/
PlasmaRepulser.cpp
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/
PlasmaRepulser.cpp
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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/QuadField.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"
#include "System/Util.h"
CR_BIND_DERIVED(CPlasmaRepulser, CWeapon, (NULL, NULL))
CR_REG_METADATA(CPlasmaRepulser, (
CR_MEMBER(radius),
CR_MEMBER(sqRadius),
CR_MEMBER(lastPos),
CR_MEMBER(curPower),
CR_MEMBER(hitFrames),
CR_MEMBER(rechargeDelay),
CR_MEMBER(isEnabled),
CR_MEMBER(shieldProjectile),
CR_MEMBER(repulsedProjectiles),
CR_MEMBER(quads),
CR_MEMBER(collisionVolume),
CR_MEMBER(tempNum)
))
CPlasmaRepulser::CPlasmaRepulser(CUnit* owner, const WeaponDef* def): CWeapon(owner, def),
tempNum(0),
curPower(0.0f),
hitFrames(0),
rechargeDelay(0),
isEnabled(true)
{ }
CPlasmaRepulser::~CPlasmaRepulser()
{
shieldProjectile->PreDelete();
quadField->RemoveRepulser(this);
}
void CPlasmaRepulser::Init()
{
collisionVolume.InitSphere(weaponDef->shieldRadius);
radius = weaponDef->shieldRadius;
sqRadius = radius * radius;
if (weaponDef->shieldPower == 0)
curPower = 99999999999.0f;
else
curPower = weaponDef->shieldStartingPower;
CWeapon::Init();
quadField->MovedRepulser(this);
// deleted by ProjectileHandler
shieldProjectile = new ShieldProjectile(this);
}
bool CPlasmaRepulser::IsRepulsing(CWeaponProjectile* p) const
{
return weaponDef->shieldRepulser && std::find(repulsedProjectiles.begin(), repulsedProjectiles.end(), p) != repulsedProjectiles.end();
}
bool CPlasmaRepulser::IsActive() const
{
return isEnabled && !owner->IsStunned() && !owner->beingBuilt;
}
bool CPlasmaRepulser::HaveFreeLineOfFire(const float3 pos, const SWeaponTarget& trg) const
{
return true;
}
bool CPlasmaRepulser::CanIntercept(unsigned interceptedType, int allyTeam) const
{
if ((weaponDef->shieldInterceptType & interceptedType) == 0)
return false;
if (weaponDef->smartShield && teamHandler->IsValidAllyTeam(allyTeam) && teamHandler->AlliedAllyTeams(allyTeam, owner->allyteam))
return false;
return IsActive();
}
void CPlasmaRepulser::Update()
{
rechargeDelay -= (rechargeDelay > 0) ? 1 : 0;
if (IsActive() && (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--;
UpdateWeaponVectors();
collisionVolume.SetOffsets((relWeaponMuzzlePos - owner->relMidPos) * WORLD_TO_OBJECT_SPACE);
if (weaponMuzzlePos != lastPos)
quadField->MovedRepulser(this);
lastPos = weaponMuzzlePos;
}
// Returns true if the projectile is destroyed.
bool CPlasmaRepulser::IncomingProjectile(CWeaponProjectile* p)
{
const int defHitFrames = weaponDef->visibleShieldHitFrames;
const int defRechargeDelay = weaponDef->shieldRechargeDelay;
if (eventHandler.ShieldPreDamaged(p, this, owner, weaponDef->shieldRepulser)) {
// gadget handles the collision event, don't touch the projectile
return false;
}
const DamageArray& damageArray = CWeaponDefHandler::DynamicDamages(p->GetWeaponDef(), p->GetStartPos(), p->pos);
const float shieldDamage = damageArray[weaponDef->shieldArmorType];
if (curPower < shieldDamage) {
// shield does not have enough power, don't touch the projectile
return false;
}
if (teamHandler->Team(owner->team)->res.energy < weaponDef->shieldEnergyUse) {
// team does not have enough energy, don't touch the projectile
return false;
}
rechargeDelay = defRechargeDelay;
if (weaponDef->shieldRepulser) {
// bounce the projectile
const int type = p->ShieldRepulse(weaponMuzzlePos,
weaponDef->shieldForce,
weaponDef->shieldMaxSpeed);
if (type == 0) {
return false;
} 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;
}
}
const bool newRepulsed = VectorInsertUnique(repulsedProjectiles, p, true);
if (newRepulsed) {
AddDeathDependence(p, DEPENDENCE_REPULSED);
if (weaponDef->visibleShieldRepulse) {
// 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, p, radius, color);
}
}
if (defHitFrames > 0) {
hitFrames = defHitFrames;
}
} else {
// kill the projectile
if (owner->UseEnergy(weaponDef->shieldEnergyUse)) {
if (weaponDef->shieldPower != 0) {
curPower -= shieldDamage;
}
p->Collision();
if (defHitFrames > 0) {
hitFrames = defHitFrames;
}
return true;
}
}
return false;
}
void CPlasmaRepulser::SlowUpdate()
{
UpdateWeaponPieces();
UpdateWeaponVectors();
owner->script->AimShieldWeapon(this);
}
bool CPlasmaRepulser::IncomingBeam(const CWeapon* emitter, const float3& start)
{
const DamageArray& damageArray = CWeaponDefHandler::DynamicDamages(emitter->weaponDef, start, weaponMuzzlePos);
return damageArray[weaponDef->shieldArmorType] <= curPower;
}
void CPlasmaRepulser::DependentDied(CObject* o)
{
VectorErase(repulsedProjectiles, static_cast<CWeaponProjectile*>(o));
CWeapon::DependentDied(o);
}
bool CPlasmaRepulser::BeamIntercepted(const CWeapon* emitter, const float3& start, float damageMultiplier)
{
const DamageArray& damageArray = CWeaponDefHandler::DynamicDamages(emitter->weaponDef, start, weaponMuzzlePos);
if (weaponDef->shieldPower > 0) {
curPower -= damageArray[weaponDef->shieldArmorType] * damageMultiplier;
}
return weaponDef->shieldRepulser;
}