Game/SentinelOrb.cs
namespace Monolith;
/// <summary>
/// The projectile a <see cref="Sentinel"/> fires at you.
///
/// Slow, bright, and destructible. All three are deliberate: it has to be readable at a glance
/// across a dark arena, it has to be dodgeable by someone who noticed it late, and it has to be
/// killable so that spending a shot on it is a real option rather than a wasted one.
///
/// It travels in a STRAIGHT LINE and does not home. Homing would make movement pointless, which
/// is the opposite of why this hazard exists.
/// </summary>
public sealed class SentinelOrb : Component
{
private static readonly List<SentinelOrb> all = new();
public static IReadOnlyList<SentinelOrb> All => all;
private static Model orbModel;
[Property] public float Radius { get; set; } = Tuning.SentinelOrbRadius;
private Vector3 direction;
private GameTimeSince timeSinceSpawn;
private ModelRenderer renderer;
public static void Spawn( Scene scene, Vector3 from, Vector3 direction )
{
if ( scene == null ) return;
var obj = new GameObject( true, "Sentinel Orb" );
obj.NetworkMode = NetworkMode.Never;
obj.WorldPosition = from;
var orb = obj.AddComponent<SentinelOrb>();
orb.direction = direction.Normal;
obj.WorldScale = orb.Radius;
var mr = obj.AddComponent<ModelRenderer>();
mr.Model = GetOrbModel();
mr.Tint = new Color( 1f, 0.3f, 0.5f ) * 6f;
orb.renderer = mr;
var light = obj.AddComponent<PointLight>();
light.LightColor = new Color( 1f, 0.25f, 0.45f ) * 8f;
light.Radius = 420f;
light.Shadows = false;
}
protected override void OnEnabled() => all.Add( this );
protected override void OnDisabled() => all.Remove( this );
protected override void OnUpdate()
{
// Frozen while a blocking screen or the pause menu is up. See GameTime.
if ( GameTime.Paused )
return;
if ( timeSinceSpawn > Tuning.SentinelOrbLifetime )
{
GameObject.Destroy();
return;
}
float step = Tuning.SentinelOrbSpeed * Time.Delta;
var next = WorldPosition + direction * step;
// Pulses, so it reads as live rather than as a static prop drifting past.
if ( renderer.IsValid() )
{
float pulse = 0.75f + 0.25f * MathF.Sin( Time.Now * 12f );
renderer.Tint = new Color( 1f, 0.3f, 0.5f ) * (4f + pulse * 4f);
}
// The shape stops it, exactly like a barrier stops yours. Cover has to work in both
// directions or it is not cover, it is just decoration you happen to hide behind.
var manager = MonolithManager.Instance;
if ( manager.IsValid() && manager.World != null
&& manager.World.TraceRay( WorldPosition, direction, step, out _ ) )
{
Burst();
return;
}
var player = Scene.GetAllComponents<PlayerMovement>().FirstOrDefault();
if ( player.IsValid() && player.WorldPosition.Distance( next ) <= Radius )
{
player.Stagger();
Burst();
return;
}
WorldPosition = next;
}
private void Burst()
{
BlastEffect.Spawn( Scene, WorldPosition, 120f, false );
Audio.Play( Audio.GenericHit, WorldPosition, 0.6f, Audio.Vary( 1.1f ) );
GameObject.Destroy();
}
/// <summary>Shot down by the player. One hit: it is a target of opportunity, not a fight.</summary>
public static bool TryHit( Vector3 start, Vector3 direction, float distance, out SentinelOrb hit )
{
hit = null;
float best = float.MaxValue;
for ( int i = 0; i < all.Count; i++ )
{
var candidate = all[i];
if ( !candidate.IsValid() ) continue;
var toCentre = candidate.WorldPosition - start;
float along = Vector3.Dot( toCentre, direction );
if ( along < -candidate.Radius || along > distance + candidate.Radius )
continue;
float perpSq = toCentre.LengthSquared - along * along;
if ( perpSq > candidate.Radius * candidate.Radius )
continue;
if ( along < best )
{
best = along;
hit = candidate;
}
}
return hit != null;
}
public void Shatter()
{
var progress = PlayerProgress.Local;
// Feeds the chain. Shooting an incoming orb is a skill shot under time pressure and it
// should pay like one, or the correct play is always to walk away from it.
if ( progress.IsValid() )
{
progress.AddResonance();
progress.Data.OrbsShot++;
}
Burst();
}
/// <summary>A unit octahedron. Angular, so it never reads as one of our round drones.</summary>
private static Model GetOrbModel()
{
if ( orbModel != null ) return orbModel;
var vb = new VertexBuffer();
vb.Init( true );
Vector3[] tips = { Vector3.Up, Vector3.Down };
Vector3[] ring =
{
new( 1f, 0f, 0f ), new( 0f, 1f, 0f ), new( -1f, 0f, 0f ), new( 0f, -1f, 0f ),
};
int index = 0;
foreach ( var tip in tips )
{
for ( int i = 0; i < ring.Length; i++ )
{
var a = ring[i];
var b = ring[(i + 1) % ring.Length];
var (p1, p2) = tip.z > 0 ? (a, b) : (b, a);
var normal = Vector3.Cross( p2 - tip, p1 - tip ).Normal;
var tangent = (p1 - tip).Normal;
vb.Add( new Vertex( tip, normal, tangent, new Vector4( 0.5f, 0, 0, 0 ) ) );
vb.Add( new Vertex( p1, normal, tangent, new Vector4( 0, 1, 0, 0 ) ) );
vb.Add( new Vertex( p2, normal, tangent, new Vector4( 1, 1, 0, 0 ) ) );
vb.AddRawIndex( index + 0 );
vb.AddRawIndex( index + 1 );
vb.AddRawIndex( index + 2 );
index += 3;
}
}
var mesh = new Mesh( Material.Load( "materials/default.vmat" ) );
mesh.CreateBuffers( vb );
orbModel = new ModelBuilder().AddMesh( mesh ).Create();
return orbModel;
}
}