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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/mmgr.h"
#include "LightningCannon.h"
#include "WeaponDefHandler.h"
#include "Game/GameHelper.h"
#include "Game/TraceRay.h"
#include "Map/Ground.h"
#include "PlasmaRepulser.h"
#include "Rendering/Models/3DModel.h"
#include "Sim/Features/FeatureHandler.h"
#include "Sim/Misc/InterceptHandler.h"
#include "Sim/Projectiles/WeaponProjectiles/LightningProjectile.h"
#include "Sim/Units/Unit.h"
CR_BIND_DERIVED(CLightningCannon, CWeapon, (NULL));
CR_REG_METADATA(CLightningCannon,(
CR_MEMBER(color),
CR_RESERVED(8)
));
CLightningCannon::CLightningCannon(CUnit* owner)
: CWeapon(owner)
{
}
CLightningCannon::~CLightningCannon(void)
{
}
void CLightningCannon::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;
if(!onlyForward){
wantedDir=targetPos-weaponPos;
wantedDir.Normalize();
}
}
CWeapon::Update();
}
bool CLightningCannon::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;
float length = dir.Length();
if (length == 0)
return true;
dir /= length;
if (!HaveFreeLineOfFire(weaponMuzzlePos, dir, length, unit)) {
return false;
}
if (avoidFeature && TraceRay::LineFeatureCol(weaponMuzzlePos, dir, length)) {
return false;
}
if (avoidFriendly && TraceRay::TestCone(weaponMuzzlePos, dir, length, (accuracy + sprayAngle), owner->allyteam, true, false, false, owner)) {
return false;
}
if (avoidNeutral && TraceRay::TestCone(weaponMuzzlePos, dir, length, (accuracy + sprayAngle), owner->allyteam, false, true, false, owner)) {
return false;
}
return true;
}
void CLightningCannon::Init(void)
{
CWeapon::Init();
}
void CLightningCannon::FireImpl()
{
float3 dir(targetPos - weaponMuzzlePos);
dir.Normalize();
dir +=
(gs->randVector() * sprayAngle + salvoError) *
(1.0f - owner->limExperience * weaponDef->ownerExpAccWeight);
dir.Normalize();
CUnit* u = NULL;
CFeature* f = NULL;
float r = TraceRay::TraceRay(weaponMuzzlePos, dir, range, collisionFlags, owner, u, f);
float3 newDir;
CPlasmaRepulser* shieldHit = NULL;
const float shieldLength = interceptHandler.AddShieldInterceptableBeam(this, weaponMuzzlePos, dir, range, newDir, shieldHit);
if (shieldLength < r) {
r = shieldLength;
if (shieldHit) {
shieldHit->BeamIntercepted(this);
}
}
if (u) {
if (u->unitDef->usePieceCollisionVolumes) {
u->SetLastAttackedPiece(u->localmodel->GetRoot(), gs->frameNum);
}
}
const DamageArray& damageArray = (weaponDef->dynDamageExp <= 0.0f)?
weaponDef->damages:
weaponDefHandler->DynamicDamages(
weaponDef->damages,
weaponMuzzlePos,
targetPos,
(weaponDef->dynDamageRange > 0.0f)?
weaponDef->dynDamageRange:
weaponDef->range,
weaponDef->dynDamageExp,
weaponDef->dynDamageMin,
weaponDef->dynDamageInverted
);
const CGameHelper::ExplosionParams params = {
weaponMuzzlePos + dir * r,
dir,
damageArray,
weaponDef,
owner,
u, // hitUnit
f, // hitFeature
craterAreaOfEffect,
damageAreaOfEffect,
weaponDef->edgeEffectiveness,
weaponDef->explosionSpeed,
0.5f, // gfxMod
weaponDef->impactOnly,
weaponDef->noExplode || weaponDef->noSelfDamage, // ignoreOwner
false // damageGround
};
helper->Explosion(params);
new CLightningProjectile(
weaponMuzzlePos,
weaponMuzzlePos + dir * (r + 10),
owner,
color,
weaponDef,
10,
this
);
}
void CLightningCannon::SlowUpdate(void)
{
CWeapon::SlowUpdate();
}
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