pioneer/src/Missile.cpp

263 lines
7.5 KiB
C++

// Copyright © 2008-2021 Pioneer Developers. See AUTHORS.txt for details
// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt
#include "Missile.h"
#include "Game.h"
#include "Lang.h"
#include "Pi.h"
#include "Sfx.h"
#include "Ship.h"
#include "ShipAICmd.h"
#include "Space.h"
#include "collider/CollisionContact.h"
#include "core/Log.h"
#include "lua/LuaEvent.h"
Missile::Missile(const ShipType::Id &shipId, Body *owner, int power)
{
AddFeature(Feature::PROPULSION); // add component propulsion
if (power < 0) {
m_power = 0;
if (shipId == ShipType::MISSILE_GUIDED) m_power = 1;
if (shipId == ShipType::MISSILE_SMART) m_power = 2;
if (shipId == ShipType::MISSILE_NAVAL) m_power = 3;
} else
m_power = power;
m_owner = owner;
m_type = &ShipType::types[shipId];
SetMass(m_type->hullMass * 1000);
SetModel(m_type->modelName.c_str());
SetMassDistributionFromModel();
SetLabel(Lang::MISSILE);
Disarm();
GetPropulsion()->SetFuel(1.0);
GetPropulsion()->SetFuelReserve(0.0);
m_curAICmd = 0;
m_aiMessage = AIERROR_NONE;
m_decelerating = false;
GetPropulsion()->Init(this, GetModel(), m_type->fuelTankMass, m_type->effectiveExhaustVelocity, m_type->linThrust, m_type->angThrust);
}
Missile::Missile(const Json &jsonObj, Space *space) :
DynamicBody(jsonObj, space)
{
AddFeature(Feature::PROPULSION);
GetPropulsion()->LoadFromJson(jsonObj, space);
Json missileObj = jsonObj["missile"];
try {
m_type = &ShipType::types[missileObj["ship_type_id"]];
SetModel(m_type->modelName.c_str());
m_curAICmd = 0;
m_curAICmd = AICommand::LoadFromJson(missileObj);
m_aiMessage = AIError(missileObj["ai_message"]);
m_ownerIndex = missileObj["index_for_body"];
m_power = missileObj["power"];
m_armed = missileObj["armed"];
} catch (Json::type_error &) {
throw SavedGameCorruptException();
}
GetPropulsion()->Init(this, GetModel(), m_type->fuelTankMass, m_type->effectiveExhaustVelocity, m_type->linThrust, m_type->angThrust);
}
void Missile::SaveToJson(Json &jsonObj, Space *space)
{
DynamicBody::SaveToJson(jsonObj, space);
GetPropulsion()->SaveToJson(jsonObj, space);
Json missileObj = Json::object(); // Create JSON object to contain missile data.
if (m_curAICmd) m_curAICmd->SaveToJson(missileObj);
missileObj["ai_message"] = int(m_aiMessage);
missileObj["index_for_body"] = space->GetIndexForBody(m_owner);
missileObj["power"] = m_power;
missileObj["armed"] = m_armed;
missileObj["ship_type_id"] = m_type->id;
jsonObj["missile"] = missileObj; // Add missile object to supplied object.
}
void Missile::PostLoadFixup(Space *space)
{
DynamicBody::PostLoadFixup(space);
m_owner = space->GetBodyByIndex(m_ownerIndex);
if (m_curAICmd) m_curAICmd->PostLoadFixup(space);
}
Missile::~Missile()
{
if (m_curAICmd) delete m_curAICmd;
}
void Missile::ECMAttack(int power_val)
{
if (power_val > m_power) {
CollisionContact dummy;
OnDamage(0, 1.0f, dummy);
}
}
void Missile::StaticUpdate(const float timeStep)
{
// Note: direct call to AI->TimeStepUpdate
if (!m_curAICmd) {
GetPropulsion()->ClearLinThrusterState();
GetPropulsion()->ClearAngThrusterState();
} else if (m_curAICmd->TimeStepUpdate()) {
delete m_curAICmd;
m_curAICmd = nullptr;
}
//Add smoke trails for missiles on thruster state
static double s_timeAccum = 0.0;
s_timeAccum += timeStep;
if (!is_equal_exact(GetPropulsion()->GetLinThrusterState().LengthSqr(), 0.0) && (s_timeAccum > 4 || 0.1 * Pi::rng.Double() < timeStep)) {
s_timeAccum = 0.0;
const vector3d pos = GetOrient() * vector3d(0, 0, 5);
const float speed = std::min(10.0 * GetVelocity().Length() * std::max(1.0, fabs(GetPropulsion()->GetLinThrusterState().z)), 100.0);
SfxManager::AddThrustSmoke(this, speed, pos);
}
}
void Missile::TimeStepUpdate(const float timeStep)
{
const vector3d thrust = GetPropulsion()->GetActualLinThrust();
AddRelForce(thrust);
AddRelTorque(GetPropulsion()->GetActualAngThrust());
DynamicBody::TimeStepUpdate(timeStep);
GetPropulsion()->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);
for (Body *body : nearby) {
if (body == this) continue;
double dist = (body->GetPosition() - GetPosition()).Length();
if (dist < MISSILE_DETECTION_RADIUS) {
Explode();
break;
}
}
}
}
bool Missile::OnCollision(Body *o, Uint32 flags, double relVel)
{
if (!IsDead()) {
Explode();
}
return true;
}
bool Missile::OnDamage(Body *attacker, float kgDamage, const CollisionContact &contactData)
{
if (!IsDead()) {
Explode();
}
return true;
}
double calcAreaSphere(const double r)
{
return 4.0 * M_PI * r * r;
}
double calcAreaCircle(const double r)
{
return M_PI * r * r;
}
void Missile::Explode()
{
Pi::game->GetSpace()->KillBody(this);
// how much energy was converted in the explosion?
double mjYield = 4.184 * 200; // defaults to 200kg of TNT
Properties().Get("missile_yield_cap", mjYield);
double queryRadius = 2000.0; // defaults to 2 km, this is sufficient for most explosions
Properties().Get("missile_explosion_radius_cap", queryRadius);
CollisionContact dummy;
Space::BodyNearList nearby = Pi::game->GetSpace()->GetBodiesMaybeNear(this, queryRadius);
for (Body *body : nearby) {
const double distSqr = (body->GetPosition() - GetPosition()).LengthSqr();
if (body->GetFrame() != GetFrame() || body == this || distSqr >= queryRadius * queryRadius)
continue;
const double dist = (body->GetPosition() - GetPosition()).Length(); // distance from explosion in meter
const double targetRadius = body->GetPhysRadius(); // radius of the hit target in meter
const double areaSphere = calcAreaSphere(std::max(0.0, dist - targetRadius));
const double crossSectionTarget = calcAreaCircle(targetRadius);
double ratioArea = crossSectionTarget / areaSphere; // compute ratio of areas to know how much energy was transfered to target
ratioArea = std::min(ratioArea, 1.0); // we must limit received energy to finite amount
const double mjReceivedEnergy = ratioArea * mjYield; // compute received energy by blast
double kgDamage = mjReceivedEnergy * 16.18033; // received energy back to damage in pioneer "kg" unit, using Phi*10 because we can
if (kgDamage < 5.0)
continue; // early-out if we're dealing a negligable amount of damage
// Log::Info("Missile impact on {}\n\ttarget.radius={} dist={} sphereArea={} crossSection={} (ratio={}) => received energy {}mj={}kgD\n",
// body->GetLabel(), targetRadius, dist, areaSphere, crossSectionTarget, ratioArea, mjReceivedEnergy, kgDamage);
body->OnDamage(m_owner, kgDamage, dummy);
if (body->IsType(ObjectType::SHIP))
LuaEvent::Queue("onShipHit", dynamic_cast<Ship *>(body), m_owner);
}
SfxManager::Add(this, TYPE_EXPLOSION);
}
void Missile::NotifyRemoved(const Body *const removedBody)
{
if (m_curAICmd) m_curAICmd->OnDeleted(removedBody);
if (m_owner == removedBody) {
m_owner = 0;
}
DynamicBody::NotifyRemoved(removedBody);
}
void Missile::Arm()
{
m_armed = true;
Properties().Set("isArmed", true);
}
void Missile::Disarm()
{
m_armed = false;
Properties().Set("isArmed", false);
}
void Missile::Render(Graphics::Renderer *renderer, const Camera *camera, const vector3d &viewCoords, const matrix4x4d &viewTransform)
{
if (IsDead()) return;
GetPropulsion()->Render(renderer, camera, viewCoords, viewTransform);
RenderModel(renderer, camera, viewCoords, viewTransform);
}
void Missile::AIKamikaze(Body *target)
{
//AIClearInstructions();
if (m_curAICmd != 0)
delete m_curAICmd;
m_curAICmd = new AICmdKamikaze(this, target);
}