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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _WEAPON_DEF_H
#define _WEAPON_DEF_H
#include <map>
#include "DamageArray.h"
#include "System/creg/creg_cond.h"
#include "System/float3.h"
namespace springLegacyAI {
struct WeaponDef
{
private:
CR_DECLARE_STRUCT(WeaponDef);
public:
WeaponDef()
: range(0.0f)
, heightmod(0.0f)
, accuracy(0.0f)
, sprayAngle(0.0f)
, movingAccuracy(0.0f)
, ownerExpAccWeight(0.0f)
, targetMoveError(0.0f)
, leadLimit(0.0f)
, leadBonus(0.0f)
, predictBoost(0.0f)
, areaOfEffect(0.0f)
, noSelfDamage(false)
, fireStarter(0.0f)
, edgeEffectiveness(0.0f)
, size(0.0f)
, sizeGrowth(0.0f)
, collisionSize(0.0f)
, salvosize(0)
, salvodelay(0.0f)
, reload(0.0f)
, beamtime(0.0f)
, beamburst(false)
, waterBounce(false)
, groundBounce(false)
, bounceRebound(0.0f)
, bounceSlip(0.0f)
, numBounce(0)
, maxAngle(0.0f)
, restTime(0.0f)
, uptime(0.0f)
, flighttime(0)
, metalcost(0.0f)
, energycost(0.0f)
, projectilespershot(0)
, id(0)
, tdfId(0)
, turret(false)
, onlyForward(false)
, fixedLauncher(false)
, waterweapon(false)
, fireSubmersed(false)
, submissile(false)
, tracks(false)
, dropped(false)
, paralyzer(false)
, impactOnly(false)
, noAutoTarget(false)
, manualfire(false)
, interceptor(0)
, targetable(0)
, stockpile(false)
, coverageRange(0.0f)
, stockpileTime(0.0f)
, intensity(0.0f)
, thickness(0.0f)
, laserflaresize(0.0f)
, corethickness(0.0f)
, duration(0.0f)
, lodDistance(0)
, falloffRate(0.0f)
, graphicsType(0)
, soundTrigger(false)
, selfExplode(false)
, gravityAffected(false)
, highTrajectory(0)
, myGravity(0.0f)
, noExplode(false)
, startvelocity(0.0f)
, weaponacceleration(0.0f)
, turnrate(0.0f)
, maxvelocity(0.0f)
, projectilespeed(0.0f)
, explosionSpeed(0.0f)
, onlyTargetCategory(0)
, wobble(0.0f)
, dance(0.0f)
, trajectoryHeight(0.0f)
, largeBeamLaser(false)
, isShield(false)
, shieldRepulser(false)
, smartShield(false)
, exteriorShield(false)
, visibleShield(false)
, visibleShieldRepulse(false)
, visibleShieldHitFrames(0)
, shieldEnergyUse(0.0f)
, shieldRadius(0.0f)
, shieldForce(0.0f)
, shieldMaxSpeed(0.0f)
, shieldPower(0.0f)
, shieldPowerRegen(0.0f)
, shieldPowerRegenEnergy(0.0f)
, shieldStartingPower(0.0f)
, shieldRechargeDelay(0.0f)
, shieldGoodColor(ZeroVector)
, shieldBadColor(ZeroVector)
, shieldAlpha(0.0f)
, shieldInterceptType(0)
, interceptedByShieldType(0)
, avoidFriendly(false)
, avoidFeature(false)
, avoidNeutral(false)
, targetBorder(0.0f)
, cylinderTargetting(0.0f)
, minIntensity(0.0f)
, heightBoostFactor(0.0f)
, proximityPriority(0.0f)
, collisionFlags(0)
, sweepFire(false)
, canAttackGround(false)
, cameraShake(0.0f)
, dynDamageExp(0.0f)
, dynDamageMin(0.0f)
, dynDamageRange(0.0f)
, dynDamageInverted(false)
{}
WeaponDef(DamageArray damages)
: range(0.0f)
, heightmod(0.0f)
, accuracy(0.0f)
, sprayAngle(0.0f)
, movingAccuracy(0.0f)
, ownerExpAccWeight(0.0f)
, targetMoveError(0.0f)
, leadLimit(0.0f)
, leadBonus(0.0f)
, predictBoost(0.0f)
, damages(damages)
, areaOfEffect(0.0f)
, noSelfDamage(false)
, fireStarter(0.0f)
, edgeEffectiveness(0.0f)
, size(0.0f)
, sizeGrowth(0.0f)
, collisionSize(0.0f)
, salvosize(0)
, salvodelay(0.0f)
, reload(0.0f)
, beamtime(0.0f)
, beamburst(false)
, waterBounce(false)
, groundBounce(false)
, bounceRebound(0.0f)
, bounceSlip(0.0f)
, numBounce(0)
, maxAngle(0.0f)
, restTime(0.0f)
, uptime(0.0f)
, flighttime(0)
, metalcost(0.0f)
, energycost(0.0f)
, projectilespershot(0)
, id(0)
, tdfId(0)
, turret(false)
, onlyForward(false)
, fixedLauncher(false)
, waterweapon(false)
, fireSubmersed(false)
, submissile(false)
, tracks(false)
, dropped(false)
, paralyzer(false)
, impactOnly(false)
, noAutoTarget(false)
, manualfire(false)
, interceptor(0)
, targetable(0)
, stockpile(false)
, coverageRange(0.0f)
, stockpileTime(0.0f)
, intensity(0.0f)
, thickness(0.0f)
, laserflaresize(0.0f)
, corethickness(0.0f)
, duration(0.0f)
, lodDistance(0)
, falloffRate(0.0f)
, graphicsType(0)
, soundTrigger(false)
, selfExplode(false)
, gravityAffected(false)
, highTrajectory(0)
, myGravity(0.0f)
, noExplode(false)
, startvelocity(0.0f)
, weaponacceleration(0.0f)
, turnrate(0.0f)
, maxvelocity(0.0f)
, projectilespeed(0.0f)
, explosionSpeed(0.0f)
, onlyTargetCategory(0)
, wobble(0.0f)
, dance(0.0f)
, trajectoryHeight(0.0f)
, largeBeamLaser(false)
, isShield(false)
, shieldRepulser(false)
, smartShield(false)
, exteriorShield(false)
, visibleShield(false)
, visibleShieldRepulse(false)
, visibleShieldHitFrames(0)
, shieldEnergyUse(0.0f)
, shieldRadius(0.0f)
, shieldForce(0.0f)
, shieldMaxSpeed(0.0f)
, shieldPower(0.0f)
, shieldPowerRegen(0.0f)
, shieldPowerRegenEnergy(0.0f)
, shieldStartingPower(0.0f)
, shieldRechargeDelay(0.0f)
, shieldGoodColor(ZeroVector)
, shieldBadColor(ZeroVector)
, shieldAlpha(0.0f)
, shieldInterceptType(0)
, interceptedByShieldType(0)
, avoidFriendly(false)
, avoidFeature(false)
, avoidNeutral(false)
, targetBorder(0.0f)
, cylinderTargetting(0.0f)
, minIntensity(0.0f)
, heightBoostFactor(0.0f)
, proximityPriority(0.0f)
, collisionFlags(0)
, sweepFire(false)
, canAttackGround(false)
, cameraShake(0.0f)
, dynDamageExp(0.0f)
, dynDamageMin(0.0f)
, dynDamageRange(0.0f)
, dynDamageInverted(false)
{}
~WeaponDef() {}
std::string name;
std::string type;
std::string description;
std::string filename;
std::string cegTag; ///< tag of CEG that projectiles fired by this weapon should use
float range;
float heightmod;
float accuracy; ///< inaccuracy of whole burst
float sprayAngle; ///< inaccuracy of individual shots inside burst
float movingAccuracy; ///< inaccuracy while owner moving
float ownerExpAccWeight; ///< if 0, accuracy is not increased with owner experience (max. 1)
float targetMoveError; ///< fraction of targets move speed that is used as error offset
float leadLimit; ///< maximum distance the weapon will lead the target
float leadBonus; ///< factor for increasing the leadLimit with experience
float predictBoost; ///< replaces hardcoded behaviour for burnblow cannons
DamageArray damages;
float areaOfEffect;
bool noSelfDamage;
float fireStarter;
float edgeEffectiveness;
float size;
float sizeGrowth;
float collisionSize;
int salvosize;
float salvodelay;
float reload;
float beamtime;
bool beamburst;
bool waterBounce;
bool groundBounce;
float bounceRebound;
float bounceSlip;
int numBounce;
float maxAngle;
float restTime;
float uptime;
int flighttime;
float metalcost;
float energycost;
int projectilespershot;
int id;
int tdfId; ///< the id= tag in the tdf
bool turret;
bool onlyForward;
bool fixedLauncher;
bool waterweapon;
bool fireSubmersed;
bool submissile; ///< Lets a torpedo travel above water like it does below water
bool tracks;
bool dropped;
bool paralyzer; ///< weapon will only paralyze not do real damage
bool impactOnly; ///< The weapon damages by impacting, not by exploding
bool noAutoTarget; ///< cant target stuff (for antinuke,dgun)
bool manualfire; ///< use dgun button
int interceptor; ///< anti nuke
int targetable; ///< nuke (can be shot by interceptor)
bool stockpile;
float coverageRange; ///< range of anti nuke
float stockpileTime; ///< builtime of a missile
float intensity;
float thickness;
float laserflaresize;
float corethickness;
float duration;
int lodDistance;
float falloffRate;
int graphicsType;
bool soundTrigger;
bool selfExplode;
bool gravityAffected;
int highTrajectory; ///< Per-weapon high traj setting, 0=low, 1=high, 2=unit
float myGravity;
bool noExplode;
float startvelocity;
float weaponacceleration;
float turnrate;
float maxvelocity;
float projectilespeed;
float explosionSpeed;
unsigned int onlyTargetCategory;
float wobble; ///< how much the missile will wobble around its course
float dance; ///< how much the missile will dance
float trajectoryHeight; ///< how high trajectory missiles will try to fly in
bool largeBeamLaser;
bool isShield; // if the weapon is a shield rather than a weapon
bool shieldRepulser; // if the weapon should be repulsed or absorbed
bool smartShield; // only affect enemy projectiles
bool exteriorShield; // only affect stuff coming from outside shield radius
bool visibleShield; // if the shield should be graphically shown
bool visibleShieldRepulse; // if a small graphic should be shown at each repulse
int visibleShieldHitFrames; // number of frames to draw the shield after it has been hit
float shieldEnergyUse; // energy use per shot or per second depending on projectile
float shieldRadius; // size of shielded area
float shieldForce; // shield acceleration on plasma stuff
float shieldMaxSpeed; // max speed shield can repulse plasma like weapons with
float shieldPower; // how much damage the shield can reflect (0=infinite)
float shieldPowerRegen; // how fast the power regenerates per second
float shieldPowerRegenEnergy; // how much energy is needed to regenerate power per second
float shieldStartingPower; // how much power the shield has when first created
int shieldRechargeDelay; // number of frames to delay recharging by after each hit
float3 shieldGoodColor; // color when shield at full power
float3 shieldBadColor; // color when shield is empty
float shieldAlpha; // shield alpha value
unsigned int shieldInterceptType; // type of shield (bitfield)
unsigned int interceptedByShieldType; // weapon can be affected by shields where (shieldInterceptType & interceptedByShieldType) is not zero
bool avoidFriendly; // if true, try to avoid friendly units while aiming
bool avoidFeature; // if true, try to avoid features while aiming
bool avoidNeutral; // if true, try to avoid neutral units while aiming
/**
* If nonzero, targetting units will TryTarget at the edge of collision sphere
* (radius*tag value, [-1;1]) instead of its centre.
*/
float targetBorder;
/**
* If greater than 0, the range will be checked in a cylinder
* (height=range*cylinderTargetting) instead of a sphere.
*/
float cylinderTargetting;
/**
* For beam-lasers only - always hit with some minimum intensity
* (a damage coeffcient normally dependent on distance).
* Do not confuse this with the intensity tag, it i completely unrelated.
*/
float minIntensity;
/**
* Controls cannon range height boost.
*
* default: -1: automatically calculate a more or less sane value
*/
float heightBoostFactor;
float proximityPriority; // multiplier for the distance to the target for priority calculations
unsigned int collisionFlags;
bool sweepFire;
bool canAttackGround;
float cameraShake;
float dynDamageExp;
float dynDamageMin;
float dynDamageRange;
bool dynDamageInverted;
std::map<std::string, std::string> customParams;
};
} // namespace springLegacyAI
#endif // _WEAPON_DEF_H
|