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* 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
474 lines
13 KiB
C++
474 lines
13 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*/
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#include "globalincs/globals.h"
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#include "globalincs/pstypes.h"
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#include "math/staticrand.h"
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#include "network/multi.h"
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#include "object/object.h"
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#include "object/objectshield.h"
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#include "ship/ship.h"
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#include "ship/subsysdamage.h"
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#include <climits>
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// Private variables
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static const float shield_scale_factor = static_cast<float>(1.0 / (log(50.0) - log(1.0))); // Factor used in Goober5000's scale_quad
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// Private Function Declarations
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/**
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* @brief Logarithmically scales a quadrant's strength according to the shield generator's health %
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*
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* @param[in] generator_fraction The shield generator's HP in %
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* @param[in] quad_strength The quadrant's strength, before scaling
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*
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* @returns The quadrant's effective strength.
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*
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* @author Goober5000
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*/
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float scale_quad(float generator_fraction, float quad_strength);
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// Function definitions
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float scale_quad(float generator_fraction, float quad_strength)
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{
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// the following formula makes a nice logarithmic curve between 1 and 50,
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// when x goes from 0 to 100:
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//
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// ln(x) * (100 - 0)
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// -----------------
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// ln(50) - ln(1)
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//
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float effective_strength = quad_strength * (static_cast<float>(log(generator_fraction)) * shield_scale_factor);
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// ensure not negative, which may happen if the shield gets below 1 percent
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// (since we're dealing with logs)
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if (effective_strength < 0.0f)
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return 0.0f;
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else
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return effective_strength;
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}
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void shield_add_quad(object *objp, int quadrant_num, float delta)
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{
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Assert(objp);
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// if we aren't going to change anything anyway then just bail
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if (delta == 0.0f)
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return;
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// check array bounds
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Assert(SCP_vector_inbounds(objp->shield_quadrant, quadrant_num));
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if (!SCP_vector_inbounds(objp->shield_quadrant, quadrant_num))
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return;
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// important: don't use shield_get_quad here
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float strength = objp->shield_quadrant[quadrant_num] + delta;
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// check range
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if (strength < 0.0f)
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strength = 0.0f;
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float max_quad = shield_get_max_quad(objp);
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if (strength > max_quad)
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strength = max_quad;
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objp->shield_quadrant[quadrant_num] = strength;
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}
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void shield_add_strength(object *objp, float delta)
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{
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Assert(objp);
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// if we aren't going to change anything anyway then just bail
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if (delta == 0.0f)
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return;
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float shield_str = shield_get_strength(objp);
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float shield_recharge_limit = shield_get_max_strength(objp);
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if ((delta > 0.0f) && (shield_str >= shield_recharge_limit))
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return;
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if (objp->type != OBJ_SHIP
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|| !(Ai_info[Ships[objp->instance].ai_index].ai_profile_flags[AI::Profile_Flags::Smart_shield_management])
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|| delta <= 0.0f) //SUSHI: We don't want smart shield management for negative delta
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{
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// set the limit for the shield recharge
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if ((delta > 0.0f) && ((shield_str + delta) > shield_recharge_limit))
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delta = shield_recharge_limit - shield_str;
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int n_quadrants = static_cast<int>(objp->shield_quadrant.size());
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for (int i = 0; i < n_quadrants; i++)
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shield_add_quad(objp, i, delta / n_quadrants);
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}
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else
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{
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float section_max = shield_get_max_quad(objp);
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// smart shield repair
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while (delta > 0.0f)
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{
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//WMC - Set to INT_MAX so that this is set to something
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float weakest = i2fl(INT_MAX);
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int weakest_idx = -1;
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// find weakest shield quadrant
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int n_quadrants = static_cast<int>(objp->shield_quadrant.size());
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for (int i = 0; i < n_quadrants; i++)
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{
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float quad = objp->shield_quadrant[i];
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if (weakest_idx < 0 || quad < weakest)
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{
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weakest = quad;
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weakest_idx = i;
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}
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}
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// all quads are at full strength
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if (weakest >= section_max)
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break;
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// set the limit for the shield recharge
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if ((delta > 0.0f) && ((shield_str + delta) > shield_recharge_limit))
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delta = shield_recharge_limit - shield_str;
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// throw all possible shield power at this quadrant
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// if there's any left over then apply it to the next weakest on the next pass
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float xfer_amount;
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if (weakest + delta > section_max)
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xfer_amount = section_max - weakest;
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else
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xfer_amount = delta;
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shield_add_quad(objp, weakest_idx, xfer_amount);
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delta -= xfer_amount;
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}
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}
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}
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// strengthens the weakest quadrant first, then spreads it out equally
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void shield_apply_healing(object* objp, float healing)
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{
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Assert(objp);
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if (objp == nullptr)
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return;
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if (MULTIPLAYER_CLIENT)
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return;
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// find the current strongest and weakest shield quads
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float min_shield, max_shield;
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min_shield = max_shield = objp->shield_quadrant[0];
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int min_shield_index = 0;
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int n_quadrants = static_cast<int>(objp->shield_quadrant.size());
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for (int i = 0; i < n_quadrants; i++) {
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if (objp->shield_quadrant[i] < min_shield) {
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min_shield = objp->shield_quadrant[i];
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min_shield_index = i;
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}
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if (objp->shield_quadrant[i] > max_shield)
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max_shield = objp->shield_quadrant[i];
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}
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// if the shields are approximately equal give to all quads equally
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if (max_shield - min_shield < shield_get_max_strength(objp) * 0.1f) {
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for (int i = 0; i < n_quadrants; i++)
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shield_add_quad(objp, i, healing / n_quadrants);
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} else { // else give to weakest
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shield_add_quad(objp, min_shield_index, healing);
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}
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}
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float shield_apply_damage(object *objp, int quadrant_num, float damage)
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{
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float remaining_damage;
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Assert(objp);
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// multiplayer clients bail here if nodamage
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// if(MULTIPLAYER_CLIENT && (Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE)){
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if (MULTIPLAYER_CLIENT)
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return damage;
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// check array bounds
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Assert(SCP_vector_inbounds(objp->shield_quadrant, quadrant_num));
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if (!SCP_vector_inbounds(objp->shield_quadrant, quadrant_num))
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return damage;
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if (objp->type != OBJ_SHIP && objp->type != OBJ_START)
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return damage;
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Ai_info[Ships[objp->instance].ai_index].danger_shield_quadrant = quadrant_num;
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remaining_damage = damage - objp->shield_quadrant[quadrant_num];
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if (remaining_damage > 0.0f) {
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shield_set_quad(objp, quadrant_num, 0.0f);
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return remaining_damage;
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} else {
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shield_add_quad(objp, quadrant_num, -damage);
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return 0.0f;
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}
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}
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void shield_balance(object *objp, float rate, float penalty)
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{
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Assert(objp);
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if (objp->flags[Object::Object_Flags::No_shields]) {
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// No shields, bail
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return;
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}
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float shield_hp;
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shield_hp = shield_get_strength(objp);
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if (shield_hp == 0.0f) {
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// Shields are down, bail
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return;
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} else if (shield_hp == Ships[objp->instance].ship_max_shield_strength) {
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// Shields are maxed, bail
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return;
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}
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// Are all quadrants equal?
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bool all_equal = true;
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int n_quadrants = static_cast<int>(objp->shield_quadrant.size());
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for (int idx = 0; idx < n_quadrants - 1; idx++) {
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if (objp->shield_quadrant[idx] != objp->shield_quadrant[idx + 1]) {
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all_equal = false;
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break;
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}
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}
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if (all_equal) {
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// Quadrants are equal, bail
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return;
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}
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Assert((rate > 0.0f) && (rate <= 1.0f));
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Assert((penalty >= 0.0f) && (penalty <= 1.0f));
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float shield_hp_avg = shield_hp / n_quadrants;
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shield_hp_avg *= 1 - penalty;
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for (int i = 0; i < n_quadrants; ++i) {
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if (fabsf(objp->shield_quadrant[i] - shield_hp_avg) < 0.01f) {
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// Very close, so clamp
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objp->shield_quadrant[i] = shield_hp_avg;
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} else {
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// Else, smoothly balance towards target
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objp->shield_quadrant[i] += rate * (shield_hp_avg - objp->shield_quadrant[i]);
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}
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}
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}
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float shield_get_max_quad(const object *objp)
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{
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Assert(objp);
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return shield_get_max_strength(objp, true) / static_cast<int>(objp->shield_quadrant.size());
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}
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float shield_get_max_strength(const object *objp, bool no_msr)
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{
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Assert(objp);
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if (objp->type != OBJ_SHIP && objp->type != OBJ_START)
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return 0.0f;
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return shield_get_max_strength(&Ships[objp->instance], no_msr);
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}
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float shield_get_max_strength(const ship *shipp, bool no_msr)
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{
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Assert(shipp);
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if (no_msr)
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return shipp->ship_max_shield_strength;
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else
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return shipp->ship_max_shield_strength * shipp->max_shield_recharge;
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}
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float shield_get_quad(const object *objp, int quadrant_num)
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{
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Assert(objp);
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// no shield system, no strength!
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if (objp->flags[Object::Object_Flags::No_shields])
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return 0.0f;
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// check array bounds
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Assert(SCP_vector_inbounds(objp->shield_quadrant, quadrant_num));
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if (!SCP_vector_inbounds(objp->shield_quadrant, quadrant_num))
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return 0.0f;
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//WMC - I removed SUBSYSTEM_SHIELD_GENERATOR to prevent pilot file
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// corruption, so comment all this out...
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/*
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// yarr!
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ship_subsys_info *ssip;
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// do we have a shield generator?
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if (objp->type == OBJ_SHIP && ((ssip = &Ships[objp->instance].subsys_info[SUBSYSTEM_SHIELD_GENERATOR]), ssip->num > 0) && !Fred_running)
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{
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// rules for shield generator affecting coverage:
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// 1. if generator above 50%, effective strength = actual strength
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// 2. if generator below 50%, effective strength uses the scale_quad formula
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// 3. if generator below 30%, shields only have a sqrt(generator strength)
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// chance of working, in addition to #2
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float generator_fraction = ssip->current_hits / ssip->total_hits;
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if (generator_fraction > MIN_SHIELDS_FOR_FULL_STRENGTH)
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{
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return objp->shield_quadrant[quadrant_num];
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}
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else if (generator_fraction > MIN_SHIELDS_FOR_FULL_COVERAGE)
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{
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return scale_quad(generator_fraction, objp->shield_quadrant[quadrant_num]);
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}
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else
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{
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// randomize according to this object and the current time
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// (Missiontime >> 13 is eighths of a second)
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float rand_num = static_randf(OBJ_INDEX(objp) ^ (Missiontime >> 13));
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// maybe flicker the shield
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if (rand_num < sqrt(generator_fraction))
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return scale_quad(generator_fraction, objp->shield_quadrant[quadrant_num]);
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else
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return 0.0f;
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}
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}
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}
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// no shield generator, so behave as normal
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else
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*/
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return objp->shield_quadrant[quadrant_num];
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}
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float shield_get_strength(const object *objp)
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{
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Assert(objp);
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// no shield system, no strength!
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if (objp->flags[Object::Object_Flags::No_shields])
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return 0.0f;
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float strength = 0.0f;
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int n_quadrants = static_cast<int>(objp->shield_quadrant.size());
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for (int i = 0; i < n_quadrants; i++)
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strength += shield_get_quad(objp, i);
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return strength;
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}
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void shield_set_max_strength(object *objp, float newmax)
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{
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Assert(objp);
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if (objp->type != OBJ_SHIP)
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return;
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Ships[objp->instance].ship_max_shield_strength = newmax;
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}
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void shield_set_quad(object *objp, int quadrant_num, float strength)
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{
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Assert(objp);
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// check array bounds
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Assert(SCP_vector_inbounds(objp->shield_quadrant, quadrant_num));
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if (!SCP_vector_inbounds(objp->shield_quadrant, quadrant_num))
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return;
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// check range
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if (strength < 0.0f)
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strength = 0.0f;
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float max_quad = shield_get_max_quad(objp);
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if (strength > max_quad)
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strength = max_quad;
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objp->shield_quadrant[quadrant_num] = strength;
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}
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void shield_set_strength(object *objp, float strength)
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{
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Assert(objp);
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int n_quadrants = static_cast<int>(objp->shield_quadrant.size());
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for (int i = 0; i < n_quadrants; i++)
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shield_set_quad(objp, i, strength / n_quadrants);
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}
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void shield_transfer(object *objp, int quadrant, float rate)
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{
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Assert(objp);
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Assert(SCP_vector_inbounds(objp->shield_quadrant, quadrant));
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Assert((0.0f < rate) && (rate <= 1.0f));
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// The energy to Xfer to the quadrant
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float xfer_amount = shield_get_max_strength(objp) * rate;
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// The max amount of energy a quad can have
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float max_quadrant_val = shield_get_max_quad(objp);
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if (objp->shield_quadrant[quadrant] + xfer_amount > max_quadrant_val) {
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xfer_amount = max_quadrant_val - objp->shield_quadrant[quadrant];
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}
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Assert(xfer_amount >= 0);
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if (xfer_amount == 0) {
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// TODO: provide a feedback sound
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return;
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} else if (objp == Player_obj) {
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snd_play(gamesnd_get_game_sound(GameSounds::SHIELD_XFER_OK));
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}
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float energy_avail = 0.0f; // Energy available from the other quadrants that we can transfer
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int n_quadrants = static_cast<int>(objp->shield_quadrant.size());
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for (int i = 0; i < n_quadrants; i++) {
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if (i == quadrant)
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continue;
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energy_avail += objp->shield_quadrant[i];
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}
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// Percent energy to take from each quadrant
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float percent_to_take = xfer_amount / energy_avail;
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if (percent_to_take > 1.0f) {
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percent_to_take = 1.0f;
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}
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for (int i = 0; i < n_quadrants; i++) {
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float delta;
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if (i == quadrant) {
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// Don't take energy from our target
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continue;
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}
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delta = percent_to_take * objp->shield_quadrant[i];
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objp->shield_quadrant[i] -= delta;
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Assert(objp->shield_quadrant[i] >= 0);
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objp->shield_quadrant[quadrant] += delta;
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if (objp->shield_quadrant[quadrant] > max_quadrant_val) {
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// Already reached the max quadrant value. Clamp and bail before losing more any energy.
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objp->shield_quadrant[quadrant] = max_quadrant_val;
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break;
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}
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}
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}
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