File: PlasmaRepulser.cpp

package info (click to toggle)
spring 106.0%2Bdfsg-4
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 55,316 kB
  • sloc: cpp: 543,954; ansic: 44,800; python: 12,575; java: 12,201; awk: 5,889; sh: 1,796; asm: 1,546; xml: 655; perl: 405; php: 211; objc: 194; makefile: 76; sed: 2
file content (281 lines) | stat: -rw-r--r-- 7,838 bytes parent folder | download | duplicates (3)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#include "PlasmaRepulser.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/QuadField.h"
#include "Sim/Misc/TeamHandler.h"
#include "Rendering/Env/Particles/Classes/ShieldSegmentProjectile.h"
#include "Rendering/Env/Particles/Classes/RepulseGfx.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectile.h"
#include "Sim/Projectiles/ProjectileMemPool.h"
#include "Sim/Units/Scripts/UnitScript.h"
#include "Sim/Units/Unit.h"
#include "Sim/Weapons/WeaponDef.h"
#include "System/EventHandler.h"
#include "System/SpringMath.h"

CR_BIND_DERIVED(CPlasmaRepulser, CWeapon, )
CR_REG_METADATA(CPlasmaRepulser, (
	CR_MEMBER(tempNum),
	CR_MEMBER(scIndex),

	CR_MEMBER(hitFrameCount),
	CR_MEMBER(rechargeDelay),

	CR_MEMBER(radius),
	CR_MEMBER(sqRadius),
	CR_MEMBER(curPower),

	CR_MEMBER(lastMuzzlePos),
	CR_MEMBER(deltaMuzzlePos),

	CR_MEMBER(isEnabled),

	CR_MEMBER(repulsedProjectiles),
	CR_MEMBER(quads),

	CR_MEMBER(collisionVolume)
))



struct ShieldSegmentCollectionPool {
	CR_DECLARE_STRUCT(ShieldSegmentCollectionPool)
public:
	void InsertCollection(CPlasmaRepulser* r) {
		if (sscs.empty())
			sscs.reserve(32);

		if (idcs.empty()) {
			sscs.emplace_back();

			sscs[r->scIndex = sscs.size() - 1].Init(r);
		} else {
			sscs[r->scIndex = idcs.back()].Init(r);

			idcs.pop_back();
		}
	}

	void RemoveCollection(const CPlasmaRepulser* r) {
		sscs[r->scIndex].Kill();
		idcs.push_back(r->scIndex);
	}

	void UpdateCollection(const CPlasmaRepulser* r) {
		sscs[r->scIndex].UpdateColor();
	}

private:
	// due to weapon pooling, ShieldSegmentCollection can not be
	// inlined without adding ~50 bytes to *all* weapon instances
	// (CPlasmaRepulser is the largest type)
	std::vector<unsigned int> idcs;
	std::vector<ShieldSegmentCollection> sscs;
};


CR_BIND(ShieldSegmentCollectionPool, )
CR_REG_METADATA(ShieldSegmentCollectionPool, (
	CR_MEMBER(idcs),
	CR_MEMBER(sscs)
))

static ShieldSegmentCollectionPool sscPool;

void CPlasmaRepulser::SerializeShieldSegmentCollectionPool(creg::ISerializer* s)
{
	s->SerializeObjectInstance(&sscPool, sscPool.GetClass());
}



CPlasmaRepulser::~CPlasmaRepulser()
{
	quadField.RemoveRepulser(this);
	sscPool.RemoveCollection(this);
}


void CPlasmaRepulser::Init()
{
	sqRadius = Square(radius = weaponDef->shieldRadius);
	curPower = mix(10.0f * 1000.0f * 1000.0f, weaponDef->shieldStartingPower, weaponDef->shieldPower != 0.0f);

	collisionVolume.InitSphere(radius);

	CWeapon::Init();

	sscPool.InsertCollection(this);
	quadField.MovedRepulser(this);
}


bool CPlasmaRepulser::IsRepulsing(CWeaponProjectile* p) const
{
	return (weaponDef->shieldRepulser && std::find(repulsedProjectiles.begin(), repulsedProjectiles.end(), p) != repulsedProjectiles.end());
}

bool CPlasmaRepulser::IgnoreInteriorHit(CWeaponProjectile* p) const
{
	return (weaponDef->exteriorShield && !IsRepulsing(p));
}


bool CPlasmaRepulser::IsActive() const
{
	return isEnabled && !owner->IsStunned() && !owner->beingBuilt;
}

bool CPlasmaRepulser::CanIntercept(unsigned interceptedType, int allyTeam) const
{
	if ((weaponDef->shieldInterceptType & interceptedType) == 0)
		return false;

	if (weaponDef->smartShield && teamHandler.IsValidAllyTeam(allyTeam) && teamHandler.AlliedAllyTeams(allyTeam, owner->allyteam))
		return false;

	return IsActive();
}


void CPlasmaRepulser::Update()
{
	rechargeDelay -= (rechargeDelay > 0);
	hitFrameCount -= (hitFrameCount > 0);

	if (IsActive() && (curPower < weaponDef->shieldPower) && rechargeDelay <= 0) {
		const float energyCost = weaponDef->shieldPowerRegenEnergy * (1.0f / GAME_SPEED);
		const float powerRegen = weaponDef->shieldPowerRegen       * (1.0f / GAME_SPEED);

		curPower += (powerRegen * owner->UseEnergy(energyCost));
	}

	UpdateWeaponVectors();

	if (weaponMuzzlePos != lastMuzzlePos)
		quadField.MovedRepulser(this);

	deltaMuzzlePos = mix(weaponMuzzlePos - lastMuzzlePos, deltaMuzzlePos, lastMuzzlePos == ZeroVector);
	lastMuzzlePos = weaponMuzzlePos;

	#if 0
	segmentCollections[this].UpdateColor();
	#endif
	sscPool.UpdateCollection(this);
}

// Returns true if the projectile is destroyed.
bool CPlasmaRepulser::IncomingProjectile(CWeaponProjectile* p, const float3& hitPos)
{
	const int defHitFrames = weaponDef->visibleShieldHitFrames;
	const int defRechargeDelay = weaponDef->shieldRechargeDelay;

	// gadget handles the collision event, don't touch the projectile
	// start-pos only makes sense for beams, pass current p->pos here
	if (eventHandler.ShieldPreDamaged(p, this, owner, weaponDef->shieldRepulser, nullptr, nullptr, p->pos, hitPos))
		return false;

	const DamageArray& damageArray = p->damages->GetDynamicDamages(p->GetStartPos(), p->pos);
	const float shieldDamage = damageArray.Get(weaponDef->shieldArmorType);

	// shield does not have enough power, don't touch the projectile
	if (curPower < shieldDamage)
		return false;

		// team does not have enough energy, don't touch the projectile
	if (teamHandler.Team(owner->team)->res.energy < weaponDef->shieldEnergyUse)
		return false;

	rechargeDelay = defRechargeDelay;

	if (weaponDef->shieldRepulser) {
		// bounce the projectile
		switch (p->ShieldRepulse(weaponMuzzlePos, weaponDef->shieldForce, weaponDef->shieldMaxSpeed)) {
			case 0: { return false; } break;
			case 1: {
				owner->UseEnergy(weaponDef->shieldEnergyUse);

				curPower -= (shieldDamage * (weaponDef->shieldPower != 0.0f));
			} break;
			default: {
				// NOTE:
				//   all weapons except Lasers do only (1 / GAME_SPEED) damage
				//   (Lasers are insta-bounced, others spend time "inside" the
				//   shield dealing damage every frame)
				owner->UseEnergy(weaponDef->shieldEnergyUse / GAME_SPEED);

				curPower -= ((shieldDamage / GAME_SPEED) * (weaponDef->shieldPower != 0.0f));
			} break;
		}

		if (spring::VectorInsertUnique(repulsedProjectiles, p, true)) {
			// projectile was not repulsed before
			AddDeathDependence(p, DEPENDENCE_REPULSED);

			if (weaponDef->visibleShieldRepulse) {
				const float relPower = curPower / std::max(1.0f, weaponDef->shieldPower);
				const float lrpColor = std::min(1.0f, relPower);

				projMemPool.alloc<CRepulseGfx>(owner, p, radius, mix(weaponDef->shieldBadColor, weaponDef->shieldGoodColor, lrpColor));
			}
		}

		if (defHitFrames > 0)
			hitFrameCount = defHitFrames;

		return false;
	}

	// kill the projectile
	if (owner->UseEnergy(weaponDef->shieldEnergyUse)) {
		curPower -= (shieldDamage * (weaponDef->shieldPower != 0.0f));

		p->Collision();

		if (defHitFrames > 0)
			hitFrameCount = defHitFrames;

		return true;
	}

	return false;
}


void CPlasmaRepulser::SlowUpdate()
{
	UpdateWeaponPieces();
	UpdateWeaponVectors();
	owner->script->AimShieldWeapon(this);
}


bool CPlasmaRepulser::IncomingBeam(const CWeapon* emitter, const float3& startPos, const float3& hitPos, float damageMultiplier)
{
	// gadget handles the collision event, don't touch the projectile
	// note that startPos only equals the beam's true origin (which is
	// p->GetStartPos()) if it did not get reflected
	if (eventHandler.ShieldPreDamaged(nullptr, this, owner, weaponDef->shieldRepulser, emitter, emitter->owner, startPos, hitPos))
		return false;

	const DamageArray& damageArray = emitter->damages->GetDynamicDamages(startPos, weaponMuzzlePos);
	const float shieldDamage = damageArray.Get(weaponDef->shieldArmorType);

	if (curPower < shieldDamage)
		return false;

	// team does not have enough energy, don't touch the projectile
	if (teamHandler.Team(owner->team)->res.energy < weaponDef->shieldEnergyUse)
		return false;

	curPower -= (shieldDamage * damageMultiplier * (weaponDef->shieldPower > 0.0f));
	return true;
}


void CPlasmaRepulser::DependentDied(CObject* o)
{
	spring::VectorErase(repulsedProjectiles, static_cast<CWeaponProjectile*>(o));
	CWeapon::DependentDied(o);
}