977 lines
37 KiB
C#
977 lines
37 KiB
C#
#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Projectiles
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{
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[Desc("Projectile with smart tracking.")]
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public class MissileInfo : IProjectileInfo
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{
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[Desc("Name of the image containing the projectile sequence.")]
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public readonly string Image = null;
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[SequenceReference(nameof(Image), allowNullImage: true)]
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[Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")]
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public readonly string[] Sequences = { "idle" };
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[PaletteReference(nameof(IsPlayerPalette))]
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[Desc("Palette used to render the projectile sequence.")]
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public readonly string Palette = "effect";
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[Desc("Palette is a player palette BaseName")]
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public readonly bool IsPlayerPalette = false;
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[Desc("Does this projectile have a shadow?")]
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public readonly bool Shadow = false;
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[Desc("Color to draw shadow if Shadow is true.")]
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public readonly Color ShadowColor = Color.FromArgb(140, 0, 0, 0);
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[Desc("Minimum vertical launch angle (pitch).")]
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public readonly WAngle MinimumLaunchAngle = new(-64);
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[Desc("Maximum vertical launch angle (pitch).")]
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public readonly WAngle MaximumLaunchAngle = new(128);
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[Desc("Minimum launch speed in WDist / tick. Defaults to Speed if -1.")]
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public readonly WDist MinimumLaunchSpeed = new(-1);
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[Desc("Maximum launch speed in WDist / tick. Defaults to Speed if -1.")]
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public readonly WDist MaximumLaunchSpeed = new(-1);
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[Desc("Maximum projectile speed in WDist / tick")]
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public readonly WDist Speed = new(384);
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[Desc("Projectile acceleration when propulsion activated.")]
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public readonly WDist Acceleration = new(5);
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[Desc("How many ticks before this missile is armed and can explode.")]
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public readonly int Arm = 0;
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[Desc("Is the missile blocked by actors with BlocksProjectiles: trait.")]
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public readonly bool Blockable = true;
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[Desc("Is the missile aware of terrain height levels. Only needed for mods with real, non-visual height levels.")]
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public readonly bool TerrainHeightAware = false;
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[Desc("Width of projectile (used for finding blocking actors).")]
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public readonly WDist Width = new(1);
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[Desc("The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.")]
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public readonly WDist Inaccuracy = WDist.Zero;
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[Desc("Controls the way inaccuracy is calculated. Possible values are " +
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"'Maximum' - scale from 0 to max with range, " +
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"'PerCellIncrement' - scale from 0 with range, " +
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"'Absolute' - use set value regardless of range.")]
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public readonly InaccuracyType InaccuracyType = InaccuracyType.Absolute;
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[Desc("Inaccuracy override when successfully locked onto target. Defaults to Inaccuracy if negative.")]
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public readonly WDist LockOnInaccuracy = new(-1);
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[Desc("Probability of locking onto and following target.")]
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public readonly int LockOnProbability = 100;
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[Desc("Horizontal rate of turn.")]
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public readonly WAngle HorizontalRateOfTurn = new(20);
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[Desc("Vertical rate of turn.")]
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public readonly WAngle VerticalRateOfTurn = new(24);
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[Desc("Gravity applied while in free fall.")]
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public readonly int Gravity = 10;
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[Desc("Run out of fuel after covering this distance. Zero for defaulting to weapon range. Negative for unlimited fuel.")]
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public readonly WDist RangeLimit = WDist.Zero;
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[Desc("Explode when running out of fuel.")]
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public readonly bool ExplodeWhenEmpty = true;
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[Desc("Altitude above terrain below which to explode. Zero effectively deactivates airburst.")]
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public readonly WDist AirburstAltitude = WDist.Zero;
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[Desc("Cruise altitude. Zero means no cruise altitude used.")]
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public readonly WDist CruiseAltitude = new(512);
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[Desc("Activate homing mechanism after this many ticks.")]
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public readonly int HomingActivationDelay = 0;
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[Desc("Image that contains the trail animation.")]
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public readonly string TrailImage = null;
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[SequenceReference(nameof(TrailImage), allowNullImage: true)]
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[Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")]
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public readonly string[] TrailSequences = { "idle" };
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[PaletteReference(nameof(TrailUsePlayerPalette))]
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[Desc("Palette used to render the trail sequence.")]
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public readonly string TrailPalette = "effect";
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[Desc("Use the Player Palette to render the trail sequence.")]
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public readonly bool TrailUsePlayerPalette = false;
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[Desc("Interval in ticks between spawning trail animation.")]
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public readonly int TrailInterval = 2;
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[Desc("Should trail animation be spawned when the propulsion is not activated.")]
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public readonly bool TrailWhenDeactivated = false;
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[Desc("When set, display a line behind the actor. Length is measured in ticks after appearing.")]
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public readonly int ContrailLength = 0;
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[Desc("Time (in ticks) after which the line should appear. Controls the distance to the actor.")]
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public readonly int ContrailDelay = 1;
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[Desc("Equivalent to sequence ZOffset. Controls Z sorting.")]
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public readonly int ContrailZOffset = 2047;
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[Desc("Thickness of the emitted line at the start of the contrail.")]
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public readonly WDist ContrailStartWidth = new(64);
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[Desc("Thickness of the emitted line at the end of the contrail. Will default to " + nameof(ContrailStartWidth) + " if left undefined")]
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public readonly WDist? ContrailEndWidth = null;
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[Desc("RGB color at the contrail start.")]
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public readonly Color ContrailStartColor = Color.White;
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[Desc("Use player remap color instead of a custom color at the contrail the start.")]
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public readonly bool ContrailStartColorUsePlayerColor = false;
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[Desc("The alpha value [from 0 to 255] of color at the contrail the start.")]
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public readonly int ContrailStartColorAlpha = 255;
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[Desc("RGB color at the contrail end. Will default to " + nameof(ContrailStartColor) + " if left undefined")]
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public readonly Color? ContrailEndColor;
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[Desc("Use player remap color instead of a custom color at the contrail end.")]
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public readonly bool ContrailEndColorUsePlayerColor = false;
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[Desc("The alpha value [from 0 to 255] of color at the contrail end.")]
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public readonly int ContrailEndColorAlpha = 0;
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[Desc("Should missile targeting be thrown off by nearby actors with JamsMissiles.")]
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public readonly bool Jammable = true;
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[Desc("Range of facings by which jammed missiles can stray from current path.")]
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public readonly int JammedDiversionRange = 20;
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[Desc("Explodes when leaving the following terrain type, e.g., Water for torpedoes.")]
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public readonly string BoundToTerrainType = "";
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[Desc("Allow the missile to snap to the target, meaning jumping to the target immediately when",
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"the missile enters the radius of the current speed around the target.")]
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public readonly bool AllowSnapping = false;
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[Desc("Explodes when inside this proximity radius to target.",
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"Note: If this value is lower than the missile speed, this check might",
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"not trigger fast enough, causing the missile to fly past the target.")]
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public readonly WDist CloseEnough = new(298);
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public IProjectile Create(ProjectileArgs args) { return new Missile(this, args); }
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}
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// TODO: double check square roots!!!
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public class Missile : IProjectile, ISync
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{
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enum States
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{
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Freefall,
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Homing,
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Hitting
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}
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readonly MissileInfo info;
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readonly ProjectileArgs args;
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readonly Animation anim;
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readonly WVec gravity;
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readonly int minLaunchSpeed;
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readonly int maxLaunchSpeed;
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readonly int maxSpeed;
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readonly WAngle minLaunchAngle;
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readonly WAngle maxLaunchAngle;
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readonly float3 shadowColor;
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readonly float shadowAlpha;
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int ticks;
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int ticksToNextSmoke;
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readonly ContrailRenderable contrail;
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readonly string trailPalette;
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States state;
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bool targetPassedBy;
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readonly bool lockOn;
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bool allowPassBy; // TODO: use this also with high minimum launch angle settings
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WPos targetPosition;
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readonly WVec offset;
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WVec tarVel;
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WVec predVel;
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[Sync]
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WPos pos;
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WVec velocity;
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int speed;
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int loopRadius;
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WDist distanceCovered;
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readonly WDist rangeLimit;
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WAngle renderFacing;
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[Sync]
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int hFacing;
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[Sync]
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int vFacing;
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public Missile(MissileInfo info, ProjectileArgs args)
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{
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this.info = info;
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this.args = args;
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pos = args.Source;
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hFacing = args.Facing.Facing;
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gravity = new WVec(0, 0, -info.Gravity);
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targetPosition = args.PassiveTarget;
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var limit = info.RangeLimit != WDist.Zero ? info.RangeLimit : args.Weapon.Range;
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rangeLimit = new WDist(Util.ApplyPercentageModifiers(limit.Length, args.RangeModifiers));
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minLaunchSpeed = info.MinimumLaunchSpeed.Length > -1 ? info.MinimumLaunchSpeed.Length : info.Speed.Length;
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maxLaunchSpeed = info.MaximumLaunchSpeed.Length > -1 ? info.MaximumLaunchSpeed.Length : info.Speed.Length;
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maxSpeed = info.Speed.Length;
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minLaunchAngle = info.MinimumLaunchAngle;
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maxLaunchAngle = info.MaximumLaunchAngle;
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var world = args.SourceActor.World;
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if (world.SharedRandom.Next(100) <= info.LockOnProbability)
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lockOn = true;
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var inaccuracy = lockOn && info.LockOnInaccuracy.Length > -1 ? info.LockOnInaccuracy.Length : info.Inaccuracy.Length;
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if (inaccuracy > 0)
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{
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var maxInaccuracyOffset = Util.GetProjectileInaccuracy(inaccuracy, info.InaccuracyType, args);
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offset = WVec.FromPDF(world.SharedRandom, 2) * maxInaccuracyOffset / 1024;
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}
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DetermineLaunchSpeedAndAngle(world, out speed, out vFacing);
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velocity = new WVec(0, -speed, 0)
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.Rotate(new WRot(WAngle.FromFacing(vFacing), WAngle.Zero, WAngle.Zero))
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.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(hFacing)));
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if (!string.IsNullOrEmpty(info.Image))
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{
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anim = new Animation(world, info.Image, () => renderFacing);
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anim.PlayRepeating(info.Sequences.Random(world.SharedRandom));
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}
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if (info.ContrailLength > 0)
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{
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var startcolor = Color.FromArgb(info.ContrailStartColorAlpha, info.ContrailStartColor);
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var endcolor = Color.FromArgb(info.ContrailEndColorAlpha, info.ContrailEndColor ?? startcolor);
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contrail = new ContrailRenderable(world, args.SourceActor,
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startcolor, info.ContrailStartColorUsePlayerColor,
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endcolor, info.ContrailEndColor == null ? info.ContrailStartColorUsePlayerColor : info.ContrailEndColorUsePlayerColor,
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info.ContrailStartWidth,
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info.ContrailEndWidth ?? info.ContrailStartWidth,
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info.ContrailLength, info.ContrailDelay, info.ContrailZOffset);
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}
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trailPalette = info.TrailPalette;
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if (info.TrailUsePlayerPalette)
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trailPalette += args.SourceActor.Owner.InternalName;
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shadowColor = new float3(info.ShadowColor.R, info.ShadowColor.G, info.ShadowColor.B) / 255f;
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shadowAlpha = info.ShadowColor.A / 255f;
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}
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static int LoopRadius(int speed, int rot)
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{
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// loopRadius in w-units = speed in w-units per tick / angular speed in radians per tick
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// angular speed in radians per tick = rot in facing units per tick * (pi radians / 128 facing units)
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// pi = 314 / 100
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// ==> loopRadius = (speed * 128 * 100) / (314 * rot)
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return speed * 6400 / (157 * rot);
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}
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void DetermineLaunchSpeedAndAngleForIncline(int predClfDist, int diffClfMslHgt, int relTarHorDist,
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out int speed, out int vFacing)
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{
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speed = maxLaunchSpeed;
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// Find smallest vertical facing, for which the missile will be able to climb terrAltDiff w-units
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// within hHeightChange w-units all the while ending the ascent with vertical facing 0
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vFacing = maxLaunchAngle.Angle >> 2;
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// Compute minimum speed necessary to both be able to face directly upwards and have enough space
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// to hit the target without passing it by (and thus having to do horizontal loops)
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var minSpeed = (System.Math.Min(predClfDist * 1024 / (1024 - WAngle.FromFacing(vFacing).Sin()),
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(relTarHorDist + predClfDist) * 1024 / (2 * (2048 - WAngle.FromFacing(vFacing).Sin())))
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* info.VerticalRateOfTurn.Facing * 157 / 6400).Clamp(minLaunchSpeed, maxLaunchSpeed);
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if ((sbyte)vFacing < 0)
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speed = minSpeed;
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else if (!WillClimbWithinDistance(vFacing, loopRadius, predClfDist, diffClfMslHgt)
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&& !WillClimbAroundInclineTop(vFacing, loopRadius, predClfDist, diffClfMslHgt))
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{
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// Find highest speed greater than the above minimum that allows the missile
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// to surmount the incline
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var vFac = vFacing;
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speed = BisectionSearch(minSpeed, maxLaunchSpeed, spd =>
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{
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var lpRds = LoopRadius(spd, info.VerticalRateOfTurn.Facing);
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return WillClimbWithinDistance(vFac, lpRds, predClfDist, diffClfMslHgt)
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|| WillClimbAroundInclineTop(vFac, lpRds, predClfDist, diffClfMslHgt);
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});
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}
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else
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{
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// Find least vertical facing that will allow the missile to climb
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// terrAltDiff w-units within hHeightChange w-units
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// all the while ending the ascent with vertical facing 0
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vFacing = BisectionSearch(System.Math.Max((sbyte)(minLaunchAngle.Angle >> 2), (sbyte)0),
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(sbyte)(maxLaunchAngle.Angle >> 2),
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vFac => !WillClimbWithinDistance(vFac, loopRadius, predClfDist, diffClfMslHgt)) + 1;
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}
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}
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// TODO: Double check Launch parameter determination
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void DetermineLaunchSpeedAndAngle(World world, out int speed, out int vFacing)
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{
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speed = maxLaunchSpeed;
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loopRadius = LoopRadius(speed, info.VerticalRateOfTurn.Facing);
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// Compute current distance from target position
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var tarDistVec = targetPosition + offset - pos;
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var relTarHorDist = tarDistVec.HorizontalLength;
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var predClfHgt = 0;
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var predClfDist = 0;
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var lastHt = 0;
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if (info.TerrainHeightAware)
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InclineLookahead(world, relTarHorDist, out predClfHgt, out predClfDist, out _, out lastHt);
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// Height difference between the incline height and missile height
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var diffClfMslHgt = predClfHgt - pos.Z;
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// Incline coming up
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if (info.TerrainHeightAware && diffClfMslHgt >= 0 && predClfDist > 0)
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DetermineLaunchSpeedAndAngleForIncline(predClfDist, diffClfMslHgt, relTarHorDist, out speed, out vFacing);
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else if (lastHt != 0)
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{
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vFacing = System.Math.Max((sbyte)(minLaunchAngle.Angle >> 2), (sbyte)0);
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speed = maxLaunchSpeed;
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}
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else
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{
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// Set vertical facing so that the missile faces its target
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var vDist = new WVec(-tarDistVec.Z, -relTarHorDist, 0);
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vFacing = (sbyte)vDist.Yaw.Facing;
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// Do not accept -1 as valid vertical facing since it is usually a numerical error
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// and will lead to premature descent and crashing into the ground
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if (vFacing == -1)
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vFacing = 0;
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// Make sure the chosen vertical facing adheres to prescribed bounds
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vFacing = vFacing.Clamp((sbyte)(minLaunchAngle.Angle >> 2),
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(sbyte)(maxLaunchAngle.Angle >> 2));
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}
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}
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// Will missile be able to climb terrAltDiff w-units within hHeightChange w-units
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// all the while ending the ascent with vertical facing 0
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// Calling this function only makes sense when vFacing is nonnegative
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static bool WillClimbWithinDistance(int vFacing, int loopRadius, int predClfDist, int diffClfMslHgt)
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{
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// Missile's horizontal distance from loop's center
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var missDist = loopRadius * WAngle.FromFacing(vFacing).Sin() / 1024;
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// Missile's height below loop's top
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var missHgt = loopRadius * (1024 - WAngle.FromFacing(vFacing).Cos()) / 1024;
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// Height that would be climbed without changing vertical facing
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// for a horizontal distance hHeightChange - missDist
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var hgtChg = (predClfDist - missDist) * WAngle.FromFacing(vFacing).Tan() / 1024;
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// Check if total manoeuvre height enough to overcome the incline's height
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return hgtChg + missHgt >= diffClfMslHgt;
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}
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// This function checks if the missile's vertical facing is
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// nonnegative, and the incline top's horizontal distance from the missile is
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// less than loopRadius * (1024 - WAngle.FromFacing(vFacing).Sin()) / 1024
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static bool IsNearInclineTop(int vFacing, int loopRadius, int predClfDist)
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{
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return vFacing >= 0 && predClfDist <= loopRadius * (1024 - WAngle.FromFacing(vFacing).Sin()) / 1024;
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}
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// Will missile climb around incline top if bringing vertical facing
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// down to zero on an arc of radius loopRadius
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// Calling this function only makes sense when IsNearInclineTop returns true
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static bool WillClimbAroundInclineTop(int vFacing, int loopRadius, int predClfDist, int diffClfMslHgt)
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{
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// Vector from missile's current position pointing to the loop's center
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var radius = new WVec(loopRadius, 0, 0)
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.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(System.Math.Max(0, 64 - vFacing))));
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// Vector from loop's center to incline top + 64 hardcoded in height buffer zone
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var topVector = new WVec(predClfDist, diffClfMslHgt + 64, 0) - radius;
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// Check if incline top inside of the vertical loop
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return topVector.Length <= loopRadius;
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}
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static int BisectionSearch(int lowerBound, int upperBound, System.Func<int, bool> testCriterion)
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{
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// Assuming that there exists an integer N between lowerBound and upperBound
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// for which testCriterion returns true as well as all integers less than N,
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// and for which testCriterion returns false for all integers greater than N,
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// this function finds N.
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while (upperBound - lowerBound > 1)
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{
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var middle = (upperBound + lowerBound) / 2;
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if (testCriterion(middle))
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lowerBound = middle;
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else
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upperBound = middle;
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}
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return lowerBound;
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}
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bool JammedBy(TraitPair<JamsMissiles> tp)
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{
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if ((tp.Actor.CenterPosition - pos).HorizontalLengthSquared > tp.Trait.Range.LengthSquared)
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return false;
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if (!tp.Trait.DeflectionStances.HasRelationship(tp.Actor.Owner.RelationshipWith(args.SourceActor.Owner)))
|
|
return false;
|
|
|
|
return tp.Actor.World.SharedRandom.Next(100) < tp.Trait.Chance;
|
|
}
|
|
|
|
void ChangeSpeed(int sign = 1)
|
|
{
|
|
speed = (speed + sign * info.Acceleration.Length).Clamp(0, maxSpeed);
|
|
|
|
// Compute the vertical loop radius
|
|
loopRadius = LoopRadius(speed, info.VerticalRateOfTurn.Facing);
|
|
}
|
|
|
|
WVec FreefallTick()
|
|
{
|
|
// Compute the projectile's freefall displacement
|
|
var move = velocity + gravity / 2;
|
|
velocity += gravity;
|
|
var velRatio = maxSpeed * 1024 / velocity.Length;
|
|
if (velRatio < 1024)
|
|
velocity = velocity * velRatio / 1024;
|
|
|
|
return move;
|
|
}
|
|
|
|
// NOTE: It might be desirable to make lookahead more intelligent by outputting more information
|
|
// than just the highest point in the lookahead distance
|
|
void InclineLookahead(World world, int distCheck, out int predClfHgt, out int predClfDist, out int lastHtChg, out int lastHt)
|
|
{
|
|
predClfHgt = 0; // Highest probed terrain height
|
|
predClfDist = 0; // Distance from highest point
|
|
lastHtChg = 0; // Distance from last time the height changes
|
|
lastHt = 0; // Height just before the last height change
|
|
|
|
// NOTE: Might be desired to unhardcode the lookahead step size
|
|
const int StepSize = 32;
|
|
var step = new WVec(0, -StepSize, 0)
|
|
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(hFacing))); // Step vector of length 128
|
|
|
|
// Probe terrain ahead of the missile
|
|
// NOTE: Might be desired to unhardcode maximum lookahead distance
|
|
var maxLookaheadDistance = loopRadius * 4;
|
|
var posProbe = pos;
|
|
var curDist = 0;
|
|
var tickLimit = System.Math.Min(maxLookaheadDistance, distCheck) / StepSize;
|
|
var prevHt = 0;
|
|
|
|
// TODO: Make sure cell on map!!!
|
|
for (var tick = 0; tick <= tickLimit; tick++)
|
|
{
|
|
posProbe += step;
|
|
if (!world.Map.Contains(world.Map.CellContaining(posProbe)))
|
|
break;
|
|
|
|
var ht = world.Map.Height[world.Map.CellContaining(posProbe)] * 512;
|
|
|
|
curDist += StepSize;
|
|
if (ht > predClfHgt)
|
|
{
|
|
predClfHgt = ht;
|
|
predClfDist = curDist;
|
|
}
|
|
|
|
if (prevHt != ht)
|
|
{
|
|
lastHtChg = curDist;
|
|
lastHt = prevHt;
|
|
prevHt = ht;
|
|
}
|
|
}
|
|
}
|
|
|
|
int IncreaseAltitude(int predClfDist, int diffClfMslHgt, int relTarHorDist, int vFacing)
|
|
{
|
|
var desiredVFacing = vFacing;
|
|
|
|
// If missile is below incline top height and facing downwards, bring back
|
|
// its vertical facing above zero as soon as possible
|
|
if ((sbyte)vFacing < 0)
|
|
desiredVFacing = info.VerticalRateOfTurn.Facing;
|
|
|
|
// Missile will climb around incline top if bringing vertical facing
|
|
// down to zero on an arc of radius loopRadius
|
|
else if (IsNearInclineTop(vFacing, loopRadius, predClfDist)
|
|
&& WillClimbAroundInclineTop(vFacing, loopRadius, predClfDist, diffClfMslHgt))
|
|
desiredVFacing = 0;
|
|
|
|
// Missile will not climb terrAltDiff w-units within hHeightChange w-units
|
|
// all the while ending the ascent with vertical facing 0
|
|
else if (!WillClimbWithinDistance(vFacing, loopRadius, predClfDist, diffClfMslHgt))
|
|
|
|
// Find smallest vertical facing, attainable in the next tick,
|
|
// for which the missile will be able to climb terrAltDiff w-units
|
|
// within hHeightChange w-units all the while ending the ascent
|
|
// with vertical facing 0
|
|
for (var vFac = System.Math.Min(vFacing + info.VerticalRateOfTurn.Facing - 1, 63); vFac >= vFacing; vFac--)
|
|
if (!WillClimbWithinDistance(vFac, loopRadius, predClfDist, diffClfMslHgt)
|
|
&& !(predClfDist <= loopRadius * (1024 - WAngle.FromFacing(vFac).Sin()) / 1024
|
|
&& WillClimbAroundInclineTop(vFac, loopRadius, predClfDist, diffClfMslHgt)))
|
|
{
|
|
desiredVFacing = vFac + 1;
|
|
break;
|
|
}
|
|
|
|
// Attained height after ascent as predicted from upper part of incline surmounting manoeuvre
|
|
var predAttHght = loopRadius * (1024 - WAngle.FromFacing(vFacing).Cos()) / 1024 - diffClfMslHgt;
|
|
|
|
// Should the missile be slowed down in order to make it more maneuverable
|
|
var slowDown = info.Acceleration.Length != 0 // Possible to decelerate
|
|
&& ((desiredVFacing != 0 // Lower part of incline surmounting manoeuvre
|
|
|
|
// Incline will be hit before vertical facing attains 64
|
|
&& (predClfDist <= loopRadius * (1024 - WAngle.FromFacing(vFacing).Sin()) / 1024
|
|
|
|
// When evaluating this the incline will be *not* be hit before vertical facing attains 64
|
|
// At current speed target too close to hit without passing it by
|
|
|| relTarHorDist <= 2 * loopRadius * (2048 - WAngle.FromFacing(vFacing).Sin()) / 1024 - predClfDist))
|
|
|
|
|| (desiredVFacing == 0 // Upper part of incline surmounting manoeuvre
|
|
&& relTarHorDist <= loopRadius * WAngle.FromFacing(vFacing).Sin() / 1024
|
|
+ Exts.ISqrt(predAttHght * (2 * loopRadius - predAttHght)))); // Target too close to hit at current speed
|
|
|
|
if (slowDown)
|
|
ChangeSpeed(-1);
|
|
|
|
return desiredVFacing;
|
|
}
|
|
|
|
int HomingInnerTick(int predClfDist, int diffClfMslHgt, int relTarHorDist, int lastHtChg, int lastHt,
|
|
int relTarHgt, int vFacing, bool targetPassedBy)
|
|
{
|
|
int desiredVFacing;
|
|
|
|
// Incline coming up -> attempt to reach the incline so that after predClfDist
|
|
// the height above the terrain is positive but as close to 0 as possible
|
|
// Also, never change horizontal facing and never travel backwards
|
|
// Possible techniques to avoid close cliffs are deceleration, turning
|
|
// as sharply as possible to travel directly upwards and then returning
|
|
// to zero vertical facing as low as possible while still not hitting the
|
|
// high terrain. A last technique (and the preferred one, normally used when
|
|
// the missile hasn't been fired near a cliff) is simply finding the smallest
|
|
// vertical facing that allows for a smooth climb to the new terrain's height
|
|
// and coming in at predClfDist at exactly zero vertical facing
|
|
if (info.TerrainHeightAware && diffClfMslHgt >= 0 && !allowPassBy)
|
|
desiredVFacing = IncreaseAltitude(predClfDist, diffClfMslHgt, relTarHorDist, vFacing);
|
|
else if (relTarHorDist <= 3 * loopRadius || state == States.Hitting)
|
|
{
|
|
// No longer travel at cruise altitude
|
|
state = States.Hitting;
|
|
|
|
if (lastHt >= targetPosition.Z)
|
|
allowPassBy = true;
|
|
|
|
if (!allowPassBy && (lastHt < targetPosition.Z || targetPassedBy))
|
|
{
|
|
// Aim for the target
|
|
var vDist = new WVec(-relTarHgt, -relTarHorDist, 0);
|
|
desiredVFacing = (sbyte)vDist.HorizontalLengthSquared != 0 ? vDist.Yaw.Facing : vFacing;
|
|
|
|
// Do not accept -1 as valid vertical facing since it is usually a numerical error
|
|
// and will lead to premature descent and crashing into the ground
|
|
if (desiredVFacing == -1)
|
|
desiredVFacing = 0;
|
|
|
|
// If the target has been passed by, limit the absolute value of
|
|
// vertical facing by the maximum vertical rate of turn
|
|
// Do this because the missile will be looping horizontally
|
|
// and thus needs smaller vertical facings so as not
|
|
// to hit the ground prematurely
|
|
if (targetPassedBy)
|
|
desiredVFacing = desiredVFacing.Clamp(-info.VerticalRateOfTurn.Facing, info.VerticalRateOfTurn.Facing);
|
|
else if (lastHt == 0)
|
|
{
|
|
// Before the target is passed by, missile speed should be changed
|
|
// Target's height above loop's center
|
|
var tarHgt = (loopRadius * WAngle.FromFacing(vFacing).Cos() / 1024 - System.Math.Abs(relTarHgt)).Clamp(0, loopRadius);
|
|
|
|
// Target's horizontal distance from loop's center
|
|
var tarDist = Exts.ISqrt(loopRadius * loopRadius - tarHgt * tarHgt);
|
|
|
|
// Missile's horizontal distance from loop's center
|
|
var missDist = loopRadius * WAngle.FromFacing(vFacing).Sin() / 1024;
|
|
|
|
// If the current height does not permit the missile
|
|
// to hit the target before passing it by, lower speed
|
|
// Otherwise, increase speed
|
|
if (relTarHorDist <= tarDist - System.Math.Sign(relTarHgt) * missDist)
|
|
ChangeSpeed(-1);
|
|
else
|
|
ChangeSpeed();
|
|
}
|
|
}
|
|
else if (allowPassBy || (lastHt != 0 && relTarHorDist - lastHtChg < loopRadius))
|
|
{
|
|
// Only activate this part if target too close to cliff
|
|
allowPassBy = true;
|
|
|
|
// Vector from missile's current position pointing to the loop's center
|
|
var radius = new WVec(loopRadius, 0, 0)
|
|
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(64 - vFacing)));
|
|
|
|
// Vector from loop's center to incline top hardcoded in height buffer zone
|
|
var edgeVector = new WVec(lastHtChg, lastHt - pos.Z, 0) - radius;
|
|
|
|
if (!targetPassedBy)
|
|
{
|
|
// Climb to critical height
|
|
if (relTarHorDist > 2 * loopRadius)
|
|
{
|
|
// Target's distance from cliff
|
|
var d1 = relTarHorDist - lastHtChg;
|
|
if (d1 < 0)
|
|
d1 = 0;
|
|
if (d1 > 2 * loopRadius)
|
|
return 0;
|
|
|
|
// Find critical height at which the missile must be once it is at one loopRadius
|
|
// away from the target
|
|
var h1 = loopRadius - Exts.ISqrt(d1 * (2 * loopRadius - d1)) - (pos.Z - lastHt);
|
|
|
|
if (h1 > loopRadius * (1024 - WAngle.FromFacing(vFacing).Cos()) / 1024)
|
|
desiredVFacing = WAngle.ArcTan(Exts.ISqrt(h1 * (2 * loopRadius - h1)), loopRadius - h1).Angle >> 2;
|
|
else
|
|
desiredVFacing = 0;
|
|
|
|
// TODO: deceleration checks!!!
|
|
}
|
|
else
|
|
{
|
|
// Avoid the cliff edge
|
|
if (info.TerrainHeightAware && edgeVector.Length > loopRadius && lastHt > targetPosition.Z)
|
|
{
|
|
int vFac;
|
|
for (vFac = vFacing + 1; vFac <= vFacing + info.VerticalRateOfTurn.Facing - 1; vFac++)
|
|
{
|
|
// Vector from missile's current position pointing to the loop's center
|
|
radius = new WVec(loopRadius, 0, 0)
|
|
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(64 - vFac)));
|
|
|
|
// Vector from loop's center to incline top + 64 hardcoded in height buffer zone
|
|
edgeVector = new WVec(lastHtChg, lastHt - pos.Z, 0) - radius;
|
|
if (edgeVector.Length <= loopRadius)
|
|
break;
|
|
}
|
|
|
|
desiredVFacing = vFac;
|
|
}
|
|
else
|
|
{
|
|
// Aim for the target
|
|
var vDist = new WVec(-relTarHgt, -relTarHorDist, 0);
|
|
desiredVFacing = (sbyte)vDist.HorizontalLengthSquared != 0 ? vDist.Yaw.Facing : vFacing;
|
|
if (desiredVFacing < 0 && info.VerticalRateOfTurn.Facing < (sbyte)vFacing)
|
|
desiredVFacing = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Aim for the target
|
|
var vDist = new WVec(-relTarHgt, relTarHorDist, 0);
|
|
desiredVFacing = (sbyte)vDist.HorizontalLengthSquared != 0 ? vDist.Yaw.Facing : vFacing;
|
|
if (desiredVFacing < 0 && info.VerticalRateOfTurn.Facing < (sbyte)vFacing)
|
|
desiredVFacing = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Aim to attain cruise altitude as soon as possible while having the absolute value
|
|
// of vertical facing bound by the maximum vertical rate of turn
|
|
var vDist = new WVec(-diffClfMslHgt - info.CruiseAltitude.Length, -speed, 0);
|
|
desiredVFacing = (sbyte)vDist.HorizontalLengthSquared != 0 ? vDist.Yaw.Facing : vFacing;
|
|
|
|
// If the missile is launched above CruiseAltitude, it has to descend instead of climbing
|
|
if (-diffClfMslHgt > info.CruiseAltitude.Length)
|
|
desiredVFacing = -desiredVFacing;
|
|
|
|
desiredVFacing = desiredVFacing.Clamp(-info.VerticalRateOfTurn.Facing, info.VerticalRateOfTurn.Facing);
|
|
|
|
ChangeSpeed();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Aim to attain cruise altitude as soon as possible while having the absolute value
|
|
// of vertical facing bound by the maximum vertical rate of turn
|
|
var vDist = new WVec(-diffClfMslHgt - info.CruiseAltitude.Length, -speed, 0);
|
|
desiredVFacing = (sbyte)vDist.HorizontalLengthSquared != 0 ? vDist.Yaw.Facing : vFacing;
|
|
|
|
// If the missile is launched above CruiseAltitude, it has to descend instead of climbing
|
|
if (-diffClfMslHgt > info.CruiseAltitude.Length)
|
|
desiredVFacing = -desiredVFacing;
|
|
|
|
desiredVFacing = desiredVFacing.Clamp(-info.VerticalRateOfTurn.Facing, info.VerticalRateOfTurn.Facing);
|
|
|
|
ChangeSpeed();
|
|
}
|
|
|
|
return desiredVFacing;
|
|
}
|
|
|
|
WVec HomingTick(World world, in WVec tarDistVec, int relTarHorDist)
|
|
{
|
|
var predClfHgt = 0;
|
|
var predClfDist = 0;
|
|
var lastHtChg = 0;
|
|
var lastHt = 0;
|
|
|
|
if (info.TerrainHeightAware)
|
|
InclineLookahead(world, relTarHorDist, out predClfHgt, out predClfDist, out lastHtChg, out lastHt);
|
|
|
|
// Height difference between the incline height and missile height
|
|
var diffClfMslHgt = predClfHgt - pos.Z;
|
|
|
|
// Get underestimate of distance from target in next tick
|
|
var nxtRelTarHorDist = (relTarHorDist - speed - info.Acceleration.Length).Clamp(0, relTarHorDist);
|
|
|
|
// Target height relative to the missile
|
|
var relTarHgt = tarDistVec.Z;
|
|
|
|
// Compute which direction the projectile should be facing
|
|
var velVec = tarDistVec + predVel;
|
|
var desiredHFacing = velVec.HorizontalLengthSquared != 0 ? velVec.Yaw.Facing : hFacing;
|
|
|
|
var delta = Util.NormalizeFacing(hFacing - desiredHFacing);
|
|
if (allowPassBy && delta > 64 && delta < 192)
|
|
{
|
|
desiredHFacing = (desiredHFacing + 128) & 0xFF;
|
|
targetPassedBy = true;
|
|
}
|
|
else
|
|
targetPassedBy = false;
|
|
|
|
var desiredVFacing = HomingInnerTick(predClfDist, diffClfMslHgt, relTarHorDist, lastHtChg, lastHt,
|
|
relTarHgt, vFacing, targetPassedBy);
|
|
|
|
// The target has been passed by
|
|
if (tarDistVec.HorizontalLength < speed * WAngle.FromFacing(vFacing).Cos() / 1024)
|
|
targetPassedBy = true;
|
|
|
|
// Check whether the homing mechanism is jammed
|
|
var jammed = info.Jammable && world.ActorsWithTrait<JamsMissiles>().Any(JammedBy);
|
|
if (jammed)
|
|
{
|
|
desiredHFacing = hFacing + world.SharedRandom.Next(-info.JammedDiversionRange, info.JammedDiversionRange + 1);
|
|
desiredVFacing = vFacing + world.SharedRandom.Next(-info.JammedDiversionRange, info.JammedDiversionRange + 1);
|
|
}
|
|
else if (!args.GuidedTarget.IsValidFor(args.SourceActor))
|
|
desiredHFacing = hFacing;
|
|
|
|
// Compute new direction the projectile will be facing
|
|
hFacing = Util.TickFacing(hFacing, desiredHFacing, info.HorizontalRateOfTurn.Facing);
|
|
vFacing = Util.TickFacing(vFacing, desiredVFacing, info.VerticalRateOfTurn.Facing);
|
|
|
|
// Compute the projectile's guided displacement
|
|
return new WVec(0, -1024 * speed, 0)
|
|
.Rotate(new WRot(WAngle.FromFacing(vFacing), WAngle.Zero, WAngle.Zero))
|
|
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(hFacing)))
|
|
/ 1024;
|
|
}
|
|
|
|
public void Tick(World world)
|
|
{
|
|
ticks++;
|
|
anim?.Tick();
|
|
|
|
// Switch from freefall mode to homing mode
|
|
if (ticks == info.HomingActivationDelay + 1)
|
|
{
|
|
state = States.Homing;
|
|
speed = velocity.Length;
|
|
|
|
// Compute the vertical loop radius
|
|
loopRadius = LoopRadius(speed, info.VerticalRateOfTurn.Facing);
|
|
}
|
|
|
|
// Switch from homing mode to freefall mode
|
|
if (rangeLimit >= WDist.Zero && distanceCovered > rangeLimit)
|
|
{
|
|
state = States.Freefall;
|
|
velocity = new WVec(0, -speed, 0)
|
|
.Rotate(new WRot(WAngle.FromFacing(vFacing), WAngle.Zero, WAngle.Zero))
|
|
.Rotate(new WRot(WAngle.Zero, WAngle.Zero, WAngle.FromFacing(hFacing)));
|
|
}
|
|
|
|
// Check if target position should be updated (actor visible & locked on)
|
|
var newTarPos = targetPosition;
|
|
if (args.GuidedTarget.IsValidFor(args.SourceActor) && lockOn)
|
|
newTarPos = (args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.ClosestToIgnoringPath(args.Source))
|
|
+ new WVec(WDist.Zero, WDist.Zero, info.AirburstAltitude);
|
|
|
|
// Compute target's predicted velocity vector (assuming uniform circular motion)
|
|
var yaw1 = tarVel.HorizontalLengthSquared != 0 ? tarVel.Yaw : WAngle.FromFacing(hFacing);
|
|
tarVel = newTarPos - targetPosition;
|
|
var yaw2 = tarVel.HorizontalLengthSquared != 0 ? tarVel.Yaw : WAngle.FromFacing(hFacing);
|
|
predVel = tarVel.Rotate(WRot.FromYaw(yaw2 - yaw1));
|
|
targetPosition = newTarPos;
|
|
|
|
// Compute current distance from target position
|
|
var tarDistVec = targetPosition + offset - pos;
|
|
var relTarDist = tarDistVec.Length;
|
|
var relTarHorDist = tarDistVec.HorizontalLength;
|
|
|
|
WVec move;
|
|
if (state == States.Freefall)
|
|
move = FreefallTick();
|
|
else
|
|
move = HomingTick(world, tarDistVec, relTarHorDist);
|
|
|
|
renderFacing = new WVec(move.X, move.Y - move.Z, 0).Yaw;
|
|
|
|
// Move the missile
|
|
var lastPos = pos;
|
|
if (info.AllowSnapping && state != States.Freefall && relTarDist < move.Length)
|
|
pos = targetPosition + offset;
|
|
else
|
|
pos += move;
|
|
|
|
// Check for walls or other blocking obstacles
|
|
var shouldExplode = false;
|
|
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, args.SourceActor.Owner, lastPos, pos, info.Width, out var blockedPos))
|
|
{
|
|
pos = blockedPos;
|
|
shouldExplode = true;
|
|
}
|
|
|
|
// Create the sprite trail effect
|
|
if (!string.IsNullOrEmpty(info.TrailImage) && --ticksToNextSmoke < 0 && (state != States.Freefall || info.TrailWhenDeactivated))
|
|
{
|
|
world.AddFrameEndTask(w => w.Add(new SpriteEffect(pos - 3 * move / 2, renderFacing, w,
|
|
info.TrailImage, info.TrailSequences.Random(world.SharedRandom), trailPalette)));
|
|
|
|
ticksToNextSmoke = info.TrailInterval;
|
|
}
|
|
|
|
if (info.ContrailLength > 0)
|
|
contrail.Update(pos);
|
|
|
|
distanceCovered += new WDist(speed);
|
|
var cell = world.Map.CellContaining(pos);
|
|
var height = world.Map.DistanceAboveTerrain(pos);
|
|
shouldExplode |= height.Length < 0 // Hit the ground
|
|
|| relTarDist < info.CloseEnough.Length // Within range
|
|
|| (info.ExplodeWhenEmpty && rangeLimit >= WDist.Zero && distanceCovered > rangeLimit) // Ran out of fuel
|
|
|| !world.Map.Contains(cell) // This also avoids an IndexOutOfRangeException in GetTerrainInfo below.
|
|
|| (!string.IsNullOrEmpty(info.BoundToTerrainType) && world.Map.GetTerrainInfo(cell).Type != info.BoundToTerrainType) // Hit incompatible terrain
|
|
|| (height.Length < info.AirburstAltitude.Length && relTarHorDist < info.CloseEnough.Length); // Airburst
|
|
|
|
if (shouldExplode)
|
|
Explode(world);
|
|
}
|
|
|
|
void Explode(World world)
|
|
{
|
|
if (info.ContrailLength > 0)
|
|
world.AddFrameEndTask(w => w.Add(new ContrailFader(pos, contrail)));
|
|
|
|
world.AddFrameEndTask(w => w.Remove(this));
|
|
|
|
// Don't blow up in our launcher's face!
|
|
if (ticks <= info.Arm)
|
|
return;
|
|
|
|
var warheadArgs = new WarheadArgs(args)
|
|
{
|
|
ImpactOrientation = new WRot(WAngle.Zero, WAngle.FromFacing(vFacing), WAngle.FromFacing(hFacing)),
|
|
ImpactPosition = pos,
|
|
};
|
|
|
|
args.Weapon.Impact(Target.FromPos(pos), warheadArgs);
|
|
}
|
|
|
|
public IEnumerable<IRenderable> Render(WorldRenderer wr)
|
|
{
|
|
if (info.ContrailLength > 0)
|
|
yield return contrail;
|
|
|
|
if (anim == null)
|
|
yield break;
|
|
|
|
var world = args.SourceActor.World;
|
|
if (!world.FogObscures(pos))
|
|
{
|
|
var paletteName = info.Palette;
|
|
if (paletteName != null && info.IsPlayerPalette)
|
|
paletteName += args.SourceActor.Owner.InternalName;
|
|
|
|
var palette = wr.Palette(paletteName);
|
|
|
|
if (info.Shadow)
|
|
{
|
|
var dat = world.Map.DistanceAboveTerrain(pos);
|
|
var shadowPos = pos - new WVec(0, 0, dat.Length);
|
|
foreach (var r in anim.Render(shadowPos, palette))
|
|
yield return ((IModifyableRenderable)r)
|
|
.WithTint(shadowColor, ((IModifyableRenderable)r).TintModifiers | TintModifiers.ReplaceColor)
|
|
.WithAlpha(shadowAlpha);
|
|
}
|
|
|
|
foreach (var r in anim.Render(pos, palette))
|
|
yield return r;
|
|
}
|
|
}
|
|
}
|
|
}
|