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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "UnitDef.h"
#include "UnitDefHandler.h"
#include "Game/GameSetup.h"
#include "Lua/LuaParser.h"
#include "Map/MapInfo.h"
#include "Sim/Misc/CategoryHandler.h"
#include "Sim/Misc/CollisionVolume.h"
#include "Sim/Misc/DamageArrayHandler.h"
#include "Sim/Misc/ModInfo.h"
#include "Sim/MoveTypes/MoveDefHandler.h"
#include "Sim/Weapons/WeaponDefHandler.h"
#include "Sim/Units/CommandAI/Command.h"
#include "Rendering/IconHandler.h"
#include "System/EventHandler.h"
#include "System/Exceptions.h"
#include "System/Log/ILog.h"
#include "System/SpringMath.h"
#include "System/SafeUtil.h"
#include "System/StringUtil.h"
/******************************************************************************/
UnitDefWeapon::UnitDefWeapon(const WeaponDef* weaponDef) {
*this = UnitDefWeapon();
this->def = weaponDef;
}
UnitDefWeapon::UnitDefWeapon(const WeaponDef* weaponDef, const LuaTable& weaponTable) {
*this = UnitDefWeapon();
this->def = weaponDef;
this->slavedTo = weaponTable.GetInt("slaveTo", 0);
// NOTE:
// <maxAngleDif> specifies the full-width arc,
// but we want the half-width arc internally
// (arcs are always symmetric around mainDir)
this->maxMainDirAngleDif = math::cos((weaponTable.GetFloat("maxAngleDif", 360.0f) * 0.5f) * math::DEG_TO_RAD);
const string& btcString = weaponTable.GetString("badTargetCategory", "");
const string& otcString = weaponTable.GetString("onlyTargetCategory", "");
this->badTargetCat = CCategoryHandler::Instance()->GetCategories(btcString);
this->onlyTargetCat = (otcString.empty())? 0xffffffff: CCategoryHandler::Instance()->GetCategories(otcString);
this->mainDir = weaponTable.GetFloat3("mainDir", FwdVector);
this->mainDir.SafeNormalize();
}
/******************************************************************************/
UnitDef::UnitDef()
: SolidObjectDef()
, cobID(-1)
, decoyDef(nullptr)
, metalUpkeep(0.0f)
, energyUpkeep(0.0f)
, metalMake(0.0f)
, makesMetal(0.0f)
, energyMake(0.0f)
, buildTime(0.0f)
, extractsMetal(0.0f)
, extractRange(0.0f)
, windGenerator(0.0f)
, tidalGenerator(0.0f)
, metalStorage(0.0f)
, energyStorage(0.0f)
, harvestMetalStorage(0.0f)
, harvestEnergyStorage(0.0f)
, autoHeal(0.0f)
, idleAutoHeal(0.0f)
, idleTime(0)
, power(0.0f)
, category(-1)
, speed(0.0f)
, rSpeed(0.0f)
, turnRate(0.0f)
, turnInPlace(false)
, turnInPlaceSpeedLimit(0.0f)
, turnInPlaceAngleLimit(0.0f)
, collide(false)
, losHeight(0.0f)
, radarHeight(0.0f)
, losRadius(0.0f)
, airLosRadius(0.0f)
, radarRadius(0.0f)
, sonarRadius(0.0f)
, jammerRadius(0.0f)
, sonarJamRadius(0.0f)
, seismicRadius(0.0f)
, seismicSignature(0.0f)
, stealth(false)
, sonarStealth(false)
, buildRange3D(false)
, buildDistance(16.0f) // 16.0f is the minimum distance between two 1x1 units
, buildSpeed(0.0f)
, reclaimSpeed(0.0f)
, repairSpeed(0.0f)
, maxRepairSpeed(0.0f)
, resurrectSpeed(0.0f)
, captureSpeed(0.0f)
, terraformSpeed(0.0f)
, canSubmerge(false)
, canfly(false)
, floatOnWater(false)
, pushResistant(false)
, strafeToAttack(false)
, stopToAttack(false)
, minCollisionSpeed(0.0f)
, slideTolerance(0.0f)
, maxHeightDif(0.0f)
, waterline(0.0f)
, minWaterDepth(0.0f)
, maxWaterDepth(0.0f)
, pathType(-1U)
, armoredMultiple(0.0f)
, armorType(0)
, flankingBonusMode(0)
, flankingBonusDir(ZeroVector)
, flankingBonusMax(0.0f)
, flankingBonusMin(0.0f)
, flankingBonusMobilityAdd(0.0f)
, shieldWeaponDef(nullptr)
, stockpileWeaponDef(nullptr)
, maxWeaponRange(0.0f)
, maxCoverage(0.0f)
, deathExpWeaponDef(nullptr)
, selfdExpWeaponDef(nullptr)
, buildPic(nullptr)
, selfDCountdown(0)
, builder(false)
, activateWhenBuilt(false)
, onoffable(false)
, fullHealthFactory(false)
, factoryHeadingTakeoff(false)
, capturable(false)
, repairable(false)
, canmove(false)
, canAttack(false)
, canFight(false)
, canPatrol(false)
, canGuard(false)
, canRepeat(false)
, canResurrect(false)
, canCapture(false)
, canCloak(false)
, canSelfD(true)
, canKamikaze(false)
, canRestore(false)
, canRepair(false)
, canReclaim(false)
, canAssist(false)
, canBeAssisted(false)
, canSelfRepair(false)
, canFireControl(false)
, canManualFire(false)
, fireState(FIRESTATE_HOLDFIRE)
, moveState(MOVESTATE_HOLDPOS)
, wingDrag(0.0f)
, wingAngle(0.0f)
, frontToSpeed(0.0f)
, speedToFront(0.0f)
, myGravity(0.0f)
, maxBank(0.0f)
, maxPitch(0.0f)
, turnRadius(0.0f)
, wantedHeight(0.0f)
, verticalSpeed(0.0f)
, useSmoothMesh(false)
, hoverAttack(false)
, airStrafe(false)
, dlHoverFactor(0.0f)
, bankingAllowed(false)
, maxAcc(0.0f)
, maxDec(0.0f)
, maxAileron(0.0f)
, maxElevator(0.0f)
, maxRudder(0.0f)
, crashDrag(0.0f)
, loadingRadius(0.0f)
, unloadSpread(0.0f)
, transportCapacity(0)
, transportSize(0)
, minTransportSize(0)
, isFirePlatform(false)
, transportMass(0.0f)
, minTransportMass(0.0f)
, holdSteady(false)
, releaseHeld(false)
, cantBeTransported(false)
, transportByEnemy(false)
, transportUnloadMethod(0)
, fallSpeed(0.0f)
, unitFallSpeed(0.0f)
, startCloaked(false)
, cloakCost(0.0f)
, cloakCostMoving(0.0f)
, decloakDistance(0.0f)
, decloakSpherical(false)
, decloakOnFire(false)
, kamikazeDist(0.0f)
, kamikazeUseLOS(false)
, targfac(false)
, needGeo(false)
, isFeature(false)
, hideDamage(false)
, showPlayerName(false)
, highTrajectoryType(0)
, noChaseCategory(0)
, canDropFlare(false)
, flareReloadTime(0.0f)
, flareEfficiency(0.0f)
, flareDelay(0.0f)
, flareDropVector(ZeroVector)
, flareTime(0)
, flareSalvoSize(0)
, flareSalvoDelay(0)
, canLoopbackAttack(false)
, levelGround(false)
, showNanoFrame(false)
, showNanoSpray(false)
, nanoColor(ZeroVector)
, maxThisUnit(0)
, realMetalCost(0.0f)
, realEnergyCost(0.0f)
, realMetalUpkeep(0.0f)
, realEnergyUpkeep(0.0f)
, realBuildTime(0.0f)
{
memset(&modelCEGTags[0], 0, sizeof(modelCEGTags));
memset(&pieceCEGTags[0], 0, sizeof(pieceCEGTags));
memset(&crashCEGTags[0], 0, sizeof(crashCEGTags));
// filled in later by UnitDrawer
modelExplGenIDs.fill(-1u); modelExplGenIDs[0] = 0;
pieceExplGenIDs.fill(-1u); pieceExplGenIDs[0] = 0;
crashExplGenIDs.fill(-1u); crashExplGenIDs[0] = 0;
}
UnitDef::UnitDef(const LuaTable& udTable, const std::string& unitName, int id)
{
// rely on default-ctor to initialize all members
*this = UnitDef();
this->id = id;
name = unitName;
humanName = udTable.GetString("name", "");
tooltip = udTable.GetString("description", name);
wreckName = udTable.GetString("corpse", "");
buildPicName = udTable.GetString("buildPic", "");
decoyName = udTable.GetString("decoyFor", "");
metalStorage = udTable.GetFloat("metalStorage", 0.0f);
energyStorage = udTable.GetFloat("energyStorage", 0.0f);
harvestMetalStorage = udTable.GetFloat("harvestMetalStorage", udTable.GetFloat("harvestStorage", 0.0f));
harvestEnergyStorage = udTable.GetFloat("harvestEnergyStorage", 0.0f);
extractsMetal = udTable.GetFloat("extractsMetal", 0.0f);
windGenerator = udTable.GetFloat("windGenerator", 0.0f);
tidalGenerator = udTable.GetFloat("tidalGenerator", 0.0f);
metalUpkeep = udTable.GetFloat("metalUse", 0.0f);
energyUpkeep = udTable.GetFloat("energyUse", 0.0f);
metalMake = udTable.GetFloat("metalMake", 0.0f);
makesMetal = udTable.GetFloat("makesMetal", 0.0f);
energyMake = udTable.GetFloat("energyMake", 0.0f);
health = std::max(0.1f, udTable.GetFloat("maxDamage", 0.0f)); //avoid some nasty divide by 0
autoHeal = udTable.GetFloat("autoHeal", 0.0f) * (UNIT_SLOWUPDATE_RATE / float(GAME_SPEED));
idleAutoHeal = udTable.GetFloat("idleAutoHeal", 10.0f) * (UNIT_SLOWUPDATE_RATE / float(GAME_SPEED));
idleTime = udTable.GetInt("idleTime", 600);
// iff a mass value is not defined, default to metalCost
// (do not allow it to be zero or negative in either case)
metal = std::max(1.0f, udTable.GetFloat("buildCostMetal", 0.0f));
mass = Clamp(udTable.GetFloat("mass", metal), CSolidObject::MINIMUM_MASS, CSolidObject::MAXIMUM_MASS);
crushResistance = udTable.GetFloat("crushResistance", mass);
energy = udTable.GetFloat("buildCostEnergy", 0.0f);
buildTime = std::max(0.1f, udTable.GetFloat("buildTime", 0.0f)); //avoid some nasty divide by 0
cobID = udTable.GetInt("cobID", -1);
buildRange3D = udTable.GetBool("buildRange3D", false);
// 128.0f is the ancient default
buildDistance = udTable.GetFloat("buildDistance", 128.0f);
// 38.0f was evaluated by bobthedinosaur and FLOZi to be the bare minimum
// to not overlap for a 1x1 constructor building a 1x1 structure
buildDistance = std::max(38.0f, buildDistance);
buildSpeed = udTable.GetFloat("workerTime", 0.0f);
builder = udTable.GetBool("builder", false);
builder &= IsBuilderUnit();
repairSpeed = udTable.GetFloat("repairSpeed", buildSpeed);
maxRepairSpeed = udTable.GetFloat("maxRepairSpeed", 1e20f);
reclaimSpeed = udTable.GetFloat("reclaimSpeed", buildSpeed);
resurrectSpeed = udTable.GetFloat("resurrectSpeed", buildSpeed);
captureSpeed = udTable.GetFloat("captureSpeed", buildSpeed);
terraformSpeed = udTable.GetFloat("terraformSpeed", buildSpeed);
reclaimable = udTable.GetBool("reclaimable", true);
capturable = udTable.GetBool("capturable", true);
repairable = udTable.GetBool("repairable", true);
canmove = udTable.GetBool("canMove", false);
canAttack = udTable.GetBool("canAttack", true);
canFight = udTable.GetBool("canFight", true);
canPatrol = udTable.GetBool("canPatrol", true);
canGuard = udTable.GetBool("canGuard", true);
canRepeat = udTable.GetBool("canRepeat", true);
canCloak = udTable.GetBool("canCloak", (udTable.GetFloat("cloakCost", 0.0f) != 0.0f));
canSelfD = udTable.GetBool("canSelfDestruct", true);
canKamikaze = udTable.GetBool("kamikaze", false);
// capture and resurrect count as special abilities
// (because captureSpeed and resurrectSpeed default
// to buildSpeed, canCapture and canResurrect would
// otherwise become true for all regular builders)
canRestore = udTable.GetBool("canRestore", builder) && (terraformSpeed > 0.0f);
canRepair = udTable.GetBool("canRepair", builder) && ( repairSpeed > 0.0f);
canReclaim = udTable.GetBool("canReclaim", builder) && ( reclaimSpeed > 0.0f);
canCapture = udTable.GetBool("canCapture", false) && ( captureSpeed > 0.0f);
canResurrect = udTable.GetBool("canResurrect", false) && (resurrectSpeed > 0.0f);
canAssist = udTable.GetBool("canAssist", builder);
canBeAssisted = udTable.GetBool("canBeAssisted", true);
canSelfRepair = udTable.GetBool("canSelfRepair", false);
canFireControl = !udTable.GetBool("noAutoFire", false);
canManualFire = udTable.GetBool("canManualFire", udTable.GetBool("canDGun", false));
fullHealthFactory = udTable.GetBool("fullHealthFactory", false);
factoryHeadingTakeoff = udTable.GetBool("factoryHeadingTakeoff", true);
upright = udTable.GetBool("upright", false);
collidable = udTable.GetBool("blocking", true);
collide = udTable.GetBool("collide", true);
const float maxSlopeDeg = Clamp(udTable.GetFloat("maxSlope", 0.0f), 0.0f, 89.0f);
const float maxSlopeRad = maxSlopeDeg * math::DEG_TO_RAD;
// FIXME: kill the magic constant
maxHeightDif = 40.0f * math::tanf(maxSlopeRad);
minWaterDepth = udTable.GetFloat("minWaterDepth", -10e6f);
maxWaterDepth = udTable.GetFloat("maxWaterDepth", +10e6f);
waterline = udTable.GetFloat("waterline", 0.0f);
minCollisionSpeed = udTable.GetFloat("minCollisionSpeed", 1.0f);
slideTolerance = udTable.GetFloat("slideTolerance", 0.0f); // disabled
pushResistant = udTable.GetBool("pushResistant", false);
selfDCountdown = udTable.GetInt("selfDestructCountdown", 5);
speed = udTable.GetFloat("maxVelocity", 0.0f) * GAME_SPEED;
speed = math::fabs(speed);
rSpeed = udTable.GetFloat("maxReverseVelocity", 0.0f) * GAME_SPEED;
rSpeed = math::fabs(rSpeed);
fireState = udTable.GetInt("fireState", canFireControl? FIRESTATE_NONE: FIRESTATE_FIREATWILL);
fireState = std::min(fireState, int(FIRESTATE_FIREATNEUTRAL));
moveState = udTable.GetInt("moveState", (canmove && speed > 0.0f)? MOVESTATE_NONE: MOVESTATE_MANEUVER);
moveState = std::min(moveState, int(MOVESTATE_ROAM));
flankingBonusMode = udTable.GetInt("flankingBonusMode", modInfo.flankingBonusModeDefault);
flankingBonusMax = udTable.GetFloat("flankingBonusMax", 1.9f);
flankingBonusMin = udTable.GetFloat("flankingBonusMin", 0.9f);
flankingBonusDir = udTable.GetFloat3("flankingBonusDir", FwdVector);
flankingBonusMobilityAdd = udTable.GetFloat("flankingBonusMobilityAdd", 0.01f);
armoredMultiple = udTable.GetFloat("damageModifier", 1.0f);
armorType = damageArrayHandler.GetTypeFromName(name);
losHeight = udTable.GetFloat("losEmitHeight", 20.0f);
radarHeight = udTable.GetFloat("radarEmitHeight", losHeight);
losRadius = udTable.GetFloat("sightDistance", 0.0f);
airLosRadius = udTable.GetFloat("airSightDistance", 1.5f * losRadius);
radarRadius = udTable.GetInt("radarDistance", 0);
sonarRadius = udTable.GetInt("sonarDistance", 0);
jammerRadius = udTable.GetInt("radarDistanceJam", 0);
sonarJamRadius = udTable.GetInt("sonarDistanceJam", 0);
seismicRadius = udTable.GetInt("seismicDistance", 0);
seismicSignature = udTable.GetFloat("seismicSignature", -1.0f);
stealth = udTable.GetBool("stealth", false);
sonarStealth = udTable.GetBool("sonarStealth", false);
targfac = udTable.GetBool("isTargetingUpgrade", false);
isFeature = udTable.GetBool("isFeature", false);
hideDamage = udTable.GetBool("hideDamage", false);
showPlayerName = udTable.GetBool("showPlayerName", false);
cloakCost = udTable.GetFloat("cloakCost", 0.0f);
cloakCostMoving = udTable.GetFloat("cloakCostMoving", cloakCost);
startCloaked = udTable.GetBool("initCloaked", false);
decloakDistance = udTable.GetFloat("minCloakDistance", 0.0f);
decloakSpherical = udTable.GetBool("decloakSpherical", true);
decloakOnFire = udTable.GetBool("decloakOnFire", true);
highTrajectoryType = udTable.GetInt("highTrajectory", 0);
// we count 3d distance while ta count 2d distance so increase slightly
kamikazeDist = udTable.GetFloat("kamikazeDistance", -25.0f) + 25.0f;
kamikazeUseLOS = udTable.GetBool("kamikazeUseLOS", false);
showNanoFrame = udTable.GetBool("showNanoFrame", true);
showNanoSpray = udTable.GetBool("showNanoSpray", true);
nanoColor = udTable.GetFloat3("nanoColor", float3(0.2f,0.7f,0.2f));
canfly = udTable.GetBool("canFly", false);
canSubmerge = udTable.GetBool("canSubmerge", false) && canfly;
airStrafe = udTable.GetBool("airStrafe", true);
hoverAttack = udTable.GetBool("hoverAttack", false);
wantedHeight = udTable.GetFloat("cruiseAlt", 0.0f);
dlHoverFactor = udTable.GetFloat("airHoverFactor", -1.0f);
bankingAllowed = udTable.GetBool("bankingAllowed", true);
useSmoothMesh = udTable.GetBool("useSmoothMesh", true);
maxAcc = math::fabs(udTable.GetFloat("acceleration", 0.5f)); // no negative values
maxDec = math::fabs(udTable.GetFloat("brakeRate", maxAcc)); // no negative values
turnRate = udTable.GetFloat("turnRate", 0.0f);
turnInPlace = udTable.GetBool("turnInPlace", true);
turnInPlaceSpeedLimit = turnRate / SPRING_CIRCLE_DIVS;
turnInPlaceSpeedLimit *= (math::TWOPI * SQUARE_SIZE);
turnInPlaceSpeedLimit /= std::max(speed / GAME_SPEED, 1.0f);
turnInPlaceSpeedLimit = udTable.GetFloat("turnInPlaceSpeedLimit", std::min(speed, turnInPlaceSpeedLimit));
turnInPlaceAngleLimit = udTable.GetFloat("turnInPlaceAngleLimit", 0.0f);
transportSize = udTable.GetInt("transportSize", 0);
minTransportSize = udTable.GetInt("minTransportSize", 0);
transportCapacity = udTable.GetInt("transportCapacity", 0);
isFirePlatform = udTable.GetBool("isFirePlatform", false);
loadingRadius = udTable.GetFloat("loadingRadius", 220.0f);
unloadSpread = udTable.GetFloat("unloadSpread", 5.0f);
transportMass = udTable.GetFloat("transportMass", 100000.0f);
minTransportMass = udTable.GetFloat("minTransportMass", 0.0f);
holdSteady = udTable.GetBool("holdSteady", false);
releaseHeld = udTable.GetBool("releaseHeld", false);
cantBeTransported = udTable.GetBool("cantBeTransported", !RequireMoveDef());
transportByEnemy = udTable.GetBool("transportByEnemy", true);
fallSpeed = udTable.GetFloat("fallSpeed", 0.2f);
unitFallSpeed = udTable.GetFloat("unitFallSpeed", 0);
transportUnloadMethod = udTable.GetInt("transportUnloadMethod" , 0);
wingDrag = udTable.GetFloat("wingDrag", 0.07f); // drag caused by wings
wingDrag = Clamp(wingDrag, 0.0f, 1.0f);
wingAngle = udTable.GetFloat("wingAngle", 0.08f); // angle between front and the wing plane
frontToSpeed = udTable.GetFloat("frontToSpeed", 0.1f); // fudge factor for lining up speed and front of plane
speedToFront = udTable.GetFloat("speedToFront", 0.07f); // fudge factor for lining up speed and front of plane
myGravity = udTable.GetFloat("myGravity", 0.4f); // planes are slower than real airplanes so lower gravity to compensate
crashDrag = udTable.GetFloat("crashDrag", 0.005f); // drag used when crashing
crashDrag = Clamp(crashDrag, 0.0f, 1.0f);
maxBank = udTable.GetFloat("maxBank", 0.8f); // max roll
maxPitch = udTable.GetFloat("maxPitch", 0.45f); // max pitch this plane tries to keep
turnRadius = udTable.GetFloat("turnRadius", 500.0f); // hint to CStrafeAirMoveType about required turn-radius
verticalSpeed = udTable.GetFloat("verticalSpeed", 3.0f); // speed of takeoff and landing, at least for gunships
maxAileron = udTable.GetFloat("maxAileron", 0.015f); // turn speed around roll axis
maxElevator = udTable.GetFloat("maxElevator", 0.01f); // turn speed around pitch axis
maxRudder = udTable.GetFloat("maxRudder", 0.004f); // turn speed around yaw axis
maxThisUnit = udTable.GetInt("unitRestricted", MAX_UNITS);
maxThisUnit = std::min(maxThisUnit, gameSetup->GetRestrictedUnitLimit(name, MAX_UNITS));
categoryString = udTable.GetString("category", "");
category = CCategoryHandler::Instance()->GetCategories(udTable.GetString("category", ""));
noChaseCategory = CCategoryHandler::Instance()->GetCategories(udTable.GetString("noChaseCategory", ""));
iconType = icon::iconHandler.GetIcon(udTable.GetString("iconType", "default"));
shieldWeaponDef = nullptr;
stockpileWeaponDef = nullptr;
maxWeaponRange = 0.0f;
maxCoverage = 0.0f;
LuaTable weaponsTable = udTable.SubTable("weapons");
ParseWeaponsTable(weaponsTable);
needGeo = false;
extractRange = mapInfo->map.extractorRadius * int(extractsMetal > 0.0f);
{
MoveDef* moveDef = nullptr;
// aircraft have MoveTypes but no MoveDef;
// static structures have no use for either
// (but get StaticMoveType instances)
if (RequireMoveDef()) {
const std::string& moveClass = StringToLower(udTable.GetString("movementClass", ""));
const std::string errMsg = "WARNING: Couldn't find a MoveClass named " + moveClass + " (used in UnitDef: " + unitName + ")";
// invalidate this unitDef; caught in ParseUnitDef
if ((moveDef = moveDefHandler.GetMoveDefByName(moveClass)) == nullptr)
throw content_error(errMsg);
this->pathType = moveDef->pathType;
}
if (moveDef == nullptr) {
upright |= !canfly;
floatOnWater |= udTable.GetBool("floater", udTable.KeyExists("WaterLine"));
// we have no MoveDef, so pathType == -1 and IsAirUnit() MIGHT be true
cantBeTransported |= (!modInfo.transportAir && canfly);
} else {
upright |= (moveDef->speedModClass == MoveDef::Hover);
upright |= (moveDef->speedModClass == MoveDef::Ship );
// we have a MoveDef, so pathType != -1 and IsGroundUnit() MUST be true
cantBeTransported |= (!modInfo.transportGround && moveDef->speedModClass == MoveDef::Tank );
cantBeTransported |= (!modInfo.transportGround && moveDef->speedModClass == MoveDef::KBot );
cantBeTransported |= (!modInfo.transportShip && moveDef->speedModClass == MoveDef::Ship );
cantBeTransported |= (!modInfo.transportHover && moveDef->speedModClass == MoveDef::Hover);
}
if (seismicSignature == -1.0f) {
const bool isTank = (moveDef != nullptr && moveDef->speedModClass == MoveDef::Tank);
const bool isKBot = (moveDef != nullptr && moveDef->speedModClass == MoveDef::KBot);
// seismic signatures only make sense for certain mobile ground units
if (isTank || isKBot) {
seismicSignature = math::sqrt(mass / 100.0f);
} else {
seismicSignature = 0.0f;
}
}
}
if (IsAirUnit()) {
if (IsFighterAirUnit() || IsBomberAirUnit()) {
// double turn-radius for bombers if not set explicitly
turnRadius *= (1.0f + (IsBomberAirUnit() && turnRadius == 500.0f));
maxAcc = udTable.GetFloat("maxAcc", 0.065f); // engine power
}
}
modelName = udTable.GetString("objectName", "");
scriptName = "scripts/" + udTable.GetString("script", unitName + ".cob");
deathExpWeaponDef = weaponDefHandler->GetWeaponDef(udTable.GetString("explodeAs", ""));
selfdExpWeaponDef = weaponDefHandler->GetWeaponDef(udTable.GetString("selfDestructAs", udTable.GetString("explodeAs", "")));
if (deathExpWeaponDef == nullptr && (deathExpWeaponDef = weaponDefHandler->GetWeaponDef("NOWEAPON")) == nullptr) {
LOG_L(L_ERROR, "Couldn't find WeaponDef NOWEAPON and explodeAs for %s is missing!", unitName.c_str());
}
if (selfdExpWeaponDef == nullptr && (selfdExpWeaponDef = weaponDefHandler->GetWeaponDef("NOWEAPON")) == nullptr) {
LOG_L(L_ERROR, "Couldn't find WeaponDef NOWEAPON and selfDestructAs for %s is missing!", unitName.c_str());
}
power = udTable.GetFloat("power", (metal + (energy / 60.0f)));
// Prevent a division by zero in experience calculations.
if (power < 1.0e-3f) {
LOG_L(L_WARNING, "Unit %s is really cheap? %f", humanName.c_str(), power);
LOG_L(L_WARNING, "This can cause a division by zero in experience calculations.");
power = 1.0e-3f;
}
activateWhenBuilt = udTable.GetBool("activateWhenBuilt", false);
onoffable = udTable.GetBool("onoffable", false);
xsize = std::max(1 * SPRING_FOOTPRINT_SCALE, (udTable.GetInt("footprintX", 1) * SPRING_FOOTPRINT_SCALE));
zsize = std::max(1 * SPRING_FOOTPRINT_SCALE, (udTable.GetInt("footprintZ", 1) * SPRING_FOOTPRINT_SCALE));
buildingMask = (std::uint16_t)udTable.GetInt("buildingMask", 1); //1st bit set to 1 constitutes for "normal building"
if (IsImmobileUnit())
CreateYardMap(udTable.GetString("yardMap", ""));
decalDef.Parse(udTable);
canDropFlare = udTable.GetBool("canDropFlare", false);
flareReloadTime = udTable.GetFloat("flareReload", 5.0f);
flareDelay = udTable.GetFloat("flareDelay", 0.3f);
flareEfficiency = udTable.GetFloat("flareEfficiency", 0.5f);
flareDropVector = udTable.GetFloat3("flareDropVector", ZeroVector);
flareTime = udTable.GetInt("flareTime", 3) * GAME_SPEED;
flareSalvoSize = udTable.GetInt("flareSalvoSize", 4);
flareSalvoDelay = udTable.GetInt("flareSalvoDelay", 0) * GAME_SPEED;
canLoopbackAttack = udTable.GetBool("canLoopbackAttack", false);
levelGround = udTable.GetBool("levelGround", true);
strafeToAttack = udTable.GetBool("strafeToAttack", false);
stopToAttack = udTable.GetBool("stopToAttack", false);
// initialize the (per-unitdef) collision-volume
// all CUnit instances hold a copy of this object
ParseCollisionVolume(udTable);
ParseSelectionVolume(udTable);
{
const LuaTable& buildsTable = udTable.SubTable("buildOptions");
const LuaTable& paramsTable = udTable.SubTable("customParams");
if (buildsTable.IsValid())
buildsTable.GetMap(buildOptions);
// custom parameters table
paramsTable.GetMap(customParams);
}
{
const LuaTable& sfxTable = udTable.SubTable("SFXTypes");
const LuaTable& modelCEGTable = sfxTable.SubTable( "explosionGenerators");
const LuaTable& pieceCEGTable = sfxTable.SubTable("pieceExplosionGenerators");
const LuaTable& crashCEGTable = sfxTable.SubTable("crashExplosionGenerators");
std::vector<int> cegKeys;
std::array<const LuaTable*, 3> cegTbls = {&modelCEGTable, &pieceCEGTable, &crashCEGTable};
std::array<char[64], MAX_UNITDEF_EXPGEN_IDS>* cegTags[3] = {&modelCEGTags, &pieceCEGTags, &crashCEGTags};
for (int i = 0; i < 3; i++) {
auto& tagStrs = *cegTags[i];
cegKeys.clear();
cegKeys.reserve(tagStrs.size());
cegTbls[i]->GetKeys(cegKeys);
// get at most N tags, discard the rest
for (unsigned int j = 0, k = 0; j < cegKeys.size() && k < tagStrs.size(); j++) {
const std::string& tag = cegTbls[i]->GetString(cegKeys[j], "");
if (tag.empty())
continue;
strncpy(tagStrs[k++], tag.c_str(), sizeof(tagStrs[0]));
}
}
}
}
void UnitDef::ParseWeaponsTable(const LuaTable& weaponsTable)
{
const WeaponDef* noWeaponDef = weaponDefHandler->GetWeaponDef("NOWEAPON");
for (int k = 0, w = 0; w < MAX_WEAPONS_PER_UNIT; w++) {
LuaTable wTable;
std::string wdName = weaponsTable.GetString(w + 1, "");
if (wdName.empty()) {
wTable = weaponsTable.SubTable(w + 1);
wdName = wTable.GetString("name", "");
}
const WeaponDef* wd = nullptr;
if (!wdName.empty())
wd = weaponDefHandler->GetWeaponDef(wdName);
if (wd == nullptr) {
// allow any of the first three weapons to be null; these will be
// replaced by NoWeapon's if there is a valid WeaponDef among this
// set
if (w <= 3)
continue;
// otherwise stop trying
break;
}
while (k < w) {
if (noWeaponDef == nullptr) {
LOG_L(L_ERROR, "[%s] missing NOWEAPON for WeaponDef %s (#%d) of UnitDef %s", __func__, wdName.c_str(), w, humanName.c_str());
break;
}
weapons[k++] = {noWeaponDef};
}
weapons[k++] = {wd, wTable};
maxWeaponRange = std::max(maxWeaponRange, wd->range);
if (wd->interceptor && wd->coverageRange > maxCoverage)
maxCoverage = wd->coverageRange;
if (wd->isShield) {
// use the biggest shield
if (shieldWeaponDef == nullptr || (shieldWeaponDef->shieldRadius < wd->shieldRadius))
shieldWeaponDef = wd;
}
if (wd->stockpile) {
// interceptors have priority
if (wd->interceptor || stockpileWeaponDef == nullptr || !stockpileWeaponDef->interceptor)
stockpileWeaponDef = wd;
}
}
}
void UnitDef::CreateYardMap(std::string&& yardMapStr)
{
// if a unit is immobile but does *not* have a yardmap
// defined, assume it is not supposed to be a building
// (so do not assign a default per facing)
if (yardMapStr.empty())
return;
const bool highResMap = (tolower(yardMapStr[0]) == 'h');
// determine number of characters to parse from str
const unsigned int hxSize = xsize >> (1 - highResMap);
const unsigned int hzSize = zsize >> (1 - highResMap);
const unsigned int ymSize = hxSize * hzSize;
// if high-res yardmap, start reading at second character
unsigned int ymReadIdx = highResMap;
unsigned int ymCopyIdx = 0;
std::array<YardMapStatus, 256 * 256> defYardMap;
if (ymSize > defYardMap.size()) {
LOG_L(L_WARNING, "[%s] %s: footprint{x=%u,z=%u} too large to create %s-res yardmap", __func__, name.c_str(), xsize, zsize, highResMap? "high": "low");
return;
}
yardmap.resize(xsize * zsize);
defYardMap.fill(YARDMAP_BLOCKED);
// read the yardmap from the LuaDef string
while (ymReadIdx < yardMapStr.size()) {
const char c = tolower(yardMapStr[ymReadIdx++]);
if (isspace(c))
continue;
// continue rather than break s.t. the excess-count can be shown
if ((ymCopyIdx++) >= ymSize)
continue;
switch (c) {
case 'g': { defYardMap[ymCopyIdx - 1] = YARDMAP_GEO; needGeo = true; } break;
case 'y': { defYardMap[ymCopyIdx - 1] = YARDMAP_OPEN; } break;
case 'c': { defYardMap[ymCopyIdx - 1] = YARDMAP_YARD; } break;
case 'i': { defYardMap[ymCopyIdx - 1] = YARDMAP_YARDINV; } break;
// case 'w': { defYardMap[ymCopyIdx - 1] = YARDMAP_WALKABLE; } break; // TODO?
case 'w':
case 'x':
case 'f':
case 'o': { defYardMap[ymCopyIdx - 1] = YARDMAP_BLOCKED; } break;
default : { } break;
}
}
// print warnings
if (ymCopyIdx > ymSize)
LOG_L(L_WARNING, "[%s] %s: given yardmap contains %u excess char(s)!", __func__, name.c_str(), ymCopyIdx - ymSize);
if (ymCopyIdx > 0 && ymCopyIdx < ymSize)
LOG_L(L_WARNING, "[%s] %s: given yardmap requires %u extra char(s)!", __func__, name.c_str(), ymSize - ymCopyIdx);
// write the final yardmap at blocking-map resolution
// (in case of a high-res map this becomes a 1:1 copy,
// otherwise the given yardmap will be upsampled 2:1)
for (unsigned int bmz = 0; bmz < zsize; bmz++) {
for (unsigned int bmx = 0; bmx < xsize; bmx++) {
const unsigned int ymx = bmx >> (1 - highResMap);
const unsigned int ymz = bmz >> (1 - highResMap);
yardmap[bmx + bmz * xsize] = defYardMap[ymx + ymz * hxSize];
}
}
}
void UnitDef::SetNoCost(bool noCost)
{
if (noCost) {
// initialized from UnitDefHandler::PushNewUnitDef
realMetalCost = metal;
realEnergyCost = energy;
realMetalUpkeep = metalUpkeep;
realEnergyUpkeep = energyUpkeep;
realBuildTime = buildTime;
metal = 1.0f;
energy = 1.0f;
buildTime = 10.0f;
metalUpkeep = 0.0f;
energyUpkeep = 0.0f;
} else {
metal = realMetalCost;
energy = realEnergyCost;
buildTime = realBuildTime;
metalUpkeep = realMetalUpkeep;
energyUpkeep = realEnergyUpkeep;
}
}
bool UnitDef::HasBomberWeapon(unsigned int idx) const {
// checked by Is*AirUnit
assert(HasWeapon(idx));
return (weapons[idx].def->IsAircraftWeapon());
}
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