Ticket #1496: Damagev2_Updated.diff

File Damagev2_Updated.diff, 16.9 KB (added by Josh, 11 years ago)

Diff updated to latest SVN + small fixes

  • 0ad/source/simulation2/Simulation2.cpp

     
    127127            LOAD_SCRIPTED_COMPONENT("PlayerManager");
    128128            LOAD_SCRIPTED_COMPONENT("TechnologyTemplateManager");
    129129            LOAD_SCRIPTED_COMPONENT("Timer");
     130            LOAD_SCRIPTED_COMPONENT("Damage");
    130131
    131132#undef LOAD_SCRIPTED_COMPONENT
    132133
  • 0ad/binaries/data/mods/public/simulation/components/Damage.js

     
     1function Damage() {}
     2
     3Damage.prototype.Schema = "<a:component type='system'/><empty/>";
     4
     5Damage.prototype.Init = function()
     6{
     7    // Create dummy entity for EntitiesNearPoint
     8    this.dummyTargetEntity = Engine.AddEntity('special/dummy');
     9}
     10
     11/****************************************
     12 * Damages units around a given origin.
     13 * data.attacker = <entity id>
     14 * data.origin = {'x':<int>, 'z':<int>}
     15 * data.radius = <int>
     16 * data.shape = <string>
     17 * data.strengths = {'hack':<float>, 'pierce':<float>, 'crush':<float>}
     18 * ***Optional Variables***
     19 * data.direction = <unit vector>
     20 * data.playersToDamage = <array of player ids>
     21 */
     22Damage.prototype.CauseSplashDamage = function(data)
     23{
     24    warn("Splash mania! Pos: "+data.origin.x+"x, "+data.origin.z+"z + Radius: "+data.radius)
     25    // Get nearby entities and define variables
     26    var nearEnts = this.EntitiesNearPoint(data.origin, data.radius, data.playersToDamage);
     27    var damageMultiplier = 1;
     28    // Cycle through all the nearby entities and damage it appropriately based on its distance from the origin.
     29    for each (var entity in nearEnts)
     30    {
     31        var entityPosition = Engine.QueryInterface(entity, IID_Position).GetPosition();
     32        if(data.shape=='Circular') // circular effect with quadratic falloff in every direction
     33        {
     34            var squaredDistanceFromOrigin = this.VectorDistanceSquared(data.origin, entityPosition);
     35            damageMultiplier == 1 - ((squaredDistanceFromOrigin) / (data.radius * data.radius));
     36        }
     37        else if(data.shape=='Linear') // linear effect with quadratic falloff in two directions (only used for certain missiles)
     38        {
     39            // Get position of entity relative to splash origin.
     40            var relativePos = {"x": entityPosition.x - data.origin.x, "z": entityPosition.z - data.origin.z};
     41           
     42            // The width of linear splash is one fifth of the normal splash radius.
     43            var width = data.radius/5;
     44           
     45            // Effectivly rotate the axis to align with the missile direction.
     46            var parallelDist = this.VectorDot(relativePos, data.direction);//x axis
     47            var perpDist = Math.abs(this.VectorCross(relativePos, data.direction));//y axis
     48           
     49            // Check that the unit is within the distance at which it will get damaged.
     50            if (parallelDist > -width && perpDist < width) // If in radius, quadratic falloff in both directions
     51                multiplier = (data.radius*data.radius - parallelDist*parallelDist) / (data.radius*data.radius)
     52                                     * (width*width - perpDist*perpDist) / (width*width);
     53            else
     54                multiplier = 0;
     55        }
     56        else // In case someone calls this function with an invalid shape.
     57        {
     58            warn("The "+data.shape+" splash damage shape is not implemented!");
     59        }
     60        // Call CauseDamage which reduces the hitpoints, posts network command, plays sounds....
     61        this.CauseDamage({"strengths":data.strengths, "target":entity, "attacker":data.attacker, "multiplier":damageMultiplier, "type":"Splash"})
     62    }
     63};
     64
     65/****************************************
     66 * Causes damage on a given unit
     67 * data.strengths = {'hack':<float>, 'pierce':<float>, 'crush':<float>}
     68 * data.target = <entity id>
     69 * data.attacker = <entity id>
     70 * data.multiplier = <float between 1 and 0>
     71 * data.type = <string>
     72 */
     73Damage.prototype.CauseDamage = function(data)
     74{
     75    // Check the target can be damaged otherwise don't do anything.
     76    var cmpDamageReceiver = Engine.QueryInterface(data.target, IID_DamageReceiver);
     77    if (!cmpDamageReceiver)
     78        return;
     79
     80    // Damage the target
     81    var targetState = cmpDamageReceiver.TakeDamage(data.strengths.hack * data.multiplier, data.strengths.pierce * data.multiplier, data.strengths.crush * data.multiplier);
     82
     83    // If the target was killed run some cleanup
     84    if (targetState.killed == true)
     85        this.TargetKilled(data.attacker, data.target);
     86
     87    // Post the network command (make it work in multiplayer)
     88    Engine.PostMessage(data.target, MT_Attacked,{ "attacker": data.attacker, "target": data.target, "type": data.type, "damage": -targetState.change });
     89
     90    // Play attacking sounds
     91    PlaySound("attack_impact", data.attacker);
     92};
     93
     94/****************************************
     95 * Gets entities near a give point for given players.
     96 * origin = {'x':<int>, 'z':<int>}
     97 * radius = <int>
     98 * players = <array>
     99 * If players is not included, entities from all players are used.
     100 */
     101Damage.prototype.EntitiesNearPoint = function(origin, radius, players)
     102{
     103    // If there is insufficient data return an empty array.
     104    if(!origin || !radius) 
     105        return [];
     106
     107    // Move the dummy entity to the origin of the query.
     108    var cmpDummyPosition = Engine.QueryInterface(this.dummyTargetEntity, IID_Position);
     109    cmpDummyPosition.JumpTo(origin.x, origin.z);
     110   
     111    // If the players parameter is not specified use all players.
     112    if(!players)
     113        players = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers();
     114
     115    // Call RangeManager with dummy entity and return the result.
     116    var rangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
     117    var rangeQuery = rangeManager.ExecuteQuery(this.dummyTargetEntity, 0, radius, players, IID_DamageReceiver);
     118    return rangeQuery;
     119};
     120
     121/****************************************
     122 * Called when some units kills something (another unit, building, animal etc)
     123 * killerEntity = <entity id>
     124 * targetEntity = <entity id>
     125 */
     126Damage.prototype.TargetKilled = function(killerEntity, targetEntity)
     127{
     128    // Add to killer statistics.
     129    var cmpKillerPlayerStatisticsTracker = QueryOwnerInterface(killerEntity, IID_StatisticsTracker);
     130    if (cmpKillerPlayerStatisticsTracker)
     131        cmpKillerPlayerStatisticsTracker.KilledEntity(targetEntity);
     132    // Add to loser statistics.
     133    var cmpTargetPlayerStatisticsTracker = QueryOwnerInterface(targetEntity, IID_StatisticsTracker);
     134    if (cmpTargetPlayerStatisticsTracker)
     135        cmpTargetPlayerStatisticsTracker.LostEntity(targetEntity);
     136
     137    // If killer can collect loot, lets try to collect it.
     138    var cmpLooter = Engine.QueryInterface(killerEntity, IID_Looter);
     139    if (cmpLooter)
     140        cmpLooter.Collect(targetEntity);
     141};
     142
     143// Gets the straight line distance between p1 and p2
     144Damage.prototype.VectorDistanceSquared = function(p1, p2)
     145{
     146    return ((p1.x - p2.x)*(p1.x - p2.x) + (p1.z - p2.z)*(p1.z - p2.z));
     147};
     148
     149// Gets the dot product of two vectors.
     150Damage.prototype.VectorDot = function(p1, p2)
     151{
     152    return (p1.x * p2.x + p1.z * p2.z);
     153};
     154
     155// Gets the 2D interpreted version of the cross product of two vectors.
     156Damage.prototype.VectorCross = function(p1, p2)
     157{
     158    return (p1.x * p2.z - p1.z * p2.x);
     159};
     160
     161Engine.RegisterComponentType(IID_Damage, "Damage", Damage);
  • 0ad/binaries/data/mods/public/simulation/components/interfaces/Damage.js

     
     1Engine.RegisterInterface("Damage");
  • 0ad/binaries/data/mods/public/simulation/components/Attack.js

     
    488488    else
    489489    {
    490490        // Melee attack - hurt the target immediately
    491         this.CauseDamage({"type": type, "target": target});
     491        var cmpDamage = Engine.QueryInterface(SYSTEM_ENTITY, IID_Damage);
     492        cmpDamage.CauseDamage({"strengths":this.GetAttackStrengths(type), "target":target, "attacker":this.entity, "multiplier":this.GetAttackBonus(type, target), "type":type});
    492493    }
    493494    // TODO: charge attacks (need to design how they work)
    494495};
    495496
    496 /**
    497  * Called when some units kills something (another unit, building, animal etc)
    498  */
    499 Attack.prototype.TargetKilled = function(killerEntity, targetEntity)
    500 {
    501     var cmpKillerPlayerStatisticsTracker = QueryOwnerInterface(killerEntity, IID_StatisticsTracker);
    502     if (cmpKillerPlayerStatisticsTracker) cmpKillerPlayerStatisticsTracker.KilledEntity(targetEntity);
    503     var cmpTargetPlayerStatisticsTracker = QueryOwnerInterface(targetEntity, IID_StatisticsTracker);
    504     if (cmpTargetPlayerStatisticsTracker) cmpTargetPlayerStatisticsTracker.LostEntity(targetEntity);
    505 
    506     // if unit can collect loot, lets try to collect it
    507     var cmpLooter = Engine.QueryInterface(killerEntity, IID_Looter);
    508     if (cmpLooter)
    509     {
    510         cmpLooter.Collect(targetEntity);
    511     }
    512 };
    513 
    514497Attack.prototype.InterpolatedLocation = function(ent, lateness)
    515498{
    516499    var cmpTargetPosition = Engine.QueryInterface(ent, IID_Position);
     
    532515{
    533516    return (p1.x * p2.x + p1.z * p2.z);
    534517};
    535 
    536 Attack.prototype.VectorCross = function(p1, p2)
    537 {
    538     return (p1.x * p2.z - p1.z * p2.x);
    539 };
    540 
     518 
    541519Attack.prototype.VectorLength = function(p)
    542520{
    543521    return Math.sqrt(p.x*p.x + p.z*p.z);
     
    580558    var targetPosition = this.InterpolatedLocation(data.target, lateness);
    581559    if (!targetPosition)
    582560        return;
    583    
     561    var cmpDamage = Engine.QueryInterface(SYSTEM_ENTITY, IID_Damage);
    584562    if (this.template.Ranged.Splash) // splash damage, do this first in case the direct hit kills the target
    585563    {
    586564        var friendlyFire = this.template.Ranged.Splash.FriendlyFire;
    587565        var splashRadius = this.template.Ranged.Splash.Range;
    588566        var splashShape = this.template.Ranged.Splash.Shape;
    589        
    590         var ents = this.GetNearbyEntities(data.target, this.VectorDistance(data.position, targetPosition) * 2 + splashRadius, friendlyFire);
    591         ents.push(data.target); // Add the original unit to the list of splash damage targets
    592        
    593         for (var i = 0; i < ents.length; i++)
    594         {
    595             var entityPosition = this.InterpolatedLocation(ents[i], lateness);
    596             var radius = this.VectorDistance(data.position, entityPosition);
    597            
    598             if (radius < splashRadius)
    599             {
    600                 var multiplier = 1;
    601                 if (splashShape == "Circular") // quadratic falloff
    602                 {
    603                     multiplier *= 1 - ((radius * radius) / (splashRadius * splashRadius));
    604                 }
    605                 else if (splashShape == "Linear")
    606                 {
    607                     // position of entity relative to where the missile hit
    608                     var relPos = {"x": entityPosition.x - data.position.x, "z": entityPosition.z - data.position.z};
    609                    
    610                     var splashWidth = splashRadius / 5;
    611                     var parallelDist = this.VectorDot(relPos, data.direction);
    612                     var perpDist = Math.abs(this.VectorCross(relPos, data.direction));
    613                    
    614                     // Check that the unit is within the distance splashWidth of the line starting at the missile's
    615                     // landing point which extends in the direction of the missile for length splashRadius.
    616                     if (parallelDist > -splashWidth && perpDist < splashWidth)
    617                     {
    618                         // Use a quadratic falloff in both directions
    619                         multiplier = (splashRadius*splashRadius - parallelDist*parallelDist) / (splashRadius*splashRadius)
    620                                      * (splashWidth*splashWidth - perpDist*perpDist) / (splashWidth*splashWidth);
    621                     }
    622                     else
    623                     {
    624                         multiplier = 0;
    625                     }
    626                 }
    627                 var newData = {"type": data.type + ".Splash", "target": ents[i], "damageMultiplier": multiplier};
    628                 this.CauseDamage(newData);
    629             }
    630         }
     567        cmpDamage.CauseSplashDamage({"attacker":this.entity, "origin":data.position, "radius":splashRadius, "shape":splashShape, "strengths":this.GetAttackStrengths(data.type), "direction":data.direction, "playersToDamage":undefined});
    631568    }
    632569   
    633570    if (this.testCollision(data.target, data.position, lateness))
    634571    {
     572        data.attacker=this.entity
     573        data.multiplier=this.GetAttackBonus(data.type, data.target)
     574        data.strengths=this.GetAttackStrengths(data.type)
    635575        // Hit the primary target
    636         this.CauseDamage(data);
     576        cmpDamage.CauseDamage(data);
    637577       
    638578        // Remove the projectile
    639579        var cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
     
    642582    else
    643583    {
    644584        // If we didn't hit the main target look for nearby units
    645         var ents = this.GetNearbyEntities(data.target, this.VectorDistance(data.position, targetPosition) * 2);
     585        var ents = cmpDamage.EntitiesNearPoint(data.position, this.VectorDistance(data.position, targetPosition) * 2);
    646586       
    647587        for (var i = 0; i < ents.length; i++)
    648588        {
    649589            if (this.testCollision(ents[i], data.position, lateness))
    650590            {
    651                 var newData = {"type": data.type, "target": ents[i]};
    652                 this.CauseDamage(newData);
     591                var newData = {"strengths":this.GetAttackStrengths(data.type), "target":ents[i], "attacker":this.entity, "multiplier":this.GetAttackBonus(data.type, ents[i]), "type":data.type};
    653592               
     593                cmpDamage.CauseDamage(newData);
     594               
    654595                // Remove the projectile
    655596                var cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
    656597                cmpProjectileManager.RemoveProjectile(data.projectileId);
     
    659600    }
    660601};
    661602
    662 Attack.prototype.GetNearbyEntities = function(startEnt, range, friendlyFire)
    663 {
    664     var cmpPlayerManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
    665     var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
    666     var owner = cmpOwnership.GetOwner();
    667     var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(owner), IID_Player);
    668     var numPlayers = cmpPlayerManager.GetNumPlayers();
    669     var players = [];
    670    
    671     for (var i = 1; i < numPlayers; ++i)
    672     {   
    673         // Only target enemies unless friendly fire is on
    674         if (cmpPlayer.IsEnemy(i) || friendlyFire)
    675             players.push(i);
    676     }
    677    
    678     var rangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
    679     return rangeManager.ExecuteQuery(startEnt, 0, range, players, IID_DamageReceiver);
    680 }
    681 
    682 /**
    683  * Inflict damage on the target
    684  */
    685 Attack.prototype.CauseDamage = function(data)
    686 {
    687     var strengths = this.GetAttackStrengths(data.type);
    688    
    689     var damageMultiplier = this.GetAttackBonus(data.type, data.target);
    690     if (data.damageMultiplier !== undefined)
    691         damageMultiplier *= data.damageMultiplier;
    692    
    693     var cmpDamageReceiver = Engine.QueryInterface(data.target, IID_DamageReceiver);
    694     if (!cmpDamageReceiver)
    695         return;
    696     var targetState = cmpDamageReceiver.TakeDamage(strengths.hack * damageMultiplier, strengths.pierce * damageMultiplier, strengths.crush * damageMultiplier);
    697     // if target killed pick up loot and credit experience
    698     if (targetState.killed == true)
    699     {
    700         this.TargetKilled(this.entity, data.target);
    701     }
    702 
    703     Engine.PostMessage(data.target, MT_Attacked,
    704         { "attacker": this.entity, "target": data.target, "type": data.type, "damage": -targetState.change });
    705 
    706     PlaySound("attack_impact", this.entity);
    707 };
    708 
    709603Attack.prototype.OnUpdate = function(msg)
    710604{
    711605    this.turnLength = msg.turnLength;
  • 0ad/binaries/data/mods/public/simulation/components/PlayerManager.js

     
    4646    this.playerEntities = [];
    4747};
    4848
     49PlayerManager.prototype.GetAllPlayers = function()
     50{
     51    return this.playerEntities;
     52};
    4953Engine.RegisterComponentType(IID_PlayerManager, "PlayerManager", PlayerManager);
  • 0ad/binaries/data/mods/public/simulation/components/GuiInterface.js

     
    17601760    "SetObstructionDebugOverlay": 1,
    17611761    "SetMotionDebugOverlay": 1,
    17621762    "SetRangeDebugOverlay": 1,
     1763    "TestSD": 1,
    17631764};
    17641765
     1766GuiInterface.prototype.TestSD = function(pl, d)
     1767{
     1768    var dm = Engine.QueryInterface(SYSTEM_ENTITY, IID_Damage);
     1769    if (!dm) warn("IID_Damage is returning " + dm);
     1770    else dm.CauseSplashDamage({"origin":{"x":d.x, "z":d.z}, "shape":"circular", "radius":d.r, "strengths":{"hack":20.0, "pierce":20.0, "crush":20.0}, "attacker":SYSTEM_ENTITY});
     1771    return
     1772};
     1773
    17651774GuiInterface.prototype.ScriptCall = function(player, name, args)
    17661775{
    17671776    if (exposedFunctions[name])
  • 0ad/binaries/data/mods/public/simulation/templates/special/dummy.xml

     
     1<Entity>
     2    <Position>
     3        <Altitude>0</Altitude>
     4        <Anchor>upright</Anchor>
     5        <Floating>false</Floating>
     6        <TurnRate>6.0</TurnRate>
     7    </Position>
     8</Entity>