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 {

View file

@ -24,6 +24,7 @@ import net.psforever.objects.serverobject.turret.{FacilityTurretDefinition, Turr
import net.psforever.objects.vehicles.{DestroyedVehicle, InternalTelepadDefinition, SeatArmorRestriction, UtilityType}
import net.psforever.objects.vital.base.DamageType
import net.psforever.objects.vital.damage._
import net.psforever.objects.vital.etc.ExplodingRadialDegrade
import net.psforever.objects.vital.projectile._
import net.psforever.objects.vital.prop.DamageWithPosition
import net.psforever.objects.vital.{ComplexDeployableResolutions, MaxResolutions, SimpleResolutions}
@ -5626,7 +5627,7 @@ object GlobalDefinitions {
Damage1 = 225
DamageRadius = 5
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
fury.DrownAtMaxDepth = true
fury.MaxDepth = 1.3f
@ -5657,7 +5658,7 @@ object GlobalDefinitions {
Damage1 = 225
DamageRadius = 5
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
quadassault.DrownAtMaxDepth = true
quadassault.MaxDepth = 1.3f
@ -5688,7 +5689,7 @@ object GlobalDefinitions {
Damage1 = 225
DamageRadius = 5
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
quadstealth.DrownAtMaxDepth = true
quadstealth.MaxDepth = 1.25f
@ -5721,7 +5722,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 8
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
two_man_assault_buggy.DrownAtMaxDepth = true
two_man_assault_buggy.MaxDepth = 1.5f
@ -5756,7 +5757,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 8
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
skyguard.DrownAtMaxDepth = true
skyguard.MaxDepth = 1.5f
@ -5795,7 +5796,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 10
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
threemanheavybuggy.DrownAtMaxDepth = true
threemanheavybuggy.MaxDepth = 1.83f
@ -5829,7 +5830,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 8
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
twomanheavybuggy.DrownAtMaxDepth = true
twomanheavybuggy.MaxDepth = 1.95f
@ -5863,7 +5864,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 10
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
twomanhoverbuggy.DrownAtMaxDepth = true
twomanhoverbuggy.UnderwaterLifespan(suffocation = 45000L, recovery = 5000L) //but the thresher hovers over water, so ...?
@ -5903,7 +5904,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 12
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
mediumtransport.DrownAtMaxDepth = false
mediumtransport.MaxDepth = 1.2f
@ -5947,7 +5948,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 12
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
battlewagon.DrownAtMaxDepth = true
battlewagon.MaxDepth = 1.2f
@ -5988,7 +5989,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 12
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
thunderer.DrownAtMaxDepth = true
thunderer.MaxDepth = 1.2f
@ -6029,7 +6030,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 12
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
aurora.DrownAtMaxDepth = true
aurora.MaxDepth = 1.2f
@ -6093,7 +6094,7 @@ object GlobalDefinitions {
Damage1 = 450
DamageRadius = 15
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
apc_tr.DrownAtMaxDepth = true
apc_tr.MaxDepth = 3
@ -6157,7 +6158,7 @@ object GlobalDefinitions {
Damage1 = 450
DamageRadius = 15
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
apc_nc.DrownAtMaxDepth = true
apc_nc.MaxDepth = 3
@ -6221,7 +6222,7 @@ object GlobalDefinitions {
Damage1 = 450
DamageRadius = 15
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
apc_vs.DrownAtMaxDepth = true
apc_vs.MaxDepth = 3
@ -6253,7 +6254,7 @@ object GlobalDefinitions {
Damage1 = 375
DamageRadius = 10
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
lightning.DrownAtMaxDepth = true
lightning.MaxDepth = 1.38f
@ -6290,7 +6291,7 @@ object GlobalDefinitions {
Damage1 = 375
DamageRadius = 12
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
prowler.DrownAtMaxDepth = true
prowler.MaxDepth = 3
@ -6323,7 +6324,7 @@ object GlobalDefinitions {
Damage1 = 375
DamageRadius = 12
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
vanguard.DrownAtMaxDepth = true
vanguard.MaxDepth = 2.7f
@ -6358,7 +6359,7 @@ object GlobalDefinitions {
Damage1 = 375
DamageRadius = 12
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
magrider.DrownAtMaxDepth = true
magrider.MaxDepth = 2
@ -6391,7 +6392,7 @@ object GlobalDefinitions {
Damage1 = 450
DamageRadius = 12
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
ant.DrownAtMaxDepth = true
ant.MaxDepth = 2
@ -6427,7 +6428,7 @@ object GlobalDefinitions {
Damage1 = 450
DamageRadius = 15
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
ams.DrownAtMaxDepth = true
ams.MaxDepth = 3
@ -6463,7 +6464,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 10
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
router.DrownAtMaxDepth = true
router.MaxDepth = 2
@ -6499,7 +6500,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 10
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
switchblade.DrownAtMaxDepth = true
switchblade.MaxDepth = 2
@ -6533,7 +6534,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 10
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
flail.DrownAtMaxDepth = true
flail.MaxDepth = 2
@ -6567,7 +6568,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 10
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
mosquito.DrownAtMaxDepth = true
mosquito.MaxDepth = 2 //flying vehicles will automatically disable
@ -6601,7 +6602,7 @@ object GlobalDefinitions {
Damage1 = 375
DamageRadius = 12
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
lightgunship.DrownAtMaxDepth = true
lightgunship.MaxDepth = 2 //flying vehicles will automatically disable
@ -6634,7 +6635,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 10
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
wasp.DrownAtMaxDepth = true
wasp.MaxDepth = 2 //flying vehicles will automatically disable
@ -6675,7 +6676,7 @@ object GlobalDefinitions {
Damage1 = 375
DamageRadius = 12
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
liberator.DrownAtMaxDepth = true
liberator.MaxDepth = 2 //flying vehicles will automatically disable
@ -6717,7 +6718,7 @@ object GlobalDefinitions {
Damage1 = 375
DamageRadius = 12
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
vulture.DrownAtMaxDepth = true
vulture.MaxDepth = 2 //flying vehicles will automatically disable
@ -6791,7 +6792,7 @@ object GlobalDefinitions {
Damage1 = 450
DamageRadius = 30
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
dropship.DrownAtMaxDepth = true
dropship.MaxDepth = 2
@ -6844,7 +6845,7 @@ object GlobalDefinitions {
Damage1 = 450
DamageRadius = 30
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
galaxy_gunship.DrownAtMaxDepth = true
galaxy_gunship.MaxDepth = 2
@ -6885,7 +6886,7 @@ object GlobalDefinitions {
Damage1 = 450
DamageRadius = 30
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
lodestar.DrownAtMaxDepth = true
lodestar.MaxDepth = 2
@ -6927,7 +6928,7 @@ object GlobalDefinitions {
Damage1 = 150
DamageRadius = 12
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
phantasm.DrownAtMaxDepth = true
phantasm.MaxDepth = 2
@ -6969,7 +6970,7 @@ object GlobalDefinitions {
Damage4 = 1850
DamageRadius = 5.1f
DamageAtEdge = 0.1f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
he_mine.Name = "he_mine"
@ -6990,7 +6991,7 @@ object GlobalDefinitions {
Damage4 = 1600
DamageRadius = 6.6f
DamageAtEdge = 0.25f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
jammer_mine.Name = "jammer_mine"
@ -7022,7 +7023,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 8
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
spitfire_cloaked.Name = "spitfire_cloaked"
@ -7044,7 +7045,7 @@ object GlobalDefinitions {
Damage1 = 75
DamageRadius = 8
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
spitfire_aa.Name = "spitfire_aa"
@ -7066,7 +7067,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 8
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
motionalarmsensor.Name = "motionalarmsensor"
@ -7100,7 +7101,7 @@ object GlobalDefinitions {
Damage1 = 10
DamageRadius = 8
DamageAtEdge = 0.2f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
val fieldTurretConverter = new FieldTurretConverter
@ -7127,7 +7128,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 8
DamageAtEdge = 0.1f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
portable_manned_turret_nc.Name = "portable_manned_turret_nc"
@ -7153,7 +7154,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 8
DamageAtEdge = 0.1f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
portable_manned_turret_tr.Name = "portable_manned_turret_tr"
@ -7179,7 +7180,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 8
DamageAtEdge = 0.1f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
portable_manned_turret_vs.Name = "portable_manned_turret_vs"
@ -7205,7 +7206,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 8
DamageAtEdge = 0.1f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
deployable_shield_generator.Name = "deployable_shield_generator"
@ -7668,7 +7669,7 @@ object GlobalDefinitions {
Damage1 = 300
DamageRadius = 5
DamageAtEdge = 0.1f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
}
vanu_sentry_turret.Name = "vanu_sentry_turret"
@ -7770,7 +7771,7 @@ object GlobalDefinitions {
DamageRadius = 15.75f
DamageRadiusMin = 14
DamageAtEdge = 0.00002f
Modifiers = RadialDegrade
Modifiers = ExplodingRadialDegrade
//damage is 99999 at 14m, dropping rapidly to ~1 at 15.75m
}
}

View file

@ -18,6 +18,8 @@ final case class PlayerSource(
position: Vector3,
orientation: Vector3,
velocity: Option[Vector3],
crouching: Boolean,
jumping: Boolean,
modifiers: ResistanceProfile
) extends SourceEntry {
override def Name = name
@ -48,6 +50,8 @@ object PlayerSource {
tplayer.Position,
tplayer.Orientation,
tplayer.Velocity,
tplayer.Crouching,
tplayer.Jumping,
ExoSuitDefinition.Select(tplayer.ExoSuit, tplayer.Faction)
)
}

View file

@ -3,15 +3,17 @@ package net.psforever.objects.definition
import net.psforever.objects.avatar.Avatars
import net.psforever.objects.definition.converter.AvatarConverter
import net.psforever.objects.geometry.GeometryForm
import net.psforever.objects.vital.VitalityDefinition
/**
* The definition for game objects that look like other people, and also for players.
* @param objectId the object's identifier number
* The definition for game objects that look like players.
* @param objectId the object type number
*/
class AvatarDefinition(objectId: Int) extends ObjectDefinition(objectId) with VitalityDefinition {
Avatars(objectId) //let throw NoSuchElementException
Packet = AvatarDefinition.converter
Geometry = GeometryForm.representPlayerByCylinder(radius = 1.6f)
}
object AvatarDefinition {

View file

@ -3,6 +3,7 @@ package net.psforever.objects.definition
import net.psforever.objects.PlanetSideGameObject
import net.psforever.objects.definition.converter.{ObjectCreateConverter, PacketConverter}
import net.psforever.objects.geometry.{Geometry3D, GeometryForm}
import net.psforever.types.OxygenState
/**
@ -76,5 +77,27 @@ abstract class ObjectDefinition(private val objectId: Int) extends BasicDefiniti
UnderwaterLifespan()
}
private var serverSplashTargetsCentroid: Boolean = false
def ServerSplashTargetsCentroid: Boolean = serverSplashTargetsCentroid
def ServerSplashTargetsCentroid_=(splash: Boolean): Boolean = {
serverSplashTargetsCentroid = splash
ServerSplashTargetsCentroid
}
private var serverGeometry: Any => Geometry3D = GeometryForm.representByPoint()
def Geometry: Any => Geometry3D = if (ServerSplashTargetsCentroid) {
serverGeometry
} else {
GeometryForm.representByPoint()
}
def Geometry_=(func: Any => Geometry3D): Any => Geometry3D = {
serverGeometry = func
Geometry
}
def ObjectId: Int = objectId
}

View file

@ -6,9 +6,9 @@ import net.psforever.types.Vector3
object Closest {
object Distance {
def apply(point : Vector3, seg : Segment2D) : Float = {
val segdx = seg.bx - seg.ax
val segdy = seg.by - seg.ay
((point.x - seg.ax) * segdx + (point.y - seg.ay) * segdy) /
val segdx = seg.p2.x - seg.p1.x
val segdy = seg.p2.y - seg.p1.y
((point.x - seg.p1.x) * segdx + (point.y - seg.p1.y) * segdy) /
Vector3.MagnitudeSquared(Vector3(segdx, segdy, 0))
}
@ -18,7 +18,7 @@ object Closest {
} else {
math.abs(
Vector3.DotProduct(
Vector3(line2.x - line1.x, line2.y - line1.y, 0),
Vector3(line2.p.x - line1.p.x, line2.p.y - line1.p.y, 0),
Vector3(-1/line1.d.y, 1/line1.d.x, 0)
)
)
@ -29,10 +29,10 @@ object Closest {
if (Intersection.Test(seg1, seg2)) { //intersecting line segments
0f
} else {
val v1a = Vector3(seg1.ax, seg1.ay, 0)
val v2a = Vector3(seg2.ax, seg2.ay, 0)
val v1b = Vector3(seg1.bx, seg1.by, 0)
val v2b = Vector3(seg2.bx, seg2.by, 0)
val v1a = Vector3(seg1.p1.x, seg1.p1.y, 0)
val v2a = Vector3(seg2.p1.x, seg2.p1.y, 0)
val v1b = Vector3(seg1.p2.x, seg1.p2.y, 0)
val v2b = Vector3(seg2.p2.x, seg2.p2.y, 0)
math.min(
apply(v1a, seg2),
math.min(
@ -47,7 +47,7 @@ object Closest {
}
def apply(c1: Circle, c2 : Circle): Float = {
math.max(0, Vector3.Magnitude(Vector3(c1.x - c2.x, c1.y - c2.y, 0)) - c1.radius - c2.radius)
math.max(0, Vector3.Magnitude(Vector3(c1.p.x - c2.p.x, c1.p.y - c2.p.y, 0)) - c1.radius - c2.radius)
}
/**
@ -62,12 +62,12 @@ object Closest {
val cross = Vector3.CrossProduct(line1.d, line2.d)
if(cross != Vector3.Zero) {
math.abs(
Vector3.DotProduct(cross, Vector3(line1.x - line2.x, line1.y - line2.y, line1.z - line2.z))
Vector3.DotProduct(cross, Vector3(line1.p.x - line2.p.x, line1.p.y - line2.p.y, line1.p.z - line2.p.z))
) / Vector3.Magnitude(cross)
} else {
// lines are parallel or coincidental
// construct a right triangle with one leg on line1 and the hypotenuse between the line's known points
val hypotenuse = Vector3(line2.x - line1.x, line2.y - line1.y, line2.z - line1.z)
val hypotenuse = Vector3(line2.p.x - line1.p.x, line2.p.y - line1.p.y, line2.p.z - line1.p.z)
val legOnLine1 = line1.d * Vector3.DotProduct(hypotenuse, line1.d)
Vector3.Magnitude(hypotenuse - legOnLine1)
}
@ -82,7 +82,7 @@ object Closest {
}
def apply(s1: Sphere, s2 : Sphere): Float = {
math.max(0, Vector3.Magnitude(Vector3(s1.x - s2.x, s1.y - s2.y, s1.z - s2.z)) - s1.radius - s2.radius)
math.max(0, Vector3.Magnitude(Vector3(s1.p.x - s2.p.x, s1.p.y - s2.p.y, s1.p.z - s2.p.z)) - s1.radius - s2.radius)
}
}
@ -97,9 +97,9 @@ object Closest {
def apply(c1 : Circle, c2 : Circle): Option[Segment2D] = {
val distance = Distance(c1, c2)
if (distance > 0) {
val c1x = c1.x
val c1y = c1.y
val v = Vector3.Unit(Vector3(c2.x - c1x, c2.y - c1y, 0f))
val c1x = c1.p.x
val c1y = c1.p.y
val v = Vector3.Unit(Vector3(c2.p.x - c1x, c2.p.y - c1y, 0f))
val c1d = v * c1.radius
val c2d = v * c2.radius
Some(
@ -122,8 +122,8 @@ object Closest {
* `None`, if the lines intersect with each other
*/
def apply(line1 : Line3D, line2 : Line3D): Option[Segment3D] = {
val p1 = Vector3(line1.x, line1.y, line1.z)
val p3 = Vector3(line2.x, line2.y, line2.z)
val p1 = Vector3(line1.p.x, line1.p.y, line1.p.z)
val p3 = Vector3(line2.p.x, line2.p.y, line2.p.z)
val p13 = p1 - p3 // vector between point on first line and point on second line
val p43 = line2.d
val p21 = line1.d
@ -141,12 +141,12 @@ object Closest {
if (p21 == p13u || p21 == Vector3.neg(p13u)) { //coincidental lines overlap / intersect
None
} else { //parallel lines
val connecting = Vector3(line2.x - line1.x, line2.y - line1.y, line2.z - line1.z)
val connecting = Vector3(line2.p.x - line1.p.x, line2.p.y - line1.p.y, line2.p.z - line1.p.z)
val legOnLine1 = line1.d * Vector3.DotProduct(connecting, line1.d)
val v = connecting - legOnLine1
Some(Segment3D(
line1.x, line1.y, line1.z,
line1.x + v.x, line1.y + v.y, line1.z + v.z
line1.p.x, line1.p.y, line1.p.z,
line1.p.x + v.x, line1.p.y + v.y, line1.p.z + v.z
))
}
} else {
@ -169,25 +169,25 @@ object Closest {
def apply(line1 : Segment3D, line2 : Segment3D): Option[Segment3D] = {
val uline1 = Vector3.Unit(line1.d)
val uline2 = Vector3.Unit(line2.d)
apply(Line3D(line1.ax, line1.ay, line1.az, uline1), Line3D(line2.ax, line2.ay, line2.az, uline2)) match {
apply(Line3D(line1.p1.x, line1.p1.y, line1.p1.z, uline1), Line3D(line2.p1.x, line2.p1.y, line2.p1.z, uline2)) match {
case Some(seg: Segment3D) => // common skew lines and parallel lines
val sega = Vector3(seg.ax, seg.ay, seg.az)
val p1 = Vector3(line1.ax, line1.ay, line1.az)
val sega = Vector3(seg.p1.x, seg.p1.y, seg.p1.z)
val p1 = Vector3(line1.p1.x, line1.p1.y, line1.p1.z)
val d1 = sega - p1
val out1 = if (!Geometry.equalVectors(Vector3.Unit(d1), uline1)) { //clamp seg.a(xyz) to segment line1's bounds
p1
} else if (Vector3.MagnitudeSquared(d1) > Vector3.MagnitudeSquared(line1.d)) {
Vector3(line1.bx, line1.by, line1.bz)
Vector3(line1.p2.x, line1.p2.y, line1.p2.z)
} else {
sega
}
val segb = Vector3(seg.bx, seg.by, seg.bz)
val p2 = Vector3(line2.ax, line2.ay, line2.az)
val segb = Vector3(seg.p2.x, seg.p2.y, seg.p2.z)
val p2 = Vector3(line2.p1.x, line2.p1.y, line2.p1.z)
val d2 = segb - p2
val out2 = if (!Geometry.equalVectors(Vector3.Unit(d2), uline2)) { //clamp seg.b(xyz) to segment line2's bounds
p2
} else if (Vector3.MagnitudeSquared(d2) > Vector3.MagnitudeSquared(line2.d)) {
Vector3(line2.bx, line2.by, line2.bz)
Vector3(line2.p2.x, line2.p2.y, line2.p2.z)
} else {
segb
}
@ -196,19 +196,19 @@ object Closest {
out2.x, out2.y, out2.z
))
case None =>
val connectingU = Vector3.Unit(Vector3(line2.ax - line1.ax, line2.ay - line1.ay, line2.az - line1.az))
val connectingU = Vector3.Unit(Vector3(line2.p1.x - line1.p1.x, line2.p1.y - line1.p1.y, line2.p1.z - line1.p1.z))
if (uline1 == connectingU || uline1 == Vector3.neg(connectingU)) { // coincidental line segments
val line1a = Vector3(line1.ax, line1.ay, line1.az)
val line1b = Vector3(line1.bx, line1.by, line1.bz)
val line2a = Vector3(line2.ax, line2.ay, line2.az)
val line2b = Vector3(line2.bx, line2.by, line2.bz)
val line1a = Vector3(line1.p1.x, line1.p1.y, line1.p1.z)
val line1b = Vector3(line1.p2.x, line1.p2.y, line1.p2.z)
val line2a = Vector3(line2.p1.x, line2.p1.y, line2.p1.z)
val line2b = Vector3(line2.p2.x, line2.p2.y, line2.p2.z)
if (Vector3.Unit(line2a - line1a) != Vector3.Unit(line2b - line1a) ||
Vector3.Unit(line2a - line1b) != Vector3.Unit(line2b - line1b) ||
Vector3.Unit(line1a - line2a) != Vector3.Unit(line1b - line2a) ||
Vector3.Unit(line1a - line2b) != Vector3.Unit(line1b - line2b)) {
Some(Segment3D(
line1.ax, line1.ay, line1a.z,
line1.ax, line1.ay, line1a.z
line1.p1.x, line1.p1.y, line1a.z,
line1.p1.x, line1.p1.y, line1a.z
)) // overlap regions
}
else {
@ -245,10 +245,10 @@ object Closest {
def apply(s1 : Sphere, s2 : Sphere): Option[Segment3D] = {
val distance = Distance(s1, s2)
if (distance > 0) {
val s1x = s1.x
val s1y = s1.y
val s1z = s1.z
val v = Vector3.Unit(Vector3(s2.x - s1x, s2.y - s1y, s2.z - s1z))
val s1x = s1.p.x
val s1y = s1.p.y
val s1z = s1.p.z
val v = Vector3.Unit(Vector3(s2.p.x - s1x, s2.p.y - s1y, s2.p.z - s1z))
val s1d = v * s1.radius
val s2d = v * (s1.radius + distance)
Some(Segment3D(s1x + s1d.x, s1y + s1d.y, s1y + s1d.y, s1x + s2d.x, s1y + s2d.y, s1y + s2d.y))
@ -258,8 +258,8 @@ object Closest {
}
def apply(line : Line3D, sphere : Sphere): Option[Segment3D] = {
val sphereAsPoint = Vector3(sphere.x, sphere.y, sphere.z)
val lineAsPoint = Vector3(line.x, line.y, line.z)
val sphereAsPoint = Vector3(sphere.p.x, sphere.p.y, sphere.p.z)
val lineAsPoint = Vector3(line.p.x, line.p.y, line.p.z)
val direct = sphereAsPoint - lineAsPoint
val projectionOfDirect = line.d * Vector3.DotProduct(direct, line.d)
val heightFromProjection = projectionOfDirect - direct

View file

@ -3,6 +3,30 @@ package net.psforever.objects.geometry
import net.psforever.types.Vector3
trait PrimitiveGeometry {
def center: Point
def pointOnOutside(line: Line) : Point = pointOnOutside(line.d)
def pointOnOutside(v: Vector3) : Point
}
trait Geometry2D extends PrimitiveGeometry {
def center: Point2D
def pointOnOutside(v: Vector3): Point2D = center
}
trait Geometry3D extends PrimitiveGeometry {
def center: Point3D
def pointOnOutside(v: Vector3): Point3D = center
}
trait Point {
def asVector3: Vector3
}
trait Slope {
def d: Vector3
@ -15,52 +39,186 @@ trait Line extends Slope {
mag - 0.05f < 1f && mag + 0.05f > 1f
}, "not a unit vector")
def p: Point
def length: Float = Float.PositiveInfinity
}
trait Segment extends Slope {
def p1: Point
def p2: Point
def length: Float = Vector3.Magnitude(d)
def asLine: PrimitiveGeometry
}
final case class Line2D(x: Float, y: Float, d: Vector3) extends Line
final case class Point2D(x: Float, y: Float) extends Geometry2D with Point {
def center: Point2D = this
def asVector3: Vector3 = Vector3(x, y, 0)
}
object Point2D {
def apply(): Point2D = Point2D(0, 0)
def apply(v: Vector3): Point2D = Point2D(v.x, v.y)
}
final case class Ray2D(p: Point2D, d: Vector3) extends Geometry2D with Line {
def center: Point2D = p
}
object Ray2D {
def apply(x: Float, y: Float, d: Vector3): Ray2D = Ray2D(Point2D(x, y), d)
}
final case class Line2D(p: Point2D, d: Vector3) extends Geometry2D with Line {
def center: Point2D = p
}
object Line2D {
def apply(ax: Float, ay: Float, d: Vector3): Line2D = {
Line2D(Point2D(ax, ay), d)
}
def apply(ax: Float, ay: Float, bx: Float, by: Float): Line2D = {
Line2D(ax, ay, Vector3.Unit(Vector3(bx-ax, by-ay, 0)))
Line2D(Point2D(ax, ay), Vector3.Unit(Vector3(bx-ax, by-ay, 0)))
}
def apply(p1: Point2D, p2: Point2D): Line2D = {
Line2D(p1, Vector3.Unit(Vector3(p2.x-p1.x, p2.y-p1.y, 0)))
}
}
final case class Segment2D(ax: Float, ay: Float, bx: Float, by: Float) extends Segment {
def d: Vector3 = Vector3(bx - ax, by - ay, 0)
final case class Segment2D(p1: Point2D, p2: Point2D) extends Geometry2D with Segment {
def center: Point2D = Point2D(d * 0.5f)
def d: Vector3 = p2.asVector3 - p1.asVector3
def asLine: Line2D = Line2D(p1, Vector3.Unit(d))
}
object Segment2D {
def apply(x: Float, y: Float, z: Float, d: Vector3): Segment2D = {
def apply(ax: Float, ay: Float, bx: Float, by: Float): Segment2D = {
Segment2D(Point2D(ax, ay), Point2D(bx, by))
}
def apply(x: Float, y: Float, d: Vector3): Segment2D = {
Segment2D(x, y, x + d.x, y + d.y)
}
}
final case class Circle(x: Float, y: Float, radius: Float)
final case class Circle(p: Point2D, radius: Float) extends Geometry2D {
def center : Point2D = p
object Circle {
def apply(radius: Float): Circle = Circle(0f, 0f, radius)
}
final case class Line3D(x: Float, y: Float, z: Float, d: Vector3) extends Line
final case class Segment3D(ax: Float, ay: Float, az: Float, bx: Float, by: Float, bz: Float) extends Segment {
def d: Vector3 = Vector3(bx - ax, by - ay, bz - az)
}
object Segment3D {
def apply(x: Float, y: Float, z: Float, d: Vector3): Segment3D = {
Segment3D(x, y, z, z+d.x, y+d.y, z+d.z)
override def pointOnOutside(v: Vector3) : Point2D = {
val slope = Vector3.Unit(v)
val pointOnRim = p.asVector3 + slope * radius
Point2D(pointOnRim.x, pointOnRim.y)
}
}
final case class Sphere(x: Float, y: Float, z: Float, radius: Float)
object Circle {
def apply(radius: Float): Circle = Circle(Point2D(), radius)
final case class Cylinder(circle: Circle, z: Float, height: Float)
def apply(x: Float, y: Float, radius: Float): Circle = Circle(Point2D(x, y), radius)
}
final case class Point3D(x: Float, y: Float, z: Float) extends Geometry3D with Point {
def center: Point3D = this
def asVector3: Vector3 = Vector3(x, y, z)
}
object Point3D {
def apply(): Point3D = Point3D(0,0,0)
def apply(v: Vector3): Point3D = Point3D(v.x, v.y, v.z)
}
final case class Ray3D(p: Point3D, d: Vector3) extends Geometry3D with Line {
def center: Point3D = p
}
object Ray3D {
def apply(x: Float, y: Float, z: Float, d: Vector3): Ray3D = Ray3D(Point3D(x,y,z), d)
}
final case class Line3D(p: Point3D, d: Vector3) extends Geometry3D with Line {
def center: Point3D = p
}
object Line3D {
def apply(x: Float, y: Float, z: Float, d: Vector3): Line3D = {
Line3D(Point3D(x,y,z), d)
}
def apply(ax: Float, ay: Float, az: Float, bx: Float, by: Float, bz: Float): Line3D = {
Line3D(Point3D(ax, ay, az), Vector3.Unit(Vector3(bx-ax, by-ay, bz-az)))
}
def apply(p1: Point3D, p2: Point3D): Line3D = {
Line3D(p1, Vector3.Unit(Vector3(p2.x-p1.x, p2.y-p1.y, p2.z-p1.z)))
}
}
final case class Segment3D(p1: Point3D, p2: Point3D) extends Geometry3D with Segment {
def center: Point3D = Point3D(d * 0.5f)
def d: Vector3 = p2.asVector3 - p1.asVector3
def asLine: Line3D = Line3D(p1, Vector3.Unit(d))
}
object Segment3D {
def apply(ax: Float, ay: Float, az: Float, bx: Float, by: Float, bz: Float): Segment3D = {
Segment3D(Point3D(ax, ay, az), Point3D(bx, by, bz))
}
def apply(x: Float, y: Float, z: Float, d: Vector3): Segment3D = {
Segment3D(Point3D(x, y, z), Point3D(x + d.x, y + d.y, z + d.z))
}
}
final case class Sphere(p: Point3D, radius: Float) extends Geometry3D {
def center: Point3D = p
override def pointOnOutside(v: Vector3): Point3D = {
val slope = Vector3.Unit(v)
val mult = radius / math.sqrt(slope.x * slope.x + slope.y * slope.y + slope.z * slope.z)
val pointOnSurface = center.asVector3 + slope * mult.toFloat
Point3D(pointOnSurface.x, pointOnSurface.y, pointOnSurface.z)
}
}
object Sphere {
def apply(radius: Float): Sphere = Sphere(Point3D(), radius)
def apply(x: Float, y: Float, z: Float, radius: Float): Sphere = Sphere(Point3D(x,y,z), radius)
def apply(v: Vector3, radius: Float): Sphere = Sphere(Point3D(v), radius)
}
final case class Cylinder(circle: Circle, z: Float, height: Float) extends Geometry3D {
def center: Point3D = Point3D(circle.p.x, circle.p.y, z + height * 0.5f)
override def pointOnOutside(v: Vector3): Point3D = {
val centerVector = center.asVector3
val slope = Vector3.Unit(v)
val mult = circle.radius / math.sqrt(slope.x * slope.x + slope.y * slope.y)
val pointOnRim = centerVector + slope * mult.toFloat
val point = if (z >= pointOnRim.z && pointOnRim.z <= height) { //side
pointOnRim
} else { //top or base
val rise = height * 0.5f / slope.z
centerVector + slope * rise
}
Point3D(point.x, point.y, point.z)
}
}
object Cylinder {
def apply(x: Float, y: Float, z: Float, radius: Float, height: Float): Cylinder = {
@ -68,10 +226,6 @@ object Cylinder {
}
}
object Sphere {
def apply(p: Vector3, radius: Float): Sphere = Sphere(p.x, p.y, p.z, radius)
}
object Geometry {
def equalFloats(value1: Float, value2: Float, off: Float = 0.001f): Boolean = {
val diff = value1 - value2

View file

@ -0,0 +1,113 @@
// Copyright (c) 2021 PSForever
package net.psforever.objects.geometry
import net.psforever.objects.ballistics.{PlayerSource, SourceEntry}
import net.psforever.objects.{GlobalDefinitions, PlanetSideGameObject, Player}
import net.psforever.types.ExoSuitType
object GeometryForm {
/** this point can not be used for purposes of geometric representation */
lazy val invalidPoint: Point3D = Point3D(Float.MinValue, Float.MinValue, Float.MinValue)
/** this circle can not be used for purposes of geometric representation */
lazy val invalidCircle: Circle = Circle(Point2D(invalidPoint.asVector3), 0)
/** this cylinder can not be used for purposes of geometric representation */
lazy val invalidCylinder: Cylinder = Cylinder(invalidCircle, Float.MinValue, 0)
/**
* The geometric representation is the entity's centroid.
* @param o the entity
* @return the representation
*/
def representByPoint()(o: Any): Geometry3D = {
o match {
case p: PlanetSideGameObject => Point3D(p.Position)
case s: SourceEntry => Point3D(s.Position)
case _ => invalidPoint
}
}
/**
* The geometric representation is the a sphere around the entity's centroid.
* @param radius how wide a hemisphere is
* @param o the entity
* @return the representation
*/
def representBySphere(radius: Float)(o: Any): Geometry3D = {
o match {
case p: PlanetSideGameObject => Sphere(p.Position, radius)
case s: SourceEntry => Sphere(s.Position, radius)
case _ => Sphere(invalidPoint, radius)
}
}
/**
* The geometric representation is the a cylinder around the entity's base.
* @param radius half the distance across
* @param height how tall the cylinder is (the distance of the top to the base)
* @param o the entity
* @return the representation
*/
def representByCylinder(radius: Float, height: Float)(o: Any): Geometry3D = {
o match {
case p: PlanetSideGameObject => Cylinder(Circle(p.Position.x, p.Position.y, radius), p.Position.z, height)
case s: SourceEntry => Cylinder(Circle(s.Position.x, s.Position.y, radius), s.Position.z, height)
case _ => invalidCylinder
}
}
/**
* The geometric representation is the a cylinder around the entity's base
* if the target represents a player entity.
* @param radius a measure of the player's bulk
* @param o the entity
* @return the representation
*/
def representPlayerByCylinder(radius: Float)(o: Any): Geometry3D = {
o match {
case p: Player =>
val radialOffset = if(p.ExoSuit == ExoSuitType.MAX) 0.25f else 0f
Cylinder(
Circle(p.Position.x, p.Position.y, radius + radialOffset),
p.Position.z,
GlobalDefinitions.MaxDepth(p)
)
case p: PlayerSource =>
val radialOffset = if(p.ExoSuit == ExoSuitType.MAX) 0.25f else 0f
Cylinder(
Circle(p.Position.x, p.Position.y, radius + radialOffset),
p.Position.z,
GlobalDefinitions.avatar.MaxDepth
)
case _ =>
invalidCylinder
}
}
/**
* The geometric representation is the a cylinder around the entity's base
* as if the target is displaced from the ground at an expected (fixed?) distance.
* @param radius half the distance across
* @param height how tall the cylinder is (the distance of the top to the base)
* @param hoversAt how far off the base coordinates the actual cylinder begins
* @param o the entity
* @return the representation
*/
def representHoveringEntityByCylinder(radius: Float, height: Float, hoversAt: Float)(o: Any): Geometry3D = {
o match {
case p: PlanetSideGameObject =>
Cylinder(
Circle(p.Position.x, p.Position.y, radius),
p.Position.z + hoversAt,
height
)
case s: SourceEntry =>
Cylinder(
Circle(s.Position.x, s.Position.y, radius),
s.Position.z + hoversAt,
height
)
case _ =>
invalidCylinder
}
}
}

View file

@ -13,7 +13,7 @@ object Intersection {
def apply(line1: Line2D, line2: Line2D): Boolean = {
line1.d != line2.d || {
//parallel or antiparallel?
val u = Vector3.Unit(Vector3(line2.x - line1.x, line2.y - line1.y, 0))
val u = Vector3.Unit(Vector3(line2.p.x - line1.p.x, line2.p.y - line1.p.y, 0))
u == Vector3.Zero || line1.d == u || line1.d == Vector3.neg(u)
}
}
@ -59,14 +59,14 @@ object Intersection {
*/
def apply(line1: Segment2D, line2: Segment2D): Boolean = {
//setup
val ln1ax = line1.ax
val ln1ay = line1.ay
val ln1bx = line1.bx
val ln1by = line1.by
val ln2ax = line2.ax
val ln2ay = line2.ay
val ln2bx = line2.bx
val ln2by = line2.by
val ln1ax = line1.p1.x
val ln1ay = line1.p1.y
val ln1bx = line1.p2.x
val ln1by = line1.p2.y
val ln2ax = line2.p1.x
val ln2ay = line2.p1.y
val ln2bx = line2.p2.x
val ln2by = line2.p2.y
val ln1_ln2a = orientationOfPoints(ln1ax, ln1ay, ln1bx, ln1by, ln2ax, ln2ay)
val ln1_ln2b = orientationOfPoints(ln1ax, ln1ay, ln1bx, ln1by, ln2bx, ln2by)
val ln2_ln1a = orientationOfPoints(ln2ax, ln2ay, ln2bx, ln2by, ln1ax, ln1ay)
@ -93,7 +93,7 @@ object Intersection {
}
def apply(c1: Circle, c2 : Circle): Boolean = {
Vector3.Magnitude(Vector3(c1.x - c2.x, c1.y - c2.y, 0)) <= c1.radius + c2.radius
Vector3.Magnitude(Vector3(c1.p.x - c2.p.x, c1.p.y - c2.p.y, 0)) <= c1.radius + c2.radius
}
/**
@ -111,9 +111,9 @@ object Intersection {
def apply(s1: Sphere, s2 : Sphere): Boolean = {
Vector3.Magnitude(
Vector3(
s1.x - s2.x,
s1.y - s2.y,
s1.z - s2.z
s1.p.x - s2.p.x,
s1.p.y - s2.p.y,
s1.p.z - s2.p.z
)
) <= s1.radius + s2.radius
}
@ -128,17 +128,17 @@ object Intersection {
val cylinderCircleRadius = cylinderCircle.radius
val cylinderTop = cylinder.z + cylinder.height
val sphereRadius = sphere.radius
val sphereBase = sphere.z - sphereRadius
val sphereTop = sphere.z + sphereRadius
if (apply(cylinderCircle, Circle(sphere.x, sphere.y, sphereRadius)) &&
val sphereBase = sphere.p.z - sphereRadius
val sphereTop = sphere.p.z + sphereRadius
if (apply(cylinderCircle, Circle(sphere.p.x, sphere.p.y, sphereRadius)) &&
((sphereTop >= cylinder.z && sphereBase <= cylinderTop) ||
(cylinderTop >= sphereBase && cylinder.z <= sphereTop))) {
// potential intersection ...
val sphereAsPoint = Vector3(sphere.x, sphere.y, sphere.z)
val cylinderAsPoint = Vector3(cylinderCircle.x, cylinderCircle.y, cylinder.z)
val sphereAsPoint = Vector3(sphere.p.x, sphere.p.y, sphere.p.z)
val cylinderAsPoint = Vector3(cylinderCircle.p.x, cylinderCircle.p.y, cylinder.z)
val segmentFromCylinderToSphere = sphereAsPoint - cylinderAsPoint
val segmentFromCylinderToSphereXY = segmentFromCylinderToSphere.xy
if ((cylinder.z <= sphere.z && sphere.z <= cylinderTop) ||
if ((cylinder.z <= sphere.p.z && sphere.p.z <= cylinderTop) ||
Vector3.MagnitudeSquared(segmentFromCylinderToSphereXY) <= cylinderCircleRadius * cylinderCircleRadius) {
true // top or bottom of sphere, or widest part of the sphere, must interact with the cylinder
} else {

View file

@ -5,10 +5,11 @@ import net.psforever.objects.PlanetSideGameObject
import net.psforever.objects.ballistics.SourceEntry
import net.psforever.objects.definition.ObjectDefinition
import net.psforever.objects.vital.{Vitality, VitalityDefinition}
import net.psforever.objects.vital.base.{DamageReason, DamageResolution}
import net.psforever.objects.vital.interaction.DamageResult
import net.psforever.objects.vital.base.{DamageModifiers, DamageReason, DamageResolution}
import net.psforever.objects.vital.interaction.{DamageInteraction, DamageResult}
import net.psforever.objects.vital.prop.DamageWithPosition
import net.psforever.objects.vital.resolution.DamageAndResistance
import net.psforever.objects.zones.Zone
/**
* A wrapper for a "damage source" in damage calculations
@ -48,3 +49,48 @@ final case class ExplodingEntityReason(
/** the entity that exploded is the source of the damage */
override def attribution: Int = definition.ObjectId
}
object ExplodingDamageModifiers {
trait Mod extends DamageModifiers.Mod {
def calculate(damage : Int, data : DamageInteraction, cause : DamageReason) : Int = {
cause match {
case o: ExplodingEntityReason => calculate(damage, data, o)
case _ => damage
}
}
def calculate(damage : Int, data : DamageInteraction, cause : ExplodingEntityReason) : Int
}
}
/**
* A variation of the normal radial damage degradation
* that uses the geometric representations of the exploding entity and of the affected target
* in its calculations that determine the distance between them.
* @see `DamageModifierFunctions.RadialDegrade`
*/
case object ExplodingRadialDegrade extends ExplodingDamageModifiers.Mod {
def calculate(damage: Int, data: DamageInteraction, cause: ExplodingEntityReason): Int = {
cause.source match {
case withPosition: DamageWithPosition =>
val distance = math.sqrt(Zone.distanceCheck(
cause.entity.Definition.asInstanceOf[ObjectDefinition].Geometry(cause.entity),
data.target.Definition.Geometry(data.target)
))
val radius = withPosition.DamageRadius
val radiusMin = withPosition.DamageRadiusMin
if (distance <= radiusMin) {
damage
} else if (distance <= radius) {
//damage - (damage * profile.DamageAtEdge * (distance - radiusMin) / (radius - radiusMin)).toInt
val base = withPosition.DamageAtEdge
val radi = radius - radiusMin
(damage * ((1 - base) * ((radi - (distance - radiusMin)) / radi) + base)).toInt
} else {
0
}
case _ =>
damage
}
}
}

View file

@ -38,6 +38,7 @@ import akka.actor.typed
import net.psforever.actors.session.AvatarActor
import net.psforever.actors.zone.ZoneActor
import net.psforever.objects.avatar.Avatar
import net.psforever.objects.geometry.Geometry3D
import net.psforever.objects.serverobject.PlanetSideServerObject
import net.psforever.objects.serverobject.tube.SpawnTube
import net.psforever.objects.vehicles.UtilityType
@ -1175,7 +1176,7 @@ object Zone {
* Two game entities are considered "near" each other if they are within a certain distance of one another.
* A default function literal mainly used for `causesExplosion`.
* @see `causeExplosion`
* @see `Vector3.DistanceSquare`
* @see `ObjectDefinition.Geometry`
* @param obj1 a game entity
* @param obj2 a game entity
* @param maxDistance the square of the maximum distance permissible between game entities
@ -1183,7 +1184,35 @@ object Zone {
* @return `true`, if the target entities are near to each other;
* `false`, otherwise
*/
private def distanceCheck(obj1: PlanetSideGameObject, obj2: PlanetSideGameObject, maxDistance: Float): Boolean = {
Vector3.DistanceSquared(obj1.Position, obj2.Position) <= maxDistance
def distanceCheck(obj1: PlanetSideGameObject, obj2: PlanetSideGameObject, maxDistance: Float): Boolean = {
distanceCheck(obj1.Definition.Geometry(obj1), obj2.Definition.Geometry(obj2), maxDistance)
}
/**
* Two game entities are considered "near" each other if they are within a certain distance of one another.
* @param g1 the geometric representation of a game entity
* @param g2 the geometric representation of a game entity
* @param maxDistance the square of the maximum distance permissible between game entities
* before they are no longer considered "near"
* @return `true`, if the target entities are near to each other;
* `false`, otherwise
*/
def distanceCheck(g1: Geometry3D, g2: Geometry3D, maxDistance: Float): Boolean = {
distanceCheck(g1, g2) <= maxDistance
}
/**
* Two game entities are considered "near" each other if they are within a certain distance of one another.
* @see `PrimitiveGeometry.pointOnOutside`
* @see `Vector3.DistanceSquared`
* @see `Vector3.neg`
* @see `Vector3.Unit`
* @param g1 the geometric representation of a game entity
* @param g2 the geometric representation of a game entity
* @return the crude distance between the two geometric representations
*/
def distanceCheck(g1: Geometry3D, g2: Geometry3D): Float = {
val dir = Vector3.Unit(g2.center.asVector3 - g1.center.asVector3)
val point1 = g1.pointOnOutside(dir).asVector3
val point2 = g2.pointOnOutside(Vector3.neg(dir)).asVector3
Vector3.DistanceSquared(point1, point2)
}
}