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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "System/creg/STL_List.h"
#include "System/creg/STL_Set.h"
#include "PlasmaRepulser.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/InterceptHandler.h"
#include "Sim/Misc/TeamHandler.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "Sim/Projectiles/Unsynced/ShieldProjectile.h"
#include "Sim/Projectiles/Unsynced/RepulseGfx.h"
#include "Sim/Projectiles/WeaponProjectiles/WeaponProjectile.h"
#include "Sim/Units/Scripts/UnitScript.h"
#include "Sim/Units/Unit.h"
#include "Sim/Weapons/WeaponDef.h"
#include "Sim/Weapons/WeaponDefHandler.h"
#include "System/EventHandler.h"
#include "System/myMath.h"
CR_BIND_DERIVED(CPlasmaRepulser, CWeapon, (NULL, NULL))
CR_REG_METADATA(CPlasmaRepulser, (
CR_MEMBER(radius),
CR_MEMBER(sqRadius),
CR_MEMBER(curPower),
CR_MEMBER(hitFrames),
CR_MEMBER(rechargeDelay),
CR_MEMBER(isEnabled),
CR_MEMBER(shieldProjectile),
CR_MEMBER(repulsedProjectiles)
))
CPlasmaRepulser::CPlasmaRepulser(CUnit* owner, const WeaponDef* def): CWeapon(owner, def),
curPower(0.0f),
radius(0.0f),
sqRadius(0.0f),
hitFrames(0),
rechargeDelay(0),
isEnabled(true)
{
interceptHandler.AddPlasmaRepulser(this);
}
CPlasmaRepulser::~CPlasmaRepulser()
{
interceptHandler.RemovePlasmaRepulser(this);
shieldProjectile->PreDelete();
}
void CPlasmaRepulser::Init()
{
radius = weaponDef->shieldRadius;
sqRadius = radius * radius;
if (weaponDef->shieldPower == 0)
curPower = 99999999999.0f;
else
curPower = weaponDef->shieldStartingPower;
CWeapon::Init();
// deleted by ProjectileHandler
shieldProjectile = new ShieldProjectile(this);
}
bool CPlasmaRepulser::HaveFreeLineOfFire(const float3& pos, bool userTarget, const CUnit* unit) const
{
return true;
}
void CPlasmaRepulser::Update()
{
const int defHitFrames = weaponDef->visibleShieldHitFrames;
const int defRechargeDelay = weaponDef->shieldRechargeDelay;
rechargeDelay -= (rechargeDelay > 0) ? 1 : 0;
if (isEnabled && (curPower < weaponDef->shieldPower) && rechargeDelay <= 0) {
if (owner->UseEnergy(weaponDef->shieldPowerRegenEnergy * (1.0f / GAME_SPEED))) {
curPower += weaponDef->shieldPowerRegen * (1.0f / GAME_SPEED);
}
}
if (hitFrames > 0)
hitFrames--;
weaponPos = owner->GetObjectSpacePos(relWeaponPos);
if (!isEnabled) {
return;
}
for (std::map<int, CWeaponProjectile*>::iterator pi = incomingProjectiles.begin(); pi != incomingProjectiles.end(); ++pi) {
assert(projectileHandler->GetMapPairBySyncedID(pi->first)); // valid projectile id?
CWeaponProjectile* pro = pi->second;
const WeaponDef* proWD = pro->GetWeaponDef();
if (!pro->checkCol) {
continue;
}
if ((pro->pos - owner->pos).SqLength() > sqRadius) {
// projectile does not hit the shield, don't touch it
continue;
}
if (eventHandler.ShieldPreDamaged(pro, this, owner, weaponDef->shieldRepulser)) {
// gadget handles the collision event, don't touch the projectile
continue;
}
const DamageArray& damageArray = CWeaponDefHandler::DynamicDamages(proWD, pro->GetStartPos(), pro->pos);
const float shieldDamage = damageArray[weaponDef->shieldArmorType];
if (curPower < shieldDamage) {
// shield does not have enough power, don't touch the projectile
continue;
}
if (teamHandler->Team(owner->team)->energy < weaponDef->shieldEnergyUse) {
// team does not have enough energy, don't touch the projectile
continue;
}
rechargeDelay = defRechargeDelay;
if (weaponDef->shieldRepulser) {
// bounce the projectile
const int type = pro->ShieldRepulse(this, weaponPos,
weaponDef->shieldForce,
weaponDef->shieldMaxSpeed);
if (type == 0) {
continue;
} else if (type == 1) {
owner->UseEnergy(weaponDef->shieldEnergyUse);
if (weaponDef->shieldPower != 0) {
curPower -= shieldDamage;
}
} else {
//FIXME why do all weapons except LASERs do only (1 / GAME_SPEED) damage???
// because they go inside and take time to get pushed back
// during that time they deal damage every frame
// so in total they do their nominal damage each second
// on the other hand lasers get insta-bounced in 1 frame
// regardless of shield pushing power
owner->UseEnergy(weaponDef->shieldEnergyUse / GAME_SPEED);
if (weaponDef->shieldPower != 0) {
curPower -= shieldDamage / GAME_SPEED;
}
}
if (weaponDef->visibleShieldRepulse) {
if ((repulsedProjectiles.insert(pro)).second) {
// projectile was not added before
const float colorMix = std::min(1.0f, curPower / std::max(1.0f, weaponDef->shieldPower));
const float3 color =
(weaponDef->shieldGoodColor * colorMix) +
(weaponDef->shieldBadColor * (1.0f - colorMix));
new CRepulseGfx(owner, pro, radius, color);
}
}
if (defHitFrames > 0) {
hitFrames = defHitFrames;
}
} else {
// kill the projectile
if (owner->UseEnergy(weaponDef->shieldEnergyUse)) {
if (weaponDef->shieldPower != 0) {
curPower -= shieldDamage;
}
pro->Collision(owner);
if (defHitFrames > 0) {
hitFrames = defHitFrames;
}
}
}
}
}
void CPlasmaRepulser::SlowUpdate()
{
relWeaponPos = owner->script->GetPiecePos(owner->script->QueryWeapon(weaponNum));
weaponPos = owner->GetObjectSpacePos(relWeaponPos);
owner->script->AimShieldWeapon(this);
}
void CPlasmaRepulser::NewProjectile(CWeaponProjectile* p)
{
// PlasmaRepulser instances are created if type == "Shield",
// but projectiles are removed from incomingProjectiles only
// if def->interceptor || def->isShield --> dangling pointers
// due to isShield being a separate tag (in 91.0)
assert(weaponDef->isShield);
if (weaponDef->smartShield && p->owner() && teamHandler->AlliedTeams(p->owner()->team, owner->team)) {
return;
}
float3 dir = p->speed;
if (p->GetTargetPos() != ZeroVector) {
// assume projectile will travel roughly in the direction of its targetpos
dir = p->GetTargetPos() - p->pos;
}
dir.y = 0.0f;
dir.SafeNormalize();
const float3 dif = owner->pos - p->pos;
if (weaponDef->exteriorShield && (dif.SqLength() < sqRadius)) {
return;
}
const float closeLength = std::max(0.0f, dif.dot(dir));
const float3 closeVect = dif - dir * closeLength;
const float closeDist = closeVect.SqLength2D();
// TODO: this isn't good enough in case shield is mounted on a mobile unit,
// and this unit moves relatively fast compared to the projectile.
// it should probably be: radius + closeLength / |projectile->speed| * |owner->speed|,
// but this still doesn't solve anything for e.g. teleporting shields.
if (closeDist < Square(radius * 1.5f)) {
incomingProjectiles[p->id] = p;
AddDeathDependence(p, DEPENDENCE_REPULSED);
}
}
float CPlasmaRepulser::NewBeam(CWeapon* emitter, float3 start, float3 dir, float length, float3& newDir)
{
if (!isEnabled) {
return -1.0f;
}
// ::Update handles projectile <-> shield interactions for normal weapons, but
// does not get called when the owner is stunned (CUnit::Update returns early)
// BeamLasers and LightningCannons are hitscan (their projectiles do not move),
// they call InterceptHandler to figure out if a shield is in the way so check
// the stunned-state here keep things consistent
if (owner->IsStunned() || owner->beingBuilt) {
return -1.0f;
}
const DamageArray& damageArray = CWeaponDefHandler::DynamicDamages(emitter->weaponDef, start, weaponPos);
if (damageArray[weaponDef->shieldArmorType] > curPower) {
return -1.0f;
}
if (weaponDef->smartShield && teamHandler->AlliedTeams(emitter->owner->team, owner->team)) {
return -1.0f;
}
const float3 dif = weaponPos - start;
if (weaponDef->exteriorShield && dif.SqLength() < sqRadius) {
return -1.0f;
}
const float closeLength = dif.dot(dir);
if (closeLength < 0.0f) {
return -1.0f;
}
const float3 closeVect = dif - dir * closeLength;
const float tmp = sqRadius - closeVect.SqLength();
if ((tmp > 0.0f) && (length > (closeLength - math::sqrt(tmp)))) {
const float colLength = closeLength - math::sqrt(tmp);
const float3 colPoint = start + dir * colLength;
const float3 normal = (colPoint - weaponPos).Normalize();
newDir = dir - normal * normal.dot(dir) * 2;
return colLength;
}
return -1.0f;
}
void CPlasmaRepulser::DependentDied(CObject* o)
{
repulsedProjectiles.erase(static_cast<CWeaponProjectile*>(o));
CWeapon::DependentDied(o);
}
bool CPlasmaRepulser::BeamIntercepted(CWeapon* emitter, float3 start, float damageMultiplier)
{
const DamageArray& damageArray = CWeaponDefHandler::DynamicDamages(emitter->weaponDef, start, weaponPos);
if (weaponDef->shieldPower > 0) {
curPower -= damageArray[weaponDef->shieldArmorType] * damageMultiplier;
}
return weaponDef->shieldRepulser;
}
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