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);
}
|