Ticket #1496: Damagev3.diff

File Damagev3.diff, 14.1 KB (added by Josh, 11 years ago)

Latest version; no recompile needed.

  • 0ad/binaries/data/mods/public/simulation/helpers/Damage.js

     
     1//Create global Damage object.
     2var Damage = new Object()
     3
     4/****************************************
     5 * Damages units around a given origin.
     6 * data.attacker = <entity id>
     7 * data.origin = {'x':<int>, 'z':<int>}
     8 * data.radius = <int>
     9 * data.shape = <string>
     10 * data.strengths = {'hack':<float>, 'pierce':<float>, 'crush':<float>}
     11 * ***Optional Variables***
     12 * data.direction = <unit vector>
     13 * data.playersToDamage = <array of player ids>
     14 */
     15Damage.CauseSplashDamage = function(data)
     16{
     17    // Get nearby entities and define variables
     18    var nearEnts = Damage.EntitiesNearPoint(data.origin, data.radius, data.playersToDamage);
     19    var damageMultiplier = 1;
     20    // Cycle through all the nearby entities and damage it appropriately based on its distance from the origin.
     21    for each (var entity in nearEnts)
     22    {
     23        var entityPosition = Engine.QueryInterface(entity, IID_Position).GetPosition();
     24        if(data.shape=='Circular') // circular effect with quadratic falloff in every direction
     25        {
     26            var squaredDistanceFromOrigin = Damage.VectorDistanceSquared(data.origin, entityPosition);
     27            damageMultiplier == 1 - ((squaredDistanceFromOrigin) / (data.radius * data.radius));
     28        }
     29        else if(data.shape=='Linear') // linear effect with quadratic falloff in two directions (only used for certain missiles)
     30        {
     31            // Get position of entity relative to splash origin.
     32            var relativePos = {"x": entityPosition.x - data.origin.x, "z": entityPosition.z - data.origin.z};
     33           
     34            // The width of linear splash is one fifth of the normal splash radius.
     35            var width = data.radius/5;
     36           
     37            // Effectivly rotate the axis to align with the missile direction.
     38            var parallelDist = Damage.VectorDot(relativePos, data.direction);//x axis
     39            var perpDist = Math.abs(Damage.VectorCross(relativePos, data.direction));//y axis
     40           
     41            // Check that the unit is within the distance at which it will get damaged.
     42            if (parallelDist > -width && perpDist < width) // If in radius, quadratic falloff in both directions
     43                multiplier = (data.radius*data.radius - parallelDist*parallelDist) / (data.radius*data.radius)
     44                                     * (width*width - perpDist*perpDist) / (width*width);
     45            else
     46                multiplier = 0;
     47        }
     48        else // In case someone calls this function with an invalid shape.
     49        {
     50            warn("The "+data.shape+" splash damage shape is not implemented!");
     51        }
     52        // Call CauseDamage which reduces the hitpoints, posts network command, plays sounds....
     53        Damage.CauseDamage({"strengths":data.strengths, "target":entity, "attacker":data.attacker, "multiplier":damageMultiplier, "type":"Splash"})
     54    }
     55};
     56
     57/****************************************
     58 * Causes damage on a given unit
     59 * data.strengths = {'hack':<float>, 'pierce':<float>, 'crush':<float>}
     60 * data.target = <entity id>
     61 * data.attacker = <entity id>
     62 * data.multiplier = <float between 1 and 0>
     63 * data.type = <string>
     64 */
     65Damage.CauseDamage = function(data)
     66{
     67    // Check the target can be damaged otherwise don't do anything.
     68    var cmpDamageReceiver = Engine.QueryInterface(data.target, IID_DamageReceiver);
     69    if (!cmpDamageReceiver)
     70        return;
     71
     72    // Damage the target
     73    var targetState = cmpDamageReceiver.TakeDamage(data.strengths.hack * data.multiplier, data.strengths.pierce * data.multiplier, data.strengths.crush * data.multiplier);
     74
     75    // If the target was killed run some cleanup
     76    if (targetState.killed == true)
     77        Damage.TargetKilled(data.attacker, data.target);
     78
     79    // Post the network command (make it work in multiplayer)
     80    Engine.PostMessage(data.target, MT_Attacked,{ "attacker": data.attacker, "target": data.target, "type": data.type, "damage": -targetState.change });
     81
     82    // Play attacking sounds
     83    PlaySound("attack_impact", data.attacker);
     84};
     85
     86/****************************************
     87 * Gets entities near a give point for given players.
     88 * origin = {'x':<int>, 'z':<int>}
     89 * radius = <int>
     90 * players = <array>
     91 * If players is not included, entities from all players are used.
     92 */
     93Damage.EntitiesNearPoint = function(origin, radius, players)
     94{
     95    // If there is insufficient data return an empty array.
     96    if(!origin || !radius) 
     97        return [];
     98    //Create the dummy entity used for range calculations if it doesn't exist.
     99    if(!Damage.dummyTargetEntity)
     100        Damage.dummyTargetEntity = Engine.AddEntity('special/dummy');
     101    // Move the dummy entity to the origin of the query.
     102    var cmpDummyPosition = Engine.QueryInterface(Damage.dummyTargetEntity, IID_Position);
     103    cmpDummyPosition.JumpTo(origin.x, origin.z);
     104   
     105    // If the players parameter is not specified use all players.
     106    if(!players)
     107        players = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers();
     108
     109    // Call RangeManager with dummy entity and return the result.
     110    var rangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
     111    var rangeQuery = rangeManager.ExecuteQuery(Damage.dummyTargetEntity, 0, radius, players, IID_DamageReceiver);
     112    return rangeQuery;
     113};
     114
     115/****************************************
     116 * Called when some units kills something (another unit, building, animal etc)
     117 * killerEntity = <entity id>
     118 * targetEntity = <entity id>
     119 */
     120Damage.TargetKilled = function(killerEntity, targetEntity)
     121{
     122    // Add to killer statistics.
     123    var cmpKillerPlayerStatisticsTracker = QueryOwnerInterface(killerEntity, IID_StatisticsTracker);
     124    if (cmpKillerPlayerStatisticsTracker)
     125        cmpKillerPlayerStatisticsTracker.KilledEntity(targetEntity);
     126    // Add to loser statistics.
     127    var cmpTargetPlayerStatisticsTracker = QueryOwnerInterface(targetEntity, IID_StatisticsTracker);
     128    if (cmpTargetPlayerStatisticsTracker)
     129        cmpTargetPlayerStatisticsTracker.LostEntity(targetEntity);
     130
     131    // If killer can collect loot, lets try to collect it.
     132    var cmpLooter = Engine.QueryInterface(killerEntity, IID_Looter);
     133    if (cmpLooter)
     134        cmpLooter.Collect(targetEntity);
     135};
     136
     137// Gets the straight line distance between p1 and p2
     138Damage.VectorDistanceSquared = function(p1, p2)
     139{
     140    return ((p1.x - p2.x)*(p1.x - p2.x) + (p1.z - p2.z)*(p1.z - p2.z));
     141};
     142
     143// Gets the dot product of two vectors.
     144Damage.VectorDot = function(p1, p2)
     145{
     146    return (p1.x * p2.x + p1.z * p2.z);
     147};
     148
     149// Gets the 2D interpreted version of the cross product of two vectors.
     150Damage.VectorCross = function(p1, p2)
     151{
     152    return (p1.x * p2.z - p1.z * p2.x);
     153};
     154
     155Engine.RegisterGlobal("Damage", 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        Damage.CauseDamage({"strengths":this.GetAttackStrengths(type), "target":target, "attacker":this.entity, "multiplier":this.GetAttackBonus(type, target), "type":type});
    492492    }
    493493    // TODO: charge attacks (need to design how they work)
    494494};
    495495
    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 
    514496Attack.prototype.InterpolatedLocation = function(ent, lateness)
    515497{
    516498    var cmpTargetPosition = Engine.QueryInterface(ent, IID_Position);
     
    533515    return (p1.x * p2.x + p1.z * p2.z);
    534516};
    535517
    536 Attack.prototype.VectorCross = function(p1, p2)
    537 {
    538     return (p1.x * p2.z - p1.z * p2.x);
    539 };
    540 
    541518Attack.prototype.VectorLength = function(p)
    542519{
    543520    return Math.sqrt(p.x*p.x + p.z*p.z);
     
    586563        var friendlyFire = this.template.Ranged.Splash.FriendlyFire;
    587564        var splashRadius = this.template.Ranged.Splash.Range;
    588565        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         }
     566        Damage.CauseSplashDamage({"attacker":this.entity, "origin":data.position, "radius":splashRadius, "shape":splashShape, "strengths":this.GetAttackStrengths(data.type), "direction":data.direction, "playersToDamage":undefined});
    631567    }
    632568   
    633569    if (this.testCollision(data.target, data.position, lateness))
    634570    {
     571        data.attacker=this.entity
     572        data.multiplier=this.GetAttackBonus(data.type, data.target)
     573        data.strengths=this.GetAttackStrengths(data.type)
    635574        // Hit the primary target
    636         this.CauseDamage(data);
     575        Damage.CauseDamage(data);
    637576       
    638577        // Remove the projectile
    639578        var cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
     
    642581    else
    643582    {
    644583        // 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);
     584        var ents = Damage.EntitiesNearPoint(data.position, this.VectorDistance(data.position, targetPosition) * 2);
    646585       
    647586        for (var i = 0; i < ents.length; i++)
    648587        {
    649588            if (this.testCollision(ents[i], data.position, lateness))
    650589            {
    651                 var newData = {"type": data.type, "target": ents[i]};
    652                 this.CauseDamage(newData);
     590                var newData = {"strengths":this.GetAttackStrengths(data.type), "target":ents[i], "attacker":this.entity, "multiplier":this.GetAttackBonus(data.type, ents[i]), "type":data.type};
     591                Damage.CauseDamage(newData);
    653592               
    654593                // Remove the projectile
    655594                var cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
     
    659598    }
    660599};
    661600
    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 
    709601Attack.prototype.OnUpdate = function(msg)
    710602{
    711603    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);