Ticket #3610: DamageAfterDeathOfAtacker_v6.patch

File DamageAfterDeathOfAtacker_v6.patch, 31.5 KB (added by Leander Hemelhof, 8 years ago)

Added correct JSDoc to the damage component and some changes based on feedback.

  • binaries/data/mods/public/gui/credits/texts/programming.json

     
    110110            {"nick": "kingadami", "name": "Adam Winsor"},
    111111            {"nick": "kingbasil", "name": "Giannis Fafalios"},
    112112            {"nick": "lafferjm", "name": "Justin Lafferty"},
     113            {"nick": "LeanderH", "name": "Leander Hemelhof"},
    113114            {"nick": "leper", "name": "Georg Kilzer"},
    114115            {"nick": "LittleDev"},
    115116            {"nick": "livingaftermidnight", "name": "Will Dull"},
  • binaries/data/mods/public/simulation/components/Attack.js

     
    481481 */
    482482Attack.prototype.PerformAttack = function(type, target)
    483483{
     484    let cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership);
     485    let attackerOwner;
     486    if (!cmpOwnership)
     487        error("PerformAttack called with an invalid ownership component");
     488    else
     489        attackerOwner = cmpOwnership.GetOwner();
     490    let cmpDamage = Engine.QueryInterface(SYSTEM_ENTITY, IID_Damage);
    484491    // If this is a ranged attack, then launch a projectile
    485492    if (type == "Ranged")
    486493    {
     
    548555        let cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
    549556        let id = cmpProjectileManager.LaunchProjectileAtPoint(this.entity, realTargetPosition, horizSpeed, gravity);
    550557
    551         let playerId = Engine.QueryInterface(this.entity, IID_Ownership).GetOwner();
    552558        cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
    553         cmpTimer.SetTimeout(this.entity, IID_Attack, "MissileHit", timeToTarget * 1000, {
     559        let data = {
    554560            "type": type,
     561            "attacker": this.entity,
    555562            "target": target,
     563            "strengths": this.GetAttackStrengths(type),
    556564            "position": realTargetPosition,
    557565            "direction": missileDirection,
    558566            "projectileId": id,
    559             "playerId":playerId
    560         });
     567            "multiplier": this.GetAttackBonus(type, target),
     568            "isSplash": false,
     569            "attackerOwner": attackerOwner
     570        };
     571        if (this.template.Ranged.Splash)
     572        {
     573            data.friendlyFire = this.template.Ranged.Splash.FriendlyFire;
     574            data.radius = +this.template.Ranged.Splash.Range;
     575            data.shape = this.template.Ranged.Splash.Shape;
     576            data.isSplash = true;
     577        }
     578        cmpTimer.SetTimeout(SYSTEM_ENTITY, IID_Damage, "MissileHit", timeToTarget * 1000, data);
    561579    }
    562580    else if (type == "Capture")
    563581    {
     
    582600                "attacker": this.entity,
    583601                "target": target,
    584602                "type": type,
    585                 "damage": strength
     603                "damage": strength,
     604                "attackerOwner": attackerOwner
    586605            });
    587606    }
    588607    else
    589608    {
    590609        // Melee attack - hurt the target immediately
    591         Damage.CauseDamage({
     610        cmpDamage.CauseDamage({
    592611            "strengths": this.GetAttackStrengths(type),
    593612            "target": target,
    594613            "attacker": this.entity,
    595614            "multiplier": this.GetAttackBonus(type, target),
    596             "type":type
     615            "type":type,
     616            "attackerOwner": attackerOwner
    597617        });
    598618    }
    599619    // TODO: charge attacks (need to design how they work)
    600620};
    601621
    602 Attack.prototype.InterpolatedLocation = function(ent, lateness)
    603 {
    604     let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
    605     let turnLength = cmpTimer.GetLatestTurnLength()/1000;
    606     let cmpTargetPosition = Engine.QueryInterface(ent, IID_Position);
    607     if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) // TODO: handle dead target properly
    608         return undefined;
    609     let curPos = cmpTargetPosition.GetPosition();
    610     let prevPos = cmpTargetPosition.GetPreviousPosition();
    611     lateness /= 1000;
    612     return new Vector3D((curPos.x * (turnLength - lateness) + prevPos.x * lateness) / turnLength,
    613             0,
    614             (curPos.z * (turnLength - lateness) + prevPos.z * lateness) / turnLength);
    615 };
    616 
    617 // Tests whether it point is inside of ent's footprint
    618 Attack.prototype.testCollision = function(ent, point, lateness)
    619 {
    620     let targetPosition = this.InterpolatedLocation(ent, lateness);
    621     if (!targetPosition)
    622         return false;
    623     let cmpFootprint = Engine.QueryInterface(ent, IID_Footprint);
    624     if (!cmpFootprint)
    625         return false;
    626     let targetShape = cmpFootprint.GetShape();
    627 
    628     if (!targetShape || !targetPosition)
    629         return false;
    630 
    631     if (targetShape.type === 'circle')
    632     {
    633         // Use VectorDistanceSquared and square targetShape.radius to avoid square roots.
    634         return (targetPosition.horizDistanceTo(point) < (targetShape.radius * targetShape.radius));
    635     }
    636     else
    637     {
    638         let angle = Engine.QueryInterface(ent, IID_Position).GetRotation().y;
    639 
    640         let d = Vector3D.sub(point, targetPosition);
    641         d = Vector2D.from3D(d).rotate(-angle);
    642 
    643         return d.x < Math.abs(targetShape.width/2) && d.y < Math.abs(targetShape.depth/2);
    644     }
    645 };
    646 
    647 Attack.prototype.MissileHit = function(data, lateness)
    648 {
    649     let targetPosition = this.InterpolatedLocation(data.target, lateness);
    650     if (!targetPosition)
    651         return;
    652 
    653     // Do this first in case the direct hit kills the target
    654     if (this.template.Ranged.Splash)
    655     {
    656         let playersToDamage;
    657 
    658         if (this.template.Ranged.Splash.FriendlyFire == "false")
    659         {
    660             let cmpPlayer = QueryPlayerIDInterface(data.playerId);
    661             playersToDamage = cmpPlayer.GetEnemies();
    662         }
    663 
    664         Damage.CauseSplashDamage({
    665             "attacker": this.entity,
    666             "origin": Vector2D.from3D(data.position),
    667             "radius": this.template.Ranged.Splash.Range,
    668             "shape": this.template.Ranged.Splash.Shape,
    669             "strengths": this.GetAttackStrengths(data.type),
    670             "direction": data.direction,
    671             "playersToDamage": playersToDamage,
    672             "type": data.type
    673         });
    674     }
    675 
    676     if (this.testCollision(data.target, data.position, lateness))
    677     {
    678         data.attacker = this.entity;
    679         data.multiplier = this.GetAttackBonus(data.type, data.target);
    680         data.strengths = this.GetAttackStrengths(data.type);
    681         // Hit the primary target
    682         Damage.CauseDamage(data);
    683 
    684         // Remove the projectile
    685         let cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
    686         cmpProjectileManager.RemoveProjectile(data.projectileId);
    687     }
    688     else
    689     {
    690         // If we didn't hit the main target look for nearby units
    691         let cmpPlayer = QueryPlayerIDInterface(data.playerId);
    692         let ents = Damage.EntitiesNearPoint(Vector2D.from3D(data.position), targetPosition.horizDistanceTo(data.position) * 2, cmpPlayer.GetEnemies());
    693 
    694         for (let i = 0; i < ents.length; ++i)
    695         {
    696             if (!this.testCollision(ents[i], data.position, lateness))
    697                 continue;
    698 
    699             Damage.CauseDamage({
    700                 "strengths": this.GetAttackStrengths(data.type),
    701                 "target": ents[i],
    702                 "attacker": this.entity,
    703                 "multiplier": this.GetAttackBonus(data.type, ents[i]),
    704                 "type": data.type
    705             });
    706 
    707             // Remove the projectile
    708             let cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
    709             cmpProjectileManager.RemoveProjectile(data.projectileId);
    710         }
    711     }
    712 };
    713 
    714622Attack.prototype.OnValueModification = function(msg)
    715623{
    716624    if (msg.component != "Attack")
  • binaries/data/mods/public/simulation/components/AttackDetection.js

     
    5050
    5151    Engine.PostMessage(msg.target, MT_MinimapPing);
    5252
    53     this.AttackAlert(msg.target, msg.attacker);
     53    this.AttackAlert(msg.target, msg.attacker, msg.attackerOwner);
    5454};
    5555
    5656//// External interface ////
    5757
    58 AttackDetection.prototype.AttackAlert = function(target, attacker)
     58AttackDetection.prototype.AttackAlert = function(target, attacker, attackerOwner)
    5959{
    60     var cmpPlayer = Engine.QueryInterface(this.entity, IID_Player);
     60    let playerID = Engine.QueryInterface(this.entity, IID_Player).GetPlayerID();
    6161    var cmpTargetOwnership = Engine.QueryInterface(target, IID_Ownership);
     62    if (!cmpTargetOwnership)
     63        error("PerformAttack called with an invalid ownership component");
    6264    // Don't register attacks dealt against other players
    63     if (cmpTargetOwnership.GetOwner() != cmpPlayer.GetPlayerID())
     65    if (cmpTargetOwnership.GetOwner() != playerID)
    6466        return;
    65     var cmpAttackerOwnership = Engine.QueryInterface(attacker, IID_Ownership);
     67
    6668    // Don't register attacks dealt by myself
    67     if (cmpAttackerOwnership.GetOwner() == cmpPlayer.GetPlayerID())
     69    if (attackerOwner == playerID)
    6870        return;
    6971       
    7072    // Since livestock can be attacked/gathered by other players
     
    117119    if (!isPriorityIncreased)
    118120        this.AddSuppression(event);
    119121
    120     Engine.PostMessage(this.entity, MT_AttackDetected, { "player": cmpPlayer.GetPlayerID(), "event": event });
     122    Engine.PostMessage(this.entity, MT_AttackDetected, { "player": playerID, "event": event });
    121123    Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification({
    122124        "type": "attack",
    123125        "target": target,
    124         "players": [cmpPlayer.GetPlayerID()],
    125         "attacker": cmpAttackerOwnership.GetOwner(),
     126        "players": [playerID],
     127        "attacker": attackerOwner,
    126128        "targetIsDomesticAnimal": targetIsDomesticAnimal
    127129    });
    128130    PlaySound("attacked", target);
  • binaries/data/mods/public/simulation/components/Damage.js

     
     1function Damage() {}
     2
     3Damage.prototype.Schema =
     4    "<a:component type='system'/><empty/>";
     5   
     6Damage.prototype.Init = function(){};
     7
     8/**
     9 * Gives the position of the given entity, taking the lateness into account.
     10 * @param {number} ent - entity id of the entity we are finding the location for.
     11 * @param {number} lateness - the time passed since the expected time to fire the function.
     12 * @return {Vector3D} - the location of the entity.
     13 */
     14Damage.prototype.InterpolatedLocation = function(ent, lateness)
     15{
     16    let cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer);
     17    let turnLength = cmpTimer.GetLatestTurnLength() / 1000;
     18    let cmpTargetPosition = Engine.QueryInterface(ent, IID_Position);
     19    if (!cmpTargetPosition || !cmpTargetPosition.IsInWorld()) // TODO: handle dead target properly
     20        return undefined;
     21    let curPos = cmpTargetPosition.GetPosition();
     22    let prevPos = cmpTargetPosition.GetPreviousPosition();
     23    lateness /= 1000;
     24    return new Vector3D(
     25            (curPos.x * (turnLength - lateness) + prevPos.x * lateness) / turnLength,
     26            0,
     27            (curPos.z * (turnLength - lateness) + prevPos.z * lateness) / turnLength);
     28};
     29
     30/**
     31 * Test if a point is inside of an entity's footprint.
     32 * @param {int}      ent - id of the entity we are checking with.
     33 * @param {Vector3D} point - the point we are checking with.
     34 * @param {int}      lateness - the time passed since the expected time to fire the function.
     35 * @return {boolean} - true if the point is inside of the entity's footprint.
     36 */
     37Damage.prototype.TestCollision = function(ent, point, lateness)
     38{
     39    let targetPosition = this.InterpolatedLocation(ent, lateness);
     40    if (!targetPosition)
     41        return false;
     42   
     43    let cmpFootprint = Engine.QueryInterface(ent, IID_Footprint);
     44    if (!cmpFootprint)
     45        return false;
     46   
     47    let targetShape = cmpFootprint.GetShape();
     48
     49    if (!targetShape || !targetPosition)
     50        return false;
     51
     52    if (targetShape.type === 'circle')
     53    {
     54        // Use VectorDistanceSquared and square targetShape.radius to avoid square roots.
     55        return targetPosition.horizDistanceTo(point) < (targetShape.radius * targetShape.radius);
     56    }
     57    else
     58    {
     59        let angle = Engine.QueryInterface(ent, IID_Position).GetRotation().y;
     60
     61        let distance = Vector3D.sub(point, targetPosition);
     62        distance = Vector2D.from3D(d).rotate(-angle);
     63
     64        return distance.x < Math.abs(targetShape.width/2) && distance.y < Math.abs(targetShape.depth/2);
     65    }
     66};
     67
     68/**
     69 * Handles hit logic after the projectile travel time has passed.
     70 * @param {Object}   data - the data sent by the caller.
     71 * @param {number}   data.attacker - the entity id of the attacker.
     72 * @param {number}   data.target - the entity id of the target.
     73 * @param {Vector2D} data.origin - the origin of the projectile hit.
     74 * @param {Object}   data.strengths - data of the form { 'hack': <float>, 'pierce': <float>, 'crush': <float> }.
     75 * @param {string}   data.type - the type of damage.
     76 * @param {number}   data.attackerOwner - the player id of the owner of the attacker.
     77 * @param {boolean}  data.isSplash - a flag indicating if it's splash damage.
     78 * @param {Vector3D} data.position - the expected position of the target.
     79 * @param {number}   data.projectileId - the id of the projectile.
     80 * @param {Vector3D} data.direction - The unit vector defining the direction
     81 * ***When splash damage***
     82 * @param {boolean}  data.friendlyFire - a flag indicating if allied entities are also damaged.
     83 * @param {number}   data.radius - the radius of the splash damage.
     84 * @param {string}   data.shape - the shape of the splash range.
     85 */
     86Damage.prototype.MissileHit = function(data, lateness)
     87{
     88    let targetPosition = this.InterpolatedLocation(data.target, lateness);
     89    if (!targetPosition || !data.position)
     90        return;
     91   
     92    // Do this first in case the direct hit kills the target
     93    if (data.isSplash)
     94    {
     95        let playersToDamage;
     96
     97        if (!data.friendlyFire)
     98        {
     99            let cmpPlayer = QueryPlayerIDInterface(data.attackerOwner);
     100            playersToDamage = cmpPlayer.GetEnemies();
     101        }
     102
     103        this.CauseSplashDamage({
     104            "attacker": data.attacker,
     105            "origin": Vector2D.from3D(data.position),
     106            "radius": data.radius,
     107            "shape": data.shape,
     108            "strengths": data.strengths,
     109            "direction": data.direction,
     110            "playersToDamage": playersToDamage,
     111            "type": data.type,
     112            "attackerOwner": data.attackerOwner
     113        });
     114    }
     115   
     116    if (this.TestCollision(data.target, data.position, lateness))
     117    {
     118        this.CauseDamage(data);
     119
     120        let cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
     121        cmpProjectileManager.RemoveProjectile(data.projectileId);
     122    }
     123    else
     124    {
     125        // If we didn't hit the main target look for nearby units
     126        let cmpPlayer = QueryPlayerIDInterface(data.attackerOwner);
     127        let ents = this.EntitiesNearPoint(Vector2D.from3D(data.position), targetPosition.horizDistanceTo(data.position) * 2, cmpPlayer.GetEnemies());
     128       
     129        for (let ent of ents)
     130        {
     131            if (!this.TestCollision(ent, data.position, lateness))
     132                continue;
     133
     134            this.CauseDamage({
     135                "strengths": data.strengths,
     136                "target": ent,
     137                "attacker": data.attacker,
     138                "multiplier": data.multiplier,
     139                "type": data.type,
     140                "attackerOwner": data.attackerOwner
     141            });
     142
     143            let cmpProjectileManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_ProjectileManager);
     144            cmpProjectileManager.RemoveProjectile(data.projectileId);
     145        }
     146    }
     147};
     148
     149/**
     150 * Damages units around a given origin.
     151 * @param {Object}   data - the data sent by the caller.
     152 * @param {number}   data.attacker - the entity id of the attacker.
     153 * @param {Vector2D} data.origin - the origin of the projectile hit.
     154 * @param {number}   data.radius - the radius of the splash damage.
     155 * @param {string}   data.shape - the shape of the radius.
     156 * @param {Object}   data.strengths - data of the form { 'hack': <float>, 'pierce': <float>, 'crush': <float> }.
     157 * @param {string}   data.type - the type of damage.
     158 * @param {number}   data.attackerOwner - the player id of the attacker.
     159 * @param {Vector3D} data.direction - the unit vector defining the direction.
     160 * @param {number[]} [data.playersToDamage] - the array of player id's to damage.
     161 */
     162Damage.prototype.CauseSplashDamage = function(data)
     163{
     164    // Get nearby entities and define variables
     165    let nearEnts = this.EntitiesNearPoint(data.origin, data.radius, data.playersToDamage);
     166    let damageMultiplier = 1;
     167    // Cycle through all the nearby entities and damage it appropriately based on its distance from the origin.
     168    for (let ent of nearEnts)
     169    {
     170        let entityPosition = Engine.QueryInterface(ent, IID_Position).GetPosition2D();
     171        if (data.shape == 'Circular') // circular effect with quadratic falloff in every direction
     172            damageMultiplier = 1 - data.origin.distanceToSquared(entityPosition) / (data.radius * data.radius);
     173        else if (data.shape == 'Linear') // linear effect with quadratic falloff in two directions (only used for certain missiles)
     174        {
     175            // Get position of entity relative to splash origin.
     176            let relativePos = entityPosition.sub(data.origin);
     177
     178            // The width of linear splash is one fifth of the normal splash radius.
     179            let width = data.radius/5;
     180
     181            // Effectivly rotate the axis to align with the missile direction.
     182            let parallelDist = relativePos.dot(data.direction); // z axis
     183            let perpDist = Math.abs(relativePos.cross(data.direction)); // y axis
     184
     185            // Check that the unit is within the distance at which it will get damaged.
     186            if (parallelDist > -width && perpDist < width) // If in radius, quadratic falloff in both directions
     187                damageMultiplier = (data.radius * data.radius - parallelDist * parallelDist) / (data.radius * data.radius) *
     188                                   (width * width - perpDist * perpDist) / (width * width);
     189            else
     190                damageMultiplier = 0;
     191        }
     192        else // In case someone calls this function with an invalid shape.
     193        {
     194            warn("The " + data.shape + " splash damage shape is not implemented!");
     195        }
     196        // Call CauseDamage which reduces the hitpoints, posts network command, plays sounds....
     197        this.CauseDamage({
     198            "strengths":data.strengths,
     199            "target":ent,
     200            "attacker":data.attacker,
     201            "multiplier":damageMultiplier,
     202            "type":data.type + ".Splash",
     203            "attackerOwner": data.attackerOwner
     204        });
     205    }
     206};
     207
     208/**
     209 * Causes damage on a given unit.
     210 * @param {Object} data - the data passed by the caller.
     211 * @param {Object} data.strengths - data in the form of { 'hack': <float>, 'pierce': <float>, 'crush': <float> }.
     212 * @param {number} data.target - the entity id of the target.
     213 * @param {number} data.attacker - the entity id og the attacker.
     214 * @param {float}  data.multiplier - the damage multiplier (between 0 and 1).
     215 * @param {string} data.type - the type of damage.
     216 * @param {number} data.attackerOwner - the player id of the attacker.
     217 */
     218Damage.prototype.CauseDamage = function(data)
     219{
     220    let cmpDamageReceiver = Engine.QueryInterface(data.target, IID_DamageReceiver);
     221    let cmpHealth = Engine.QueryInterface(data.target, IID_Health);
     222    if (!cmpDamageReceiver || !cmpHealth)
     223        return;
     224
     225    let targetState = cmpDamageReceiver.TakeDamage(data.strengths.hack * data.multiplier, data.strengths.pierce * data.multiplier, data.strengths.crush * data.multiplier);
     226
     227    let cmpPromotion = Engine.QueryInterface(data.attacker, IID_Promotion);
     228    let cmpLoot = Engine.QueryInterface(data.target, IID_Loot);
     229    if (cmpPromotion && cmpLoot && cmpLoot.GetXp() > 0)
     230        cmpPromotion.IncreaseXp(cmpLoot.GetXp() * -targetState.change / cmpHealth.GetMaxHitpoints());
     231
     232    if (targetState.killed)
     233        this.TargetKilled(data.attacker, data.target, data.attackerOwner);
     234    Engine.PostMessage(data.target, MT_Attacked, { "attacker": data.attacker, "target": data.target, "type": data.type, "damage": -targetState.change, "attackerOwner": data.attackerOwner });
     235
     236    PlaySound("attack_impact", data.attacker);
     237};
     238
     239/**
     240 * Gets entities near a give point for given players.
     241 * @param {Vector2D} origin - the point to check around.
     242 * @param {number}   radius - the radius around the point to check.
     243 * @param {number[]} [players] - the players of which we need to check entities. If players is not included, entities from all players are used.
     244 * @return {number[]} - the id's of the entities in range of the given point.
     245 */
     246Damage.prototype.EntitiesNearPoint = function(origin, radius, players)
     247{
     248    // If there is insufficient data return an empty array.
     249    if (!origin || !radius)
     250        return [];
     251
     252    // If the players parameter is not specified use all players.
     253    if (!players)
     254    {
     255        let playerEntities = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayerEntities();
     256        players = playerEntities.map((ent) => Engine.QueryInterface(ent, IID_Player).GetPlayerID());
     257    }
     258
     259    // Call RangeManager with dummy entity and return the result.
     260    let rangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
     261    let rangeQuery = rangeManager.ExecuteQueryAroundPos(origin, 0, radius, players, IID_DamageReceiver);
     262    return rangeQuery;
     263};
     264
     265/**
     266 * Called when a unit kills something (another unit, building, animal etc)
     267 * @param {number} killerEntity - the entity id of the killer.
     268 * @param {number} targetEntity - the entity id of the target.
     269 * @param {number} attackerOwner - the player id of the attacker.
     270 */
     271Damage.prototype.TargetKilled = function(killerEntity, targetEntity, attackerOwner)
     272{
     273    // Add to killer statistics.
     274    let cmpKillerPlayerStatisticsTracker = QueryPlayerIDInterface(attackerOwner, IID_StatisticsTracker);
     275    if (cmpKillerPlayerStatisticsTracker)
     276        cmpKillerPlayerStatisticsTracker.KilledEntity(targetEntity);
     277    // Add to loser statistics.
     278    let cmpTargetPlayerStatisticsTracker = QueryOwnerInterface(targetEntity, IID_StatisticsTracker);
     279    if (cmpTargetPlayerStatisticsTracker)
     280        cmpTargetPlayerStatisticsTracker.LostEntity(targetEntity);
     281
     282    // If killer can collect loot, let's try to collect it.
     283    let cmpLooter = Engine.QueryInterface(killerEntity, IID_Looter);
     284    if (cmpLooter)
     285        cmpLooter.Collect(targetEntity);
     286};
     287   
     288Engine.RegisterSystemComponentType(IID_Damage, "Damage", Damage);
  • binaries/data/mods/public/simulation/components/interfaces/Damage.js

    Property changes on: binaries/data/mods/public/simulation/components/Damage.js
    ___________________________________________________________________
    Added: svn:eol-style
    ## -0,0 +1 ##
    +native
    \ No newline at end of property
     
     1Engine.RegisterInterface("Damage");
  • binaries/data/mods/public/simulation/components/tests/test_Damage.js

    Property changes on: binaries/data/mods/public/simulation/components/interfaces/Damage.js
    ___________________________________________________________________
    Added: svn:eol-style
    ## -0,0 +1 ##
    +native
    \ No newline at end of property
     
     1Engine.LoadHelperScript("Player.js");
     2Engine.LoadHelperScript("Sound.js");
     3Engine.LoadComponentScript("interfaces/Damage.js");
     4Engine.LoadComponentScript("interfaces/Timer.js");
     5Engine.LoadComponentScript("interfaces/Health.js");
     6Engine.LoadComponentScript("interfaces/DamageReceiver.js");
     7Engine.LoadComponentScript("interfaces/Promotion.js");
     8Engine.LoadComponentScript("interfaces/Loot.js");
     9Engine.LoadComponentScript("interfaces/Sound.js");
     10Engine.LoadComponentScript("interfaces/AttackDetection.js");
     11Engine.LoadComponentScript("interfaces/Player.js");
     12Engine.LoadComponentScript("interfaces/Attack.js");
     13Engine.LoadComponentScript("Damage.js");
     14Engine.LoadComponentScript("Timer.js");
     15Engine.LoadComponentScript("PlayerManager.js")
     16
     17let cmpDamage = ConstructComponent(SYSTEM_ENTITY, "Damage");
     18let cmpTimer = ConstructComponent(SYSTEM_ENTITY, "Timer");
     19cmpTimer.OnUpdate({ turnLength: 1 });
     20let attacker = 11;
     21let atkPlayerEntity = 1;
     22let attackerOwner = 6;
     23let damage = 5;
     24let target = 21;
     25let targetOwner = 7;
     26let targetPos = new Vector3D(3, 0, 3);
     27
     28let damageTaken = false;
     29
     30let data = {
     31    "attacker": attacker,
     32    "target": target,
     33    "type": "Melee",
     34    "strengths": { "hack": 0, "pierce": 0, "crush": damage },
     35    "multiplier": 1.0,
     36    "attackerOwner": attackerOwner,
     37    "position": targetPos,
     38    "isSplash": false,
     39    "projectileId": 9
     40};
     41
     42AddMock(atkPlayerEntity, IID_Player, {
     43    GetEnemies: () => [targetOwner],
     44});
     45
     46AddMock(SYSTEM_ENTITY, IID_PlayerManager, {
     47    GetPlayerByID: (id) => atkPlayerEntity,
     48    GetAllPlayerEntities: () => [attackerOwner, targetOwner],
     49});
     50
     51AddMock(SYSTEM_ENTITY, IID_ProjectileManager, {
     52    RemoveProjectile: () => {},
     53});
     54
     55AddMock(target, IID_Position, {
     56    GetPosition: () => targetPos,
     57    GetPreviousPosition: () => targetPos,
     58    GetPosition2D: () => new Vector2D(3, 3),
     59});
     60
     61AddMock(target, IID_Health, {});
     62 
     63AddMock(target, IID_DamageReceiver, {
     64    TakeDamage: (hack, pierce, crush) => { damageTaken = true; return { "killed": false, "change": -crush }; },
     65});
     66
     67Engine.PostMessage = function(ent, iid, message)
     68{
     69    TS_ASSERT_UNEVAL_EQUALS({ "attacker": attacker, "target": target, "type": data.type, "damage": damage, "attackerOwner": attackerOwner }, message);
     70};
     71
     72AddMock(target, IID_Footprint, {
     73    GetShape: () => ({ "type": "circle", "radius": 20 }),
     74});
     75
     76function TestDamage()
     77{
     78    cmpTimer.OnUpdate({ turnLength: 1 });
     79    TS_ASSERT(damageTaken);
     80    damageTaken = false;
     81}
     82
     83cmpDamage.CauseDamage(data);
     84TestDamage();
     85
     86data.type = "Ranged";
     87cmpTimer.SetTimeout(SYSTEM_ENTITY, IID_Damage, "MissileHit", 1000, data);
     88TestDamage();
     89
     90data.friendlyFire = false;
     91data.range = 10;
     92data.shape = "Circular";
     93data.isSplash = true;
     94cmpTimer.SetTimeout(SYSTEM_ENTITY, IID_Damage, "MissileHit", 1000, data);
     95TestDamage();
  • binaries/data/mods/public/simulation/helpers/Damage.js

    Property changes on: binaries/data/mods/public/simulation/components/tests/test_Damage.js
    ___________________________________________________________________
    Added: svn:eol-style
    ## -0,0 +1 ##
    +native
    \ No newline at end of property
     
    1 // Create global Damage object.
    2 var Damage = {};
    3 
    4 /**
    5  * Damages units around a given origin.
    6  * data.attacker = <entity id>
    7  * data.origin = <Vector2D>
    8  * data.radius = <int>
    9  * data.shape = <string>
    10  * data.strengths = {'hack':<float>, 'pierce':<float>, 'crush':<float>}
    11  * data.type = <string>
    12  * ***Optional Variables***
    13  * data.direction = <unit vector>
    14  * data.playersToDamage = <array of player ids>
    15  */
    16 Damage.CauseSplashDamage = function(data)
    17 {
    18     // Get nearby entities and define variables
    19     var nearEnts = Damage.EntitiesNearPoint(data.origin, data.radius, data.playersToDamage);
    20     var damageMultiplier = 1;
    21     // Cycle through all the nearby entities and damage it appropriately based on its distance from the origin.
    22     for each (var entity in nearEnts)
    23     {
    24         var entityPosition = Engine.QueryInterface(entity, IID_Position).GetPosition2D();
    25         if(data.shape == 'Circular') // circular effect with quadratic falloff in every direction
    26         {
    27             var squaredDistanceFromOrigin = data.origin.distanceToSquared(entityPosition);
    28             damageMultiplier = 1 - squaredDistanceFromOrigin / (data.radius * data.radius);
    29         }
    30         else if(data.shape == 'Linear') // linear effect with quadratic falloff in two directions (only used for certain missiles)
    31         {
    32             // Get position of entity relative to splash origin.
    33             var relativePos = entityPosition.sub(data.origin);
    34 
    35             // The width of linear splash is one fifth of the normal splash radius.
    36             var width = data.radius/5;
    37 
    38             // Effectivly rotate the axis to align with the missile direction.
    39             var parallelDist = relativePos.dot(data.direction); // z axis
    40             var perpDist = Math.abs(relativePos.cross(data.direction)); // y axis
    41 
    42             // Check that the unit is within the distance at which it will get damaged.
    43             if (parallelDist > -width && perpDist < width) // If in radius, quadratic falloff in both directions
    44                 damageMultiplier = (data.radius * data.radius - parallelDist * parallelDist) / (data.radius * data.radius)
    45                                  * (width * width - perpDist * perpDist) / (width * width);
    46             else
    47                 damageMultiplier = 0;
    48         }
    49         else // In case someone calls this function with an invalid shape.
    50         {
    51             warn("The " + data.shape + " splash damage shape is not implemented!");
    52         }
    53         // Call CauseDamage which reduces the hitpoints, posts network command, plays sounds....
    54         Damage.CauseDamage({"strengths":data.strengths, "target":entity, "attacker":data.attacker, "multiplier":damageMultiplier, "type":data.type + ".Splash"});
    55     }
    56 };
    57 
    58 /**
    59  * Causes damage on a given unit
    60  * data.strengths = {'hack':<float>, 'pierce':<float>, 'crush':<float>}
    61  * data.target = <entity id>
    62  * data.attacker = <entity id>
    63  * data.multiplier = <float between 1 and 0>
    64  * data.type = <string>
    65  */
    66 Damage.CauseDamage = function(data)
    67 {
    68     // Check the target can be damaged otherwise don't do anything.
    69     var cmpDamageReceiver = Engine.QueryInterface(data.target, IID_DamageReceiver);
    70     var cmpHealth = Engine.QueryInterface(data.target, IID_Health);
    71     if (!cmpDamageReceiver || !cmpHealth)
    72         return;
    73 
    74     // Damage the target
    75     var targetState = cmpDamageReceiver.TakeDamage(data.strengths.hack * data.multiplier, data.strengths.pierce * data.multiplier, data.strengths.crush * data.multiplier);
    76 
    77     var cmpPromotion = Engine.QueryInterface(data.attacker, IID_Promotion);
    78     var cmpLoot = Engine.QueryInterface(data.target, IID_Loot);
    79     if (cmpPromotion && cmpLoot && cmpLoot.GetXp() > 0)
    80         cmpPromotion.IncreaseXp(cmpLoot.GetXp() * -targetState.change / cmpHealth.GetMaxHitpoints());
    81 
    82     // If the target was killed run some cleanup
    83     if (targetState.killed)
    84         Damage.TargetKilled(data.attacker, data.target);
    85 
    86     // Post the network command (make it work in multiplayer)
    87     Engine.PostMessage(data.target, MT_Attacked, {"attacker":data.attacker, "target":data.target, "type":data.type, "damage":-targetState.change});
    88 
    89     // Play attacking sounds
    90     PlaySound("attack_impact", data.attacker);
    91 };
    92 
    93 /**
    94  * Gets entities near a give point for given players.
    95  * origin = <Vector2D>
    96  * radius = <int>
    97  * players = <array>
    98  * If players is not included, entities from all players are used.
    99  */
    100 Damage.EntitiesNearPoint = function(origin, radius, players)
    101 {
    102     // If there is insufficient data return an empty array.
    103     if (!origin || !radius)
    104         return [];
    105 
    106     // If the players parameter is not specified use all players.
    107     if (!players)
    108     {
    109         var playerEntities = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayerEntities();
    110         players = [];
    111         for each (var entity in playerEntities)
    112             players.push(Engine.QueryInterface(entity, IID_Player).GetPlayerID());
    113     }
    114 
    115     // Call RangeManager with dummy entity and return the result.
    116     var rangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
    117     var rangeQuery = rangeManager.ExecuteQueryAroundPos(origin, 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.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, let's try to collect it.
    138     var cmpLooter = Engine.QueryInterface(killerEntity, IID_Looter);
    139     if (cmpLooter)
    140         cmpLooter.Collect(targetEntity);
    141 };
    142 
    143 Engine.RegisterGlobal("Damage", Damage);
    144