示例#1
0
void Team::markRadiusSeenToTeams(Stuff::Vector3D& location, float radius, bool shrinkForNight)
{
	if(radius < 0.0)
		radius = fireVisualRange;
	if(shrinkForNight)
		radius -= (radius * 0.25f);
	bool didTeam[MAX_TEAMS] = {false, false, false, false, false, false, false, false};
	for(size_t i = 0; i < ObjectManager->getNumMovers(); i++)
	{
		MoverPtr mover = ObjectManager->getMover(i);
		if(mover->getTeam() && !didTeam[mover->getTeamId()] && !isFriendly(mover->getTeam()))
		{
			Stuff::Vector3D result;
			result.x = location.x - mover->getPosition().x;
			result.y = location.y - mover->getPosition().y;
			result.z = 0.0;
			float dist = result.GetLength() * metersPerWorldUnit;
			if(dist < maxVisualRange)
			{
				markRadiusSeen(location, radius);
				didTeam[mover->getTeamId()] = true;
			}
		}
	}
}
示例#2
0
bool TeamSensorSystem::meetsCriteria (GameObjectPtr looker, MoverPtr mover, long contactCriteria) {

	bool isSensor[NUM_CONTACT_STATUSES] = {false, true, true, true, true, false};
	long status = mover->getContactStatus(teamId, true);

	if (mover->getFlag(OBJECT_FLAG_REMOVED))
		return(false);

	if (status == CONTACT_NONE)
		return(false);

	if (contactCriteria & CONTACT_CRITERIA_VISUAL_OR_SENSOR)
		if ((status != CONTACT_VISUAL) && !isSensor[status])
			return(false);

	if (contactCriteria & CONTACT_CRITERIA_VISUAL)
		if (status != CONTACT_VISUAL)
			return(false);

	if (contactCriteria & CONTACT_CRITERIA_SENSOR)
		if (!isSensor[status])
			return(false);

	if (contactCriteria & CONTACT_CRITERIA_NOT_CHALLENGED) {
		if (mover->getChallenger() != NULL)
			return(false);
	}

	if (contactCriteria & CONTACT_CRITERIA_NOT_DISABLED) {
		if (mover->isDisabled())
			return(false);
	}

	if (contactCriteria & CONTACT_CRITERIA_ENEMY) {
		if ((teamId == -1) || !mover->getTeam())
			return(false);
		if (!Team::teams[teamId]->isEnemy(mover->getTeam()))
			return(false);
	}

	if (contactCriteria & CONTACT_CRITERIA_ARMED) {
		if (mover->numFunctionalWeapons == 0)
			return(false);
	}

	return(true);
}
示例#3
0
long SensorSystem::calcContactStatus (MoverPtr mover) {

	if (!owner->getTeam())
		return(CONTACT_NONE);

	if (mover->getFlag(OBJECT_FLAG_REMOVED)) {
		return(CONTACT_NONE);
	}

	//----------------------------------------------------------
	//If object we are looking for is at the edge, NO CONTACT!!
	if (!Terrain::IsGameSelectTerrainPosition(mover->getPosition()))
		return CONTACT_NONE;
		
	//-------------------------------------------------------------
	// Should be properly set when active probes are implemented...
	long newContactStatus = CONTACT_NONE;
	if (!notShutdown || (range == 0.0) && !broken) 
	{
		if (owner->lineOfSight(mover) && !mover->isDisabled())
			newContactStatus = CONTACT_VISUAL;
		return(newContactStatus);
	}

	if ((masterIndex == -1) || (range < 0.0)) {
		return(CONTACT_NONE);
	}

	if (owner->isMover()) {
		MoverPtr mover = (MoverPtr)owner;
		if ((mover->sensor == 255) || mover->inventory[mover->sensor].disabled || broken) {
			return(CONTACT_NONE);
		}
	}

	if (mover->getFlag(OBJECT_FLAG_SENSOR) && !mover->isDisabled()) 
	{
		bool moverNotContact = mover->hasNullSignature() || (mover->getEcmRange() != 0.0f);
		bool moverInvisible = (mover->getStatus() == OBJECT_STATUS_SHUTDOWN);
		if (!moverInvisible && !moverNotContact)
		{
			float distanceToMover = owner->distanceFrom(mover->getPosition());
			float sensorRange = getEffectiveRange();
			if (distanceToMover <= sensorRange)
			{
				//-------------------------------------------
				//No need to check shutdown and probe AGAIN!
				newContactStatus = getSensorQuality();

				//---------------------------------------
				// If ecm affecting me, my skill drops...
				// CUT, per Mitch 2/10/00
				if ((ecmEffect < 1.0) && (newContactStatus > CONTACT_SENSOR_QUALITY_1))
					newContactStatus--;

				//---------------------------------------------------
				// We now we are within sensor range, check visual.
				float startRadius = 0.0f;
				if (!owner->isMover())
					startRadius = owner->getAppearRadius();

				if (hasLOSCapability && owner->lineOfSight(mover,startRadius))
					newContactStatus = CONTACT_VISUAL;
			}
			else	//Still need to check if visual!!! ECM and Lookout Towers!!
			{
				float startRadius = 0.0f;
				if (!owner->isMover())
					startRadius = owner->getAppearRadius();

				if (hasLOSCapability && owner->lineOfSight(mover,startRadius))
					newContactStatus = CONTACT_VISUAL;
			}
		}
		else
		{
			//Target is shutdown, can ONLY be visual cause this platform has no probe.
			float startRadius = 0.0f;
			if (!owner->isMover())
				startRadius = owner->getAppearRadius();

			if (hasLOSCapability && owner->lineOfSight(mover,startRadius))
		    	newContactStatus = CONTACT_VISUAL;
		}
	}

	//Let us know that we can see something, sensor or otherwise!!
	if (mover->getTeam() && (owner->getTeam() == Team::home) &&	mover->getTeam()->isEnemy(Team::home) &&
		(newContactStatus != CONTACT_NONE))
	{
		SensorSystemManager::enemyInLOS = true;
	}
 
	return(newContactStatus);
}