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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Game/TraceRay.h"
#include "LaserCannon.h"
#include "Map/Ground.h"
#include "Sim/MoveTypes/StrafeAirMoveType.h"
#include "Sim/Projectiles/WeaponProjectiles/LaserProjectile.h"
#include "Sim/Units/Unit.h"
#include "WeaponDefHandler.h"
#include "System/mmgr.h"
CR_BIND_DERIVED(CLaserCannon, CWeapon, (NULL));
CR_REG_METADATA(CLaserCannon,(
CR_MEMBER(color),
CR_RESERVED(8)
));
CLaserCannon::CLaserCannon(CUnit* owner)
: CWeapon(owner)
{
}
void CLaserCannon::Update(void)
{
if(targetType != Target_None){
weaponPos = owner->pos +
owner->frontdir * relWeaponPos.z +
owner->updir * relWeaponPos.y +
owner->rightdir * relWeaponPos.x;
weaponMuzzlePos = owner->pos +
owner->frontdir * relWeaponMuzzlePos.z +
owner->updir * relWeaponMuzzlePos.y +
owner->rightdir * relWeaponMuzzlePos.x;
float3 wantedDirTemp(targetPos - weaponPos);
float len = wantedDirTemp.Length();
if(!onlyForward && (len != 0.0f)) {
wantedDir = wantedDirTemp;
wantedDir /= len;
}
predict=len/projectileSpeed;
}
CWeapon::Update();
}
bool CLaserCannon::TryTarget(const float3& pos, bool userTarget, CUnit* unit)
{
if (!CWeapon::TryTarget(pos, userTarget, unit))
return false;
if (!weaponDef->waterweapon && TargetUnitOrPositionInWater(pos, unit))
return false;
float3 dir(pos - weaponMuzzlePos);
const float length = dir.Length();
if (length == 0)
return true;
dir /= length;
if (!onlyForward) {
if (!HaveFreeLineOfFire(weaponMuzzlePos, dir, length, unit)) {
return false;
}
}
const float spread =
(accuracy + sprayAngle) *
(1.0f - owner->limExperience * weaponDef->ownerExpAccWeight);
if (avoidFeature && TraceRay::LineFeatureCol(weaponMuzzlePos, dir, length)) {
return false;
}
if (avoidFriendly && TraceRay::TestCone(weaponMuzzlePos, dir, length, spread, owner->allyteam, true, false, false, owner)) {
return false;
}
if (avoidNeutral && TraceRay::TestCone(weaponMuzzlePos, dir, length, spread, owner->allyteam, false, true, false, owner)) {
return false;
}
return true;
}
void CLaserCannon::Init(void)
{
CWeapon::Init();
}
void CLaserCannon::FireImpl()
{
float3 dir;
if (onlyForward && dynamic_cast<CStrafeAirMoveType*>(owner->moveType)) {
// HoverAirMovetype cannot align itself properly, change back when that is fixed
dir = owner->frontdir;
} else {
dir = targetPos - weaponMuzzlePos;
dir.Normalize();
}
dir +=
(gs->randVector() * sprayAngle + salvoError) *
(1.0f - owner->limExperience * weaponDef->ownerExpAccWeight);
dir.Normalize();
// subtract a magic 24 elmos in FPS mode (helps against range-exploits)
const int fpsRangeSub = (owner->fpsControlPlayer != NULL)? (SQUARE_SIZE * 3): 0;
const float boltLength = weaponDef->duration * (weaponDef->projectilespeed * GAME_SPEED);
const int boltTTL = ((weaponDef->range - fpsRangeSub) / weaponDef->projectilespeed) - (fpsRangeSub >> 2);
new CLaserProjectile(weaponMuzzlePos, dir * projectileSpeed, owner,
boltLength,
weaponDef->visuals.color, weaponDef->visuals.color2,
weaponDef->intensity, weaponDef,
boltTTL);
}
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