Files
Goober5000 9ea44f0479 ETS updates
Two updates to the energy transfer system.
1. Previously, for fighters missing a system (e.g. shields), the energy would be treated as if all energy from that system was routed to the other systems.  So, for example, a fighter's typical speed would be faster without shields than with shields.  A new AI profile flag now treats the other systems as if the energy had not been transferred.
2. At some point in development, Volition intended the `$Power Output` ships.tbl field to affect ETS.  A new AI profile flag now treats the power output as a factor of energy applied to energy systems.
2025-05-14 01:33:28 -04:00

151 lines
5.1 KiB
C++

#include "modelanimation_driver.h"
#include "hud/hudets.h"
#include "model/animation/modelanimation.h"
#include "playerman/player.h"
#include "ship/ship.h"
namespace animation {
template<float control_info::* ci_property>
static float get_player_ci_property(polymodel_instance* /*pmi*/){
return Player->ci.*ci_property;
}
std::function<float(polymodel_instance*)> parse_generic_property_driver_source() {
switch(optional_string_one_of(7,
"Random",
"ControlAccelForward",
"ControlAccelLateral",
"ControlAccelVertical",
"ControlRotationPitch",
"ControlRotationBank",
"ControlRotationHeading"
)){
case 0: {
float min, max;
stuff_float(&min);
stuff_float(&max);
const int seed = util::Random::next();
return [min, max, seed](polymodel_instance *pmi) -> float {
//We want something that is as random as possible, however, if the same driver
// is called from the same object, the same result should be produced.
//But since driver objects are shared between animation sets (i.e. ship classes),
// just assigning a random to each driver object is not sufficient.
return static_cast<float>(std::mt19937(seed ^ pmi->objnum)()) / static_cast<float>(std::mt19937::max()) * (max - min) + min;
};
}
case 1:
return get_player_ci_property<&control_info::forward>;
case 2:
return get_player_ci_property<&control_info::sideways>;
case 3:
return get_player_ci_property<&control_info::vertical>;
case 4:
return get_player_ci_property<&control_info::pitch>;
case 5:
return get_player_ci_property<&control_info::bank>;
case 6:
return get_player_ci_property<&control_info::heading>;
default:
return {};
}
}
static int get_pmi_objnum(const polymodel_instance* pmi) {
return pmi->objnum == model_objnum_special::OBJNUM_COCKPIT ? Player->objnum : pmi->objnum;
}
template<typename property, property object::* property_ptr, float property::* subproperty_ptr>
static float get_object_subproperty_float(polymodel_instance* pmi){
int objnum = get_pmi_objnum(pmi);
Assertion(objnum >= 0, "Invalid object used in animation property driver!");
return Objects[objnum].*property_ptr.*subproperty_ptr;
}
template<matrix object::* property_ptr, float angles::* angle>
static float get_object_matrix_angle(polymodel_instance* pmi){
int objnum = get_pmi_objnum(pmi);
Assertion(objnum >= 0, "Invalid object used in animation property driver!");
angles a;
vm_extract_angles_matrix(&a, &(Objects[objnum].*property_ptr));
return a.*angle;
}
std::function<float(polymodel_instance*)> parse_object_property_driver_source() {
auto precedence = parse_generic_property_driver_source();
if (precedence)
return precedence;
switch(optional_string_one_of(5,
"SpeedForward",
"Speed",
"Pitch",
"Bank",
"Heading"
)){
case 0:
return get_object_subproperty_float<physics_info, &object::phys_info, &physics_info::fspeed>;
case 1:
return get_object_subproperty_float<physics_info, &object::phys_info, &physics_info::speed>;
case 2:
return get_object_matrix_angle<&object::orient, &angles::p>;
case 3:
return get_object_matrix_angle<&object::orient, &angles::b>;
case 4:
return get_object_matrix_angle<&object::orient, &angles::h>;
default:
return {};
}
}
template<typename property, property ship::* property_ptr, float property::* subproperty_ptr>
static float get_ship_subproperty_float(polymodel_instance* pmi){
int objnum = get_pmi_objnum(pmi);
Assertion(objnum >= 0, "Invalid object used in animation property driver!");
Assertion(Objects[objnum].type == OBJ_SHIP, "Non-ship object used in ship animation property driver!");
return Ships[Objects[objnum].instance].*property_ptr.*subproperty_ptr;
}
template<int ship::* ets_property>
static float get_ship_ets_property(polymodel_instance* pmi){
int objnum = get_pmi_objnum(pmi);
Assertion(objnum >= 0, "Invalid object used in animation property driver!");
Assertion(Objects[objnum].type == OBJ_SHIP, "Non-ship object used in ship animation property driver!");
return ets_power_factor(&Objects[objnum], false) * Energy_levels[Ships[Objects[objnum].instance].*ets_property];
}
std::function<float(polymodel_instance*)> parse_ship_property_driver_source() {
auto precedence = parse_object_property_driver_source();
if (precedence)
return precedence;
switch(optional_string_one_of(3,
"ETSShield",
"ETSEngine",
"ETSWeapons"
)){
case 0:
return get_ship_ets_property<&ship::shield_recharge_index>;
case 1:
return get_ship_ets_property<&ship::engine_recharge_index>;
case 2:
return get_ship_ets_property<&ship::weapon_recharge_index>;
default:
return {};
}
}
ModelAnimationPropertyDriverTarget parse_property_driver_target() {
switch(optional_string_one_of(2,
"Speed",
"Time" //Is dangerous as a property driver target, but makes sense as a startup driver
)){
case 0:
return {&ModelAnimation::instance_data::speed, std::nullopt};
case 1:
return {&ModelAnimation::instance_data::time, &ModelAnimation::instance_data::duration};
default:
return {};
}
}
}