示例#1
0
bool CTorpedoLauncher::TestTarget(const float3& pos, bool userTarget, const CUnit* unit) const
{
	// by default we are a waterweapon, therefore:
	//   if muzzle is above water, target position is only allowed to be IN water
	//   if muzzle is below water, target position being valid depends on submissile
	//
	// NOTE:
	//   generally a TorpedoLauncher has its muzzle UNDER water and can *only* fire at
	//   targets IN water but depth-charge weapons break first part of this assumption
	//   (as do aircraft-based launchers)
	//
	//   this check used to be in the base-class but is really out of place there: any
	//   "normal" weapon with fireSubmersed = true should be able to fire out of water
	//   (regardless of submissile which applies only to TorpedoLaunchers) but was not
	//   able to, see #3951
	//
	// land- or air-based launchers cannot target anything not in water
	if (weaponMuzzlePos.y >  0.0f &&                           !TargetUnitOrPositionInWater(pos, unit))
		return false;
	// water-based launchers cannot target anything not in water unless submissile
	if (weaponMuzzlePos.y <= 0.0f && !weaponDef->submissile && !TargetUnitOrPositionInWater(pos, unit))
		return false;

	return (CWeapon::TestTarget(pos, userTarget, unit));
}
示例#2
0
bool CLightningCannon::TryTarget(const float3& pos, bool userTarget, CUnit* unit)
{
	if (!CWeapon::TryTarget(pos, userTarget, unit))
		return false;

	if (!weaponDef->waterweapon && TargetUnitOrPositionInWater(pos, unit))
		return false;

	float3 dir = pos - weaponMuzzlePos;
	float length = dir.Length();
	if (length == 0)
		return true;

	dir /= length;

	if (!HaveFreeLineOfFire(weaponMuzzlePos, dir, length, unit)) {
		return false;
	}

	if (avoidFeature && TraceRay::LineFeatureCol(weaponMuzzlePos, dir, length)) {
		return false;
	}
	if (avoidFriendly && TraceRay::TestAllyCone(weaponMuzzlePos, dir, length, (accuracy + sprayAngle), owner->allyteam, owner)) {
		return false;
	}
	if (avoidNeutral && TraceRay::TestNeutralCone(weaponMuzzlePos, dir, length, (accuracy + sprayAngle), owner)) {
		return false;
	}

	return true;
}
示例#3
0
bool CTorpedoLauncher::TestTarget(const float3& pos, bool userTarget, const CUnit* unit) const
{
    // NOTE: only here for #3557
    if (!TargetUnitOrPositionInWater(pos, unit))
        return false;

    return (CWeapon::TestTarget(pos, userTarget, unit));
}
示例#4
0
bool CStarburstLauncher::TryTarget(const float3& pos, bool userTarget, CUnit* unit)
{
	if (!CWeapon::TryTarget(pos, userTarget, unit))
		return false;

	if (!weaponDef->waterweapon && TargetUnitOrPositionInWater(pos, unit))
		return false;

	const float3& wdir = weaponDef->fixedLauncher? weaponDir: UpVector;

	if (avoidFriendly && TraceRay::TestCone(weaponMuzzlePos, wdir, 100.0f, 0.0f, owner->allyteam, true, false, false, owner)) {
		return false;
	}
	if (avoidNeutral && TraceRay::TestCone(weaponMuzzlePos, wdir, 100.0f, 0.0f, owner->allyteam, false, true, false, owner)) {
		return false;
	}

	return true;
}
示例#5
0
bool CBeamLaser::TryTarget(const float3& pos, bool userTarget, CUnit* unit)
{
    if (!CWeapon::TryTarget(pos, userTarget, unit))
        return false;

    if (!weaponDef->waterweapon && TargetUnitOrPositionInWater(pos, unit))
        return false;

    float3 dir = pos - weaponMuzzlePos;
    float length = dir.Length();

    if (length == 0)
        return true;

    dir /= length;

    if (!onlyForward) {
        if (!HaveFreeLineOfFire(weaponMuzzlePos, dir, length, unit)) {
            return false;
        }
    }

    const float spread =
        (accuracy + sprayAngle) *
        (1.0f - owner->limExperience * weaponDef->ownerExpAccWeight);

    if (avoidFeature && TraceRay::LineFeatureCol(weaponMuzzlePos, dir, length)) {
        return false;
    }
    if (avoidFriendly && TraceRay::TestCone(weaponMuzzlePos, dir, length, spread, owner->allyteam, true, false, false, owner)) {
        return false;
    }
    if (avoidNeutral && TraceRay::TestCone(weaponMuzzlePos, dir, length, spread, owner->allyteam, false, true, false, owner)) {
        return false;
    }

    return true;
}