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/* Hardpoint.cpp
Copyright (c) 2016 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "Hardpoint.h"
#include "audio/Audio.h"
#include "Body.h"
#include "Effect.h"
#include "Flotsam.h"
#include "Outfit.h"
#include "pi.h"
#include "Projectile.h"
#include "Random.h"
#include "Ship.h"
#include "Visual.h"
#include <algorithm>
#include <cmath>
#include <map>
using namespace std;
namespace {
// Create all the effects in the given list, at the given location, velocity, and angle.
void CreateEffects(const map<const Effect *, int> &m, Point pos, Point vel, Angle angle, vector<Visual> &visuals)
{
for(const auto &it : m)
for(int i = 0; i < it.second; ++i)
visuals.emplace_back(*it.first, pos, vel, angle);
}
}
// Constructor.
Hardpoint::Hardpoint(const Point &point, const BaseAttributes &attributes,
bool isTurret, bool isUnder, const Outfit *outfit)
: outfit(outfit), point(point * .5), baseAngle(attributes.baseAngle), baseAttributes(attributes),
isTurret(isTurret), isParallel(baseAttributes.isParallel), isUnder(isUnder)
{
UpdateArc();
}
// Get the weapon in this hardpoint. This returns null if there is none.
const Outfit *Hardpoint::GetOutfit() const
{
return outfit;
}
// Get the location, relative to the center of the ship, from which
// projectiles of this weapon should originate.
const Point &Hardpoint::GetPoint() const
{
return point;
}
// Get the convergence angle adjustment of this weapon (guns only, not turrets).
const Angle &Hardpoint::GetAngle() const
{
return angle;
}
// Get the angle of a turret when idling, relative to the ship.
// For guns, this function is equal to GetAngle().
const Angle &Hardpoint::GetIdleAngle() const
{
return baseAngle;
}
// Get the arc of fire if this is a directional turret,
// otherwise a pair of 180 degree + baseAngle.
const Angle &Hardpoint::GetMinArc() const
{
return minArc;
}
const Angle &Hardpoint::GetMaxArc() const
{
return maxArc;
}
// Get the angle this weapon ought to point at for ideal gun harmonization.
Angle Hardpoint::HarmonizedAngle() const
{
if(!outfit)
return Angle();
// Calculate reference point for non-forward facing guns.
Angle rotateAngle = Angle() - baseAngle;
Point refPoint = rotateAngle.Rotate(point);
// Find the point of convergence of shots fired from this gun. That is,
// find the angle where the projectile's X offset will be zero when it
// reaches the very end of its range.
double d = outfit->Range();
// Projectiles with a range of zero should fire straight forward. A
// special check is needed to avoid divide by zero errors.
return Angle(d <= 0. ? 0. : -asin(refPoint.X() / d) * TO_DEG);
}
double Hardpoint::TurnRate(const Ship &ship) const
{
if(!outfit)
return 0.;
return outfit->TurretTurn()
* (1. + ship.Attributes().Get("turret turn multiplier") + baseAttributes.turnMultiplier);
}
// Find out if this is a turret hardpoint (whether or not it has a turret installed).
bool Hardpoint::IsTurret() const
{
return isTurret;
}
bool Hardpoint::IsParallel() const
{
return isParallel;
}
bool Hardpoint::IsOmnidirectional() const
{
return isOmnidirectional;
}
bool Hardpoint::IsUnder() const
{
return isUnder;
}
// Find out if this hardpoint has a homing weapon installed.
bool Hardpoint::IsHoming() const
{
return outfit && outfit->Homing();
}
// Find out if this hardpoint has a special weapon installed
// (e.g. anti-missile, tractor beam).
bool Hardpoint::IsSpecial() const
{
return outfit && (outfit->AntiMissile() || outfit->TractorBeam());
}
bool Hardpoint::CanAim(const Ship &ship) const
{
return TurnRate(ship);
}
// Check if this weapon is ready to fire.
bool Hardpoint::IsReady() const
{
return outfit && burstReload <= 0. && burstCount && (!IsBlind() || IsSpecial());
}
// Check if this weapon can't fire because of its blindspots.
bool Hardpoint::IsBlind() const
{
return any_of(baseAttributes.blindspots.begin(), baseAttributes.blindspots.end(),
[this](pair<Angle, Angle> blindspot)
{
return angle.IsInRange(blindspot.first + baseAngle, blindspot.second + baseAngle);
});
}
// Check if this weapon fired the last time it was able to fire. This is to
// figure out if the stream spacing timer should be applied or not.
bool Hardpoint::WasFiring() const
{
return wasFiring;
}
// Get the number of remaining burst shots before a full reload is required.
int Hardpoint::BurstRemaining() const
{
return burstCount;
}
// Perform one step (i.e. decrement the reload count).
void Hardpoint::Step()
{
if(!outfit)
return;
wasFiring = isFiring;
if(reload > 0.)
--reload;
// If the full reload time is elapsed, reset the burst counter.
if(reload <= 0.)
burstCount = outfit->BurstCount();
if(burstReload > 0.)
--burstReload;
// If the burst reload time has elapsed, this weapon will not count as firing
// continuously if it is not fired this frame.
if(burstReload <= 0.)
isFiring = false;
}
// Adjust this weapon's aim by the given amount, relative to its maximum
// "turret turn" rate. Up to its angle limit.
void Hardpoint::Aim(const Ship &ship, double amount)
{
if(!outfit)
return;
const double add = TurnRate(ship) * amount;
if(isOmnidirectional)
angle += add;
else
{
const Angle newAngle = angle + add;
if(add < 0. && minArc.IsInRange(newAngle, angle))
angle = minArc;
else if(add > 0. && maxArc.IsInRange(angle, newAngle))
angle = maxArc;
else
angle += add;
}
}
// Fire this weapon. If it is a turret, it automatically points toward
// the given ship's target. If the weapon requires ammunition, it will
// be subtracted from the given ship.
void Hardpoint::Fire(Ship &ship, vector<Projectile> &projectiles, vector<Visual> &visuals)
{
// Since this is only called internally by Armament (no one else has non-
// const access), assume Armament checked that this is a valid call.
Angle aim = ship.Facing();
Point start = ship.Position() + aim.Rotate(point);
// Apply the aim and hardpoint offset.
aim += angle;
start += aim.Rotate(outfit->HardpointOffset());
// Apply the weapon's inaccuracy to the aim. This allows firing effects
// to share the same inaccuracy as the projectile.
aim += Distribution::GenerateInaccuracy(outfit->Inaccuracy(), outfit->InaccuracyDistribution());
// Create a new projectile, originating from this hardpoint.
// In order to get projectiles to start at the right position they are drawn
// at an offset of (.5 * velocity). See BatchDrawList.cpp for more details.
projectiles.emplace_back(ship, start - .5 * ship.Velocity(), aim, outfit);
// Create any effects this weapon creates when it is fired.
CreateEffects(outfit->FireEffects(), start, ship.Velocity(), aim, visuals);
// Update the reload and burst counters, and expend ammunition if applicable.
Fire(ship, start, aim);
}
// Fire an anti-missile. Returns true if the missile should be killed.
bool Hardpoint::FireAntiMissile(Ship &ship, const Projectile &projectile, vector<Visual> &visuals)
{
// Make sure this hardpoint really is an anti-missile.
int strength = outfit->AntiMissile();
if(!strength)
return false;
// Check whether the projectile is within range and create any visuals.
if(!FireSpecialSystem(ship, projectile, visuals))
return false;
// Check whether the missile was destroyed.
return (Random::Int(strength) > Random::Int(projectile.MissileStrength()));
}
// Fire a tractor beam. Returns true if the flotsam was hit.
bool Hardpoint::FireTractorBeam(Ship &ship, const Flotsam &flotsam, std::vector<Visual> &visuals)
{
// Make sure this hardpoint really is a tractor beam.
double strength = outfit->TractorBeam();
if(!strength)
return false;
// Check whether the flotsam is within range and create any visuals.
if(!FireSpecialSystem(ship, flotsam, visuals))
return false;
return true;
}
// This weapon jammed. Increase its reload counters, but don't fire.
void Hardpoint::Jam()
{
// Since this is only called internally by Armament (no one else has non-
// const access), assume Armament checked that this is a valid call.
// Reset the reload count.
reload += outfit->Reload();
burstReload += outfit->BurstReload();
--burstCount;
}
// Install a weapon here (assuming it is empty). This is only for
// Armament to call internally.
void Hardpoint::Install(const Outfit *outfit)
{
// If the given outfit is not a valid weapon, this hardpoint becomes empty.
// Also check that the type of the weapon (gun or turret) is right.
if(!outfit || !outfit->IsWeapon() || (isTurret == !outfit->Get("turret mounts")))
Uninstall();
else
{
// Reset all the reload counters.
this->outfit = outfit;
Reload();
// Update the arc of fire because of changing an outfit.
UpdateArc();
// For fixed weapons and idling turrets, apply "gun harmonization,"
// pointing them slightly inward so the projectiles will converge.
// Weapons that fire parallel beams don't get a harmonized angle.
// And some hardpoints/gunslots are configured not to get harmonized.
// So only harmonize when both the port and the outfit supports it.
if(!isParallel && !outfit->IsParallel())
{
const Angle harmonized = baseAngle + HarmonizedAngle();
// The harmonized angle might be out of the arc of a turret.
// If so, this turret is forced "parallel."
if(!isTurret || isOmnidirectional || harmonized.IsInRange(GetMinArc(), GetMaxArc()))
baseAngle = harmonized;
}
angle = baseAngle;
}
}
// Reload this weapon.
void Hardpoint::Reload()
{
reload = 0.;
burstReload = 0.;
burstCount = outfit ? outfit->BurstCount() : 0;
}
// Uninstall the outfit from this port (if it has one).
void Hardpoint::Uninstall()
{
outfit = nullptr;
// Update the arc of fire because of changing an outfit.
UpdateArc();
}
// Get the attributes that can be used as a parameter of the constructor when cloning this.
const Hardpoint::BaseAttributes &Hardpoint::GetBaseAttributes() const
{
return baseAttributes;
}
// Check whether a projectile or flotsam is within the range of the anti-missile
// or tractor beam system and create visuals if it is.
bool Hardpoint::FireSpecialSystem(Ship &ship, const Body &body, std::vector<Visual> &visuals)
{
// Get the weapon range. Anti-missile and tractor beam shots always last a
// single frame, so their range is equal to their velocity.
double range = outfit->Velocity();
Angle facing = ship.Facing();
// Check if the body is within range of this hardpoint.
Point start = ship.Position() + facing.Rotate(point);
Point offset = body.Position() - start;
if(offset.Length() > range)
return false;
// Check if the target is within the arc of fire and isn't blocked by a blindspot.
Angle aim(offset);
if(!isOmnidirectional)
{
const Angle minArc = GetMinArc() + facing;
const Angle maxArc = GetMaxArc() + facing;
if(!aim.IsInRange(minArc, maxArc))
return false;
}
angle = aim - facing;
if(IsBlind())
return false;
// Precompute the number of visuals that will be added.
visuals.reserve(visuals.size() + outfit->FireEffects().size()
+ outfit->HitEffects().size() + outfit->DieEffects().size());
start += aim.Rotate(outfit->HardpointOffset());
CreateEffects(outfit->FireEffects(), start, ship.Velocity(), aim, visuals);
// Figure out where the hit effect should be placed. Anti-missile and tractor
// beam systems do not create projectiles; they just create a blast animation.
CreateEffects(outfit->HitEffects(), start + (.5 * range) * aim.Unit(), ship.Velocity(), aim, visuals);
// Die effects are displayed at the body, whether or not it actually "dies."
CreateEffects(outfit->DieEffects(), body.Position(), body.Velocity(), aim, visuals);
// Update the reload and burst counters, and expend ammunition if applicable.
Fire(ship, start, aim);
return true;
}
// Update any counters that change when this projectile fires.
void Hardpoint::Fire(Ship &ship, const Point &start, const Angle &aim)
{
// Since this is only called internally, it is safe to assume that the
// outfit pointer is not null.
// Reset the reload count.
reload += outfit->Reload();
burstReload += outfit->BurstReload();
--burstCount;
isFiring = true;
// Anti-missile sounds can be specified either in the outfit itself or in
// the effect they create.
if(outfit->WeaponSound())
Audio::Play(outfit->WeaponSound(), start, IsSpecial() ? SoundCategory::ANTI_MISSILE : SoundCategory::WEAPON);
// Apply any "kick" from firing this weapon.
double force = outfit->FiringForce();
if(force)
ship.ApplyForce(aim.Unit() * -force);
// Expend any ammo that this weapon uses. Do this as the very last thing, in
// case the outfit is its own ammunition.
ship.ExpendAmmo(*outfit);
}
// The arc depends on both the base hardpoint and the installed outfit.
void Hardpoint::UpdateArc()
{
if(!outfit)
return;
// Restore the initial value (from baseAttributes).
isOmnidirectional = baseAttributes.isOmnidirectional;
baseAngle = baseAttributes.baseAngle;
if(isOmnidirectional)
{
const Angle opposite = baseAngle + Angle(180.);
minArc = opposite;
maxArc = opposite;
}
else
{
minArc = baseAttributes.minArc;
maxArc = baseAttributes.maxArc;
}
// The installed weapon restricts the arc of fire.
const double hardpointsArc = (maxArc - minArc).AbsDegrees();
const double weaponsArc = outfit->Arc();
if(weaponsArc < 360. && (isOmnidirectional || weaponsArc < hardpointsArc))
{
isOmnidirectional = false;
const double weaponsHalf = weaponsArc / 2.;
// The base angle is placed as close to center as possible.
const Angle &firstAngle = minArc;
const Angle &secondAngle = maxArc;
double hardpointsMinArc = (baseAngle - firstAngle).AbsDegrees();
double hardpointsMaxArc = (secondAngle - baseAngle).AbsDegrees();
if(hardpointsMinArc < weaponsHalf)
hardpointsMaxArc = weaponsArc - hardpointsMinArc;
else if(hardpointsMaxArc < weaponsHalf)
hardpointsMinArc = weaponsArc - hardpointsMaxArc;
else
{
hardpointsMinArc = weaponsHalf;
hardpointsMaxArc = weaponsHalf;
}
minArc = baseAngle - hardpointsMinArc;
maxArc = baseAngle + hardpointsMaxArc;
}
}
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