Ticket #1496: Damagev2_Updated.diff
File Damagev2_Updated.diff, 16.9 KB (added by , 11 years ago) |
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0ad/source/simulation2/Simulation2.cpp
127 127 LOAD_SCRIPTED_COMPONENT("PlayerManager"); 128 128 LOAD_SCRIPTED_COMPONENT("TechnologyTemplateManager"); 129 129 LOAD_SCRIPTED_COMPONENT("Timer"); 130 LOAD_SCRIPTED_COMPONENT("Damage"); 130 131 131 132 #undef LOAD_SCRIPTED_COMPONENT 132 133 -
0ad/binaries/data/mods/public/simulation/components/Damage.js
1 function Damage() {} 2 3 Damage.prototype.Schema = "<a:component type='system'/><empty/>"; 4 5 Damage.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 */ 22 Damage.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 */ 73 Damage.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 */ 101 Damage.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 */ 126 Damage.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 144 Damage.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. 150 Damage.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. 156 Damage.prototype.VectorCross = function(p1, p2) 157 { 158 return (p1.x * p2.z - p1.z * p2.x); 159 }; 160 161 Engine.RegisterComponentType(IID_Damage, "Damage", Damage); -
0ad/binaries/data/mods/public/simulation/components/interfaces/Damage.js
1 Engine.RegisterInterface("Damage"); -
0ad/binaries/data/mods/public/simulation/components/Attack.js
488 488 else 489 489 { 490 490 // 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}); 492 493 } 493 494 // TODO: charge attacks (need to design how they work) 494 495 }; 495 496 496 /**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 it507 var cmpLooter = Engine.QueryInterface(killerEntity, IID_Looter);508 if (cmpLooter)509 {510 cmpLooter.Collect(targetEntity);511 }512 };513 514 497 Attack.prototype.InterpolatedLocation = function(ent, lateness) 515 498 { 516 499 var cmpTargetPosition = Engine.QueryInterface(ent, IID_Position); … … 532 515 { 533 516 return (p1.x * p2.x + p1.z * p2.z); 534 517 }; 535 536 Attack.prototype.VectorCross = function(p1, p2) 537 { 538 return (p1.x * p2.z - p1.z * p2.x); 539 }; 540 518 541 519 Attack.prototype.VectorLength = function(p) 542 520 { 543 521 return Math.sqrt(p.x*p.x + p.z*p.z); … … 580 558 var targetPosition = this.InterpolatedLocation(data.target, lateness); 581 559 if (!targetPosition) 582 560 return; 583 561 var cmpDamage = Engine.QueryInterface(SYSTEM_ENTITY, IID_Damage); 584 562 if (this.template.Ranged.Splash) // splash damage, do this first in case the direct hit kills the target 585 563 { 586 564 var friendlyFire = this.template.Ranged.Splash.FriendlyFire; 587 565 var splashRadius = this.template.Ranged.Splash.Range; 588 566 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}); 631 568 } 632 569 633 570 if (this.testCollision(data.target, data.position, lateness)) 634 571 { 572 data.attacker=this.entity 573 data.multiplier=this.GetAttackBonus(data.type, data.target) 574 data.strengths=this.GetAttackStrengths(data.type) 635 575 // Hit the primary target 636 this.CauseDamage(data);576 cmpDamage.CauseDamage(data); 637 577 638 578 // Remove the projectile 639 579 var cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager); … … 642 582 else 643 583 { 644 584 // 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); 646 586 647 587 for (var i = 0; i < ents.length; i++) 648 588 { 649 589 if (this.testCollision(ents[i], data.position, lateness)) 650 590 { 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}; 653 592 593 cmpDamage.CauseDamage(newData); 594 654 595 // Remove the projectile 655 596 var cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager); 656 597 cmpProjectileManager.RemoveProjectile(data.projectileId); … … 659 600 } 660 601 }; 661 602 662 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 on674 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 target684 */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 experience698 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 };708 709 603 Attack.prototype.OnUpdate = function(msg) 710 604 { 711 605 this.turnLength = msg.turnLength; 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0ad/binaries/data/mods/public/simulation/components/PlayerManager.js
46 46 this.playerEntities = []; 47 47 }; 48 48 49 PlayerManager.prototype.GetAllPlayers = function() 50 { 51 return this.playerEntities; 52 }; 49 53 Engine.RegisterComponentType(IID_PlayerManager, "PlayerManager", PlayerManager); -
0ad/binaries/data/mods/public/simulation/components/GuiInterface.js
1760 1760 "SetObstructionDebugOverlay": 1, 1761 1761 "SetMotionDebugOverlay": 1, 1762 1762 "SetRangeDebugOverlay": 1, 1763 "TestSD": 1, 1763 1764 }; 1764 1765 1766 GuiInterface.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 1765 1774 GuiInterface.prototype.ScriptCall = function(player, name, args) 1766 1775 { 1767 1776 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>