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#include "StdAfx.h"
#include "Game/GameHelper.h"
#include "LightningCannon.h"
#include "Map/Ground.h"
#include "PlasmaRepulser.h"
#include "Rendering/UnitModels/3DModel.h"
#include "Sim/Features/FeatureHandler.h"
#include "Sim/Misc/InterceptHandler.h"
#include "Sim/Projectiles/WeaponProjectiles/LightningProjectile.h"
#include "Sim/Units/Unit.h"
#include "WeaponDefHandler.h"
#include "mmgr.h"
CR_BIND_DERIVED(CLightningCannon, CWeapon, (NULL));
CR_REG_METADATA(CLightningCannon,(
CR_MEMBER(color),
CR_RESERVED(8)
));
CLightningCannon::CLightningCannon(CUnit* owner)
: CWeapon(owner)
{
}
CLightningCannon::~CLightningCannon(void)
{
}
void CLightningCannon::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();
}
}
CWeapon::Update();
}
bool CLightningCannon::TryTarget(const float3& pos, bool userTarget, CUnit* unit)
{
if (!CWeapon::TryTarget(pos, userTarget, unit))
return false;
if (!weaponDef->waterweapon) {
if (unit) {
if (unit->isUnderWater)
return false;
} else {
if (pos.y < 0)
return false;
}
}
float3 dir = pos - weaponMuzzlePos;
float length = dir.Length();
if (length == 0)
return true;
dir /= length;
float g = ground->LineGroundCol(weaponMuzzlePos, pos);
if (g > 0 && g < length * 0.9f)
return false;
if (avoidFeature && helper->LineFeatureCol(weaponMuzzlePos, dir, length)) {
return false;
}
if (avoidFriendly && helper->TestAllyCone(weaponMuzzlePos, dir, length, (accuracy + sprayAngle), owner->allyteam, owner)) {
return false;
}
if (avoidNeutral && helper->TestNeutralCone(weaponMuzzlePos, dir, length, (accuracy + sprayAngle), owner)) {
return false;
}
return true;
}
void CLightningCannon::Init(void)
{
CWeapon::Init();
}
void CLightningCannon::FireImpl()
{
float3 dir = targetPos - weaponMuzzlePos;
dir.ANormalize();
dir += (gs->randVector() * sprayAngle + salvoError) * (1.0f - owner->limExperience * 0.5f);
dir.ANormalize();
const CUnit* cu = 0;
const CFeature* cf = 0;
float r = helper->TraceRay(weaponMuzzlePos, dir, range, 0, (const CUnit*)owner, cu, collisionFlags, &cf);
CUnit* u = (cu == NULL) ? NULL : uh->units[cu->id];
CFeature* f = cf ? featureHandler->GetFeature(cf->id) : 0;
float3 newDir;
CPlasmaRepulser* shieldHit = NULL;
const float shieldLength = interceptHandler.AddShieldInterceptableBeam(this, weaponMuzzlePos, dir, range, newDir, shieldHit);
if (shieldLength < r) {
r = shieldLength;
if (shieldHit) {
shieldHit->BeamIntercepted(this);
}
}
if (u) {
if (u->unitDef->usePieceCollisionVolumes) {
u->SetLastAttackedPiece(u->localmodel->pieces[0], gs->frameNum);
}
}
// Dynamic Damage
DamageArray dynDamages;
if (weaponDef->dynDamageExp > 0) {
dynDamages = weaponDefHandler->DynamicDamages(
weaponDef->damages,
weaponMuzzlePos,
targetPos,
weaponDef->dynDamageRange > 0?
weaponDef->dynDamageRange:
weaponDef->range,
weaponDef->dynDamageExp,
weaponDef->dynDamageMin,
weaponDef->dynDamageInverted
);
}
helper->Explosion(
weaponMuzzlePos + dir * r,
weaponDef->dynDamageExp > 0?
dynDamages:
weaponDef->damages,
areaOfEffect,
weaponDef->edgeEffectiveness,
weaponDef->explosionSpeed,
owner,
false,
0.5f,
weaponDef->noExplode || weaponDef->noSelfDamage, /*true*/
weaponDef->impactOnly, /*false*/
weaponDef->explosionGenerator,
u,
dir,
weaponDef->id,
f
);
new CLightningProjectile(
weaponMuzzlePos,
weaponMuzzlePos + dir * (r + 10),
owner,
color,
weaponDef,
10,
this
);
}
void CLightningCannon::SlowUpdate(void)
{
CWeapon::SlowUpdate();
//We don't do hardcoded inaccuracies, use targetMoveError if you want inaccuracy!
// if(targetType==Target_Unit){
// predict=(gs->randFloat()-0.5f)*20*range/weaponPos.distance(targetUnit->midPos)*(1.2f-owner->limExperience); //make the weapon somewhat less effecient against aircrafts hopefully
// }
}
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