Files
fs2open.github.com/code/object/collideshipweapon.cpp
wookieejedi 78d2e663d7 One fix and one enhancement to AI shield behavior (#6737)
* One fix and one enhancement to AI shield behavior

This PR adds one fix and one enhancement to AI shield behavior.

1) Fix: Testing, especially in FotG, revealed an edge-case bug with shield management where the AI will not direct shield energy to a quadrant if it was hit when that quadrant was down. In other words, if a shield quadrant is knocked down to 0 and continues to be shot the AI will not realize it needs to direct energy to that quadrant. This is because `quadrant` is set to -1 if a shield segment is down. This ensures that the resulting effects and damage calculations properly ignore that quadrant downstream, but it also results in `aip->last_hit_quadrant` being set to -1. This PR adds a fix to properly record which shield was actually hit, so that the AI knows to direct energy to that quadrant.

2) Enhancement: In combat situations with fire coming from many directions, it is good practice to keep shields equalized, so this PR adds a flag for the AI to always attempt to balance shields, even if it is being fired upon (instead of the current behavior to always direct energy to the hit shield quadrant).

Both flags are tested and work as expected.

* fix copy paste

* rename to avoid previous confusion

* also make as ai class flag
2025-05-30 21:24:01 -04:00

735 lines
29 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include "hud/hudshield.h"
#include "hud/hudwingmanstatus.h"
#include "io/timer.h"
#include "math/curve.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multiutil.h"
#include "object/objcollide.h"
#include "object/object.h"
#include "scripting/global_hooks.h"
#include "scripting/scripting.h"
#include "scripting/api/objs/model.h"
#include "scripting/api/objs/vecmath.h"
#include "playerman/player.h"
#include "ship/ship.h"
#include "ship/shipfx.h"
#include "ship/shiphit.h"
#include "weapon/weapon.h"
extern int Game_skill_level;
extern float ai_endangered_time(const object *ship_objp, const object *weapon_objp);
static int check_inside_radius_for_big_ships( object *ship, object *weapon_obj, obj_pair *pair );
extern float flFrametime;
/**
* If weapon_obj is likely to hit ship_obj sooner than current aip->danger_weapon_objnum,
* then update danger_weapon_objnum.
*/
static void update_danger_weapon(const object *pship_obj, const object *weapon_obj)
{
ai_info *aip;
Assert(pship_obj->type == OBJ_SHIP);
aip = &Ai_info[Ships[pship_obj->instance].ai_index];
if (aip->danger_weapon_objnum == -1) {
aip->danger_weapon_objnum = OBJ_INDEX(weapon_obj);
aip->danger_weapon_signature = weapon_obj->signature;
} else if (aip->danger_weapon_signature == Objects[aip->danger_weapon_objnum].signature) {
float danger_old_time, danger_new_time;
danger_old_time = ai_endangered_time(pship_obj, &Objects[aip->danger_weapon_objnum]);
danger_new_time = ai_endangered_time(pship_obj, weapon_obj);
if (danger_new_time < danger_old_time) {
aip->danger_weapon_objnum = OBJ_INDEX(weapon_obj);
aip->danger_weapon_signature = weapon_obj->signature;
}
}
}
/**
* Deal with weapon-ship hit stuff.
* Separated from check_collision routine below because of multiplayer reasons.
* When hit_dir was added in commit a3422b4, it was passed by value. Since it is no longer modified locally in the function, it can be passed by pointer.
*/
static void ship_weapon_do_hit_stuff(object *pship_obj, object *weapon_obj, const vec3d *world_hitpos, const vec3d *hitpos, int quadrant_num, int submodel_num, const vec3d *hit_dir)
{
weapon *wp = &Weapons[weapon_obj->instance];
weapon_info *wip = &Weapon_info[wp->weapon_info_index];
ship *shipp = &Ships[pship_obj->instance];
auto pmi = model_get_instance(shipp->model_instance_num);
auto pm = model_get(pmi->model_num);
float damage;
vec3d force;
vec3d worldNormal;
model_instance_local_to_global_dir(&worldNormal, hit_dir, pm, pmi, submodel_num, &pship_obj->orient);
// Apply hit & damage & stuff to weapon
weapon_hit(weapon_obj, pship_obj, world_hitpos, quadrant_num, &worldNormal, hitpos, submodel_num); //NOLINT(readability-suspicious-call-argument)
if (wip->damage_time >= 0.0f && wp->lifeleft <= wip->damage_time) {
if (wip->atten_damage >= 0.0f) {
damage = (((wip->damage - wip->atten_damage) * (wp->lifeleft / wip->damage_time)) + wip->atten_damage);
} else {
damage = wip->damage * (wp->lifeleft / wip->damage_time);
}
} else {
damage = wip->damage;
}
float dot = -vm_vec_dot(&weapon_obj->orient.vec.fvec, &worldNormal);
if (wip->damage_incidence_max != 1.0f || wip->damage_incidence_min != 1.0f) {
if (dot < 0.0f)
dot = 0.0f;
damage *= wip->damage_incidence_min + ((wip->damage_incidence_max - wip->damage_incidence_min) * dot);
}
damage *= wip->weapon_hit_curves.get_output(weapon_info::WeaponHitCurveOutputs::DAMAGE_MULT, std::forward_as_tuple(*wp, *pship_obj, dot), &wp->modular_curves_instance);
// we handle curve scaling for shield damage here, but hull and subsystem damage scaling happens in shiphit.cpp
if (quadrant_num) {
damage *= wip->weapon_hit_curves.get_output(weapon_info::WeaponHitCurveOutputs::SHIELD_DAMAGE_MULT, std::forward_as_tuple(*wp, *pship_obj, dot), &wp->modular_curves_instance);
}
// if this is friendly fire, we check for the friendly fire cap values
if (wp->team == shipp->team) {
if (&Objects[weapon_obj->parent] == pship_obj && The_mission.ai_profile->weapon_self_damage_cap[Game_skill_level] >= 0.f) {
// if this is a ship shooting itself, we use the self damage cap
damage = MIN(damage, The_mission.ai_profile->weapon_self_damage_cap[Game_skill_level]);
} else if (The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level] >= 0.f) {
// otherwise we use the friendly damage cap
damage = MIN(damage, The_mission.ai_profile->weapon_friendly_damage_cap[Game_skill_level]);
}
}
// deterine whack whack
float blast = wip->mass * wip->weapon_hit_curves.get_output(weapon_info::WeaponHitCurveOutputs::MASS_MULT, std::forward_as_tuple(*wp, *pship_obj, dot), &wp->modular_curves_instance);
vm_vec_copy_scale(&force, &weapon_obj->phys_info.vel, blast );
// send player pain packet
if ( (MULTIPLAYER_MASTER) && !(shipp->flags[Ship::Ship_Flags::Dying]) ){
int np_index = multi_find_player_by_object(pship_obj);
// if this is a player ship
if((np_index >= 0) && (np_index != MY_NET_PLAYER_NUM) && (wip->subtype == WP_LASER)){
send_player_pain_packet(&Net_players[np_index], wp->weapon_info_index, wip->damage * weapon_get_damage_scale(wip, weapon_obj, pship_obj), &force, world_hitpos, quadrant_num);
}
}
ship_apply_local_damage(pship_obj, weapon_obj, world_hitpos, damage, wip->damage_type_idx, quadrant_num, CREATE_SPARKS, submodel_num, nullptr, dot);
// let the hud shield gauge know when Player or Player target is hit
hud_shield_quadrant_hit(pship_obj, quadrant_num);
// Let wingman status gauge know a wingman ship was hit
if ( (Ships[pship_obj->instance].wing_status_wing_index >= 0) && ((Ships[pship_obj->instance].wing_status_wing_pos >= 0)) ) {
hud_wingman_status_start_flash(shipp->wing_status_wing_index, shipp->wing_status_wing_pos);
}
// Apply a wack. This used to be inside of ship_hit... duh! Ship_hit
// is to apply damage, not physics, so I moved it here.
// don't apply whack for multiplayer_client from laser - will occur with pain packet
if (!((wip->subtype == WP_LASER) && MULTIPLAYER_CLIENT) ) {
// apply a whack
ship_apply_whack( &force, world_hitpos, pship_obj );
}
// Add impact decal
if (quadrant_num == -1 && wip->impact_decal.definition_handle >= 0) {
// Use the weapon orientation to augment the orientation computation.
vec3d weapon_up;
model_instance_global_to_local_dir(&weapon_up, &weapon_obj->orient.vec.uvec, pm, pmi, submodel_num, &pship_obj->orient);
matrix decal_orient;
vm_vector_2_matrix_norm(&decal_orient, hit_dir, &weapon_up); // hit_dir is already normalized so we can use the more efficient function
// randomize angle of decal if specified --wookeejedi
if (wip->impact_decal.random_rotation) {
angles random_rotation_angs = vm_angles_new(0.0f, frand() * PI2, 0.0f);
matrix random_rotation_ori;
vm_angles_2_matrix(&random_rotation_ori, &random_rotation_angs);
vm_matrix_x_matrix(&decal_orient, &decal_orient, &random_rotation_ori);
}
decals::addDecal(wip->impact_decal, pship_obj, submodel_num, *hitpos, decal_orient);
}
}
extern int Framecount;
static int ship_weapon_check_collision(object *ship_objp, object *weapon_objp, float time_limit = 0.0f, int *next_hit = nullptr)
{
mc_info mc_hull, mc_shield, *mc;
ship *shipp;
ship_info *sip;
weapon *wp;
weapon_info *wip;
Assert( ship_objp != nullptr );
Assert( ship_objp->type == OBJ_SHIP );
Assert( ship_objp->instance >= 0 );
shipp = &Ships[ship_objp->instance];
sip = &Ship_info[shipp->ship_info_index];
Assert( weapon_objp != nullptr );
Assert( weapon_objp->type == OBJ_WEAPON );
Assert( weapon_objp->instance >= 0 );
wp = &Weapons[weapon_objp->instance];
wip = &Weapon_info[wp->weapon_info_index];
Assert( shipp->objnum == OBJ_INDEX(ship_objp));
// Make ships that are warping in not get collision detection done
if ( shipp->is_arriving() ) return 0;
// Return information for AI to detect incoming fire.
// Could perhaps be done elsewhere at lower cost --MK, 11/7/97
float dist = vm_vec_dist_quick(&ship_objp->pos, &weapon_objp->pos);
if (dist < weapon_objp->phys_info.speed) {
update_danger_weapon(ship_objp, weapon_objp);
}
int valid_hit_occurred = 0; // If this is set, then hitpos is set
int quadrant_num = -1;
polymodel *pm = model_get(sip->model_num);
// total time is flFrametime + time_limit (time_limit used to predict collisions into the future)
vec3d weapon_end_pos;
vm_vec_scale_add( &weapon_end_pos, &weapon_objp->pos, &weapon_objp->phys_info.vel, time_limit );
vec3d weapon_start_pos = weapon_objp->last_pos;
// Maybe take into account the ship's velocity, so it won't later overstep the weapon's
// current position (what will be its last_pos next frame)
if (The_mission.ai_profile->flags[AI::Profile_Flags::Fixed_ship_weapon_collision])
weapon_start_pos += ship_objp->phys_info.vel * flFrametime;
if (!IS_VEC_NULL(&The_mission.gravity) && wip->gravity_const != 0.0f) {
// subtle point about simulating collisions against a parabola
// every simulated point, the positions every frame, are perfectly on the correct parabola
// however this means collision is checking *the lines inbetween* those points, which will always be undernearth the parabola
// the grater the frametime, the greater the discrepancy, and can cause erroneous misses
// So just for collision purposes, we offset these points slightly in the opposite direction of gravity
// at least to ensure the *average* position at all interpolated points is on the parabola
weapon_start_pos -= The_mission.gravity * flFrametime * flFrametime * (1.f / 12);
weapon_end_pos -= The_mission.gravity * flFrametime * flFrametime * (1.f / 12);
}
// Goober5000 - I tried to make collision code much saner... here begin the (major) changes
// set up collision struct
mc_hull.model_instance_num = shipp->model_instance_num;
mc_hull.model_num = sip->model_num;
mc_hull.submodel_num = -1;
mc_hull.orient = &ship_objp->orient;
mc_hull.pos = &ship_objp->pos;
mc_hull.p0 = &weapon_start_pos;
mc_hull.p1 = &weapon_end_pos;
mc_hull.lod = sip->collision_lod;
// (btw, these are leftover comments from below...)
//
// Note: This code is obviously stupid. We want to add the shield point if there is shield to hit, but:
// 1. We want the size/color of the hit effect to indicate shield damage done. (i.e., for already-weak shield, smaller effect)
// 2. Currently (8/9/97), shield_apply_damage() passes lefer damage to hull, which might not make sense. If
// wouldn't have collided with hull, shouldn't do damage. Once this is fixed, the code below needs to cast the
// vector through to the hull if there is leftover damage.
//
// WIF2_PIERCE_SHIELDS pierces shields
// AL 1-14-97: "Puncture" doesn't mean penetrate shield anymore, it means that it punctures
// hull to inflict maximum subsystem damage
//
// _argv[-1], 16 Jan 2005: Surface shields.
// Surface shields allow for shields on a ship without a shield mesh. Good for putting real shields
// on the Lucifer. This also fixes the strange bug where shots will occasionally go through the
// shield mesh when they shouldn't. I don't know what causes this, but this fixes that -- shields
// will absorb it when it hits the hull instead. This has no fancy graphical effect, though.
// Someone should make one.
// check both kinds of collisions
int shield_collision = 0;
int hull_collision = 0;
// check shields for impact
if (!(ship_objp->flags[Object::Object_Flags::No_shields])) {
// set up collision struct
mc_shield = mc_hull;
if (sip->flags[Ship::Info_Flags::Auto_spread_shields]) {
// The weapon is not allowed to impact the shield before it reaches this point
vec3d shield_ignored_until = weapon_objp->last_pos;
float weapon_flown_for = vm_vec_dist(&wp->start_pos, &weapon_objp->last_pos);
float min_weapon_span;
if (sip->auto_shield_spread_min_span >= 0.0f) {
min_weapon_span = sip->auto_shield_spread_min_span;
} else {
min_weapon_span = sip->auto_shield_spread;
}
// If weapon hasn't yet flown a distance greater than the maximum ignore
// range, then some part of the currently checked range needs to be
// ignored
if (weapon_flown_for < min_weapon_span) {
vm_vec_sub(&shield_ignored_until, &weapon_end_pos, &wp->start_pos);
vm_vec_normalize(&shield_ignored_until);
vm_vec_scale(&shield_ignored_until, min_weapon_span);
vm_vec_add2(&shield_ignored_until, &wp->start_pos);
}
float this_range = vm_vec_dist(&weapon_objp->last_pos, &weapon_end_pos);
// The range during which the weapon is not allowed to collide with the
// shield, except if it actually hits the hull
float ignored_range;
// If the weapon has not yet surpassed the ignore range, calculate the
// remaining ignore range
if (vm_vec_dist(&wp->start_pos, &shield_ignored_until) > weapon_flown_for)
ignored_range = vm_vec_dist(&weapon_objp->last_pos, &shield_ignored_until);
else
ignored_range = 0.0f;
// The range during which the weapon may impact the shield
float active_range = this_range - ignored_range;
// During the ignored range, we only check for a ray collision with
// the model
if (ignored_range > 0.0f) {
mc_shield.flags = MC_CHECK_MODEL;
mc_shield.p1 = &shield_ignored_until;
shield_collision = model_collide(&mc_shield);
mc_shield.p1 = &weapon_end_pos;
mc_shield.hit_dist = mc_shield.hit_dist * (ignored_range / this_range);
}
// If no collision with the model found in the ignore range, only
// then do we check for sphereline collisions with the model during the
// non-ignored range
if (!shield_collision && weapon_flown_for + this_range > min_weapon_span) {
mc_shield.p0 = &shield_ignored_until;
mc_shield.p1 = &weapon_end_pos;
mc_shield.radius = sip->auto_shield_spread;
if (sip->auto_shield_spread_from_lod > -1) {
mc_shield.lod = sip->auto_shield_spread_from_lod;
}
mc_shield.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE;
shield_collision = model_collide(&mc_shield);
mc_shield.lod = sip->collision_lod;
mc_shield.submodel_num = -1;
// Because we manipulated p0 and p1 above, hit_dist will be
// relative to the values we used, not the values the rest of
// the code expects; this fixes that
mc_shield.p0 = &weapon_objp->last_pos;
mc_shield.p1 = &weapon_end_pos;
mc_shield.hit_dist = (ignored_range + (active_range * mc_shield.hit_dist)) / this_range;
}
if (shield_collision) {
// If we used a sphereline check, then the collision point will lie
// somewhere on the ship's hull; this re-positions it to lie on the
// correct point along the weapon's path
if (mc_shield.flags & MC_CHECK_SPHERELINE) {
vec3d tempv;
vm_vec_sub(&tempv, mc_shield.p1, mc_shield.p0);
vm_vec_scale(&tempv, mc_shield.hit_dist);
vm_vec_add2(&tempv, mc_shield.p0);
mc_shield.hit_point_world = tempv;
}
// Re-calculate hit_point because it's likely pointing to the wrong
// place
vec3d tempv;
vm_vec_sub(&tempv, &mc_shield.hit_point_world, &ship_objp->pos);
vm_vec_rotate(&mc_shield.hit_point, &tempv, &ship_objp->orient);
}
} else if (sip->flags[Ship::Info_Flags::Surface_shields]) {
if (pm->shield.ntris > 0) {
// If there is a shield mesh, we need to check that first
mc_shield.flags = MC_CHECK_SHIELD;
shield_collision = model_collide(&mc_shield);
}
if (!shield_collision) {
// But if no shield mesh or it was missed, check for a hull collision
mc_shield.flags = MC_CHECK_MODEL;
shield_collision = model_collide(&mc_shield);
// Because we used MC_CHECK_MODEL, the returned hit position might be
// in a submodel's frame of reference, so we need to ensure we end up
// in the ship's frame of reference
vec3d local_pos;
vm_vec_sub(&local_pos, &mc_shield.hit_point_world, &ship_objp->pos);
vm_vec_rotate(&mc_shield.hit_point, &local_pos, &ship_objp->orient);
}
} else {
// Normal collision check against a shield mesh
mc_shield.flags = MC_CHECK_SHIELD;
shield_collision = (pm->shield.ntris > 0) ? model_collide(&mc_shield) : 0;
}
}
// If we found a shield collision but were only checking for a simple model
// collision, we can re-use the same collision info for the hull as well
if (shield_collision && mc_shield.flags == MC_CHECK_MODEL) {
mc_hull = mc_shield;
hull_collision = shield_collision;
// The weapon has impacted on the hull, so if it should therefore bypass
// the shields altogether, we do it here
if (sip->auto_shield_spread_bypass) {
shield_collision = 0;
}
} else {
mc_hull.flags = MC_CHECK_MODEL;
hull_collision = model_collide(&mc_hull);
}
// check if the hit point is beyond the clip plane when warping out.
if (hull_collision || shield_collision) {
WarpEffect* warp_effect = nullptr;
if (shipp->flags[Ship::Ship_Flags::Depart_warp] && shipp->warpout_effect != nullptr)
warp_effect = shipp->warpout_effect;
else if (shipp->flags[Ship::Ship_Flags::Arriving_stage_2] && shipp->warpin_effect != nullptr)
warp_effect = shipp->warpin_effect;
bool hull_no_collide, shield_no_collide;
hull_no_collide = shield_no_collide = false;
if (warp_effect != nullptr) {
hull_no_collide = point_is_clipped_by_warp(&mc_hull.hit_point_world, warp_effect);
shield_no_collide = point_is_clipped_by_warp(&mc_shield.hit_point_world, warp_effect);
}
if (hull_no_collide)
hull_collision = 0;
if (shield_no_collide)
shield_collision = 0;
}
if (shield_collision) {
// pick out the shield quadrant
quadrant_num = get_quadrant(&mc_shield.hit_point, ship_objp);
// make sure that the shield is active in that quadrant
if (shipp->flags[Ship::Ship_Flags::Dying] || !ship_is_shield_up(ship_objp, quadrant_num)) {
// if the shield is down in the quadrant we still want the AI to record that the shield was hit here
// so that the AI can put energy torwards repairing that shield segement (but put behind a flag)
// --wookieejedi
if (The_mission.ai_profile->flags[AI::Profile_Flags::Fix_AI_shield_management_bug] && SCP_vector_inbounds(ship_objp->shield_quadrant, quadrant_num)) {
Ai_info[Ships[ship_objp->instance].ai_index].danger_shield_quadrant = quadrant_num;
}
quadrant_num = -1;
shield_collision = 0;
}
// see if we hit the shield
if (quadrant_num >= 0) {
// do the hit effect
if ( mc_shield.shield_hit_tri != -1 && (mc_shield.hit_dist*(flFrametime + time_limit) - flFrametime) < 0.0f ) {
add_shield_point(OBJ_INDEX(ship_objp), mc_shield.shield_hit_tri, &mc_shield.hit_point, wip->shield_impact_effect_radius);
}
// if this weapon pierces the shield, then do the hit effect, but act like a shield collision never occurred;
// otherwise, we have a valid hit on this shield
if (wip->wi_flags[Weapon::Info_Flags::Pierce_shields]) {
quadrant_num = -1;
shield_collision = 0;
}
}
}
// see which impact we use
if (shield_collision)
{
mc = &mc_shield;
Assert(quadrant_num >= 0);
valid_hit_occurred = 1;
}
else if (hull_collision)
{
mc = &mc_hull;
valid_hit_occurred = 1;
}
else
mc = nullptr;
// deal with predictive collisions. Find their actual hit time and see if they occured in current frame
if (next_hit && valid_hit_occurred) {
// find hit time
*next_hit = (int) (1000.0f * (mc->hit_dist*(flFrametime + time_limit) - flFrametime) );
if (*next_hit > 0)
// if hit occurs outside of this frame, do not do damage
return 1;
}
if ( valid_hit_occurred )
{
wp->collisionInfo = new mc_info; // The weapon will free this memory later
*wp->collisionInfo = *mc;
bool ship_override = false, weapon_override = false;
// get submodel handle if scripting needs it
bool has_submodel = (mc->hit_submodel >= 0);
scripting::api::submodel_h smh(mc->model_num, mc->hit_submodel);
if (scripting::hooks::OnWeaponCollision->isActive()) {
ship_override = scripting::hooks::OnWeaponCollision->isOverride(scripting::hooks::CollisionConditions{ {ship_objp, weapon_objp} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', ship_objp),
scripting::hook_param("Object", 'o', weapon_objp),
scripting::hook_param("Ship", 'o', ship_objp),
scripting::hook_param("Weapon", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc->hit_point_world)));
}
if (scripting::hooks::OnShipCollision->isActive()) {
weapon_override = scripting::hooks::OnShipCollision->isOverride(scripting::hooks::CollisionConditions{ {ship_objp, weapon_objp} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', weapon_objp),
scripting::hook_param("Object", 'o', ship_objp),
scripting::hook_param("Ship", 'o', ship_objp),
scripting::hook_param("Weapon", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc->hit_point_world),
scripting::hook_param("ShipSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel)));
}
if(!ship_override && !weapon_override) {
if (shield_collision && quadrant_num >= 0) {
if ((sip->shield_impact_explosion_anim > -1) && (wip->shield_impact_explosion_radius > 0)) {
shield_impact_explosion(&mc->hit_point, ship_objp, wip->shield_impact_explosion_radius, sip->shield_impact_explosion_anim);
}
}
ship_weapon_do_hit_stuff(ship_objp, weapon_objp, &mc->hit_point_world, &mc->hit_point, quadrant_num, mc->hit_submodel, &mc->hit_normal);
}
if (scripting::hooks::OnWeaponCollision->isActive() && !(weapon_override && !ship_override)) {
scripting::hooks::OnWeaponCollision->run(scripting::hooks::CollisionConditions{ {ship_objp, weapon_objp} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', ship_objp),
scripting::hook_param("Object", 'o', weapon_objp),
scripting::hook_param("Ship", 'o', ship_objp),
scripting::hook_param("Weapon", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc->hit_point_world)));
}
if (scripting::hooks::OnShipCollision->isActive() && !ship_override) {
scripting::hooks::OnShipCollision->run(scripting::hooks::CollisionConditions{ {ship_objp, weapon_objp} },
scripting::hook_param_list(scripting::hook_param("Self", 'o', weapon_objp),
scripting::hook_param("Object", 'o', ship_objp),
scripting::hook_param("Ship", 'o', ship_objp),
scripting::hook_param("Weapon", 'o', weapon_objp),
scripting::hook_param("Hitpos", 'o', mc->hit_point_world),
scripting::hook_param("ShipSubmodel", 'o', scripting::api::l_Submodel.Set(smh), has_submodel)));
}
}
// when the $Fixed Missile Detonation: flag is active, skip this whole block, as it's redundant to a similar check in weapon_home()
else if (!Fixed_missile_detonation && (Missiontime - wp->creation_time > F1_0/2) && (wip->is_homing()) && (wp->homing_object == ship_objp)) {
if (dist < wip->shockwave.inner_rad) {
vec3d vec_to_ship;
vm_vec_normalized_dir(&vec_to_ship, &ship_objp->pos, &weapon_objp->pos);
// this causes the weapon to detonate if it has flown past the center of the ship
if (vm_vec_dot(&vec_to_ship, &weapon_objp->orient.vec.fvec) < 0.0f) {
// check if we're colliding against "invisible" ship
if (!(shipp->flags[Ship::Ship_Flags::Dont_collide_invis])) {
wp->lifeleft = 0.001f;
wp->weapon_flags.set(Weapon::Weapon_Flags::Begun_detonation);
if (ship_objp == Player_obj)
nprintf(("Jim", "Frame %i: Weapon %d set to detonate, dist = %7.3f.\n", Framecount, OBJ_INDEX(weapon_objp), dist));
valid_hit_occurred = 1;
}
}
}
}
return valid_hit_occurred;
}
/**
* Checks ship-weapon collisions.
* @param pair obj_pair pointer to the two objects. pair->a is ship and pair->b is weapon.
* @return 1 if all future collisions between these can be ignored
*/
int collide_ship_weapon( obj_pair * pair )
{
int did_hit;
object *ship = pair->a;
object *weapon_obj = pair->b;
Assert( ship->type == OBJ_SHIP );
Assert( weapon_obj->type == OBJ_WEAPON );
ship_info *sip = &Ship_info[Ships[ship->instance].ship_info_index];
// Cyborg17 - no ship-ship collisions when doing multiplayer rollback
if ( (Game_mode & GM_MULTIPLAYER) && multi_ship_record_get_rollback_wep_mode() && (weapon_obj->parent_sig == OBJ_INDEX(ship)) ) {
return 0;
}
// Don't check collisions for player if past first warpout stage.
if ( Player->control_mode > PCM_WARPOUT_STAGE1) {
if ( ship == Player_obj )
return 0;
}
if (reject_due_collision_groups(ship, weapon_obj))
return 0;
// Cull lasers within big ship spheres by casting a vector forward for (1) exit sphere or (2) lifetime of laser
// If it does hit, don't check the pair until about 200 ms before collision.
// If it does not hit and is within error tolerance, cull the pair.
if ( (sip->is_big_or_huge()) && (weapon_obj->phys_info.flags & PF_CONST_VEL) ) {
// Check when within ~1.1 radii.
// This allows good transition between sphere checking (leaving the laser about 200 ms from radius) and checking
// within the sphere with little time between. There may be some time for "small" big ships
// Note: culling ships with auto spread shields seems to waste more performance than it saves,
// so we're not doing that here
if ( !(sip->flags[Ship::Info_Flags::Auto_spread_shields]) && vm_vec_dist_squared(&ship->pos, &weapon_obj->pos) < (1.2f*ship->radius*ship->radius) ) {
return check_inside_radius_for_big_ships( ship, weapon_obj, pair );
}
}
did_hit = ship_weapon_check_collision( ship, weapon_obj );
if ( !did_hit ) {
// Since we didn't hit, check to see if we can disable all future collisions
// between these two.
return weapon_will_never_hit( weapon_obj, ship, pair );
}
return 0;
}
/**
* Upper limit estimate ship speed at end of time
*/
static float estimate_ship_speed_upper_limit( object *ship, float time )
{
float exponent;
float delta_v;
float factor;
delta_v = Ship_info[Ships[ship->instance].ship_info_index].max_vel.xyz.z - ship->phys_info.speed;
if (ship->phys_info.forward_accel_time_const == 0) {
return ship->phys_info.speed;
}
exponent = time / ship->phys_info.forward_accel_time_const;
factor = 1.0f - (float)exp( -exponent );
return ship->phys_info.speed + factor*delta_v;
}
// maximum error allowed in detecting collisions between laser and big ship inside the radius
// this is set for a 150 m radius ship. For ships with larger radius, the error scales according
// to the ration of radii, but is never less than 2 m
#define ERROR_STD 2
/**
* When inside radius of big ship, check if we can cull collision pair determine the time when pair should next be checked
* @return 1 if pair can be culled
* @return 0 if pair can not be culled
*/
static int check_inside_radius_for_big_ships( object *ship, object *weapon_obj, obj_pair *pair )
{
vec3d error_vel; // vel perpendicular to laser
float error_vel_mag; // magnitude of error_vel
float time_to_max_error, time_to_exit_sphere;
float ship_speed_at_exit_sphere, error_at_exit_sphere;
float max_error = (float) ERROR_STD / 150.0f * ship->radius;
if (max_error < 2)
max_error = 2.0f;
float weapon_max_vel = MAX(weapon_obj->phys_info.max_vel.xyz.z, vm_vec_mag(&weapon_obj->phys_info.vel));
Assertion(IS_VEC_NULL(&The_mission.gravity) || weapon_obj->phys_info.gravity_const == 0.0f, "check_inside_radius_for_big_ships being used for a ballistic weapon");
time_to_exit_sphere = (ship->radius + vm_vec_dist(&ship->pos, &weapon_obj->pos)) / (weapon_max_vel - ship->phys_info.max_vel.xyz.z);
ship_speed_at_exit_sphere = estimate_ship_speed_upper_limit( ship, time_to_exit_sphere );
// update estimated time to exit sphere
time_to_exit_sphere = (ship->radius + vm_vec_dist(&ship->pos, &weapon_obj->pos)) / (weapon_max_vel - ship_speed_at_exit_sphere);
vm_vec_scale_add( &error_vel, &ship->phys_info.vel, &weapon_obj->orient.vec.fvec, -vm_vec_dot(&ship->phys_info.vel, &weapon_obj->orient.vec.fvec) );
error_vel_mag = vm_vec_mag_quick( &error_vel );
error_vel_mag += 0.5f * (ship->phys_info.max_vel.xyz.z - error_vel_mag)*(time_to_exit_sphere/ship->phys_info.forward_accel_time_const);
// error_vel_mag is now average velocity over period
error_at_exit_sphere = error_vel_mag * time_to_exit_sphere;
time_to_max_error = max_error / error_at_exit_sphere * time_to_exit_sphere;
// find the minimum time we can safely check into the future.
// limited by (1) time to exit sphere (2) time to weapon expires
// if ship_weapon_check_collision comes back with a hit_time > error limit, ok
// if ship_weapon_check_collision comes finds no collision, next check time based on error time
float limit_time; // furthest time to check (either lifetime or exit sphere)
if ( time_to_exit_sphere < Weapons[weapon_obj->instance].lifeleft ) {
limit_time = time_to_exit_sphere;
} else {
limit_time = Weapons[weapon_obj->instance].lifeleft;
}
// Note: when estimated hit time is less than 200 ms, look at every frame
int hit_time; // estimated time of hit in ms
// modify ship_weapon_check_collision to do damage if hit_time is negative (ie, hit occurs in this frame)
if ( ship_weapon_check_collision( ship, weapon_obj, limit_time, &hit_time ) ) {
// hit occured in while in sphere
if (hit_time < 0) {
// hit occured in the frame
return 1;
} else if (hit_time > 200) {
pair->next_check_time = timestamp(hit_time - 200);
return 0;
// set next check time to time - 200
} else {
// set next check time to next frame
pair->next_check_time = 1;
return 0;
}
} else {
if (limit_time > time_to_max_error) {
// no hit, but beyond error tolerance
if (1000*time_to_max_error > 200) {
pair->next_check_time = timestamp( (int)(1000*time_to_max_error) - 200 );
} else {
pair->next_check_time = 1;
}
return 0;
} else {
// no hit and within error tolerance
return 1;
}
}
}