예제 #1
0
float Scene::distanceToZone(float spotHeading, float spotPitch, float spotRadius, float heading, float pitch) {
	Math::Vector3d vLookAt = directionToVector(pitch, heading);
	Math::Vector3d vSun = directionToVector(spotPitch, spotHeading);
	float dotProduct = Math::Vector3d::dotProduct(vLookAt, -vSun);

	float distance = (0.05 * spotRadius - (dotProduct + 1.0) * 90) / (0.05 * spotRadius);
	return CLIP<float>(distance, 0.0, 1.0);
}
예제 #2
0
/**
 * Check for the up/down button if the movement is valid. Either is a grav lift or the unit can fly and there are no obstructions.
 * @param bu Pointer to unit.
 * @param startPosition Unit starting position.
 * @param direction Up or Down
 * @return bool Whether it's valid.
 */
bool Pathfinding::validateUpDown(BattleUnit *bu, Position startPosition, const int direction)
{
	Position endPosition;
	directionToVector(direction, &endPosition);
	endPosition += startPosition;
	Tile *startTile = _save->getTile(startPosition);
	Tile *destinationTile = _save->getTile(endPosition);
	if (startTile->getMapData(MapData::O_FLOOR) && destinationTile && destinationTile->getMapData(MapData::O_FLOOR) &&
		(startTile->getMapData(MapData::O_FLOOR)->isGravLift() && destinationTile->getMapData(MapData::O_FLOOR)->isGravLift()))
	{
		return true;
	}
	else
	{
		if (bu->getArmor()->getMovementType() == MT_FLY)
		{
			if ((direction == DIR_UP && destinationTile && !destinationTile->getMapData(MapData::O_FLOOR)) // flying up only possible when there is no roof
				|| (direction == DIR_DOWN && destinationTile && !startTile->getMapData(MapData::O_FLOOR)) // flying down only possible when there is no floor
				)
			{
				return true;
			}
		}
	}

	return false;
}
예제 #3
0
/**
 * Get's the TU cost to move from 1 tile to the other(ONE STEP ONLY). But also updates the endPosition, because it is possible
 * the unit goes upstairs or falls down while walking.
 * @param startPosition
 * @param direction
 * @param endPosition pointer
 * @param unit
 * @return TU cost - 255 if movement impossible
 */
int Pathfinding::getTUCost(const Position &startPosition, int direction, Position *endPosition, BattleUnit *unit)
{
	_unit = unit;
	directionToVector(direction, endPosition);
	*endPosition += startPosition;
	bool fellDown = false;
	bool triedStairs = false;
	int size = _unit->getArmor()->getSize() - 1;
	int cost = 0;
	int numberOfPartsChangingLevel = 0;


	for (int x = size; x >= 0; x--)
	{
		for (int y = size; y >= 0; y--)
		{

			Tile *startTile = _save->getTile(startPosition + Position(x,y,0));
			Tile *destinationTile = _save->getTile(*endPosition + Position(x,y,0));

			cost = 0;
			// this means the destination is probably outside the map
			if (!destinationTile)
				return 255;

			// check if the destination tile can be walked over
			if (isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT))
				return 255;

			// can't walk on top of other units
			if (_save->getTile(*endPosition + Position(x,y,-1))
				&& _save->getTile(*endPosition + Position(x,y,-1))->getUnit()
				&& _save->getTile(*endPosition + Position(x,y,-1))->getUnit() != _unit
				&& _movementType != MT_FLY)
				return 255;


			if (direction < DIR_UP)
			{
				// check if we can go this way
				if (isBlocked(startTile, destinationTile, direction))
					return 255;
				if (startTile->getTerrainLevel() - destinationTile->getTerrainLevel() > 8 && x==0 && y==0)
					return 255;

			}
			else
			{
				// check if we can go up or down through gravlift or fly
				if (validateUpDown(unit, startPosition, direction))
				{
					cost = 8; // vertical movement by flying suit or grav lift
				}
				else
				{
					return 255;
				}
			}


			// if we are on a stairs try to go up a level
			if (direction < DIR_UP && startTile->getTerrainLevel() < -12 && x==0 && y==0)
			{
				endPosition->z++;
				destinationTile = _save->getTile(*endPosition);
				triedStairs = true;
			}

			// this means the destination is probably outside the map
			if (!destinationTile)
				return 255;

			int wallcost = 0; // walking through rubble walls
			if (direction == 7 || direction == 0 || direction == 1)
				wallcost += startTile->getTUCost(MapData::O_NORTHWALL, _movementType);
			if (direction == 1 || direction == 2 || direction == 3)
				wallcost += destinationTile->getTUCost(MapData::O_WESTWALL, _movementType);
			if (direction == 3 || direction == 4 || direction == 5)
				wallcost += destinationTile->getTUCost(MapData::O_NORTHWALL, _movementType);
			if (direction == 5 || direction == 6 || direction == 7)
				wallcost += startTile->getTUCost(MapData::O_WESTWALL, _movementType);

			// check if we have floor, else fall down
			while (canFallDown(destinationTile) && (_movementType != MT_FLY || triedStairs) && x==0 && y==0)
			{
				endPosition->z--;
				destinationTile = _save->getTile(*endPosition);
				fellDown = true;
				numberOfPartsChangingLevel++;
			}

			// if we don't want to fall down and there is no floor, we can't know the TUs so it's default to 4
			if (direction < DIR_UP && !fellDown && destinationTile->hasNoFloor() && x==0 && y==0)
			{
				cost = 4;
			}

			// check if the destination tile can be walked over
			if ((isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) && !fellDown)
			{
				return 255;
			}

			// calculate the cost by adding floor walk cost and object walk cost
			if (direction < DIR_UP)
			{
				cost += destinationTile->getTUCost(MapData::O_FLOOR, _movementType);
				if (!fellDown)
				{
					cost += destinationTile->getTUCost(MapData::O_OBJECT, _movementType);
				}
			}

			// diagonal walking (uneven directions) costs 50% more tu's
			if (direction < DIR_UP && direction & 1)
			{
				wallcost /= 2;
				cost = (int)((double)cost * 1.5);
			}

			cost += wallcost;

			if (startTile->getTerrainLevel() != destinationTile->getTerrainLevel())
			{
				numberOfPartsChangingLevel++;
			}

		}
	}

	// for bigger sized units, check the path between part 1,1 and part 0,0 at end position
	if (size)
	{
			Tile *startTile = _save->getTile(*endPosition + Position(1,1,0));
			Tile *destinationTile = _save->getTile(*endPosition);
			int tmpDirection = 7;
			if (isBlocked(startTile, destinationTile, tmpDirection))
				return 255;

			// also check if we change level, that there are two parts changing level,
			// so a big sized unit can not go up a small sized stairs
			if (numberOfPartsChangingLevel == 1)
				return 255;
	}

	return cost;
}
예제 #4
0
/**
 * Get's the TU cost to move from 1 tile to the other(ONE STEP ONLY). But also updates the endPosition, because it is possible
 * the unit goes upstairs or falls down while walking.
 * @param startPosition
 * @param direction
 * @param endPosition pointer
 * @param unit
 * @return TU cost - 255 if movement impossible
 */
int Pathfinding::getTUCost(const Position &startPosition, int direction, Position *endPosition, BattleUnit *unit)
{
	_unit = unit;
	directionToVector(direction, endPosition);
	*endPosition += startPosition;
	bool fellDown = false;

	Tile *startTile = _save->getTile(startPosition);
	Tile *destinationTile = _save->getTile(*endPosition);

	// this means the destination is probably outside the map
	if (!destinationTile)
		return 255;

	// check if the destination tile can be walked over
	if (isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT))
		return 255;


	// check if we can go this way
	if (isBlocked(startTile, destinationTile, direction))
		return 255;

	// if we are on a stairs try to go up a level
	if (startTile->getTerrainLevel() < -12)
	{
		endPosition->z++;
		destinationTile = _save->getTile(*endPosition);
	}

	// this means the destination is probably outside the map
	if (!destinationTile)
		return 255;

	// check if we have floor, else fall down
	while (canFallDown(destinationTile))
	{
		endPosition->z--;
		destinationTile = _save->getTile(*endPosition);
		fellDown = true;
	}

	// if we don't want to fall down and there is no floor, it ends here
	if (!fellDown && destinationTile->hasNoFloor())
	{
		return 255;
	}

	// check if the destination tile can be walked over
	if ((isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) && !fellDown)
	{
		return 255;
	}

	// calculate the cost by adding floor walk cost and object walk cost
	int cost = destinationTile->getTUCost(MapData::O_FLOOR, _movementType);
	if (!fellDown)
	{
		cost += destinationTile->getTUCost(MapData::O_OBJECT, _movementType);
	}

	// diagonal walking (uneven directions) costs 50% more tu's
	if (direction & 1)
	{
		cost = (int)((double)cost * 1.5);
	}

	return cost;
}
예제 #5
0
/**
 * Get's the TU cost to move from 1 tile to the other(ONE STEP ONLY). But also updates the endPosition, because it is possible
 * the unit goes upstairs or falls down while walking.
 * @param startPosition
 * @param direction
 * @param endPosition pointer
 * @param unit
 * @return TU cost - 255 if movement impossible
 */
int Pathfinding::getTUCost(const Position &startPosition, int direction, Position *endPosition, BattleUnit *unit)
{
	_unit = unit;
	directionToVector(direction, endPosition);
	*endPosition += startPosition;
	bool fellDown = false;
	bool triedStairs = false;
	int size = _unit->getUnit()->getArmor()->getSize() - 1;
	int cost = 0;


	for (int x = size; x >= 0; x--)
	{
		for (int y = size; y >= 0; y--)
		{

			Tile *startTile = _save->getTile(startPosition + Position(x,y,0));
			Tile *destinationTile = _save->getTile(*endPosition + Position(x,y,0));

			cost = 0;
			// this means the destination is probably outside the map
			if (!destinationTile)
				return 255;

			// check if the destination tile can be walked over
			if (isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT))
				return 255;


			if (direction < DIR_UP)
			{
				// check if we can go this way
				if (isBlocked(startTile, destinationTile, direction))
					return 255;
				if (startTile->getTerrainLevel() - destinationTile->getTerrainLevel() > 8 && x==0 && y==0)
					return 255;

			}
			else
			{
				// check if we can go up or down through gravlift or fly
				if (validateUpDown(unit, startPosition, direction))
				{
					cost += 4; // vertical movement
				}
				else
				{
					return 255;
				}
			}


			// if we are on a stairs try to go up a level
			if (startTile->getTerrainLevel() < -12 && x==0 && y==0)
			{
				endPosition->z++;
				destinationTile = _save->getTile(*endPosition);
				triedStairs = true;
			}

			// this means the destination is probably outside the map
			if (!destinationTile)
				return 255;

			// check if we have floor, else fall down
			while (canFallDown(destinationTile) && (_movementType != MT_FLY || triedStairs) && x==0 && y==0)
			{
				endPosition->z--;
				destinationTile = _save->getTile(*endPosition);
				fellDown = true;
			}

			// if we don't want to fall down and there is no floor, it ends here
			if (!fellDown && destinationTile->hasNoFloor() && x==0 && y==0)
			{
				if (_movementType != MT_FLY)
					return 255;
				else
					cost = 4;
			}

			// check if the destination tile can be walked over
			if ((isBlocked(destinationTile, MapData::O_FLOOR) || isBlocked(destinationTile, MapData::O_OBJECT)) && !fellDown)
			{
				return 255;
			}

			// calculate the cost by adding floor walk cost and object walk cost
			cost += destinationTile->getTUCost(MapData::O_FLOOR, _movementType);
			if (!fellDown)
			{
				cost += destinationTile->getTUCost(MapData::O_OBJECT, _movementType);
			}

			// diagonal walking (uneven directions) costs 50% more tu's
			if (direction & 1)
			{
				cost = (int)((double)cost * 1.5);
			}

		}
	}

	// for bigger sized units, check the path between part 1,1 and part 0,0 at end position
	if (size)
	{
			Tile *startTile = _save->getTile(*endPosition + Position(1,1,0));
			Tile *destinationTile = _save->getTile(*endPosition);
			int tmpDirection = 7;
			if (isBlocked(startTile, destinationTile, tmpDirection))
				return 255;
	}

	return cost;
}
예제 #6
0
 ///Perform common initalisation steps.
 void ReferenceFrame::init()
 {
   m_vecPointingUp = directionToVector(m_up);
   m_vecPointingAlongBeam = directionToVector(m_alongBeam);
 }