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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <algorithm>
#include <cctype>
#include <iostream>
#include <stdexcept>
#include "WeaponDefHandler.h"
#include "Lua/LuaParser.h"
#include "Sim/Misc/DamageArrayHandler.h"
#include "System/Exceptions.h"
#include "System/Util.h"
#include "System/Log/ILog.h"
CWeaponDefHandler* weaponDefHandler = NULL;
CWeaponDefHandler::CWeaponDefHandler(LuaParser* defsParser)
{
const LuaTable rootTable = defsParser->GetRoot().SubTable("WeaponDefs");
if (!rootTable.IsValid()) {
throw content_error("Error loading WeaponDefs");
}
vector<string> weaponNames;
rootTable.GetKeys(weaponNames);
weaponDefs.resize(weaponNames.size());
for (int wid = 0; wid < weaponDefs.size(); wid++) {
const std::string& name = weaponNames[wid];
const LuaTable wdTable = rootTable.SubTable(name);
weaponDefs[wid] = WeaponDef(wdTable, name, wid);
weaponID[name] = wid;
}
}
CWeaponDefHandler::~CWeaponDefHandler()
{
}
const WeaponDef* CWeaponDefHandler::GetWeaponDef(std::string weaponname) const
{
StringToLowerInPlace(weaponname);
std::map<std::string,int>::const_iterator ii = weaponID.find(weaponname);
if (ii == weaponID.end())
return NULL;
return &weaponDefs[ii->second];
}
const WeaponDef* CWeaponDefHandler::GetWeaponDefByID(int weaponDefId) const
{
if ((weaponDefId < 0) || (weaponDefId >= weaponDefs.size())) {
return NULL;
}
return &weaponDefs[weaponDefId];
}
DamageArray CWeaponDefHandler::DynamicDamages(
const WeaponDef* weaponDef,
const float3 startPos,
const float3 curPos
) {
const DamageArray& damages = weaponDef->damages;
if (weaponDef->dynDamageExp <= 0.0f)
return damages;
DamageArray dynDamages(damages);
const float range = (weaponDef->dynDamageRange > 0.0f)? weaponDef->dynDamageRange: weaponDef->range;
const float damageMin = weaponDef->dynDamageMin;
const float travDist = std::min(range, curPos.distance2D(startPos));
const float damageMod = 1.0f - math::pow(1.0f / range * travDist, weaponDef->dynDamageExp);
const float ddmod = damageMin / damages[0]; // get damage mod from first damage type
if (weaponDef->dynDamageInverted) {
for (int i = 0; i < damageArrayHandler->GetNumTypes(); ++i) {
dynDamages[i] = damages[i] - damageMod * damages[i];
if (damageMin > 0.0f)
dynDamages[i] = std::max(damages[i] * ddmod, dynDamages[i]);
// to prevent div by 0
dynDamages[i] = std::max(0.0001f, dynDamages[i]);
}
} else {
for (int i = 0; i < damageArrayHandler->GetNumTypes(); ++i) {
dynDamages[i] = damageMod * damages[i];
if (damageMin > 0.0f)
dynDamages[i] = std::max(damages[i] * ddmod, dynDamages[i]);
// div by 0
dynDamages[i] = std::max(0.0001f, dynDamages[i]);
}
}
return dynDamages;
}
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