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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Cannon.h"
#include "WeaponDef.h"
#include "Game/TraceRay.h"
#include "Map/Ground.h"
#include "Map/MapInfo.h"
#include "Rendering/Env/Particles/Classes/HeatCloudProjectile.h"
#include "Rendering/Env/Particles/Classes/SmokeProjectile.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectileFactory.h"
#include "Sim/Units/Unit.h"
#include "System/SpringMath.h"
#include "System/FastMath.h"
CR_BIND_DERIVED(CCannon, CWeapon, )
CR_REG_METADATA(CCannon,(
CR_MEMBER(highTrajectory),
CR_MEMBER(rangeBoostFactor),
CR_MEMBER(gravity),
CR_MEMBER(lastTargetVec),
CR_MEMBER(lastLaunchDir)
))
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
void CCannon::Init()
{
gravity = mix(mapInfo->map.gravity, -weaponDef->myGravity, weaponDef->myGravity != 0.0f);
highTrajectory = (weaponDef->highTrajectory == 1);
CWeapon::Init();
}
void CCannon::UpdateRange(const float val)
{
// clamp so as to not extend range if projectile
// speed is too low to reach the *updated* range
// note: new range can be zero (!) making range
// and height factors irrelevant
rangeBoostFactor = Clamp((range = val) / GetRange2D(0.0f, 1.0f, heightBoostFactor), 0.0f, 1.0f);
// magical (but working) equations with useful properties:
// if rangeBoostFactor == 1, then heightBoostFactor == 1
// TODO find something better?
if (heightBoostFactor >= 0.0f || rangeBoostFactor <= 0.0f)
return;
heightBoostFactor = (2.0f - rangeBoostFactor) / math::sqrt(rangeBoostFactor);
}
bool CCannon::HaveFreeLineOfFire(const float3 srcPos, const float3 tgtPos, const SWeaponTarget& trg) const
{
// assume we can still fire at partially submerged targets
if (!weaponDef->waterweapon && TargetUnderWater(tgtPos, trg))
return false;
if (projectileSpeed == 0.0f)
return true;
float3 launchDir = CalcWantedDir(tgtPos - srcPos);
float3 targetVec = (tgtPos - srcPos) * XZVector;
if (launchDir.SqLength() == 0.0f)
return false;
if (targetVec.SqLength2D() == 0.0f)
return true;
// pick launchDir[0] if .x != 0, otherwise launchDir[2]
const unsigned int dirIdx = 2 - 2 * (launchDir.x != 0.0f);
const float xzTargetDist = targetVec.LengthNormalize();
const float xzCoeffRatio = targetVec[dirIdx] / launchDir[dirIdx];
// targetVec is normalized in the xz-plane while launchDir is xyz
// therefore the linear parabolic coefficient has to be scaled by
// their ratio or tested heights will fall short of those reached
// by projectiles
const float linCoeff = launchDir.y * xzCoeffRatio;
const float qdrCoeff = (gravity * 0.5f) / (projectileSpeed * projectileSpeed);
// CGround::SimTrajectoryGroundColDist(weaponMuzzlePos, launchDir, UpVector * gravity, {projectileSpeed, xzTargetDist - 10.0f})
const float groundDist = ((avoidFlags & Collision::NOGROUND) == 0)?
CGround::TrajectoryGroundCol(weaponMuzzlePos, targetVec, xzTargetDist - 10.0f, linCoeff, qdrCoeff):
-1.0f;
const float angleSpread = (AccuracyExperience() + SprayAngleExperience()) * 0.6f * 0.9f;
if (groundDist > 0.0f)
return false;
// TODO: add a forcedUserTarget mode (enabled with meta key e.g.) and skip this test accordingly
return (!TraceRay::TestTrajectoryCone(srcPos, targetVec, xzTargetDist, linCoeff, qdrCoeff, angleSpread, owner->allyteam, avoidFlags, owner));
}
void CCannon::FireImpl(const bool scriptCall)
{
float3 targetVec = currentTargetPos - weaponMuzzlePos;
float3 launchDir = (targetVec.SqLength() > 4.0f) ? GetWantedDir(targetVec) : targetVec; // prevent vertical aim when emit-sfx firing the weapon
launchDir += (gsRNG.NextVector() * SprayAngleExperience() + SalvoErrorExperience());
launchDir.SafeNormalize();
int ttl = 0;
const float sqSpeed2D = launchDir.SqLength2D() * projectileSpeed * projectileSpeed;
const int predict = math::ceil((sqSpeed2D == 0.0f) ?
(-2.0f * projectileSpeed * launchDir.y / gravity):
math::sqrt(targetVec.SqLength2D() / sqSpeed2D));
if (weaponDef->flighttime > 0) {
ttl = weaponDef->flighttime;
} else if (weaponDef->selfExplode) {
ttl = (predict + gsRNG.NextFloat() * 2.5f - 0.5f);
} else if ((weaponDef->groundBounce || weaponDef->waterBounce) && weaponDef->numBounce > 0) {
ttl = (predict * (1 + weaponDef->numBounce * weaponDef->bounceRebound));
} else {
ttl = predict * 2;
}
ProjectileParams params = GetProjectileParams();
params.pos = weaponMuzzlePos;
params.end = currentTargetPos;
params.speed = launchDir * projectileSpeed;
params.ttl = ttl;
params.gravity = gravity;
WeaponProjectileFactory::LoadProjectile(params);
}
void CCannon::SlowUpdate()
{
if (weaponDef->highTrajectory == 2 && owner->useHighTrajectory != highTrajectory)
highTrajectory = owner->useHighTrajectory;
CWeapon::SlowUpdate();
}
float3 CCannon::GetWantedDir(const float3& targetVec)
{
const float3 tgtDif = targetVec - lastTargetVec;
// try to cache results, sacrifice some (not much too much even for a pewee) accuracy
// saves a dozen or two expensive calculations per second when 5 cannons are shooting
// at several slow- and fast-moving targets
if (math::fabs(tgtDif.x) < (SQUARE_SIZE / 4.0f) &&
math::fabs(tgtDif.y) < (SQUARE_SIZE / 4.0f) &&
math::fabs(tgtDif.z) < (SQUARE_SIZE / 4.0f)) {
return lastLaunchDir;
}
const float3 launchDir = CalcWantedDir(targetVec);
lastTargetVec = targetVec;
lastLaunchDir = launchDir;
return launchDir;
}
float3 CCannon::CalcWantedDir(const float3& targetVec) const
{
const float Dsq = targetVec.SqLength();
const float DFsq = targetVec.SqLength2D();
const float g = gravity;
const float v = projectileSpeed;
const float dy = targetVec.y;
const float dxz = math::sqrt(DFsq);
float Vxz = 0.0f;
float Vy = 0.0f;
if (Dsq == 0.0f) {
Vy = highTrajectory ? v : -v;
} else {
// FIXME: temporary safeguards against FP overflow
// (introduced by extreme off-map unit positions; the term
// DFsq * Dsq * ... * dy should never even approach 1e38)
if (Dsq < 1e12f && math::fabs(dy) < 1e6f) {
const float vsq = v * v;
const float root1 = vsq * vsq + 2.0f * vsq * g*dy - g*g*DFsq;
if (root1 >= 0.0f) {
const float root2 = 2.0f * DFsq * Dsq * (vsq + g * dy + (highTrajectory ? -1.0f : 1.0f) * math::sqrt(root1));
if (root2 >= 0.0f) {
Vxz = math::sqrt(root2) / (2.0f * Dsq);
Vy = (dxz == 0.0f || Vxz == 0.0f) ? v : (Vxz * dy / dxz - dxz * g / (2.0f * Vxz));
}
}
}
}
float3 nextWantedDir;
if (Vxz != 0.0f || Vy != 0.0f) {
nextWantedDir.x = targetVec.x;
nextWantedDir.z = targetVec.z;
nextWantedDir.SafeNormalize();
nextWantedDir *= Vxz;
nextWantedDir.y = Vy;
nextWantedDir.SafeNormalize();
}
return nextWantedDir;
}
float CCannon::GetStaticRange2D(const float2& baseConsts, const float2& projConsts, const float2& boostFacts) {
const auto CalcRange2D = [](const float3& bc, const float2& pc, const float2& bf) {
float heightDiff = bc.x;
const float speedFactor = bc.y; // always sin(pi/4) == cos(pi/4) == sqrt(0.5)
const float smoothHeight = bc.z; // always 100 (completely arbitrary)
// speed in one direction in max-range case
const float speed2D = pc.x * speedFactor;
const float sqSpeed2D = speed2D * speed2D;
// take advantage of height-boost factor if firing downhill
if (heightDiff < -smoothHeight) {
heightDiff *= bf.y;
} else if (heightDiff < 0.0f) {
// smooth a bit; f(0) == 1, f(smoothHeight) == hbFactor
heightDiff *= (1.0f + (bf.y - 1.0f) * -heightDiff / smoothHeight);
}
const float root = sqSpeed2D + 2.0f * pc.y * heightDiff;
if (root < 0.0f)
return 0.0f;
return (bf.x * (sqSpeed2D + speed2D * math::sqrt(root)) / -pc.y);
};
// if called from GetRange2D(), the range-boost factor (.x) is already known
if (boostFacts.x > 0.0f)
return (CalcRange2D({baseConsts.y, 0.7071067f, 100.0f}, projConsts, boostFacts));
// otherwise need to determine it from scratch as though calling UpdateRange
const float wdRangeExclBoost = CalcRange2D({0.0f, 0.7071067f, 100.0f}, projConsts, {1.0f, boostFacts.y});
const float wdRangeBoostFact = Clamp(baseConsts.x / wdRangeExclBoost, 0.0f, 1.0f);
float wdHeightBoostFact = boostFacts.y;
if (wdHeightBoostFact < 0.0f && wdRangeBoostFact > 0.0f)
wdHeightBoostFact = (2.0f - wdRangeBoostFact) / math::sqrt(wdRangeBoostFact);
return (CalcRange2D({baseConsts.y, 0.7071067f, 100.0f}, projConsts, {wdRangeBoostFact, wdHeightBoostFact}));
}
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