| 1 | function Damage() {} |
| 2 | |
| 3 | Damage.prototype.Schema = "<a:component type='system'/><empty/>"; |
| 4 | |
| 5 | /* Damages units around a given origin. |
| 6 | * The data parameter should contain {"origin":{'x':<int>, 'z':<int>}, 'shape':<'circular' or 'linear'>, 'radius':<int>, 'playersToDamage':<array>, 'direction':<x and z which form a vector from the origin>, 'strengths':{'hack':<float>, 'pierce':<float>, 'crush':<float>}} |
| 7 | */ |
| 8 | Damage.prototype.CauseSplashDamage = function(data) |
| 9 | { |
| 10 | // Get nearby entities and define variables |
| 11 | var nearEnts = this.EntitiesNearPoint(data.origin, data.radius, data.playersToDamage); |
| 12 | var damageMultiplier = 1; |
| 13 | // Cycle through all the nearby entities and damage it appropriatly based on its disance from the origin. |
| 14 | for each (var entity in nearEnts) |
| 15 | { |
| 16 | var entityPosition = Engine.QueryInterface(entity, IID_Position).GetPosition(); |
| 17 | var squaredDistanceFromorigin = this.VectorDistanceSquared(data.origin, entityPosition); |
| 18 | if(shape=='circular') // circular effect with quadratic falloff in every direction |
| 19 | { |
| 20 | damageMultiplier == 1 - ((squaredDistanceFromOrgin) / (data.radius * data.radius)); |
| 21 | } |
| 22 | else if(shape=='linear') // linear effect with quadratic falloff in two directions (only used for certain missiles) |
| 23 | { |
| 24 | warn("Not Implemented"); |
| 25 | } |
| 26 | else |
| 27 | { |
| 28 | warn("Not Implemented"); |
| 29 | } |
| 30 | var cmpDamageReceiver = Engine.QueryInterface(entity, IID_DamageReceiver); |
| 31 | if (cmpDamageReceiver) |
| 32 | cmpDamageReceiver.TakeDamage(strengths.hack * damageMultiplier, strengths.pierce * damageMultiplier, strengths.crush * damageMultiplier); |
| 33 | } |
| 34 | }; |
| 35 | |
| 36 | /* Gets entities near a give point for given players. |
| 37 | * origin = {'x':<int>, 'z':<int>} |
| 38 | * radius = <int> |
| 39 | * players = <array> |
| 40 | * If players is not included, entities from all players are returned. |
| 41 | */ |
| 42 | Damage.prototype.EntitiesNearPoint = function(origin, radius, players) |
| 43 | { |
| 44 | if(!origin || !radius) return []; |
| 45 | // Make a dummy entity at origin then call range manager with dummy entity |
| 46 | var dummyTargetEntity = Engine.AddEntity(); |
| 47 | var cmpDummyPosition = Engine.QueryInterface(dummyTargetEntity, IID_Position); |
| 48 | cmpDummyPosition.moveTo(origin.x, origin.z); |
| 49 | var rangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager); |
| 50 | if(players) |
| 51 | { |
| 52 | var rangeQuery = rangeManager.ExecuteQuery(dummyTargetEntity, 0, radius, players, IID_DamageReceiver); |
| 53 | } |
| 54 | else |
| 55 | { |
| 56 | var allPlayers = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayers; |
| 57 | var rangeQuery = rangeManager.ExecuteQuery(dummyTargetEntity, 0, radius, allPlayers, IID_DamageReceiver); |
| 58 | } |
| 59 | Engine.DestroyEntity(dummyTargetEntity); |
| 60 | return rangeQuery; |
| 61 | }; |
| 62 | |
| 63 | // Gets the straight line distance between p1 and p2 |
| 64 | Damage.prototype.VectorDistanceSquared = function(p1, p2) |
| 65 | { |
| 66 | return ((p1.x - p2.x)*(p1.x - p2.x) + (p1.z - p2.z)*(p1.z - p2.z)); |
| 67 | }; |
| 68 | |
| 69 | Engine.RegisterComponentType(IID_Damage, "Damage", Damage); |