Esempio n. 1
0
void Missile::TimeStepUpdate(const float timeStep)
{

	const vector3d thrust=GetActualLinThrust();
	AddRelForce( thrust );
	AddRelTorque( GetActualAngThrust() );

	DynamicBody::TimeStepUpdate(timeStep);
	Propulsion::UpdateFuel(timeStep);

	const float MISSILE_DETECTION_RADIUS = 100.0f;
	if (!m_owner) {
		Explode();
	} else if (m_armed) {
		Space::BodyNearList nearby;
		Pi::game->GetSpace()->GetBodiesMaybeNear(this, MISSILE_DETECTION_RADIUS, nearby);
		for (Space::BodyNearIterator i = nearby.begin(); i != nearby.end(); ++i) {
			if (*i == this) continue;
			double dist = ((*i)->GetPosition() - GetPosition()).Length();
			if (dist < MISSILE_DETECTION_RADIUS) {
				Explode();
				break;
			}
		}
	}
}
Esempio n. 2
0
Ship::ECMResult Ship::UseECM()
{
	int ecm_power_cap = 0;
	Properties().Get("ecm_power_cap", ecm_power_cap);
	if (m_ecmRecharge > 0.0f) return ECM_RECHARGING;

	if (ecm_power_cap > 0) {
		Sound::BodyMakeNoise(this, "ECM", 1.0f);
		m_ecmRecharge = GetECMRechargeTime();

		// damage neaby missiles
		const float ECM_RADIUS = 4000.0f;

		Space::BodyNearList nearby;
		Pi::game->GetSpace()->GetBodiesMaybeNear(this, ECM_RADIUS, nearby);
		for (Space::BodyNearIterator i = nearby.begin(); i != nearby.end(); ++i) {
			if ((*i)->GetFrame() != GetFrame()) continue;
			if (!(*i)->IsType(Object::MISSILE)) continue;

			double dist = ((*i)->GetPosition() - GetPosition()).Length();
			if (dist < ECM_RADIUS) {
				// increasing chance of destroying it with proximity
				if (Pi::rng.Double() > (dist / ECM_RADIUS)) {
					static_cast<Missile*>(*i)->ECMAttack(ecm_power_cap);
				}
			}
		}
		return ECM_ACTIVATED;
	}
	else return ECM_NOT_INSTALLED;
}
Esempio n. 3
0
void Ship::UseECM()
{
	const Equip::Type t = m_equipment.Get(Equip::SLOT_ECM);
	if (m_ecmRecharge > 0.0f) return;

	if (t != Equip::NONE) {
		Sound::BodyMakeNoise(this, "ECM", 1.0f);
		m_ecmRecharge = GetECMRechargeTime();

		// damage neaby missiles
		const float ECM_RADIUS = 4000.0f;

		Space::BodyNearList nearby;
		Pi::game->GetSpace()->GetBodiesMaybeNear(this, ECM_RADIUS, nearby);
		for (Space::BodyNearIterator i = nearby.begin(); i != nearby.end(); ++i) {
			if ((*i)->GetFrame() != GetFrame()) continue;
			if (!(*i)->IsType(Object::MISSILE)) continue;

			double dist = ((*i)->GetPosition() - GetPosition()).Length();
			if (dist < ECM_RADIUS) {
				// increasing chance of destroying it with proximity
				if (Pi::rng.Double() > (dist / ECM_RADIUS)) {
					static_cast<Missile*>(*i)->ECMAttack(Equip::types[t].pval);
				}
			}
		}
	}
}
Esempio n. 4
0
void Sensors::Update(float time)
{
	PROFILE_SCOPED();
	if (m_owner != Pi::player) return;

	PopulateStaticContacts(); //no need to do all the time

	//Find nearby contacts, same range as radar scanner. It should use these
	//contacts, worldview labels too.
	Space::BodyNearList nearby;
	Pi::game->GetSpace()->GetBodiesMaybeNear(m_owner, 100000.0f, nearby);
	for (Space::BodyNearIterator i = nearby.begin(); i != nearby.end(); ++i) {
		if ((*i) == m_owner || !(*i)->IsType(Object::SHIP)) continue;
		if ((*i)->IsDead()) continue;

		auto cit = m_radarContacts.begin();
		while (cit != m_radarContacts.end()) {
			if (cit->body == (*i)) break;
			++cit;
		}

		//create new contact or refresh old
		if (cit == m_radarContacts.end()) {
			m_radarContacts.push_back(RadarContact());
			RadarContact &rc = m_radarContacts.back();
			rc.body = (*i);
			rc.iff = CheckIFF(rc.body);
			rc.trail = new HudTrail(rc.body, IFFColor(rc.iff));
		} else {
			cit->fresh = true;
		}
	}

	//update contacts and delete stale ones
	auto it = m_radarContacts.begin();
	while (it != m_radarContacts.end()) {
		if (!it->fresh) {
			m_radarContacts.erase(it++);
		} else {
			const Ship *ship = dynamic_cast<Ship *>(it->body);
			if (ship && Ship::FLYING == ship->GetFlightState()) {
				it->distance = m_owner->GetPositionRelTo(it->body).Length();
				it->trail->Update(time);
			} else {
				it->trail->Reset(nullptr);
			}
			it->fresh = false;
			++it;
		}
	}
}
Esempio n. 5
0
void Missile::TimeStepUpdate(const float timeStep)
{
	Ship::TimeStepUpdate(timeStep);

	const float MISSILE_DETECTION_RADIUS = 100.0f;
	if (!m_owner) {
		Explode();
	} else if (m_armed) {
		Space::BodyNearList nearby;
		Pi::game->GetSpace()->GetBodiesMaybeNear(this, MISSILE_DETECTION_RADIUS, nearby);
		for (Space::BodyNearIterator i = nearby.begin(); i != nearby.end(); ++i) {
			if (*i == this) continue;
			double dist = ((*i)->GetPosition() - GetPosition()).Length();
			if (dist < MISSILE_DETECTION_RADIUS) {
				Explode();
				break;
			}
		}
	}
}
Esempio n. 6
0
void Missile::Explode()
{
	Pi::game->GetSpace()->KillBody(this);

	const double damageRadius = 200.0;
	const double kgDamage = 10000.0;

	CollisionContact dummy;
	Space::BodyNearList nearby;
	Pi::game->GetSpace()->GetBodiesMaybeNear(this, damageRadius, nearby);
	for (Space::BodyNearIterator i = nearby.begin(); i != nearby.end(); ++i) {
		if ((*i)->GetFrame() != GetFrame()) continue;
		double dist = ((*i)->GetPosition() - GetPosition()).Length();
		if (dist < damageRadius) {
			// linear damage decay with distance
			(*i)->OnDamage(m_owner, kgDamage * (damageRadius - dist) / damageRadius, dummy);
			if ((*i)->IsType(Object::SHIP))
				LuaEvent::Queue("onShipHit", dynamic_cast<Ship*>(*i), m_owner);
		}
	}

	Sfx::Add(this, Sfx::TYPE_EXPLOSION);
}
void ScannerWidget::Update()
{
	if(Pi::IsScannerCompact() != isCompact) {
		InitScaling();
		GenerateBaseGeometry();
		GenerateRingsAndSpokes();
	}

	m_contacts.clear();

	int scanner_cap = 0;
	Pi::player->Properties().Get("scanner_cap", scanner_cap);
	if (scanner_cap <= 0) {
		m_mode = SCANNER_MODE_AUTO;
		m_currentRange = m_manualRange = m_targetRange = SCANNER_RANGE_MIN;
		return;
	}

	// range priority is combat target > ship/missile > nav target > other
	enum { RANGE_MAX, RANGE_FAR_OTHER, RANGE_NAV, RANGE_FAR_SHIP, RANGE_COMBAT } range_type = RANGE_MAX;
	float combat_dist = 0, far_ship_dist = 0, nav_dist = 0, far_other_dist = 0;

	// collect the bodies to be displayed, and if AUTO, distances
	Space::BodyNearList nearby;
	Pi::game->GetSpace()->GetBodiesMaybeNear(Pi::player, SCANNER_RANGE_MAX, nearby);
	for (Space::BodyNearIterator i = nearby.begin(); i != nearby.end(); ++i) {
		if ((*i) == Pi::player) continue;

		float dist = float((*i)->GetPositionRelTo(Pi::player).Length());

		Contact c;
		c.type = (*i)->GetType();
		c.pos = (*i)->GetPositionRelTo(Pi::player);
		c.isSpecial = false;

		switch ((*i)->GetType()) {

			case Object::MISSILE:
				// player's own missiles are ignored for range calc but still shown
				if (static_cast<const Missile*>(*i)->GetOwner() == Pi::player) {
					c.isSpecial = true;
					break;
				}

				// else fall through

			case Object::SHIP: {
				const Ship *s = static_cast<const Ship*>(*i);
				if (s->GetFlightState() != Ship::FLYING && s->GetFlightState() != Ship::LANDED)
					continue;

				if ((*i) == Pi::player->GetCombatTarget()) c.isSpecial = true;

				if (m_mode == SCANNER_MODE_AUTO && range_type != RANGE_COMBAT) {
					if (c.isSpecial == true) {
						combat_dist = dist;
						range_type = RANGE_COMBAT;
					}
					else if (dist > far_ship_dist) {
						far_ship_dist = dist;
						range_type = RANGE_FAR_SHIP;
					}
				}
				break;
			}

			case Object::SPACESTATION:
			case Object::CARGOBODY:
			case Object::HYPERSPACECLOUD:

				if ((*i) == Pi::player->GetNavTarget()) c.isSpecial = true;

				if (m_mode == SCANNER_MODE_AUTO && range_type < RANGE_NAV) {
					if (c.isSpecial == true) {
						nav_dist = dist;
						range_type = RANGE_NAV;
					}
					else if (dist > far_other_dist) {
						far_other_dist = dist;
						range_type = RANGE_FAR_OTHER;
					}
				}
				break;

			default:
				continue;
		}

		m_contacts.push_back(c);
	}

	if (KeyBindings::increaseScanRange.IsActive()) {
		if (m_mode == SCANNER_MODE_AUTO) {
			m_manualRange = m_targetRange;
			m_mode = SCANNER_MODE_MANUAL;
		}
		else
			m_manualRange = m_currentRange;
		m_manualRange = Clamp(m_manualRange * 1.05f, SCANNER_RANGE_MIN, SCANNER_RANGE_MAX);
	}
	else if (KeyBindings::decreaseScanRange.IsActive()) {
		if (m_mode == SCANNER_MODE_AUTO) {
			m_manualRange = m_targetRange;
			m_mode = SCANNER_MODE_MANUAL;
		}
		else
			m_manualRange = m_currentRange;
		m_manualRange = Clamp(m_manualRange * 0.95f, SCANNER_RANGE_MIN, SCANNER_RANGE_MAX);
	}

	if (m_mode == SCANNER_MODE_AUTO) {
		switch (range_type) {
			case RANGE_COMBAT:
				m_targetRange = Clamp(combat_dist * A_BIT, SCANNER_RANGE_MIN, SCANNER_RANGE_MAX);
				break;
			case RANGE_FAR_SHIP:
				m_targetRange = Clamp(far_ship_dist * A_BIT, SCANNER_RANGE_MIN, SCANNER_RANGE_MAX);
				break;
			case RANGE_NAV:
				m_targetRange = Clamp(nav_dist * A_BIT, SCANNER_RANGE_MIN, SCANNER_RANGE_MAX);
				break;
			case RANGE_FAR_OTHER:
				m_targetRange = Clamp(far_other_dist * A_BIT, SCANNER_RANGE_MIN, SCANNER_RANGE_MAX);
				break;
			default:
				m_targetRange = SCANNER_RANGE_MAX;
				break;
		}
	}

	else
		m_targetRange = m_manualRange;
}
Esempio n. 8
0
void Ship::UpdateAlertState()
{
	// no alerts if no scanner
	if (m_equipment.Get(Equip::SLOT_SCANNER) == Equip::NONE) {
		// clear existing alert state if there was one
		if (GetAlertState() != ALERT_NONE) {
			SetAlertState(ALERT_NONE);
			LuaEvent::Queue("onShipAlertChanged", this, EnumStrings::GetString("ShipAlertStatus", ALERT_NONE));
		}
		return;
	}

	static const double ALERT_DISTANCE = 100000.0; // 100km

	Space::BodyNearList nearby;
	Pi::game->GetSpace()->GetBodiesMaybeNear(this, ALERT_DISTANCE, nearby);

	bool ship_is_near = false, ship_is_firing = false;
	for (Space::BodyNearIterator i = nearby.begin(); i != nearby.end(); ++i)
	{
		if ((*i) == this) continue;
		if (!(*i)->IsType(Object::SHIP) || (*i)->IsType(Object::MISSILE)) continue;

		const Ship *ship = static_cast<const Ship*>(*i);

		if (ship->GetShipType().tag == ShipType::TAG_STATIC_SHIP) continue;
		if (ship->GetFlightState() == LANDED || ship->GetFlightState() == DOCKED) continue;

		if (GetPositionRelTo(ship).LengthSqr() < ALERT_DISTANCE*ALERT_DISTANCE) {
			ship_is_near = true;

			Uint32 gunstate = 0;
			for (int j = 0; j < ShipType::GUNMOUNT_MAX; j++)
				gunstate |= ship->m_gunState[j];

			if (gunstate) {
				ship_is_firing = true;
				break;
			}
		}
	}

	bool changed = false;
	switch (m_alertState) {
		case ALERT_NONE:
			if (ship_is_near) {
				SetAlertState(ALERT_SHIP_NEARBY);
				changed = true;
            }
			if (ship_is_firing) {
				m_lastFiringAlert = Pi::game->GetTime();
				SetAlertState(ALERT_SHIP_FIRING);
				changed = true;
			}
			break;

		case ALERT_SHIP_NEARBY:
			if (!ship_is_near) {
				SetAlertState(ALERT_NONE);
				changed = true;
			}
			else if (ship_is_firing) {
				m_lastFiringAlert = Pi::game->GetTime();
				SetAlertState(ALERT_SHIP_FIRING);
				changed = true;
			}
			break;

		case ALERT_SHIP_FIRING:
			if (!ship_is_near) {
				SetAlertState(ALERT_NONE);
				changed = true;
			}
			else if (ship_is_firing) {
				m_lastFiringAlert = Pi::game->GetTime();
			}
			else if (m_lastFiringAlert + 60.0 <= Pi::game->GetTime()) {
				SetAlertState(ALERT_SHIP_NEARBY);
				changed = true;
			}
			break;
	}

	if (changed)
		LuaEvent::Queue("onShipAlertChanged", this, EnumStrings::GetString("ShipAlertStatus", GetAlertState()));
}