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#include "StdAfx.h"
#include "Game/GameHelper.h"
#include "LaserCannon.h"
#include "Map/Ground.h"
#include "Sim/MoveTypes/AirMoveType.h"
#include "Sim/Projectiles/WeaponProjectiles/LaserProjectile.h"
#include "Sim/Units/Unit.h"
#include "WeaponDefHandler.h"
#include "mmgr.h"
CR_BIND_DERIVED(CLaserCannon, CWeapon, (NULL));
CR_REG_METADATA(CLaserCannon,(
CR_MEMBER(color),
CR_RESERVED(8)
));
CLaserCannon::CLaserCannon(CUnit* owner)
: CWeapon(owner)
{
}
CLaserCannon::~CLaserCannon(void)
{
}
void CLaserCannon::Update(void)
{
if(targetType!=Target_None){
weaponPos=owner->pos+owner->frontdir*relWeaponPos.z+owner->updir*relWeaponPos.y+owner->rightdir*relWeaponPos.x;
weaponMuzzlePos=owner->pos+owner->frontdir*relWeaponMuzzlePos.z+owner->updir*relWeaponMuzzlePos.y+owner->rightdir*relWeaponMuzzlePos.x;
if(!onlyForward){
wantedDir=targetPos-weaponPos;
wantedDir.Normalize();
}
predict=(targetPos-weaponPos).Length()/projectileSpeed;
}
CWeapon::Update();
}
bool CLaserCannon::TryTarget(const float3& pos, bool userTarget, CUnit* unit)
{
if (!CWeapon::TryTarget(pos, userTarget, unit))
return false;
if (unit) {
if (unit->isUnderWater && !weaponDef->waterweapon)
return false;
} else {
if (pos.y < 0 && !weaponDef->waterweapon)
return false;
}
float3 dir = pos - weaponMuzzlePos;
const float length = dir.Length();
if (length == 0)
return true;
dir /= length;
if (!onlyForward) {
// skip ground col testing for aircraft
float g = ground->LineGroundCol(weaponMuzzlePos, pos);
if (g > 0 && g < length * 0.9f)
return false;
}
const float spread = (accuracy + sprayAngle) * (1 - owner->limExperience * 0.7f);
if (avoidFeature && helper->LineFeatureCol(weaponMuzzlePos, dir, length)) {
return false;
}
if (avoidFriendly && helper->TestAllyCone(weaponMuzzlePos, dir, length, spread, owner->allyteam, owner)) {
return false;
}
if (avoidNeutral && helper->TestNeutralCone(weaponMuzzlePos, dir, length, spread, owner)) {
return false;
}
return true;
}
void CLaserCannon::Init(void)
{
CWeapon::Init();
}
void CLaserCannon::FireImpl()
{
float3 dir;
if(onlyForward && dynamic_cast<CAirMoveType*>(owner->moveType)){ //the taairmovetype cant align itself properly, change back when that is fixed
dir=owner->frontdir;
} else {
dir=targetPos-weaponMuzzlePos;
dir.Normalize();
}
dir+=(gs->randVector()*sprayAngle+salvoError)*(1-owner->limExperience*0.7f);
dir.Normalize();
int fpsSub=0;
if(owner->directControl)
fpsSub=6;
new CLaserProjectile(weaponMuzzlePos, dir * projectileSpeed, owner,
weaponDef->duration * weaponDef->maxvelocity,
weaponDef->visuals.color, weaponDef->visuals.color2,
weaponDef->intensity, weaponDef,
(int) ((weaponDef->range - fpsSub * 4) / weaponDef->projectilespeed) - fpsSub);
}
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