chore: convert movement regime kinds to enum

This commit is contained in:
2026-03-27 13:30:10 -04:00
parent 00a1e58184
commit f961ac62b6
13 changed files with 128 additions and 34 deletions

View File

@@ -1647,7 +1647,7 @@ internal sealed class ShipAiService
{
var distance = ship.Position.DistanceTo(targetPosition);
ship.SpatialState.SpaceLayer = SpaceLayerKind.LocalSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.LocalFlight;
ship.SpatialState.MovementRegime = MovementRegimeKind.LocalFlight;
ship.SpatialState.Transit = null;
ship.SpatialState.DestinationNodeId = targetCelestial?.Id;
subTask.Progress = Math.Clamp(1f - (distance / MathF.Max(distance + GetLocalTravelSpeed(ship), 1f)), 0f, 1f);
@@ -1678,11 +1678,11 @@ internal sealed class ShipAiService
bool completeOnArrival)
{
var transit = ship.SpatialState.Transit;
if (transit is null || transit.Regime != MovementRegimeKinds.Warp || transit.DestinationNodeId != targetCelestial.Id)
if (transit is null || transit.Regime != MovementRegimeKind.Warp || transit.DestinationNodeId != targetCelestial.Id)
{
transit = new ShipTransitRuntime
{
Regime = MovementRegimeKinds.Warp,
Regime = MovementRegimeKind.Warp,
OriginNodeId = ship.SpatialState.CurrentCelestialId,
DestinationNodeId = targetCelestial.Id,
StartedAtUtc = world.GeneratedAtUtc,
@@ -1692,7 +1692,7 @@ internal sealed class ShipAiService
}
ship.SpatialState.SpaceLayer = SpaceLayerKind.SystemSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.Warp;
ship.SpatialState.MovementRegime = MovementRegimeKind.Warp;
ship.SpatialState.CurrentCelestialId = null;
ship.SpatialState.DestinationNodeId = targetCelestial.Id;
@@ -1735,11 +1735,11 @@ internal sealed class ShipAiService
{
var destinationNodeId = targetCelestial?.Id;
var transit = ship.SpatialState.Transit;
if (transit is null || transit.Regime != MovementRegimeKinds.FtlTransit || transit.DestinationNodeId != destinationNodeId)
if (transit is null || transit.Regime != MovementRegimeKind.FtlTransit || transit.DestinationNodeId != destinationNodeId)
{
transit = new ShipTransitRuntime
{
Regime = MovementRegimeKinds.FtlTransit,
Regime = MovementRegimeKind.FtlTransit,
OriginNodeId = ship.SpatialState.CurrentCelestialId,
DestinationNodeId = destinationNodeId,
StartedAtUtc = world.GeneratedAtUtc,
@@ -1749,7 +1749,7 @@ internal sealed class ShipAiService
}
ship.SpatialState.SpaceLayer = SpaceLayerKind.GalaxySpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.FtlTransit;
ship.SpatialState.MovementRegime = MovementRegimeKind.FtlTransit;
ship.SpatialState.CurrentCelestialId = null;
ship.SpatialState.DestinationNodeId = destinationNodeId;
@@ -1780,7 +1780,7 @@ internal sealed class ShipAiService
ship.SpatialState.CurrentSystemId = targetSystemId;
ship.SpatialState.Transit = null;
ship.SpatialState.SpaceLayer = SpaceLayerKind.LocalSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.LocalFlight;
ship.SpatialState.MovementRegime = MovementRegimeKind.LocalFlight;
ship.SpatialState.CurrentCelestialId = targetCelestial?.Id;
ship.SpatialState.DestinationNodeId = targetCelestial?.Id;
ship.State = ShipState.Arriving;
@@ -1795,7 +1795,7 @@ internal sealed class ShipAiService
ship.SpatialState.CurrentSystemId = targetSystemId;
ship.SpatialState.Transit = null;
ship.SpatialState.SpaceLayer = SpaceLayerKind.LocalSpace;
ship.SpatialState.MovementRegime = MovementRegimeKinds.LocalFlight;
ship.SpatialState.MovementRegime = MovementRegimeKind.LocalFlight;
ship.SpatialState.CurrentCelestialId = targetCelestial?.Id;
ship.SpatialState.DestinationNodeId = targetCelestial?.Id;
ship.State = ShipState.Arriving;