ShipRef Ship::Spawn(ItemFactory &factory, ItemData &data) { uint32 shipID = Ship::_Spawn( factory, data ); if( shipID == 0 ) return ShipRef(); ShipRef sShipRef = Ship::Load( factory, shipID ); // Create default dynamic attributes in the AttributeMap: sShipRef->SetAttribute(AttrIsOnline, 1); // Is Online sShipRef->SetAttribute(AttrShieldCharge, sShipRef->GetAttribute(AttrShieldCapacity)); // Shield Charge sShipRef->SetAttribute(AttrArmorDamage, 0.0); // Armor Damage sShipRef->SetAttribute(AttrMass, sShipRef->type().attributes.mass()); // Mass sShipRef->SetAttribute(AttrRadius, sShipRef->type().attributes.radius()); // Radius sShipRef->SetAttribute(AttrVolume, sShipRef->type().attributes.volume()); // Volume sShipRef->SetAttribute(AttrCapacity, sShipRef->type().attributes.capacity()); // Capacity sShipRef->SetAttribute(AttrInertia, 1); // Inertia sShipRef->SetAttribute(AttrCharge, sShipRef->GetAttribute(AttrCapacitorCapacity)); // Set Capacitor Charge to the Capacitor Capacity // Check for existence of some attributes that may or may not have already been loaded and set them // to default values: // Maximum Range Capacitor if( !(sShipRef->HasAttribute(AttrMaximumRangeCap)) ) sShipRef->SetAttribute(AttrMaximumRangeCap, 249999.0 ); // Maximum Armor Damage Resonance if( !(sShipRef->HasAttribute(AttrArmorMaxDamageResonance)) ) sShipRef->SetAttribute(AttrArmorMaxDamageResonance, 1.0f); // Maximum Shield Damage Resonance if( !(sShipRef->HasAttribute(AttrShieldMaxDamageResonance)) ) sShipRef->SetAttribute(AttrShieldMaxDamageResonance, 1.0f); // Warp Speed Multiplier if( !(sShipRef.get()->HasAttribute(AttrWarpSpeedMultiplier)) ) sShipRef.get()->SetAttribute(AttrWarpSpeedMultiplier, 1.0f); // CPU Load of the ship (new ships have zero load with no modules fitted, of course): if( !(sShipRef.get()->HasAttribute(AttrCpuLoad)) ) sShipRef.get()->SetAttribute(AttrCpuLoad, 0); // Power Load of the ship (new ships have zero load with no modules fitted, of course): if( !(sShipRef.get()->HasAttribute(AttrPowerLoad)) ) sShipRef.get()->SetAttribute(AttrPowerLoad, 0); return sShipRef; }
uint32 TargetManager::TimeToLock(ShipRef ship, SystemEntity *target) const { EvilNumber scanRes = ship->GetAttribute(AttrScanResolution); EvilNumber sigRad(500); if( target->Item().get() != NULL ) if( target->Item()->HasAttribute(AttrSignatureRadius) ) sigRad = target->Item()->GetAttribute(AttrSignatureRadius); EvilNumber time = ( EvilNumber(40000) / ( scanRes ) ) /( EvilNumber::pow( e_log( sigRad + e_sqrt( sigRad * sigRad + 1) ), 2) ); return static_cast<uint32>(time.get_float() * 1000); // Timer uses ms instead of seconds }
bool TargetManager::StartTargeting(SystemEntity *who, ShipRef ship) { // needs another argument: "ShipRef ship" to access ship attributes //first make sure they are not already in the list std::map<SystemEntity *, TargetEntry *>::iterator res; res = m_targets.find(who); if(res != m_targets.end()) { //what to do? _log(TARGET__TRACE, "Told to start targeting %u, but we are already processing them. Ignoring request.", who->GetID()); return false; } //Check that they aren't targeting themselves if(who == m_self) return false; // Calculate Time to Lock target: uint32 lockTime = TimeToLock( ship, who ); // Check against max locked target count uint32 maxLockedTargets = ship->GetAttribute(AttrMaxLockedTargets).get_int(); if( m_targets.size() >= maxLockedTargets ) return false; // Check against max locked target range double maxTargetLockRange = ship->GetAttribute(AttrMaxTargetRange).get_float(); GVector rangeToTarget( who->GetPosition(), m_self->GetPosition() ); if( rangeToTarget.length() > maxTargetLockRange ) return false; TargetEntry *te = new TargetEntry(who); te->state = TargetEntry::Locking; te->timer.Start(lockTime); m_targets[who] = te; _log(TARGET__TRACE, "%u started targeting %u (%u ms lock time)", m_self->GetID(), who->GetID(), lockTime); return true; }
bool Ship::ValidateBoardShip(ShipRef ship, CharacterRef character) { SkillRef requiredSkill; uint32 skillTypeID = 0; if( (skillTypeID = static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill1).get_int())) != 0) if( !(character->HasSkillTrainedToLevel( skillTypeID, static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill1Level).get_int()) )) ) return false; if( (skillTypeID = static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill2).get_int())) != 0) if( !(character->HasSkillTrainedToLevel( skillTypeID, static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill2Level).get_int() ))) ) return false; if( (skillTypeID = static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill3).get_int())) != 0) if( !(character->HasSkillTrainedToLevel( skillTypeID, static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill3Level).get_int() ))) ) return false; if( (skillTypeID = static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill4).get_int())) != 0) if( !(character->HasSkillTrainedToLevel( skillTypeID, static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill4Level).get_int() ))) ) return false; if( (skillTypeID = static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill5).get_int())) != 0) if( !(character->HasSkillTrainedToLevel( skillTypeID, static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill5Level).get_int() )) )) return false; if( (skillTypeID = static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill6).get_int())) != 0) if( !(character->HasSkillTrainedToLevel( skillTypeID, static_cast<uint32>(ship->GetAttribute(AttrRequiredSkill6Level).get_int() )) )) return false; return true; /* //Primary Skill if(ship->GetAttribute(AttrRequiredSkill1).get_int() != 0) { requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill1).get_int() ); if( !requiredSkill ) return false; if( ship->GetAttribute(AttrRequiredSkill1Level) > requiredSkill->GetAttribute(AttrSkillLevel) ) return false; } //Secondary Skill if(ship->GetAttribute(AttrRequiredSkill2).get_int() != 0) { requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill2).get_int() ); if( !requiredSkill ) return false; if( ship->GetAttribute(AttrRequiredSkill2Level) > requiredSkill->GetAttribute(AttrSkillLevel) ) return false; } //Tertiary Skill if(ship->GetAttribute(AttrRequiredSkill3).get_int() != 0) { requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill3).get_int() ); if( !requiredSkill ) return false; if( ship->GetAttribute(AttrRequiredSkill3Level) > requiredSkill->GetAttribute(AttrSkillLevel) ) return false; } //Quarternary Skill if(ship->GetAttribute(AttrRequiredSkill4).get_int() != 0) { requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill4).get_int() ); if( !requiredSkill ) return false; if( ship->GetAttribute(AttrRequiredSkill4Level) > requiredSkill->GetAttribute(AttrSkillLevel) ) return false; } //Quinary Skill if(ship->GetAttribute(AttrRequiredSkill5).get_int() != 0) { requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill5).get_int() ); if( !requiredSkill ) return false; if( ship->GetAttribute(AttrRequiredSkill5Level) > requiredSkill->GetAttribute(AttrSkillLevel) ) return false; } //Senary Skill if(ship->GetAttribute(AttrRequiredSkill6).get_int() != 0) { requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill6).get_int() ); if( !requiredSkill ) return false; if( ship->GetAttribute(AttrRequiredSkill6Level) > requiredSkill->GetAttribute(AttrSkillLevel) ) return false; } return true; */ }
ShipRef Ship::Spawn(ItemFactory &factory, ItemData &data) { uint32 shipID = Ship::_Spawn( factory, data ); if( shipID == 0 ) return ShipRef(); ShipRef sShipRef = Ship::Load( factory, shipID ); // Create default dynamic attributes in the AttributeMap: sShipRef->SetAttribute(AttrIsOnline, 1, true); // Is Online sShipRef->SetAttribute(AttrShieldCharge, sShipRef->GetAttribute(AttrShieldCapacity), true); // Shield Charge sShipRef->SetAttribute(AttrArmorDamage, 0.0, true); // Armor Damage sShipRef->SetAttribute(AttrMass, sShipRef->type().attributes.mass(), true); // Mass sShipRef->SetAttribute(AttrRadius, sShipRef->type().attributes.radius(), true); // Radius sShipRef->SetAttribute(AttrVolume, sShipRef->type().attributes.volume(), true); // Volume sShipRef->SetAttribute(AttrCapacity, sShipRef->type().attributes.capacity(), true); // Capacity sShipRef->SetAttribute(AttrInertia, 1, true); // Inertia sShipRef->SetAttribute(AttrCharge, sShipRef->GetAttribute(AttrCapacitorCapacity), true); // Set Capacitor Charge to the Capacitor Capacity // Check for existence of some attributes that may or may not have already been loaded and set them // to default values: // Hull Damage if( !(sShipRef->HasAttribute(AttrDamage)) ) sShipRef->SetAttribute(AttrDamage, 0, true ); // Theoretical Maximum Targeting Range if( !(sShipRef->HasAttribute(AttrMaximumRangeCap)) ) sShipRef->SetAttribute(AttrMaximumRangeCap, BUBBLE_DIAMETER_METERS, true ); // Maximum Armor Damage Resonance if( !(sShipRef->HasAttribute(AttrArmorMaxDamageResonance)) ) sShipRef->SetAttribute(AttrArmorMaxDamageResonance, 1.0f, true); // Maximum Shield Damage Resonance if( !(sShipRef->HasAttribute(AttrShieldMaxDamageResonance)) ) sShipRef->SetAttribute(AttrShieldMaxDamageResonance, 1.0f, true); // Warp Speed Multiplier if( !(sShipRef.get()->HasAttribute(AttrWarpSpeedMultiplier)) ) sShipRef.get()->SetAttribute(AttrWarpSpeedMultiplier, 1.0f, true); // CPU Load of the ship (new ships have zero load with no modules fitted, of course): if( !(sShipRef.get()->HasAttribute(AttrCpuLoad)) ) sShipRef.get()->SetAttribute(AttrCpuLoad, 0, true); // Power Load of the ship (new ships have zero load with no modules fitted, of course): if( !(sShipRef.get()->HasAttribute(AttrPowerLoad)) ) sShipRef.get()->SetAttribute(AttrPowerLoad, 0, true); // Warp Scramble Status of the ship (most ships have zero warp scramble status, but some already have it defined): if( !(sShipRef.get()->HasAttribute(AttrWarpScrambleStatus)) ) sShipRef.get()->SetAttribute(AttrWarpScrambleStatus, 0.0, true); // Shield Resonance // AttrShieldEmDamageResonance if( !(sShipRef.get()->HasAttribute(AttrShieldEmDamageResonance)) ) sShipRef.get()->SetAttribute(AttrShieldEmDamageResonance, 1.0, true); // AttrShieldExplosiveDamageResonance if( !(sShipRef.get()->HasAttribute(AttrShieldExplosiveDamageResonance)) ) sShipRef.get()->SetAttribute(AttrShieldExplosiveDamageResonance, 1.0, true); // AttrShieldKineticDamageResonance if( !(sShipRef.get()->HasAttribute(AttrShieldKineticDamageResonance)) ) sShipRef.get()->SetAttribute(AttrShieldKineticDamageResonance, 1.0, true); // AttrShieldThermalDamageResonance if( !(sShipRef.get()->HasAttribute(AttrShieldThermalDamageResonance)) ) sShipRef.get()->SetAttribute(AttrShieldThermalDamageResonance, 1.0, true); // Armor Resonance // AttrArmorEmDamageResonance if( !(sShipRef.get()->HasAttribute(AttrArmorEmDamageResonance)) ) sShipRef.get()->SetAttribute(AttrArmorEmDamageResonance, 1.0, true); // AttrArmorExplosiveDamageResonance if( !(sShipRef.get()->HasAttribute(AttrArmorExplosiveDamageResonance)) ) sShipRef.get()->SetAttribute(AttrArmorExplosiveDamageResonance, 1.0, true); // AttrArmorKineticDamageResonance if( !(sShipRef.get()->HasAttribute(AttrArmorKineticDamageResonance)) ) sShipRef.get()->SetAttribute(AttrArmorKineticDamageResonance, 1.0, true); // AttrArmorThermalDamageResonance if( !(sShipRef.get()->HasAttribute(AttrArmorThermalDamageResonance)) ) sShipRef.get()->SetAttribute(AttrArmorThermalDamageResonance, 1.0, true); // Hull Resonance // AttrHullEmDamageResonance if( !(sShipRef.get()->HasAttribute(AttrHullEmDamageResonance)) ) sShipRef.get()->SetAttribute(AttrHullEmDamageResonance, 1.0, true); // AttrHullExplosiveDamageResonance if( !(sShipRef.get()->HasAttribute(AttrHullExplosiveDamageResonance)) ) sShipRef.get()->SetAttribute(AttrHullExplosiveDamageResonance, 1.0, true); // AttrHullKineticDamageResonance if( !(sShipRef.get()->HasAttribute(AttrHullKineticDamageResonance)) ) sShipRef.get()->SetAttribute(AttrHullKineticDamageResonance, 1.0, true); // AttrHullThermalDamageResonance if( !(sShipRef.get()->HasAttribute(AttrHullThermalDamageResonance)) ) sShipRef.get()->SetAttribute(AttrHullThermalDamageResonance, 1.0, true); // AttrTurretSlotsLeft if( !(sShipRef.get()->HasAttribute(AttrTurretSlotsLeft)) ) sShipRef.get()->SetAttribute(AttrTurretSlotsLeft, 0, true); // AttrLauncherSlotsLeft if( !(sShipRef.get()->HasAttribute(AttrLauncherSlotsLeft)) ) sShipRef.get()->SetAttribute(AttrLauncherSlotsLeft, 0, true); return sShipRef; }
bool Ship::ValidateBoardShip(ShipRef ship, CharacterRef character) { SkillRef requiredSkill; //Primary Skill if(ship->GetAttribute(AttrRequiredSkill1).get_int() != 0) { requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill1).get_int() ); if( !requiredSkill ) return false; if( ship->GetAttribute(AttrRequiredSkill1Level) > requiredSkill->GetAttribute(AttrSkillLevel) ) return false; } //Secondary Skill if(ship->GetAttribute(AttrRequiredSkill2).get_int() != 0) { requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill2).get_int() ); if( !requiredSkill ) return false; if( ship->GetAttribute(AttrRequiredSkill2Level) > requiredSkill->GetAttribute(AttrSkillLevel) ) return false; } //Tertiary Skill if(ship->GetAttribute(AttrRequiredSkill3).get_int() != 0) { requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill3).get_int() ); if( !requiredSkill ) return false; if( ship->GetAttribute(AttrRequiredSkill3Level) > requiredSkill->GetAttribute(AttrSkillLevel) ) return false; } //Quarternary Skill if(ship->GetAttribute(AttrRequiredSkill4).get_int() != 0) { requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill4).get_int() ); if( !requiredSkill ) return false; if( ship->GetAttribute(AttrRequiredSkill4Level) > requiredSkill->GetAttribute(AttrSkillLevel) ) return false; } //Quinary Skill if(ship->GetAttribute(AttrRequiredSkill5).get_int() != 0) { requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill5).get_int() ); if( !requiredSkill ) return false; if( ship->GetAttribute(AttrRequiredSkill5Level) > requiredSkill->GetAttribute(AttrSkillLevel) ) return false; } //Senary Skill if(ship->GetAttribute(AttrRequiredSkill6).get_int() != 0) { requiredSkill = character->GetSkill( ship->GetAttribute(AttrRequiredSkill6).get_int() ); if( !requiredSkill ) return false; if( ship->GetAttribute(AttrRequiredSkill6Level) > requiredSkill->GetAttribute(AttrSkillLevel) ) return false; } return true; }