integrated geometric representation with object definition, explosion target detection, and explosion resolution

This commit is contained in:
Jason_DiDonato@yahoo.com 2021-01-27 14:33:43 -05:00
parent 9d86844396
commit fe386bd79b
11 changed files with 531 additions and 138 deletions

View file

@ -7,11 +7,12 @@ import net.psforever.objects.ce._
import net.psforever.objects.definition.{ComplexDeployableDefinition, SimpleDeployableDefinition}
import net.psforever.objects.definition.converter.SmallDeployableConverter
import net.psforever.objects.equipment.JammableUnit
import net.psforever.objects.serverobject.affinity.FactionAffinity
import net.psforever.objects.serverobject.{CommonMessages, PlanetSideServerObject}
import net.psforever.objects.serverobject.damage.{Damageable, DamageableEntity}
import net.psforever.objects.serverobject.damage.Damageable.Target
import net.psforever.objects.vital.resolution.ResolutionCalculations.Output
import net.psforever.objects.vital.SimpleResolutions
import net.psforever.objects.vital.{SimpleResolutions, Vitality}
import net.psforever.objects.vital.etc.TriggerUsedReason
import net.psforever.objects.vital.interaction.{DamageInteraction, DamageResult}
import net.psforever.objects.vital.projectile.ProjectileReason
@ -96,13 +97,33 @@ class ExplosiveDeployableControl(mine: ExplosiveDeployable) extends Actor with D
val originalHealth = mine.Health
val cause = applyDamageTo(mine)
val damage = originalHealth - mine.Health
if (Damageable.CanDamageOrJammer(mine, damage, cause.interaction)) {
if (CanDetonate(mine, damage, cause.interaction)) {
ExplosiveDeployableControl.DamageResolution(mine, cause, damage)
} else {
mine.Health = originalHealth
}
}
}
/**
* A supplement for checking target susceptibility
* to account for sympathetic explosives even if there is no damage.
* This does not supercede other underlying checks or undo prior damage checks.
* @see `Damageable.CanDamageOrJammer`
* @see `DamageProperties.SympatheticExplosives`
* @param obj the entity being damaged
* @param damage the amount of damage
* @param data historical information about the damage
* @return `true`, if the target can be affected;
* `false`, otherwise
*/
def CanDetonate(obj: Vitality with FactionAffinity, damage: Int, data: DamageInteraction): Boolean = {
if (damage == 0 && data.cause.source.SympatheticExplosion) {
Damageable.CanDamageOrJammer(mine, damage = 1, data)
} else {
Damageable.CanDamageOrJammer(mine, damage, data)
}
}
}
object ExplosiveDeployableControl {