AFlareSpacecraft* UFlareSpacecraftNavigationSystem::GetNearestShip(AFlareSpacecraft* DockingStation) const { // For now an host ship is a the nearest host ship with the following critera: // - Alive or not // - From any company // - Is the nearest // - Is not me FVector PilotLocation = Spacecraft->GetActorLocation(); float MinDistanceSquared = -1; AFlareSpacecraft* NearestShip = NULL; for (int32 SpacecraftIndex = 0; SpacecraftIndex < Spacecraft->GetGame()->GetActiveSector()->GetSpacecrafts().Num(); SpacecraftIndex++) { AFlareSpacecraft* ShipCandidate = Spacecraft->GetGame()->GetActiveSector()->GetSpacecrafts()[SpacecraftIndex]; if (ShipCandidate != Spacecraft && ShipCandidate != DockingStation) { if (DockingStation && (DockingStation->GetDockingSystem()->IsGrantedShip(ShipCandidate) || DockingStation->GetDockingSystem()->IsDockedShip(ShipCandidate))) { // Ignore ship docked or docking at the same station continue; } float DistanceSquared = (PilotLocation - ShipCandidate->GetActorLocation()).SizeSquared(); if (NearestShip == NULL || DistanceSquared < MinDistanceSquared) { MinDistanceSquared = DistanceSquared; NearestShip = ShipCandidate; } } } return NearestShip; }
void UFlareAsteroidComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) { Super::TickComponent(DeltaTime, TickType, ThisTickFunction); float CollisionSize = GetCollisionShape().GetExtent().Size(); EffectsUpdateTimer += DeltaTime; // Get player ship AFlareGame* Game = Cast<AFlareGame>(GetWorld()->GetAuthGameMode()); FCHECK(Game); AFlarePlayerController* PC = Game->GetPC(); FCHECK(PC); AFlareSpacecraft* ShipPawn = PC->GetShipPawn(); // Update if close to player and visible if (ShipPawn && (ShipPawn->GetActorLocation() - GetComponentLocation()).Size() < 500000 && (GetWorld()->TimeSeconds - LastRenderTime) < 0.5) { if (EffectsUpdateTimer > EffectsUpdatePeriod) { // World data FVector AsteroidLocation = GetComponentLocation(); FVector SunDirection = Game->GetPlanetarium()->GetSunDirection(); SunDirection.Normalize(); // Compute new FX locations for (int32 Index = 0; Index < Effects.Num(); Index++) { FVector RandomDirection = FVector::CrossProduct(SunDirection, EffectsKernels[Index]); RandomDirection.Normalize(); FVector StartPoint = AsteroidLocation + RandomDirection * CollisionSize; // Trace params FHitResult HitResult(ForceInit); FCollisionQueryParams TraceParams(FName(TEXT("Asteroid Trace")), false, NULL); TraceParams.bTraceComplex = true; TraceParams.bReturnPhysicalMaterial = false; ECollisionChannel CollisionChannel = ECollisionChannel::ECC_WorldDynamic; // Trace bool FoundHit = GetWorld()->LineTraceSingleByChannel(HitResult, StartPoint, AsteroidLocation, CollisionChannel, TraceParams); if (FoundHit && HitResult.Component == this && Effects[Index]) { FVector EffectLocation = HitResult.Location; if (!Effects[Index]->IsActive()) { Effects[Index]->Activate(); } Effects[Index]->SetWorldLocation(EffectLocation); Effects[Index]->SetWorldRotation(SunDirection.Rotation()); } else { Effects[Index]->Deactivate(); } } EffectsUpdateTimer = 0; } } // Disable all else { for (int32 Index = 0; Index < Effects.Num(); Index++) { Effects[Index]->Deactivate(); } } }
AFlareSpacecraft* UFlareSector::LoadSpacecraft(UFlareSimulatedSpacecraft* ParentSpacecraft) { AFlareSpacecraft* Spacecraft = NULL; FLOGV("UFlareSector::LoadSpacecraft : Start loading ('%s')", *ParentSpacecraft->GetImmatriculation().ToString()); // Spawn parameters FActorSpawnParameters Params; Params.bNoFail = true; Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; // Create and configure the ship Spacecraft = GetGame()->GetWorld()->SpawnActor<AFlareSpacecraft>(ParentSpacecraft->GetDescription()->Template->GeneratedClass, ParentSpacecraft->GetData().Location, ParentSpacecraft->GetData().Rotation, Params); if (Spacecraft && !Spacecraft->IsPendingKillPending()) { Spacecraft->Load(ParentSpacecraft); UPrimitiveComponent* RootComponent = Cast<UPrimitiveComponent>(Spacecraft->GetRootComponent()); if (Spacecraft->IsStation()) { SectorStations.Add(Spacecraft); } else { SectorShips.Add(Spacecraft); } SectorSpacecrafts.Add(Spacecraft); FLOGV("%s spawn mode = %d", *Spacecraft->GetImmatriculation().ToString(), ParentSpacecraft->GetData().SpawnMode+0) switch (ParentSpacecraft->GetData().SpawnMode) { // Already known to be correct case EFlareSpawnMode::Safe: FLOGV("UFlareSector::LoadSpacecraft : Safe spawn '%s' at (%f,%f,%f)", *ParentSpacecraft->GetImmatriculation().ToString(), ParentSpacecraft->GetData().Location.X, ParentSpacecraft->GetData().Location.Y, ParentSpacecraft->GetData().Location.Z); RootComponent->SetPhysicsLinearVelocity(ParentSpacecraft->GetData().LinearVelocity, false); RootComponent->SetPhysicsAngularVelocity(ParentSpacecraft->GetData().AngularVelocity, false); break; // First spawn case EFlareSpawnMode::Spawn: PlaceSpacecraft(Spacecraft, ParentSpacecraft->GetData().Location); { FVector NewLocation = Spacecraft->GetActorLocation(); FLOGV("UFlareSector::LoadSpacecraft : Placing '%s' at (%f,%f,%f)", *ParentSpacecraft->GetImmatriculation().ToString(), NewLocation.X, NewLocation.Y, NewLocation.Z); } RootComponent->SetPhysicsLinearVelocity(FVector::ZeroVector, false); RootComponent->SetPhysicsAngularVelocity(FVector::ZeroVector, false); break; // Incoming in sector case EFlareSpawnMode::Travel: { FLOGV("UFlareSector::LoadSpacecraft : Travel '%s' at (%f, %f, %f)", *ParentSpacecraft->GetImmatriculation().ToString(), ParentSpacecraft->GetData().Location.X, ParentSpacecraft->GetData().Location.Y, ParentSpacecraft->GetData().Location.Z); FVector SpawnDirection; TArray<AFlareSpacecraft*> FriendlySpacecrafts = GetCompanySpacecrafts(Spacecraft->GetCompany()); FVector FriendlyShipLocationSum = FVector::ZeroVector; int FriendlyShipCount = 0; for (int SpacecraftIndex = 0 ; SpacecraftIndex < FriendlySpacecrafts.Num(); SpacecraftIndex++) { AFlareSpacecraft *SpacecraftCandidate = FriendlySpacecrafts[SpacecraftIndex]; if (!SpacecraftCandidate->IsStation() && SpacecraftCandidate != Spacecraft) { FriendlyShipLocationSum += SpacecraftCandidate->GetActorLocation(); FriendlyShipCount++; } } if (FriendlyShipCount == 0) { FVector NotFriendlyShipLocationSum = FVector::ZeroVector; int NotFriendlyShipCount = 0; for (int SpacecraftIndex = 0 ; SpacecraftIndex < SectorShips.Num(); SpacecraftIndex++) { AFlareSpacecraft *SpacecraftCandidate = SectorShips[SpacecraftIndex]; if (SpacecraftCandidate != Spacecraft && SpacecraftCandidate->GetCompany() != Spacecraft->GetCompany()) { NotFriendlyShipLocationSum += SpacecraftCandidate->GetActorLocation(); NotFriendlyShipCount++; } } if (NotFriendlyShipCount == 0) { SpawnDirection = FMath::VRand(); } else { FVector NotFriendlyShipLocationMean = NotFriendlyShipLocationSum / NotFriendlyShipCount; SpawnDirection = (GetSectorCenter() - NotFriendlyShipLocationMean).GetUnsafeNormal(); } } else { FVector FriendlyShipLocationMean = FriendlyShipLocationSum / FriendlyShipCount; SpawnDirection = (FriendlyShipLocationMean - GetSectorCenter()).GetUnsafeNormal() ; } float SpawnDistance = GetSectorRadius() + 1; if (GetSimulatedSector()->GetSectorBattleState(Spacecraft->GetCompany()) != EFlareSectorBattleState::NoBattle) { SpawnDistance += 500000; // 5 km } SpawnDistance = FMath::Min(SpawnDistance, GetSectorLimits()); FVector Location = GetSectorCenter() + SpawnDirection * SpawnDistance; FVector CenterDirection = (GetSectorCenter() - Location).GetUnsafeNormal(); Spacecraft->SetActorRotation(CenterDirection.Rotation()); PlaceSpacecraft(Spacecraft, Location); float SpawnVelocity = 0; if (GetSimulatedSector()->GetSectorBattleState(Spacecraft->GetCompany()) != EFlareSectorBattleState::NoBattle) { SpawnVelocity = 10000; } RootComponent->SetPhysicsLinearVelocity(CenterDirection * SpawnVelocity, false); RootComponent->SetPhysicsAngularVelocity(FVector::ZeroVector, false); } break; case EFlareSpawnMode::Exit: { float SpawnDistance = GetSectorLimits() * 0.9; float SpawnVelocity = ParentSpacecraft->GetData().LinearVelocity.Size() * 0.6; FVector SpawnDirection = ParentSpacecraft->GetData().Location.GetUnsafeNormal(); FVector Location = SpawnDirection * SpawnDistance; FVector CenterDirection = (GetSectorCenter() - Location).GetUnsafeNormal(); FLOGV("UFlareSector::LoadSpacecraft : Exit '%s' at (%f, %f, %f)", *ParentSpacecraft->GetImmatriculation().ToString(), Location.X, Location.Y, Location.Z); PlaceSpacecraft(Spacecraft, Location); Spacecraft->SetActorRotation(CenterDirection.Rotation()); RootComponent->SetPhysicsLinearVelocity(CenterDirection * SpawnVelocity, false); RootComponent->SetPhysicsAngularVelocity(FVector::ZeroVector, false); } break; } ParentSpacecraft->SetSpawnMode(EFlareSpawnMode::Safe); }