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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "InterceptHandler.h"
#include "Map/Ground.h"
#include "Sim/Weapons/Weapon.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectile.h"
#include "Sim/Units/Unit.h"
#include "Sim/Weapons/WeaponDef.h"
#include "Sim/Weapons/PlasmaRepulser.h"
#include "Sim/Misc/TeamHandler.h"
#include "System/float3.h"
#include "System/myMath.h"
#include "System/creg/STL_List.h"
CR_BIND(CInterceptHandler, )
CR_REG_METADATA(CInterceptHandler, (
CR_MEMBER(interceptors),
CR_MEMBER(repulsors),
CR_RESERVED(8)
));
CInterceptHandler interceptHandler;
void CInterceptHandler::Update(bool forced) {
if (((gs->frameNum % UNIT_SLOWUPDATE_RATE) != 0) && !forced)
return;
std::list<CWeapon*>::iterator wit;
std::map<int, CWeaponProjectile*>::const_iterator pit;
for (wit = interceptors.begin(); wit != interceptors.end(); ++wit) {
CWeapon* w = *wit;
const WeaponDef* wDef = w->weaponDef;
const CUnit* wOwner = w->owner;
// const float3& wOwnerPos = wOwner->pos;
const float3& wPos = w->weaponPos;
for (pit = interceptables.begin(); pit != interceptables.end(); ++pit) {
CWeaponProjectile* p = pit->second;
const WeaponDef* pDef = p->weaponDef;
if ((pDef->targetable & wDef->interceptor) == 0)
continue;
if (w->incomingProjectiles.find(p->id) != w->incomingProjectiles.end())
continue;
const CUnit* pOwner = p->owner();
const int pAllyTeam = (pOwner != NULL)? pOwner->allyteam: -1;
if (pAllyTeam != -1 && teamHandler->Ally(wOwner->allyteam, pAllyTeam))
continue;
// there are four cases when an interceptor <w> should fire at a projectile <p>:
// 1. p's target position inside w's interception circle (w's owner can move!)
// 2. p's current position inside w's interception circle
// 3. p's projected impact position inside w's interception circle
// 4. p's trajectory intersects w's interception circle
//
// these checks all need to be evaluated periodically, not just
// when a projectile is created and handed to AddInterceptTarget
const float interceptDist = (w->weaponPos - p->pos).Length();
const float impactDist = ground->LineGroundCol(p->pos, p->pos + p->dir * interceptDist);
const float3& pFlightPos = p->pos;
const float3& pImpactPos = p->pos + p->dir * impactDist;
const float3& pTargetPos = p->targetPos;
if ((pTargetPos - wPos).SqLength2D() < Square(wDef->coverageRange)) {
w->AddDeathDependence(p, CObject::DEPENDENCE_INTERCEPT);
w->incomingProjectiles[p->id] = p;
continue; // 1
}
if (wDef->interceptor == 1) {
// <w> is just a static interceptor and fires only at projectiles
// TARGETED within its current interception area; any projectiles
// CROSSING its interception area are fired at only if interceptor
// is >= 2
continue;
}
if ((pFlightPos - wPos).SqLength2D() < Square(wDef->coverageRange)) {
w->AddDeathDependence(p, CObject::DEPENDENCE_INTERCEPT);
w->incomingProjectiles[p->id] = p;
continue; // 2
}
if ((pImpactPos - wPos).SqLength2D() < Square(wDef->coverageRange)) {
const float3 pTargetDir = (pTargetPos - pFlightPos).SafeNormalize();
const float3 pImpactDir = (pImpactPos - pFlightPos).SafeNormalize();
// the projected impact position can briefly shift into the covered
// area during transition from vertical to horizontal flight, so we
// perform an extra test (NOTE: assumes non-parabolic trajectory)
if (pTargetDir.dot(pImpactDir) >= 0.999f) {
w->AddDeathDependence(p, CObject::DEPENDENCE_INTERCEPT);
w->incomingProjectiles[p->id] = p;
continue; // 3
}
}
const float3 pCurSeparationVec = wPos - pFlightPos;
const float pMinSeparationDist = std::max(pCurSeparationVec.dot(p->dir), 0.0f);
const float3 pMinSeparationPos = pFlightPos + (p->dir * pMinSeparationDist);
const float3 pMinSeparationVec = wPos - pMinSeparationPos;
if (pMinSeparationVec.SqLength() < Square(wDef->coverageRange)) {
w->AddDeathDependence(p, CObject::DEPENDENCE_INTERCEPT);
w->incomingProjectiles[p->id] = p;
continue; // 4
}
}
}
}
void CInterceptHandler::AddInterceptTarget(CWeaponProjectile* target, const float3& destination)
{
// keep track of all interceptable projectiles
interceptables[target->id] = target;
// if the target projectile dies in any way, we need to remove it
// (we cannot rely on any interceptor telling us, because they may
// die before the interceptable itself does)
AddDeathDependence(target, CObject::DEPENDENCE_INTERCEPTABLE);
Update(true);
}
void CInterceptHandler::AddShieldInterceptableProjectile(CWeaponProjectile* p)
{
for (std::list<CPlasmaRepulser*>::iterator wi = repulsors.begin(); wi != repulsors.end(); ++wi) {
CPlasmaRepulser* shield = *wi;
if (shield->weaponDef->shieldInterceptType & p->weaponDef->interceptedByShieldType) {
shield->NewProjectile(p);
}
}
}
float CInterceptHandler::AddShieldInterceptableBeam(CWeapon* emitter, const float3& start, const float3& dir, float length, float3& newDir, CPlasmaRepulser*& repulsedBy)
{
float minRange = 99999999;
float3 tempDir;
for (std::list<CPlasmaRepulser*>::iterator wi = repulsors.begin(); wi != repulsors.end(); ++wi) {
CPlasmaRepulser* shield = *wi;
if(shield->weaponDef->shieldInterceptType & emitter->weaponDef->interceptedByShieldType){
float dist = shield->NewBeam(emitter, start, dir, length, tempDir);
if ((dist > 0) && (dist < minRange)) {
minRange = dist;
newDir = tempDir;
repulsedBy = shield;
}
}
}
return minRange;
}
void CInterceptHandler::DependentDied(CObject* o) {
std::map<int, CWeaponProjectile*>::iterator it = interceptables.find(((CWeaponProjectile*) o)->id);
if (it != interceptables.end()) {
interceptables.erase(it->first);
}
}
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