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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "BeamLaser.h"
#include "PlasmaRepulser.h"
#include "WeaponDefHandler.h"
#include "Game/GameHelper.h"
#include "Game/TraceRay.h"
#include "Map/Ground.h"
#include "Sim/Misc/CollisionHandler.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/InterceptHandler.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/MoveTypes/StrafeAirMoveType.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectileFactory.h"
#include "Sim/Units/Scripts/UnitScript.h"
#include "Sim/Units/Unit.h"
#include "Sim/Units/UnitDef.h"
#include "System/Matrix44f.h"
#include "System/myMath.h"
#define SWEEPFIRE_ENABLED 1
CR_BIND_DERIVED(CBeamLaser, CWeapon, (NULL, NULL))
CR_REG_METADATA(CBeamLaser,(
CR_MEMBER(color),
CR_MEMBER(oldDir),
CR_MEMBER(salvoDamageMult),
CR_MEMBER(sweepFireState)
))
CR_BIND(CBeamLaser::SweepFireState, )
CR_REG_METADATA_SUB(CBeamLaser, SweepFireState, (
CR_MEMBER(sweepInitPos),
CR_MEMBER(sweepGoalPos),
CR_MEMBER(sweepInitDir),
CR_MEMBER(sweepGoalDir),
CR_MEMBER(sweepCurrDir),
CR_MEMBER(sweepTempDir),
CR_MEMBER(sweepInitDst),
CR_MEMBER(sweepGoalDst),
CR_MEMBER(sweepCurrDst),
CR_MEMBER(sweepStartAngle),
CR_MEMBER(sweepFiring)
))
void CBeamLaser::SweepFireState::Init(const float3& newTargetPos, const float3& muzzlePos)
{
sweepInitPos = sweepGoalPos;
sweepInitDst = (sweepInitPos - muzzlePos).Length2D();
sweepGoalPos = newTargetPos;
sweepGoalDst = (sweepGoalPos - muzzlePos).Length2D();
sweepCurrDst = sweepInitDst;
sweepInitDir = (sweepInitPos - muzzlePos).SafeNormalize();
sweepGoalDir = (sweepGoalPos - muzzlePos).SafeNormalize();
sweepStartAngle = math::acosf(Clamp(sweepInitDir.dot(sweepGoalDir), -1.0f, 1.0f));
sweepFiring = true;
}
float CBeamLaser::SweepFireState::GetTargetDist2D() const {
if (sweepStartAngle < 0.01f)
return sweepGoalDst;
const float sweepCurAngleCos = sweepCurrDir.dot(sweepGoalDir);
const float sweepCurAngleRad = math::acosf(Clamp(sweepCurAngleCos, -1.0f, 1.0f));
// goes from 1 to 0 as the angular difference decreases during the sweep
const float sweepAngleAlpha = (Clamp(sweepCurAngleRad / sweepStartAngle, 0.0f, 1.0f));
// get the linearly-interpolated beam length for this point of the sweep
return (mix(sweepInitDst, sweepGoalDst, 1.0f - sweepAngleAlpha));
}
CBeamLaser::CBeamLaser(CUnit* owner, const WeaponDef* def)
: CWeapon(owner, def)
, color(def->visuals.color)
, salvoDamageMult(1.0f)
{
sweepFireState.SetDamageAllies((collisionFlags & Collision::NOFRIENDLIES) == 0);
}
void CBeamLaser::Init()
{
if (!weaponDef->beamburst) {
salvoDelay = 0;
salvoSize = int(weaponDef->beamtime * GAME_SPEED);
salvoSize = std::max(salvoSize, 1);
// multiply damage with this on each shot so the total damage done is correct
salvoDamageMult = 1.0f / salvoSize;
}
CWeapon::Init();
muzzleFlareSize = 0.0f;
}
void CBeamLaser::UpdatePosAndMuzzlePos()
{
if (sweepFireState.IsSweepFiring()) {
const int weaponPiece = owner->script->QueryWeapon(weaponNum);
const CMatrix44f weaponMat = owner->script->GetPieceMatrix(weaponPiece);
const float3 relWeaponPos = weaponMat.GetPos();
const float3 newWeaponDir = owner->GetObjectSpaceVec(float3(weaponMat[2], weaponMat[6], weaponMat[10]));
relWeaponMuzzlePos = owner->script->GetPiecePos(weaponPiece);
weaponPos = owner->GetObjectSpacePos(relWeaponPos * float3(-1.0f, 1.0f, -1.0f)); // ??
weaponMuzzlePos = owner->GetObjectSpacePos(relWeaponMuzzlePos);
sweepFireState.SetSweepTempDir(newWeaponDir);
} else {
weaponPos = owner->GetObjectSpacePos(relWeaponPos);
weaponMuzzlePos = owner->GetObjectSpacePos(relWeaponMuzzlePos);
if (weaponDef->sweepFire) {
// needed for first call to GetFireDir() when new sweep starts after inactivity
sweepFireState.SetSweepTempDir((weaponMuzzlePos - weaponPos).SafeNormalize());
}
}
}
void CBeamLaser::UpdateWantedDir()
{
if (targetType == Target_None)
return;
if (!onlyForward) {
wantedDir = (targetPos - weaponPos).SafeNormalize();
}
if (!weaponDef->beamburst) {
predict = salvoSize / 2;
} else {
// beamburst tracks the target during the burst so there's no need to lead
predict = 0;
}
}
void CBeamLaser::UpdateSweep()
{
// sweeping always happens between targets
if (targetType == Target_None) {
sweepFireState.SetSweepFiring(false);
return;
}
if (!weaponDef->sweepFire)
return;
#if (!SWEEPFIRE_ENABLED)
return;
#endif
// if current target position changed, start sweeping through a new arc
if (sweepFireState.StartSweep(targetPos))
sweepFireState.Init(targetPos, weaponMuzzlePos);
if (sweepFireState.IsSweepFiring())
sweepFireState.Update(GetFireDir(true, false));
// TODO:
// also stop sweep if angle no longer changes, spawn
// more intermediate beams for large angle and range?
if (sweepFireState.StopSweep())
sweepFireState.SetSweepFiring(false);
if (!sweepFireState.IsSweepFiring())
return;
if (reloadStatus > gs->frameNum)
return;
if (teamHandler->Team(owner->team)->metal < metalFireCost) { return; }
if (teamHandler->Team(owner->team)->energy < energyFireCost) { return; }
owner->UseEnergy(energyFireCost / salvoSize);
owner->UseMetal(metalFireCost / salvoSize);
FireInternal(sweepFireState.GetSweepCurrDir());
// FIXME:
// reloadStatus is normally only set in UpdateFire and only if CanFire
// (which is not true during sweeping, the integration should be better)
reloadStatus = gs->frameNum + int(reloadTime / owner->reloadSpeed);
}
void CBeamLaser::Update()
{
UpdatePosAndMuzzlePos();
UpdateWantedDir();
CWeapon::Update();
UpdateSweep();
}
float3 CBeamLaser::GetFireDir(bool sweepFire, bool scriptCall)
{
float3 dir = targetPos - weaponMuzzlePos;
if (!sweepFire) {
if (scriptCall) {
dir = dir.SafeNormalize();
} else {
if (onlyForward && owner->unitDef->IsStrafingAirUnit()) {
// [?] StrafeAirMovetype cannot align itself properly, change back when that is fixed
dir = owner->frontdir;
} else {
if (salvoLeft == salvoSize - 1) {
oldDir = (dir = dir.SafeNormalize());
} else if (weaponDef->beamburst) {
dir = dir.SafeNormalize();
} else {
dir = oldDir;
}
}
dir += SalvoErrorExperience();
dir.SafeNormalize();
// NOTE:
// on units with (extremely) long weapon barrels the muzzle
// can be on the far side of the target unit such that <dir>
// would point away from it
if ((targetPos - weaponMuzzlePos).dot(targetPos - owner->aimPos) < 0.0f) {
dir = -dir;
}
}
} else {
// need to emit the sweeping beams from the right place
// NOTE:
// this way of implementing sweep-fire is extremely bugged
// the intersection points traced by rays from the turning
// weapon piece do NOT describe a fluid arc segment between
// old and new target positions (nor even a straight line)
// --> animation scripts cannot be relied upon to smoothly
// vary pitch of the weapon muzzle piece so use workaround
//
dir = sweepFireState.GetSweepTempDir();
dir.Normalize2D();
const float3 tgtPos = float3(dir.x * sweepFireState.GetTargetDist2D(), 0.0f, dir.z * sweepFireState.GetTargetDist2D());
const float tgtHgt = CGround::GetHeightReal(weaponMuzzlePos.x + tgtPos.x, weaponMuzzlePos.z + tgtPos.z);
// NOTE: INTENTIONALLY NOT NORMALIZED HERE
dir = (tgtPos + UpVector * (tgtHgt - weaponMuzzlePos.y));
}
return dir;
}
void CBeamLaser::FireImpl(bool scriptCall)
{
// sweepfire must exclude regular fire (!)
if (sweepFireState.IsSweepFiring())
return;
FireInternal(GetFireDir(false, scriptCall));
}
void CBeamLaser::FireInternal(float3 curDir)
{
float actualRange = range;
float rangeMod = 1.0f;
if (!owner->unitDef->IsImmobileUnit()) {
// help units fire while chasing
rangeMod = 1.3f;
}
if (owner->UnderFirstPersonControl()) {
rangeMod = 0.95f;
}
bool tryAgain = true;
bool doDamage = true;
float maxLength = range * rangeMod;
float curLength = 0.0f;
float3 curPos = weaponMuzzlePos;
float3 hitPos;
float3 newDir;
// objects at the end of the beam
CUnit* hitUnit = NULL;
CFeature* hitFeature = NULL;
CPlasmaRepulser* hitShield = NULL;
CollisionQuery hitColQuery;
if (!sweepFireState.IsSweepFiring()) {
curDir += (gs->randVector() * SprayAngleExperience());
curDir.SafeNormalize();
// increase range if targets are searched for in a cylinder
if (cylinderTargeting > 0.01f) {
const float verticalDist = owner->radius * cylinderTargeting * curDir.y;
const float maxLengthModSq = maxLength * maxLength + verticalDist * verticalDist;
maxLength = math::sqrt(maxLengthModSq);
}
// adjust range if targetting edge of hitsphere
if (targetType == Target_Unit && targetUnit != NULL && targetBorder != 0.0f) {
maxLength += (targetUnit->radius * targetBorder);
}
} else {
// restrict the range when sweeping
maxLength = std::min(maxLength, sweepFireState.GetTargetDist3D() * 1.125f);
}
for (int tries = 0; tries < 5 && tryAgain; ++tries) {
float beamLength = TraceRay::TraceRay(curPos, curDir, maxLength - curLength, collisionFlags, owner, hitUnit, hitFeature, &hitColQuery);
if (hitUnit != NULL && teamHandler->AlliedTeams(hitUnit->team, owner->team)) {
if (sweepFireState.IsSweepFiring() && !sweepFireState.DamageAllies()) {
doDamage = false; break;
}
}
if (!weaponDef->waterweapon) {
// terminate beam at water surface if necessary
if ((curDir.y < 0.0f) && ((curPos.y + curDir.y * beamLength) <= 0.0f)) {
beamLength = curPos.y / -curDir.y;
}
}
// if the beam gets intercepted, this modifies newDir
//
// we do more than one trace-iteration and set dir to
// newDir only in the case there is a shield in our way
const float shieldLength = interceptHandler.AddShieldInterceptableBeam(this, curPos, curDir, beamLength, newDir, hitShield);
if (shieldLength < beamLength) {
beamLength = shieldLength;
tryAgain = hitShield->BeamIntercepted(this, curPos, salvoDamageMult);
} else {
tryAgain = false;
}
// same as hitColQuery.GetHitPos() if no water or shield in way
hitPos = curPos + curDir * beamLength;
{
const float baseAlpha = weaponDef->intensity * 255.0f;
const float startAlpha = (1.0f - (curLength ) / maxLength);
const float endAlpha = (1.0f - (curLength + beamLength) / maxLength);
ProjectileParams pparams = GetProjectileParams();
pparams.pos = curPos;
pparams.end = hitPos;
pparams.ttl = weaponDef->beamLaserTTL;
pparams.startAlpha = Clamp(startAlpha * baseAlpha, 0.0f, 255.0f);
pparams.endAlpha = Clamp(endAlpha * baseAlpha, 0.0f, 255.0f);
WeaponProjectileFactory::LoadProjectile(pparams);
}
curPos = hitPos;
curDir = newDir;
curLength += beamLength;
}
if (!doDamage)
return;
if (hitUnit != NULL) {
hitUnit->SetLastAttackedPiece(hitColQuery.GetHitPiece(), gs->frameNum);
if (targetBorder > 0.0f) {
actualRange += (hitUnit->radius * targetBorder);
}
}
if (curLength < maxLength) {
// make it possible to always hit with some minimal intensity (melee weapons have use for that)
const float hitIntensity = std::max(minIntensity, 1.0f - curLength / (actualRange * 2.0f));
const DamageArray& baseDamages = CWeaponDefHandler::DynamicDamages(weaponDef, weaponMuzzlePos, curPos);
const DamageArray damages = baseDamages * (hitIntensity * salvoDamageMult);
const CGameHelper::ExplosionParams params = {
hitPos,
curDir,
damages,
weaponDef,
owner,
hitUnit,
hitFeature,
craterAreaOfEffect,
damageAreaOfEffect,
weaponDef->edgeEffectiveness,
weaponDef->explosionSpeed,
1.0f, // gfxMod
weaponDef->impactOnly,
weaponDef->noExplode || weaponDef->noSelfDamage, // ignoreOwner
true, // damageGround
-1u // projectileID
};
helper->Explosion(params);
}
}
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