaceGame.Simulation.Api.Simulation;
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public sealed class SimulationWorld
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{
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public required string Label { get; init; }
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public required int Seed { get; init; }
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public required BalanceDefinition Balance { get; init; }
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public required List<SystemRuntime> Systems { get; init; }
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public required List<ResourceNodeRuntime> Nodes { get; init; }
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public required List<NodeRuntime> SpatialNodes { get; init; }
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public required List<LocalBubbleRuntime> LocalBubbles { get; init; }
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public required List<StationRuntime> Stations { get; init; }
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public required List<ShipRuntime> Ships { get; init; }
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public required List<FactionRuntime> Factions { get; init; }
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public required List<CommanderRuntime> Commanders { get; init; }
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public required List<ClaimRuntime> Claims { get; init; }
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public required List<ConstructionSiteRuntime> ConstructionSites { get; init; }
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public required List<MarketOrderRuntime> MarketOrders { get; init; }
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public required List<PolicySetRuntime> Policies { get; init; }
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public required Dictionary<string, ShipDefinition> ShipDefinitions { get; init; }
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public required Dictionary<string, ItemDefinition> ItemDefinitions { get; init; }
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public required Dictionary<string, ModuleRecipeDefinition> ModuleRecipes { get; init; }
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public required Dictionary<string, RecipeDefinition> Recipes { get; init; }
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public int TickIntervalMs { get; init; } = 200;
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public DateTimeOffset GeneratedAtUtc { get; set; }
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}
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70
apps/backend/Simulation/Model/SpatialRuntimeModels.cs
Normal file
70
apps/backend/Simulation/Model/SpatialRuntimeModels.cs
Normal file
@@ -0,0 +1,70 @@
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using SpaceGame.Simulation.Api.Data;
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namespace SpaceGame.Simulation.Api.Simulation;
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public sealed class SystemRuntime
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{
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public required SolarSystemDefinition Definition { get; init; }
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public required Vector3 Position { get; init; }
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}
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public sealed class ResourceNodeRuntime
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{
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public required string Id { get; init; }
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||||
public required string SystemId { get; init; }
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public required Vector3 Position { get; init; }
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public required string SourceKind { get; init; }
|
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public required string ItemId { get; init; }
|
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public float OreRemaining { get; set; }
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public float MaxOre { get; init; }
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||||
public string LastDeltaSignature { get; set; } = string.Empty;
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}
|
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public sealed class NodeRuntime
|
||||
{
|
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public required string Id { get; init; }
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public required string SystemId { get; init; }
|
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public required SpatialNodeKind Kind { get; init; }
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public required Vector3 Position { get; set; }
|
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public required string BubbleId { get; init; }
|
||||
public string? ParentNodeId { get; set; }
|
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public string? OccupyingStructureId { get; set; }
|
||||
public string? OrbitReferenceId { get; set; }
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
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}
|
||||
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public sealed class LocalBubbleRuntime
|
||||
{
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public required string Id { get; init; }
|
||||
public required string NodeId { get; init; }
|
||||
public required string SystemId { get; init; }
|
||||
public float Radius { get; init; }
|
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public HashSet<string> OccupantShipIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> OccupantStationIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> OccupantClaimIds { get; } = new(StringComparer.Ordinal);
|
||||
public HashSet<string> OccupantConstructionSiteIds { get; } = new(StringComparer.Ordinal);
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class ShipSpatialStateRuntime
|
||||
{
|
||||
public string SpaceLayer { get; set; } = SpaceLayerKinds.LocalSpace;
|
||||
public required string CurrentSystemId { get; set; }
|
||||
public string? CurrentNodeId { get; set; }
|
||||
public string? CurrentBubbleId { get; set; }
|
||||
public Vector3? LocalPosition { get; set; }
|
||||
public Vector3? SystemPosition { get; set; }
|
||||
public string MovementRegime { get; set; } = MovementRegimeKinds.LocalFlight;
|
||||
public string? DestinationNodeId { get; set; }
|
||||
public ShipTransitRuntime? Transit { get; set; }
|
||||
}
|
||||
|
||||
public sealed class ShipTransitRuntime
|
||||
{
|
||||
public required string Regime { get; init; }
|
||||
public string? OriginNodeId { get; init; }
|
||||
public string? DestinationNodeId { get; init; }
|
||||
public DateTimeOffset? StartedAtUtc { get; set; }
|
||||
public DateTimeOffset? ArrivalDueAtUtc { get; set; }
|
||||
public float Progress { get; set; }
|
||||
}
|
||||
39
apps/backend/Simulation/Model/StationRuntimeModels.cs
Normal file
39
apps/backend/Simulation/Model/StationRuntimeModels.cs
Normal file
@@ -0,0 +1,39 @@
|
||||
using SpaceGame.Simulation.Api.Data;
|
||||
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public sealed class StationRuntime
|
||||
{
|
||||
public required string Id { get; init; }
|
||||
public required string SystemId { get; init; }
|
||||
public required ConstructibleDefinition Definition { get; init; }
|
||||
public required Vector3 Position { get; set; }
|
||||
public required string FactionId { get; init; }
|
||||
public string? NodeId { get; set; }
|
||||
public string? BubbleId { get; set; }
|
||||
public string? AnchorNodeId { get; set; }
|
||||
public string? CommanderId { get; set; }
|
||||
public string? PolicySetId { get; set; }
|
||||
public HashSet<string> InstalledModules { get; } = new(StringComparer.Ordinal);
|
||||
public Dictionary<string, float> Inventory { get; } = new(StringComparer.Ordinal);
|
||||
public Dictionary<int, string> DockingPadAssignments { get; } = new();
|
||||
public HashSet<string> MarketOrderIds { get; } = new(StringComparer.Ordinal);
|
||||
public float EnergyStored { get; set; }
|
||||
public float ProcessTimer { get; set; }
|
||||
public float Population { get; set; }
|
||||
public float PopulationCapacity { get; set; }
|
||||
public float WorkforceRequired { get; set; }
|
||||
public float WorkforceEffectiveRatio { get; set; } = 0.1f;
|
||||
public float PopulationGrowthProgress { get; set; }
|
||||
public HashSet<string> DockedShipIds { get; } = [];
|
||||
public ModuleConstructionRuntime? ActiveConstruction { get; set; }
|
||||
public string LastDeltaSignature { get; set; } = string.Empty;
|
||||
}
|
||||
|
||||
public sealed class ModuleConstructionRuntime
|
||||
{
|
||||
public required string ModuleId { get; init; }
|
||||
public float ProgressSeconds { get; set; }
|
||||
public float RequiredSeconds { get; init; }
|
||||
public string AssignedConstructorShipId { get; set; } = string.Empty;
|
||||
}
|
||||
36
apps/backend/Simulation/Model/Vector3.cs
Normal file
36
apps/backend/Simulation/Model/Vector3.cs
Normal file
@@ -0,0 +1,36 @@
|
||||
namespace SpaceGame.Simulation.Api.Simulation;
|
||||
|
||||
public readonly record struct Vector3(float X, float Y, float Z)
|
||||
{
|
||||
public static Vector3 Zero => new(0f, 0f, 0f);
|
||||
|
||||
public float DistanceTo(Vector3 other)
|
||||
{
|
||||
var dx = X - other.X;
|
||||
var dy = Y - other.Y;
|
||||
var dz = Z - other.Z;
|
||||
return MathF.Sqrt((dx * dx) + (dy * dy) + (dz * dz));
|
||||
}
|
||||
|
||||
public float LengthSquared() => (X * X) + (Y * Y) + (Z * Z);
|
||||
|
||||
public Vector3 MoveToward(Vector3 target, float maxDistance)
|
||||
{
|
||||
var delta = target.Subtract(this);
|
||||
var distance = MathF.Sqrt(delta.LengthSquared());
|
||||
if (distance <= 0.0001f || distance <= maxDistance)
|
||||
{
|
||||
return target;
|
||||
}
|
||||
|
||||
var scale = maxDistance / distance;
|
||||
return new Vector3(
|
||||
X + (delta.X * scale),
|
||||
Y + (delta.Y * scale),
|
||||
Z + (delta.Z * scale));
|
||||
}
|
||||
|
||||
public Vector3 Subtract(Vector3 other) => new(X - other.X, Y - other.Y, Z - other.Z);
|
||||
|
||||
public Vector3 Divide(float scalar) => MathF.Abs(scalar) <= 0.0001f ? Zero : new Vector3(X / scalar, Y / scalar, Z / scalar);
|
||||
}
|
||||
Reference in New Issue
Block a user