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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef UNIT_DEF_H
#define UNIT_DEF_H
#include <string>
#include <vector>
#include <map>
#include "System/float3.h"
namespace springLegacyAI {
struct MoveData;
struct WeaponDef;
struct UnitModelDef
{
UnitModelDef() {}
std::string modelPath;
std::string modelName;
std::map<std::string, std::string> modelTextures;
};
struct UnitDef
{
public:
UnitDef();
~UnitDef();
bool DontLand() const { return dlHoverFactor >= 0.0f; }
bool valid;
std::string name;
std::string humanName;
std::string filename;
int id; // unique id for this type of unit
std::string decoyName;
const UnitDef* decoyDef;
int aihint;
int cobID; // associated with the COB <GET COB_ID unitID> call
int techLevel;
std::string gaia;
float metalUpkeep;
float energyUpkeep;
float metalMake; // metal will always be created
float makesMetal; // metal will be created when unit is on and enough energy can be drained
float energyMake;
float metalCost;
float energyCost;
float buildTime;
float extractsMetal;
float extractRange;
float windGenerator;
float tidalGenerator;
float metalStorage;
float energyStorage;
bool extractSquare;
float autoHeal; // amount autohealed
float idleAutoHeal; // amount autohealed only during idling
int idleTime; // time a unit needs to idle before its considered idling
float power;
float health;
unsigned int category;
float speed; // maximum forward speed the unit can attain (elmos/sec)
float rSpeed; // maximum reverse speed the unit can attain (elmos/sec)
float turnRate;
bool turnInPlace;
float turnInPlaceDistance; //!< units above this distance to goal will try to turn while keeping
//!< some of their speed. 0 to disable
float turnInPlaceSpeedLimit; //!< units below this speed will turn in place regardless of their
//!< turnInPlace setting
bool upright;
bool collide;
float losRadius;
float airLosRadius;
float losHeight;
int radarRadius;
int sonarRadius;
int jammerRadius;
int sonarJamRadius;
int seismicRadius;
float seismicSignature;
bool stealth;
bool sonarStealth;
bool buildRange3D;
float buildDistance;
float buildSpeed;
float reclaimSpeed;
float repairSpeed;
float maxRepairSpeed;
float resurrectSpeed;
float captureSpeed;
float terraformSpeed;
float mass;
bool pushResistant;
bool strafeToAttack; /// should the unit move sideways when it can't shoot?
float minCollisionSpeed;
float slideTolerance;
float maxSlope;
float maxHeightDif; /// maximum terraform height this building allows
float minWaterDepth;
float waterline;
float maxWaterDepth;
float armoredMultiple;
int armorType;
int flankingBonusMode; // 0: no flanking bonus
// 1: global coords, mobile
// 2: unit coords, mobile
// 3: unit coords, locked
float3 flankingBonusDir; // units takes less damage when attacked from this dir (encourage flanking fire)
float flankingBonusMax; // damage factor for the least protected direction
float flankingBonusMin; // damage factor for the most protected direction
float flankingBonusMobilityAdd; // how much the ability of the flanking bonus direction to move builds up each frame
UnitModelDef modelDef;
std::string objectName; // raw name of the unit's model without objects3d prefix, eg. "armjeth.s3o"
std::string scriptName; // the name of the unit's script, e.g. "armjeth.cob"
std::string scriptPath; // the path of the unit's script, e.g. "scripts/armjeth.cob"
float3 modelCenterOffset; // offset from the unit model's default center point (unit-space)
bool usePieceCollisionVolumes; // if true, collisions are checked per-piece
struct UnitDefWeapon {
UnitDefWeapon();
UnitDefWeapon(std::string name, const WeaponDef* def, int slavedTo,
float3 mainDir, float maxAngleDif, unsigned int badTargetCat,
unsigned int onlyTargetCat, float fuelUse);
std::string name;
const WeaponDef* def;
int slavedTo;
float3 mainDir;
float maxAngleDif;
float fuelUsage; /// How many seconds of fuel it costs for the owning unit to fire this weapon
unsigned int badTargetCat;
unsigned int onlyTargetCat;
};
std::vector<UnitDefWeapon> weapons;
const WeaponDef* shieldWeaponDef;
const WeaponDef* stockpileWeaponDef;
float maxWeaponRange;
float maxCoverage;
std::map<int, std::string> buildOptions;
std::string type;
std::string tooltip;
std::string wreckName;
std::string deathExplosion;
std::string selfDExplosion;
std::string categoryString;
std::string buildPicName;
bool canSelfD;
int selfDCountdown;
bool canSubmerge;
bool canfly;
bool canmove;
bool canhover;
bool floater;
bool builder;
bool activateWhenBuilt;
bool onoffable;
bool fullHealthFactory;
bool factoryHeadingTakeoff;
bool reclaimable;
bool capturable;
bool repairable;
bool canRestore;
bool canRepair;
bool canSelfRepair;
bool canReclaim;
bool canAttack;
bool canPatrol;
bool canFight;
bool canGuard;
bool canAssist;
bool canBeAssisted;
bool canRepeat;
bool canFireControl;
int fireState;
int moveState;
//aircraft stuff
float wingDrag;
float wingAngle;
float drag;
float frontToSpeed;
float speedToFront;
float myGravity;
float maxBank;
float maxPitch;
float turnRadius;
float wantedHeight;
float verticalSpeed;
bool useSmoothMesh;
bool canCrash;
bool hoverAttack;
bool airStrafe;
float dlHoverFactor; // < 0 means it can land, >= 0 indicates how much the unit will move during hovering on the spot
bool bankingAllowed;
float maxAcc;
float maxDec;
float maxAileron;
float maxElevator;
float maxRudder;
float crashDrag;
MoveData* movedata;
unsigned char* yardmaps[4]; // Iterations of the Ymap for building rotation
int xsize; // each size is 8 units
int zsize; // each size is 8 units
int buildangle;
float loadingRadius; // for transports
float unloadSpread;
int transportCapacity;
int transportSize;
int minTransportSize;
bool isAirBase;
bool isFirePlatform; // should the carried units still be able to shoot?
float transportMass;
float minTransportMass;
bool holdSteady;
bool releaseHeld;
bool cantBeTransported;
bool transportByEnemy;
int transportUnloadMethod; // 0 - land unload, 1 - flyover drop, 2 - land flood
float fallSpeed; // dictates fall speed of all transported units
float unitFallSpeed; // sets the transported units fbi, overrides fallSpeed
bool canCloak; // if the unit can cloak
bool startCloaked; // if the units want to start out cloaked
float cloakCost; // energy cost per second to stay cloaked when stationary
float cloakCostMoving; // energy cost per second when moving
float decloakDistance; // if enemy unit come within this range decloaking is forced
bool decloakSpherical; // use a spherical test instead of a cylindrical test?
bool decloakOnFire; // should the unit decloak upon firing
int cloakTimeout; // minimum time between decloak and subsequent cloak
bool canKamikaze; //self destruct if enemy come to close
float kamikazeDist;
bool kamikazeUseLOS;
bool targfac;
bool canDGun;
bool needGeo;
bool isFeature;
bool hideDamage;
bool isCommander;
bool showPlayerName;
bool canResurrect;
bool canCapture;
int highTrajectoryType; // 0 (default) = only low, 1 = only high, 2 = choose
unsigned int noChaseCategory;
bool leaveTracks;
std::string trackTypeName;
float trackWidth;
float trackOffset;
float trackStrength;
float trackStretch;
int trackType;
bool canDropFlare;
float flareReloadTime;
float flareEfficiency;
float flareDelay;
float3 flareDropVector;
int flareTime;
int flareSalvoSize;
int flareSalvoDelay;
bool smoothAnim; // True if the unit should use interpolated animation
bool canLoopbackAttack; // only matters for fighter aircraft
bool levelGround; // only matters for buildings
bool useBuildingGroundDecal;
std::string buildingDecalTypeName;
int buildingDecalType;
int buildingDecalSizeX;
int buildingDecalSizeY;
float buildingDecalDecaySpeed;
bool showNanoFrame; // Does the nano frame animation get shown during construction?
bool showNanoSpray; // Does nano spray get shown at all?
float3 nanoColor; // If nano spray is displayed what color is it?
float maxFuel; // max flight time in seconds before the aircraft needs to return to a air repair bay to refuel
float refuelTime; // time to fully refuel unit
float minAirBasePower; // min build power for airbases that this aircraft can land on
std::vector<std::string> sfxExplGenNames;
std::string pieceTrailCEGTag; // base tag (eg. "flame") of CEG attached to pieces of exploding units
int pieceTrailCEGRange; // range of piece CEGs (0-based, range 8 ==> tags "flame0", ..., "flame7")
int maxThisUnit; // number of units of this type allowed simultaneously in the game
std::map<std::string, std::string> customParams;
private:
// float realMetalCost;
// float realEnergyCost;
// float realMetalUpkeep;
// float realEnergyUpkeep;
// float realBuildTime;
};
} // namespace springLegacyAI
#endif /* UNIT_DEF_H */
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