Files
Mindustry/core/src/mindustry/entities/Damage.java
2021-03-31 13:28:08 -04:00

463 lines
17 KiB
Java

package mindustry.entities;
import arc.*;
import arc.func.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.core.*;
import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
import mindustry.world.*;
import static mindustry.Vars.*;
/** Utility class for damaging in an area. */
public class Damage{
private static Tile furthest;
private static Rect rect = new Rect();
private static Rect hitrect = new Rect();
private static Vec2 tr = new Vec2(), seg1 = new Vec2(), seg2 = new Vec2();
private static Seq<Unit> units = new Seq<>();
private static IntSet collidedBlocks = new IntSet();
private static Building tmpBuilding;
private static Unit tmpUnit;
private static IntFloatMap damages = new IntFloatMap();
/** Creates a dynamic explosion based on specified parameters. */
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage){
dynamicExplosion(x, y, flammability, explosiveness, power, radius, damage, true, null);
}
/** Creates a dynamic explosion based on specified parameters. */
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, boolean fire, @Nullable Team ignoreTeam){
if(damage){
for(int i = 0; i < Mathf.clamp(power / 700, 0, 8); i++){
int length = 5 + Mathf.clamp((int)(power / 500), 1, 20);
Time.run(i * 0.8f + Mathf.random(4f), () -> Lightning.create(Team.derelict, Pal.power, 3, x, y, Mathf.random(360f), length + Mathf.range(2)));
}
if(fire){
for(int i = 0; i < Mathf.clamp(flammability / 4, 0, 30); i++){
Time.run(i / 2f, () -> Call.createBullet(Bullets.fireball, Team.derelict, x, y, Mathf.random(360f), Bullets.fireball.damage, 1, 1));
}
}
int waves = explosiveness <= 2 ? 0 : Mathf.clamp((int)(explosiveness / 11), 1, 25);
for(int i = 0; i < waves; i++){
int f = i;
Time.run(i * 2f, () -> {
damage(ignoreTeam, x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), explosiveness / 2f, false);
Fx.blockExplosionSmoke.at(x + Mathf.range(radius), y + Mathf.range(radius));
});
}
}
if(explosiveness > 15f){
Fx.shockwave.at(x, y);
}
if(explosiveness > 30f){
Fx.bigShockwave.at(x, y);
}
float shake = Math.min(explosiveness / 4f + 3f, 9f);
Effect.shake(shake, shake, x, y);
Fx.dynamicExplosion.at(x, y, radius / 8f);
}
public static void createIncend(float x, float y, float range, int amount){
for(int i = 0; i < amount; i++){
float cx = x + Mathf.range(range);
float cy = y + Mathf.range(range);
Tile tile = world.tileWorld(cx, cy);
if(tile != null){
Fires.create(tile);
}
}
}
public static float findLaserLength(Bullet b, float length){
Tmp.v1.trns(b.rotation(), length);
furthest = null;
boolean found = world.raycast(b.tileX(), b.tileY(), World.toTile(b.x + Tmp.v1.x), World.toTile(b.y + Tmp.v1.y),
(x, y) -> (furthest = world.tile(x, y)) != null && furthest.team() != b.team && furthest.block().absorbLasers);
return found && furthest != null ? Math.max(6f, b.dst(furthest.worldx(), furthest.worldy())) : length;
}
/** Collides a bullet with blocks in a laser, taking into account absorption blocks. Resulting length is stored in the bullet's fdata. */
public static float collideLaser(Bullet b, float length, boolean large){
float resultLength = findLaserLength(b, length);
collideLine(b, b.team, b.type.hitEffect, b.x, b.y, b.rotation(), resultLength, large);
b.fdata = resultLength;
return resultLength;
}
public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length){
collideLine(hitter, team, effect, x, y, angle, length, false);
}
/**
* Damages entities in a line.
* Only enemies of the specified team are damaged.
*/
public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length, boolean large){
collideLine(hitter, team, effect, x, y, angle, length, large, true);
}
/**
* Damages entities in a line.
* Only enemies of the specified team are damaged.
*/
public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length, boolean large, boolean laser){
if(laser) length = findLaserLength(hitter, length);
collidedBlocks.clear();
tr.trns(angle, length);
Intc2 collider = (cx, cy) -> {
Building tile = world.build(cx, cy);
boolean collide = tile != null && collidedBlocks.add(tile.pos());
if(hitter.damage > 0){
float health = !collide ? 0 : tile.health;
if(collide && tile.team != team && tile.collide(hitter)){
tile.collision(hitter);
hitter.type.hit(hitter, tile.x, tile.y);
}
//try to heal the tile
if(collide && hitter.type.testCollision(hitter, tile)){
hitter.type.hitTile(hitter, tile, health, false);
}
}
};
if(hitter.type.collidesGround){
seg1.set(x, y);
seg2.set(seg1).add(tr);
world.raycastEachWorld(x, y, seg2.x, seg2.y, (cx, cy) -> {
collider.get(cx, cy);
for(Point2 p : Geometry.d4){
Tile other = world.tile(p.x + cx, p.y + cy);
if(other != null && (large || Intersector.intersectSegmentRectangle(seg1, seg2, other.getBounds(Tmp.r1)))){
collider.get(cx + p.x, cy + p.y);
}
}
return false;
});
}
rect.setPosition(x, y).setSize(tr.x, tr.y);
float x2 = tr.x + x, y2 = tr.y + y;
if(rect.width < 0){
rect.x += rect.width;
rect.width *= -1;
}
if(rect.height < 0){
rect.y += rect.height;
rect.height *= -1;
}
float expand = 3f;
rect.y -= expand;
rect.x -= expand;
rect.width += expand * 2;
rect.height += expand * 2;
Cons<Unit> cons = e -> {
e.hitbox(hitrect);
Vec2 vec = Geometry.raycastRect(x, y, x2, y2, hitrect.grow(expand * 2));
if(vec != null && hitter.damage > 0){
effect.at(vec.x, vec.y);
e.collision(hitter, vec.x, vec.y);
hitter.collision(e, vec.x, vec.y);
}
};
units.clear();
Units.nearbyEnemies(team, rect, u -> {
if(u.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround)){
units.add(u);
}
});
units.sort(u -> u.dst2(hitter));
units.each(cons);
}
/**
* Casts forward in a line.
* @return the first encountered object.
*/
public static Healthc linecast(Bullet hitter, float x, float y, float angle, float length){
tr.trns(angle, length);
tmpBuilding = null;
if(hitter.type.collidesGround){
world.raycastEachWorld(x, y, x + tr.x, y + tr.y, (cx, cy) -> {
Building tile = world.build(cx, cy);
if(tile != null && tile.team != hitter.team){
tmpBuilding = tile;
return true;
}
return false;
});
}
rect.setPosition(x, y).setSize(tr.x, tr.y);
float x2 = tr.x + x, y2 = tr.y + y;
if(rect.width < 0){
rect.x += rect.width;
rect.width *= -1;
}
if(rect.height < 0){
rect.y += rect.height;
rect.height *= -1;
}
float expand = 3f;
rect.y -= expand;
rect.x -= expand;
rect.width += expand * 2;
rect.height += expand * 2;
tmpUnit = null;
Units.nearbyEnemies(hitter.team, rect, e -> {
if((tmpUnit != null && e.dst2(x, y) > tmpUnit.dst2(x, y)) || !e.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround)) return;
e.hitbox(hitrect);
Rect other = hitrect;
other.y -= expand;
other.x -= expand;
other.width += expand * 2;
other.height += expand * 2;
Vec2 vec = Geometry.raycastRect(x, y, x2, y2, other);
if(vec != null){
tmpUnit = e;
}
});
if(tmpBuilding != null && tmpUnit != null){
if(Mathf.dst2(x, y, tmpUnit.getX(), tmpUnit.getY()) <= Mathf.dst2(x, y, tmpBuilding.getX(), tmpBuilding.getY())){
return tmpUnit;
}
}else if(tmpBuilding != null){
return tmpBuilding;
}
return tmpUnit;
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damageUnits(Team team, float x, float y, float size, float damage, Boolf<Unit> predicate, Cons<Unit> acceptor){
Cons<Unit> cons = entity -> {
if(!predicate.get(entity)) return;
entity.hitbox(hitrect);
if(!hitrect.overlaps(rect)){
return;
}
entity.damage(damage);
acceptor.get(entity);
};
rect.setSize(size * 2).setCenter(x, y);
if(team != null){
Units.nearbyEnemies(team, rect, cons);
}else{
Units.nearby(rect, cons);
}
}
/** Damages everything in a radius. */
public static void damage(float x, float y, float radius, float damage){
damage(null, x, y, radius, damage, false);
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damage(Team team, float x, float y, float radius, float damage){
damage(team, x, y, radius, damage, false);
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damage(Team team, float x, float y, float radius, float damage, boolean air, boolean ground){
damage(team, x, y, radius, damage, false, air, ground);
}
/** Applies a status effect to all enemy units in a range. */
public static void status(Team team, float x, float y, float radius, StatusEffect effect, float duration, boolean air, boolean ground){
Cons<Unit> cons = entity -> {
if(entity.team == team || !entity.within(x, y, radius) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
return;
}
entity.apply(effect, duration);
};
rect.setSize(radius * 2).setCenter(x, y);
if(team != null){
Units.nearbyEnemies(team, rect, cons);
}else{
Units.nearby(rect, cons);
}
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damage(Team team, float x, float y, float radius, float damage, boolean complete){
damage(team, x, y, radius, damage, complete, true, true);
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground){
Cons<Unit> cons = entity -> {
if(entity.team == team || !entity.within(x, y, radius) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
return;
}
float amount = calculateDamage(x, y, entity.getX(), entity.getY(), radius, damage);
entity.damage(amount);
//TODO better velocity displacement
float dst = tr.set(entity.getX() - x, entity.getY() - y).len();
entity.vel.add(tr.setLength((1f - dst / radius) * 2f / entity.mass()));
if(complete && damage >= 9999999f && entity.isPlayer()){
Events.fire(Trigger.exclusionDeath);
}
};
rect.setSize(radius * 2).setCenter(x, y);
if(team != null){
Units.nearbyEnemies(team, rect, cons);
}else{
Units.nearby(rect, cons);
}
if(ground){
if(!complete){
tileDamage(team, World.toTile(x), World.toTile(y), radius / tilesize, damage);
}else{
completeDamage(team, x, y, radius, damage);
}
}
}
public static void tileDamage(Team team, int x, int y, float baseRadius, float damage){
Core.app.post(() -> {
var in = world.build(x, y);
//spawned inside a multiblock. this means that damage needs to be dealt directly.
//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
//this needs to be compensated
if(in != null && in.team != team && in.block.size > 1 && in.health > damage){
//deal the damage of an entire side, to be equivalent with maximum 'standard' damage
in.damage(damage * Math.min((in.block.size), baseRadius * 0.45f));
//no need to continue with the explosion
return;
}
//cap radius to prevent lag
float radius = Math.min(baseRadius, 30), rad2 = radius * radius;
int rays = Mathf.ceil(radius * 2 * Mathf.pi);
double spacing = Math.PI * 2.0 / rays;
damages.clear();
//raycast from each angle
for(int i = 0; i <= rays; i++){
float dealt = 0f;
int startX = x;
int startY = y;
int endX = x + (int)(Math.cos(spacing * i) * radius), endY = y + (int)(Math.sin(spacing * i) * radius);
int xDist = Math.abs(endX - startX);
int yDist = -Math.abs(endY - startY);
int xStep = (startX < endX ? +1 : -1);
int yStep = (startY < endY ? +1 : -1);
int error = xDist + yDist;
while(startX != endX || startY != endY){
var build = world.build(startX, startY);
if(build != null && build.team != team){
//damage dealt at circle edge
float edgeScale = 0.6f;
float mult = (1f-(Mathf.dst2(startX, startY, x, y) / rad2) + edgeScale) / (1f + edgeScale);
float next = damage * mult - dealt;
//register damage dealt
int p = Point2.pack(startX, startY);
damages.put(p, Math.max(damages.get(p), next));
//register as hit
dealt += build.health;
if(next - dealt <= 0){
break;
}
}
if(2 * error - yDist > xDist - 2 * error){
error += yDist;
startX += xStep;
}else{
error += xDist;
startY += yStep;
}
}
}
//apply damage
for(var e : damages){
int cx = Point2.x(e.key), cy = Point2.y(e.key);
var build = world.build(cx, cy);
if(build != null){
build.damage(e.value);
}
}
});
}
private static void completeDamage(Team team, float x, float y, float radius, float damage){
int trad = (int)(radius / tilesize);
for(int dx = -trad; dx <= trad; dx++){
for(int dy = -trad; dy <= trad; dy++){
Tile tile = world.tile(Math.round(x / tilesize) + dx, Math.round(y / tilesize) + dy);
if(tile != null && tile.build != null && (team == null ||team.isEnemy(tile.team())) && Mathf.dst(dx, dy) <= trad){
tile.build.damage(damage);
}
}
}
}
private static float calculateDamage(float x, float y, float tx, float ty, float radius, float damage){
float dist = Mathf.dst(x, y, tx, ty);
float falloff = 0.4f;
float scaled = Mathf.lerp(1f - dist / radius, 1f, falloff);
return damage * scaled;
}
}