Torque3D/Templates/Modules/FPSGameplay/scripts/server/radiusDamage.cs
Areloch d680dc9934 Initial implementation of the new Base Game Template and some starting modules.
This makes some tweaks to the engine to support this, specifically, it tweaks the hardcoded shaderpaths to defer to a pref variable, so none of the shader paths are hardcoded.

Also tweaks how post effects read in texture files, removing a bizzare filepath interpretation choice, where if the file path didn't start with "/" it forcefully appended the script's file path. This made it impossible to have images not in the same dir as the script file defining the post effect.

This was changed and the existing template's post effects tweaked for now to just add "./" to those few paths impacted, as well as the perf vars to support the non-hardcoded shader paths in the engine.
2017-02-24 02:40:56 -06:00

74 lines
3.6 KiB
C#

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
// Support function which applies damage to objects within the radius of
// some effect, usually an explosion. This function will also optionally
// apply an impulse to each object.
function radiusDamage(%sourceObject, %position, %radius, %damage, %damageType, %impulse)
{
// Use the container system to iterate through all the objects
// within our explosion radius. We'll apply damage to all ShapeBase
// objects.
InitContainerRadiusSearch(%position, %radius, $TypeMasks::ShapeBaseObjectType | $TypeMasks::DynamicShapeObjectType);
%halfRadius = %radius / 2;
while ((%targetObject = containerSearchNext()) != 0)
{
// Calculate how much exposure the current object has to
// the explosive force. The object types listed are objects
// that will block an explosion. If the object is totally blocked,
// then no damage is applied.
%coverage = calcExplosionCoverage(%position, %targetObject,
$TypeMasks::InteriorObjectType |
$TypeMasks::TerrainObjectType |
$TypeMasks::ForceFieldObjectType |
$TypeMasks::StaticShapeObjectType |
$TypeMasks::VehicleObjectType);
if (%coverage == 0)
continue;
// Radius distance subtracts out the length of smallest bounding
// box axis to return an appriximate distance to the edge of the
// object's bounds, as opposed to the distance to it's center.
%dist = containerSearchCurrRadiusDist();
// Calculate a distance scale for the damage and the impulse.
// Full damage is applied to anything less than half the radius away,
// linear scale from there.
%distScale = (%dist < %halfRadius)? 1.0 : 1.0 - ((%dist - %halfRadius) / %halfRadius);
%distScale = mClamp(%distScale,0.0,1.0);
// Apply the damage
%targetObject.damage(%sourceObject, %position, %damage * %coverage * %distScale, %damageType);
// Apply the impulse
if (%impulse)
{
%impulseVec = VectorSub(%targetObject.getWorldBoxCenter(), %position);
%impulseVec = VectorNormalize(%impulseVec);
%impulseVec = VectorScale(%impulseVec, %impulse * %distScale);
%targetObject.applyImpulse(%position, %impulseVec);
}
}
}