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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "Feature.h"
#include "FeatureHandler.h"
#include "Game/GlobalUnsynced.h"
#include "Map/Ground.h"
#include "Map/ReadMap.h"
#include "Map/MapInfo.h"
#include "Sim/Misc/DamageArray.h"
#include "Sim/Misc/QuadField.h"
#include "Rendering/Models/3DModel.h"
#include "Sim/Misc/CollisionVolume.h"
#include "Sim/Misc/ModInfo.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Projectiles/FireProjectile.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Projectiles/Unsynced/GeoThermSmokeProjectile.h"
#include "Sim/Projectiles/Unsynced/SmokeProjectile.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/Unit.h"
#include "System/EventHandler.h"
#include "System/Log/ILog.h"
#include "System/myMath.h"
#include <assert.h>
CR_BIND_DERIVED(CFeature, CSolidObject, )
CR_REG_METADATA(CFeature, (
CR_MEMBER(defID),
CR_MEMBER(isRepairingBeforeResurrect),
CR_MEMBER(isAtFinalHeight),
CR_MEMBER(inUpdateQue),
CR_MEMBER(resurrectProgress),
CR_MEMBER(reclaimLeft),
CR_MEMBER(finalHeight),
CR_MEMBER(lastReclaim),
CR_MEMBER(drawQuad),
CR_MEMBER(fireTime),
CR_MEMBER(smokeTime),
CR_MEMBER(fireTime),
CR_IGNORED(def), //reconstructed in PostLoad
CR_MEMBER(udef),
CR_MEMBER(myFire),
CR_MEMBER(solidOnTop),
CR_MEMBER(transMatrix),
CR_POSTLOAD(PostLoad)
))
CFeature::CFeature() : CSolidObject(),
defID(-1),
isRepairingBeforeResurrect(false),
isAtFinalHeight(false),
inUpdateQue(false),
resurrectProgress(0.0f),
reclaimLeft(1.0f),
finalHeight(0.0f),
lastReclaim(0),
drawQuad(-2),
fireTime(0),
smokeTime(0),
def(NULL),
udef(NULL),
myFire(NULL),
solidOnTop(NULL)
{
crushable = true;
immobile = true;
}
CFeature::~CFeature()
{
UnBlock();
quadField->RemoveFeature(this);
if (featureHandler != NULL) {
featureHandler->SetFeatureUpdateable(this, false);
}
if (myFire != NULL) {
myFire->StopFire();
myFire = NULL;
}
if (def->geoThermal) {
CGeoThermSmokeProjectile::GeoThermDestroyed(this);
}
}
void CFeature::PostLoad()
{
def = featureHandler->GetFeatureDefByID(defID);
objectDef = def;
//FIXME is this really needed (aren't all those tags saved via creg?)
if (def->drawType == DRAWTYPE_MODEL) {
model = def->LoadModel();
SetMidAndAimPos(model->relMidPos, model->relMidPos, true);
SetRadiusAndHeight(model);
} else if (def->drawType >= DRAWTYPE_TREE) {
SetMidAndAimPos(UpVector * TREE_RADIUS, UpVector * TREE_RADIUS, true);
SetRadiusAndHeight(TREE_RADIUS, TREE_RADIUS * 2.0f);
}
UpdateMidAndAimPos();
}
void CFeature::ChangeTeam(int newTeam)
{
if (newTeam < 0) {
// remap all negative teams to Gaia
// if the Gaia team is not enabled, these would become
// -1 and we remap them again (to 0) to prevent crashes
team = std::max(0, teamHandler->GaiaTeamID());
allyteam = std::max(0, teamHandler->GaiaAllyTeamID());
} else {
team = newTeam;
allyteam = teamHandler->AllyTeam(newTeam);
}
}
bool CFeature::IsInLosForAllyTeam(int argAllyTeam) const
{
if (alwaysVisible)
return true;
const bool inLOS = (argAllyTeam == -1 || losHandler->InLos(this->pos, argAllyTeam));
switch (modInfo.featureVisibility) {
case CModInfo::FEATURELOS_NONE:
default:
return inLOS;
// these next two only make sense when Gaia is enabled
case CModInfo::FEATURELOS_GAIAONLY:
return (this->allyteam == std::max(0, teamHandler->GaiaAllyTeamID()) || inLOS);
case CModInfo::FEATURELOS_GAIAALLIED:
return (this->allyteam == std::max(0, teamHandler->GaiaAllyTeamID()) || this->allyteam == argAllyTeam || inLOS);
case CModInfo::FEATURELOS_ALL:
return true;
}
}
void CFeature::Initialize(const FeatureLoadParams& params)
{
id = params.featureID;
defID = (params.featureDef)->id;
def = params.featureDef;
udef = params.unitDef;
objectDef = params.featureDef;
team = params.teamID;
allyteam = params.allyTeamID;
heading = params.heading;
buildFacing = params.facing;
smokeTime = params.smokeTime;
mass = def->mass;
health = def->health;
crushResistance = def->crushResistance;
xsize = ((buildFacing & 1) == 0) ? def->xsize : def->zsize;
zsize = ((buildFacing & 1) == 1) ? def->xsize : def->zsize;
noSelect = !def->selectable;
// set position before mid-position
Move((params.pos).cClampInMap(), false);
// use base-class version, AddFeature() below
// will already insert us in the update-queue
CWorldObject::SetVelocity(params.speed);
if (def->drawType == DRAWTYPE_MODEL) {
if ((model = def->LoadModel()) == NULL) {
LOG_L(L_ERROR, "[%s] couldn't load model for %s", __FUNCTION__, def->name.c_str());
} else {
SetMidAndAimPos(model->relMidPos, model->relMidPos, true);
SetRadiusAndHeight(model);
}
} else if (def->drawType >= DRAWTYPE_TREE) {
// LoadFeaturesFromMap() doesn't set a scale for trees
SetMidAndAimPos(UpVector * TREE_RADIUS, UpVector * TREE_RADIUS, true);
SetRadiusAndHeight(TREE_RADIUS, TREE_RADIUS * 2.0f);
}
UpdateMidAndAimPos();
CalculateTransform();
// note: gets deleted in ~CSolidObject
collisionVolume = new CollisionVolume(def->collisionVolume);
if (collisionVolume->DefaultToSphere())
collisionVolume->InitSphere(radius);
if (collisionVolume->DefaultToFootPrint())
collisionVolume->InitBox(float3(xsize * SQUARE_SIZE, height, zsize * SQUARE_SIZE));
// feature does not have an assigned ID yet
// this MUST be done before the Block() call
featureHandler->AddFeature(this);
quadField->AddFeature(this);
ChangeTeam(team);
UpdateCollidableStateBit(CSolidObject::CSTATE_BIT_SOLIDOBJECTS, def->collidable);
Block();
// allow Spring.SetFeatureBlocking to be called from gadget:FeatureCreated
eventHandler.FeatureCreated(this);
if (def->floating) {
finalHeight = CGround::GetHeightAboveWater(pos.x, pos.z);
} else {
finalHeight = CGround::GetHeightReal(pos.x, pos.z);
}
UpdatePhysicalStateBit(CSolidObject::PSTATE_BIT_MOVING, ((SetSpeed(params.speed) != 0.0f) || (std::fabs(pos.y - finalHeight) >= 0.01f)));
}
void CFeature::CalculateTransform()
{
updir = (!def->upright)? CGround::GetNormal(pos.x, pos.z): UpVector;
frontdir = GetVectorFromHeading(heading);
rightdir = (frontdir.cross(updir)).Normalize();
frontdir = (updir.cross(rightdir)).Normalize();
transMatrix = CMatrix44f(pos, -rightdir, updir, frontdir);
}
bool CFeature::AddBuildPower(CUnit* builder, float amount)
{
const float oldReclaimLeft = reclaimLeft;
if (amount > 0.0f) {
// 'Repairing' previously-sucked features prior to resurrection
// This is reclaim-option independant - repairing features should always
// be like other repairing - gradual and multi-unit
// Lots of this code is stolen from unit->AddBuildPower
//
// Check they are trying to repair a feature that can be resurrected
if (udef == NULL)
return false;
isRepairingBeforeResurrect = true; // Stop them exploiting chunk reclaiming
// cannot repair a 'fresh' feature
if (reclaimLeft >= 1.0f)
return false;
// feature most likely has been deleted
if (reclaimLeft <= 0.0f)
return false;
const CTeam* builderTeam = teamHandler->Team(builder->team);
// Work out how much to try to put back, based on the speed this unit would reclaim at.
const float step = amount / def->reclaimTime;
// Work out how much that will cost
const float metalUse = step * def->metal;
const float energyUse = step * def->energy;
const bool canExecRepair = (builderTeam->metal >= metalUse && builderTeam->energy >= energyUse);
const bool repairAllowed = !canExecRepair ? false : eventHandler.AllowFeatureBuildStep(builder, this, step);
if (repairAllowed) {
builder->UseMetal(metalUse);
builder->UseEnergy(energyUse);
reclaimLeft += step;
if (reclaimLeft >= 1.0f) {
isRepairingBeforeResurrect = false; // They can start reclaiming it again if they so wish
reclaimLeft = 1;
} else if (reclaimLeft <= 0.0f) {
// this can happen when a mod tampers the feature in AllowFeatureBuildStep
featureHandler->DeleteFeature(this);
return false;
}
return true;
} else {
// update the energy and metal required counts
teamHandler->Team(builder->team)->energyPull += energyUse;
teamHandler->Team(builder->team)->metalPull += metalUse;
}
return false;
} else {
// Reclaiming
// avoid multisuck when reclaim has already completed during this frame
if (reclaimLeft <= 0.0f)
return false;
// don't let them exploit chunk reclaim
if (isRepairingBeforeResurrect && (modInfo.reclaimMethod > 1))
return false;
// make sure several units cant reclaim at once on a single feature
if ((modInfo.multiReclaim == 0) && (lastReclaim == gs->frameNum))
return true;
const float step = (-amount) / def->reclaimTime;
if (!eventHandler.AllowFeatureBuildStep(builder, this, -step))
return false;
// stop the last bit giving too much resource
const float reclaimLeftTemp = std::max(0.0f, reclaimLeft - step);
const float fractionReclaimed = oldReclaimLeft - reclaimLeftTemp;
const float metalFraction = def->metal * fractionReclaimed;
const float energyFraction = def->energy * fractionReclaimed;
const float energyUseScaled = metalFraction * modInfo.reclaimFeatureEnergyCostFactor;
if (!builder->UseEnergy(energyUseScaled)) {
teamHandler->Team(builder->team)->energyPull += energyUseScaled;
return false;
}
reclaimLeft = reclaimLeftTemp;
if ((modInfo.reclaimMethod == 1) && (reclaimLeft == 0.0f)) {
// All-at-end method
builder->AddMetal(def->metal, false);
builder->AddEnergy(def->energy, false);
}
else if (modInfo.reclaimMethod == 0) {
// Gradual reclaim
builder->AddMetal(metalFraction, false);
builder->AddEnergy(energyFraction, false);
}
else {
// Chunky reclaiming, work out how many chunk boundaries we crossed
const float chunkSize = 1.0f / modInfo.reclaimMethod;
const int oldChunk = ChunkNumber(oldReclaimLeft);
const int newChunk = ChunkNumber(reclaimLeft);
if (oldChunk != newChunk) {
const float numChunks = (float)oldChunk - (float)newChunk;
builder->AddMetal(numChunks * def->metal * chunkSize, false);
builder->AddEnergy(numChunks * def->energy * chunkSize, false);
}
}
// Has the reclaim finished?
if (reclaimLeft <= 0) {
featureHandler->DeleteFeature(this);
return false;
}
lastReclaim = gs->frameNum;
return true;
}
// Should never get here
assert(false);
return false;
}
void CFeature::DoDamage(
const DamageArray& damages,
const float3& impulse,
CUnit* attacker,
int weaponDefID,
int projectileID
) {
// paralyzers do not damage features
if (damages.paralyzeDamageTime)
return;
if (IsInVoid())
return;
// features have no armor-type, so use default damage
float baseDamage = damages.GetDefaultDamage();
float impulseMult = float((def->drawType >= DRAWTYPE_TREE) || (udef != NULL && !udef->IsImmobileUnit()));
if (eventHandler.FeaturePreDamaged(this, attacker, baseDamage, weaponDefID, projectileID, &baseDamage, &impulseMult)) {
return;
}
// NOTE:
// for trees, impulse is used to drive their falling animation
// this also calls our SetVel() to put us in the update queue
ApplyImpulse((impulse * impulseMult) / mass);
// clamp in case Lua-modified damage is negative
health -= baseDamage;
health = std::min(health, def->health);
eventHandler.FeatureDamaged(this, attacker, baseDamage, weaponDefID, projectileID);
if (health <= 0.0f && def->destructable) {
FeatureLoadParams params = {featureHandler->GetFeatureDefByID(def->deathFeatureDefID), NULL, pos, ZeroVector, -1, team, -1, heading, buildFacing, 0};
CFeature* deathFeature = featureHandler->CreateWreckage(params, 0, false);
if (deathFeature != NULL) {
// if a partially reclaimed corpse got blasted,
// ensure its wreck is not worth the full amount
// (which might be more than the amount remaining)
deathFeature->reclaimLeft = reclaimLeft;
}
featureHandler->DeleteFeature(this);
blockHeightChanges = false;
}
}
void CFeature::DependentDied(CObject *o)
{
if (o == solidOnTop)
solidOnTop = 0;
CSolidObject::DependentDied(o);
}
void CFeature::SetVelocity(const float3& v)
{
CWorldObject::SetVelocity(v);
UpdatePhysicalStateBit(CSolidObject::PSTATE_BIT_MOVING, v != ZeroVector);
if (IsMoving()) {
featureHandler->SetFeatureUpdateable(this, true);
}
}
void CFeature::ForcedMove(const float3& newPos)
{
// remove from managers
quadField->RemoveFeature(this);
const float3 oldPos = pos;
UnBlock();
Move(newPos - pos, true);
Block();
eventHandler.FeatureMoved(this, oldPos);
// setup the visual transformation matrix
CalculateTransform();
// insert into managers
quadField->AddFeature(this);
}
void CFeature::ForcedSpin(const float3& newDir)
{
// update local direction-vectors
CSolidObject::ForcedSpin(newDir);
transMatrix = CMatrix44f(pos, -rightdir, updir, frontdir);
}
bool CFeature::UpdatePosition()
{
const float3 oldPos = pos;
if (udef != NULL) {
// we are a wreck of a dead unit, possibly with residual impulse
// in this case we do not care about <finalHeight> and are always
// affected by gravity
// note that def->floating is unreliable (eg. it can be true for
// ground-unit wrecks), so just assume wrecks always sink in water
// even if their "owner" was a floating object (as is the case for
// ships anyway)
if (IsMoving()) {
const float realGroundHeight = CGround::GetHeightReal(pos.x, pos.z);
const bool reachedWater = ( pos.y <= 0.1f);
const bool reachedGround = ((pos.y - realGroundHeight) <= 0.1f);
// NOTE:
// all these calls use the base-class because FeatureHandler::Update
// iterates over updateFeatures and our ::SetVelocity will insert us
// into that
CWorldObject::SetVelocity(speed + GetDragAccelerationVec(float4(mapInfo->atmosphere.fluidDensity, mapInfo->water.fluidDensity, 1.0f, 0.1f)));
if (speed.SqLength2D() > 0.01f) {
//hint: only this updates horizontal position all other
// lines in this function update vertical speed only!
quadField->RemoveFeature(this);
UnBlock();
// update our forward speed (and quadfield
// position) if it is still greater than 0
Move(speed, true);
Block();
quadField->AddFeature(this);
} else {
CWorldObject::SetVelocity(speed * UpVector);
}
if (!reachedGround) {
if (!reachedWater) {
// quadratic acceleration if not in water
CWorldObject::SetVelocity(speed + (UpVector * mapInfo->map.gravity));
} else {
// constant downward speed otherwise
CWorldObject::SetVelocity((speed * XZVector) + (UpVector * mapInfo->map.gravity));
}
Move(UpVector * speed.y, true);
} else {
CWorldObject::SetVelocity(speed * XZVector);
// last Update() may have sunk us into
// ground if pos.y was only marginally
// larger than ground height, correct
Move(UpVector * (realGroundHeight - pos.y), true);
}
if (!pos.IsInBounds()) {
pos.ClampInBounds();
// ensure that no more forward-speed updates are done
// (prevents wrecks floating in mid-air at edge of map
// due to gravity no longer being applied either)
CWorldObject::SetVelocity(ZeroVector);
}
eventHandler.FeatureMoved(this, oldPos);
CalculateTransform();
}
} else {
// any feature that is not a dead unit (ie. rocks, trees, ...)
// these never move in the xz-plane no matter how much impulse
// is applied, only gravity affects them (FIXME: arbitrary..?)
if (pos.y > finalHeight) {
if (pos.y > 0.0f) {
CWorldObject::SetVelocity(speed + (UpVector * mapInfo->map.gravity));
} else {
CWorldObject::SetVelocity((speed * XZVector) + (UpVector * mapInfo->map.gravity));
}
// stop falling when we reach our finalHeight
// (which can be arbitrary, even below ground)
Move(UpVector * std::min(pos.y - finalHeight, speed.y), true);
eventHandler.FeatureMoved(this, oldPos);
} else if (pos.y < finalHeight) {
// stop vertical movement and teleport up
CWorldObject::SetVelocity(speed * XZVector);
Move(UpVector * (finalHeight - pos.y), true);
eventHandler.FeatureMoved(this, oldPos);
}
transMatrix[13] = pos.y;
}
UpdatePhysicalStateBit(CSolidObject::PSTATE_BIT_MOVING, ((SetSpeed(speed) != 0.0f) || (std::fabs(pos.y - finalHeight) >= 0.01f)));
UpdatePhysicalState(0.1f);
Block(); // does the check if wanted itself
return (IsMoving());
}
void CFeature::UpdateFinalHeight(bool useGroundHeight)
{
if (isAtFinalHeight)
return;
if (useGroundHeight) {
if (def->floating) {
finalHeight = CGround::GetHeightAboveWater(pos.x, pos.z);
} else {
finalHeight = CGround::GetHeightReal(pos.x, pos.z);
}
} else {
// permanently stay at this height,
// even if terrain changes under us
// later
isAtFinalHeight = true;
finalHeight = pos.y;
}
}
bool CFeature::Update()
{
bool continueUpdating = UpdatePosition();
continueUpdating |= (smokeTime != 0);
continueUpdating |= (fireTime != 0);
continueUpdating |= (def->geoThermal);
if (smokeTime != 0) {
if (!((gs->frameNum + id) & 3) && projectileHandler->particleSaturation < 0.7f) {
new CSmokeProjectile(NULL, midPos + gu->RandVector() * radius * 0.3f,
gu->RandVector() * 0.3f + UpVector, smokeTime / 6 + 20, 6, 0.4f, 0.5f);
}
}
if (fireTime == 1) {
featureHandler->DeleteFeature(this);
}
if (def->geoThermal) {
EmitGeoSmoke();
}
smokeTime = std::max(smokeTime - 1, 0);
fireTime = std::max(fireTime - 1, 0);
// return true so long as we need to stay in the FH update-queue
return continueUpdating;
}
void CFeature::StartFire()
{
if (fireTime != 0 || !def->burnable)
return;
fireTime = 200 + (int)(gs->randFloat() * GAME_SPEED);
featureHandler->SetFeatureUpdateable(this, true);
myFire = new CFireProjectile(midPos, UpVector, 0, 300, 70, radius * 0.8f, 20.0f);
}
void CFeature::EmitGeoSmoke()
{
if ((gs->frameNum + id % 5) % 5 == 0) {
// Find the unit closest to the geothermal
const vector<CSolidObject*>& objs = quadField->GetSolidsExact(pos, 0.0f, 0xFFFFFFFF, CSolidObject::CSTATE_BIT_SOLIDOBJECTS);
float bestDist = std::numeric_limits<float>::max();
CSolidObject* so = NULL;
for (vector<CSolidObject*>::const_iterator oi = objs.begin(); oi != objs.end(); ++oi) {
const float dist = ((*oi)->pos - pos).SqLength();
if (dist < bestDist) {
bestDist = dist; so = *oi;
}
}
if (so != solidOnTop) {
if (solidOnTop)
DeleteDeathDependence(solidOnTop, DEPENDENCE_SOLIDONTOP);
if (so)
AddDeathDependence(so, DEPENDENCE_SOLIDONTOP);
}
solidOnTop = so;
}
// Hide the smoke if there is a geothermal unit on the vent
const CUnit* u = dynamic_cast<CUnit*>(solidOnTop);
if (u == NULL || !u->unitDef->needGeo) {
if ((projectileHandler->particleSaturation < 0.7f) || (projectileHandler->particleSaturation < 1 && !(gs->frameNum & 3))) {
const float3 pPos = gu->RandVector() * 10.0f + float3(pos.x, pos.y - 10.0f, pos.z);
const float3 pSpeed = (gu->RandVector() * 0.5f) + (UpVector * 2.0f);
new CGeoThermSmokeProjectile(pPos, pSpeed, int(50 + gu->RandFloat() * 7), this);
}
}
}
float CFeature::RemainingResource(float res) const
{
// Gradual reclaim
if (modInfo.reclaimMethod == 0) {
return res * reclaimLeft;
}
// Old style - all reclaimed at the end
if (modInfo.reclaimMethod == 1) {
return res;
}
// Otherwise we are doing chunk reclaiming
float chunkSize = res / modInfo.reclaimMethod; // resource/no_chunks
float chunksLeft = math::ceil(reclaimLeft * modInfo.reclaimMethod);
return chunkSize * chunksLeft;
}
float CFeature::RemainingMetal() const { return RemainingResource(def->metal); }
float CFeature::RemainingEnergy() const { return RemainingResource(def->energy); }
int CFeature::ChunkNumber(float f) const { return int(math::ceil(f * modInfo.reclaimMethod)); }
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