Files
Mindustry/core/src/mindustry/entities/Damage.java

654 lines
26 KiB
Java

package mindustry.entities;
import arc.*;
import arc.func.*;
import arc.graphics.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
import arc.util.pooling.*;
import mindustry.content.*;
import mindustry.core.*;
import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
import mindustry.world.*;
import static mindustry.Vars.*;
/** Utility class for damaging in an area. */
public class Damage{
private static final UnitDamageEvent bulletDamageEvent = new UnitDamageEvent();
private static final Rect rect = new Rect();
private static final Rect hitrect = new Rect();
private static final Vec2 vec = new Vec2(), seg1 = new Vec2(), seg2 = new Vec2();
private static final IntSet collidedBlocks = new IntSet();
private static final IntFloatMap damages = new IntFloatMap();
private static final Seq<Collided> collided = new Seq<>();
private static final Pool<Collided> collidePool = Pools.get(Collided.class, Collided::new);
private static final Seq<Building> builds = new Seq<>();
private static final FloatSeq distances = new FloatSeq();
private static Tile furthest;
private static float maxDst = 0f;
private static Building tmpBuilding;
private static Unit tmpUnit;
public static void applySuppression(Team team, float x, float y, float range, float reload, float maxDelay, float applyParticleChance, @Nullable Position source){
applySuppression(team, x, y, range, reload, maxDelay, applyParticleChance, source, Pal.sapBullet);
}
public static void applySuppression(Team team, float x, float y, float range, float reload, float maxDelay, float applyParticleChance, @Nullable Position source, Color effectColor){
builds.clear();
indexer.eachBlock(null, x, y, range, build -> build.team != team, build -> {
float prev = build.healSuppressionTime;
build.applyHealSuppression(reload + 1f, effectColor);
//TODO maybe should be block field instead of instanceof check
if(build.wasRecentlyHealed(60f * 12f) || build.block.suppressable){
//add prev check so ability spam doesn't lead to particle spam (essentially, recently suppressed blocks don't get new particles)
if(!headless && prev - Time.time <= reload/2f){
builds.add(build);
}
}
});
//to prevent particle spam, the amount of particles is to remain constant (scales with number of buildings)
float scaledChance = applyParticleChance / builds.size;
for(var build : builds){
if(Mathf.chance(scaledChance)){
Time.run(Mathf.random(maxDelay), () -> {
Fx.regenSuppressSeek.at(build.x + Mathf.range(build.block.size * tilesize / 2f), build.y + Mathf.range(build.block.size * tilesize / 2f), 0f, effectColor, source);
});
}
}
}
/** Creates a dynamic explosion based on specified parameters. */
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage){
dynamicExplosion(x, y, flammability, explosiveness, power, radius, damage, true, null, Fx.dynamicExplosion);
}
/** Creates a dynamic explosion based on specified parameters. */
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, Effect explosionFx){
dynamicExplosion(x, y, flammability, explosiveness, power, radius, damage, true, null, explosionFx);
}
/** Creates a dynamic explosion based on specified parameters. */
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, boolean fire, @Nullable Team ignoreTeam){
dynamicExplosion(x, y, flammability, explosiveness, power, radius, damage, fire, ignoreTeam, Fx.dynamicExplosion);
}
/** Creates a dynamic explosion based on specified parameters. */
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, boolean fire, @Nullable Team ignoreTeam, Effect explosionFx){
if(damage){
for(int i = 0; i < Mathf.clamp(power / 700, 0, 8); i++){
int length = 5 + Mathf.clamp((int)(Mathf.pow(power, 0.98f) / 500), 1, 18);
Time.run(i * 0.8f + Mathf.random(4f), () -> Lightning.create(Team.derelict, Pal.power, 3 + Mathf.pow(power, 0.35f), x, y, Mathf.random(360f), length + Mathf.range(2)));
}
if(fire){
for(int i = 0; i < Mathf.clamp(flammability / 4, 0, 30); i++){
Time.run(i / 2f, () -> Call.createBullet(Bullets.fireball, Team.derelict, x, y, Mathf.random(360f), Bullets.fireball.damage, 1, 1));
}
}
int waves = explosiveness <= 2 ? 0 : Mathf.clamp((int)(explosiveness / 11), 1, 25);
float damagePerWave = explosiveness / 2f;
for(int i = 0; i < waves; i++){
int f = i;
Time.run(i * 2f, () -> {
damage(ignoreTeam, x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), damagePerWave, false);
Fx.blockExplosionSmoke.at(x + Mathf.range(radius), y + Mathf.range(radius));
});
}
}
if(explosiveness > 15f){
Fx.shockwave.at(x, y);
}
if(explosiveness > 30f){
Fx.bigShockwave.at(x, y);
}
float shake = Math.min(explosiveness / 4f + 3f, 9f);
Effect.shake(shake, shake, x, y);
explosionFx.at(x, y, radius / 8f);
}
public static void createIncend(float x, float y, float range, int amount){
for(int i = 0; i < amount; i++){
float cx = x + Mathf.range(range);
float cy = y + Mathf.range(range);
Tile tile = world.tileWorld(cx, cy);
if(tile != null){
Fires.create(tile);
}
}
}
public static @Nullable Building findAbsorber(Team team, float x1, float y1, float x2, float y2){
tmpBuilding = null;
boolean found = World.raycast(World.toTile(x1), World.toTile(y1), World.toTile(x2), World.toTile(y2),
(x, y) -> (tmpBuilding = world.build(x, y)) != null && tmpBuilding.team != team && tmpBuilding.block.absorbLasers);
return found ? tmpBuilding : null;
}
public static float findLength(Bullet b, float length, boolean laser, int pierceCap){
if(pierceCap > 0){
length = findPierceLength(b, pierceCap, laser, length);
}else if(laser){
length = findLaserLength(b, length);
}
return length;
}
public static float findLaserLength(Bullet b, float length){
vec.trnsExact(b.rotation(), length);
furthest = null;
boolean found = World.raycast(b.tileX(), b.tileY(), World.toTile(b.x + vec.x), World.toTile(b.y + vec.y),
(x, y) -> (furthest = world.tile(x, y)) != null && furthest.team() != b.team && (furthest.build != null && furthest.build.absorbLasers()));
return found && furthest != null ? Math.max(6f, b.dst(furthest.worldx(), furthest.worldy())) : length;
}
public static float findPierceLength(Bullet b, int pierceCap, float length){
return findPierceLength(b, pierceCap, b.type.laserAbsorb, length);
}
public static float findPierceLength(Bullet b, int pierceCap, boolean laser, float length){
vec.trnsExact(b.rotation(), length);
rect.setPosition(b.x, b.y).setSize(vec.x, vec.y).normalize().grow(3f);
maxDst = Float.POSITIVE_INFINITY;
distances.clear();
if(b.type.collidesGround && b.type.collidesTiles){
World.raycast(b.tileX(), b.tileY(), World.toTile(b.x + vec.x), World.toTile(b.y + vec.y), (x, y) -> {
//add distance to list so it can be processed
var build = world.build(x, y);
if(build != null && build.team != b.team && build.collide(b) && b.checkUnderBuild(build, x * tilesize, y * tilesize)){
distances.add(b.dst(build));
if(laser && build.absorbLasers()){
maxDst = Math.min(maxDst, b.dst(build));
return true;
}
}
return false;
});
}
Units.nearbyEnemies(b.team, rect, u -> {
u.hitbox(hitrect);
if(u.checkTarget(b.type.collidesAir, b.type.collidesGround) && u.hittable() && Intersector.intersectSegmentRectangle(b.x, b.y, b.x + vec.x, b.y + vec.y, hitrect)){
distances.add(u.dst(b));
}
});
distances.sort();
//return either the length when not enough things were pierced,
//or the last pierced object if there were enough blockages
return Math.min(distances.size < pierceCap || pierceCap < 0 ? length : Math.max(6f, distances.get(pierceCap - 1)), maxDst);
}
/** Collides a bullet with blocks in a laser, taking into account absorption blocks. Resulting length is stored in the bullet's fdata. */
public static float collideLaser(Bullet b, float length, boolean large, boolean laser, int pierceCap){
float resultLength = findPierceLength(b, pierceCap, laser, length);
collideLine(b, b.team, b.type.hitEffect, b.x, b.y, b.rotation(), resultLength, large, laser, pierceCap);
b.fdata = resultLength;
return resultLength;
}
public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length){
collideLine(hitter, team, effect, x, y, angle, length, false);
}
/**
* Damages entities in a line.
* Only enemies of the specified team are damaged.
*/
public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length, boolean large){
collideLine(hitter, team, effect, x, y, angle, length, large, true);
}
/**
* Damages entities in a line.
* Only enemies of the specified team are damaged.
*/
public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length, boolean large, boolean laser){
collideLine(hitter, team, effect, x, y, angle, length, large, laser, -1);
}
/**
* Damages entities in a line.
* Only enemies of the specified team are damaged.
*/
public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length, boolean large, boolean laser, int pierceCap){
length = findLength(hitter, length, laser, pierceCap);
hitter.fdata = length;
collidedBlocks.clear();
vec.trnsExact(angle, length);
if(hitter.type.collidesGround && hitter.type.collidesTiles){
seg1.set(x, y);
seg2.set(seg1).add(vec);
World.raycastEachWorld(x, y, seg2.x, seg2.y, (cx, cy) -> {
Building tile = world.build(cx, cy);
boolean collide = tile != null && tile.collide(hitter) && hitter.checkUnderBuild(tile, cx * tilesize, cy * tilesize)
&& ((tile.team != team && tile.collide(hitter)) || hitter.type.testCollision(hitter, tile)) && collidedBlocks.add(tile.pos());
if(collide){
collided.add(collidePool.obtain().set(cx * tilesize, cy * tilesize, tile));
for(Point2 p : Geometry.d4){
Tile other = world.tile(p.x + cx, p.y + cy);
if(other != null && (large || Intersector.intersectSegmentRectangle(seg1, seg2, other.getBounds(Tmp.r1)))){
Building build = other.build;
if(build != null && hitter.checkUnderBuild(build, cx * tilesize, cy * tilesize) && collidedBlocks.add(build.pos())){
collided.add(collidePool.obtain().set((p.x + cx * tilesize), (p.y + cy) * tilesize, build));
}
}
}
}
return false;
});
}
float expand = 3f;
rect.setPosition(x, y).setSize(vec.x, vec.y).normalize().grow(expand * 2f);
float x2 = vec.x + x, y2 = vec.y + y;
Units.nearbyEnemies(team, rect, u -> {
if(u.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround) && u.hittable()){
u.hitbox(hitrect);
Vec2 vec = Geometry.raycastRect(x, y, x2, y2, hitrect.grow(expand * 2));
if(vec != null){
collided.add(collidePool.obtain().set(vec.x, vec.y, u));
}
}
});
int[] collideCount = {0};
collided.sort(c -> hitter.dst2(c.x, c.y));
collided.each(c -> {
if(hitter.damage > 0 && (pierceCap <= 0 || collideCount[0] < pierceCap)){
if(c.target instanceof Unit u){
u.collision(hitter, c.x, c.y);
hitter.collision(u, c.x, c.y);
collideCount[0]++;
}else if(c.target instanceof Building tile){
float health = tile.health;
if(tile.team != team && tile.collide(hitter)){
tile.collision(hitter);
hitter.type.hit(hitter, c.x, c.y);
collideCount[0]++;
}
//try to heal the tile
if(hitter.type.testCollision(hitter, tile)){
hitter.type.hitTile(hitter, tile, c.x, c.y, health, false);
}
}
}
});
collidePool.freeAll(collided);
collided.clear();
}
/**
* Damages entities on a point.
* Only enemies of the specified team are damaged.
*/
public static void collidePoint(Bullet hitter, Team team, Effect effect, float x, float y){
if(hitter.type.collidesGround){
Building build = world.build(World.toTile(x), World.toTile(y));
if(build != null && hitter.damage > 0){
float health = build.health;
if(build.team != team && build.collide(hitter)){
build.collision(hitter);
hitter.type.hit(hitter, x, y);
}
//try to heal the tile
if(hitter.type.testCollision(hitter, build)){
hitter.type.hitTile(hitter, build, x, y, health, false);
}
}
}
Units.nearbyEnemies(team, rect.setCentered(x, y, 1f), u -> {
if(u.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround) && u.hittable()){
u.collision(hitter, x, y);
hitter.collision(u, x, y);
}
});
}
/**
* Casts forward in a line.
* @return the first encountered object.
*/
public static Healthc linecast(Bullet hitter, float x, float y, float angle, float length){
vec.trns(angle, length);
tmpBuilding = null;
if(hitter.type.collidesGround){
World.raycastEachWorld(x, y, x + vec.x, y + vec.y, (cx, cy) -> {
Building tile = world.build(cx, cy);
if(tile != null && tile.team != hitter.team){
tmpBuilding = tile;
return true;
}
return false;
});
}
rect.setPosition(x, y).setSize(vec.x, vec.y);
float x2 = vec.x + x, y2 = vec.y + y;
if(rect.width < 0){
rect.x += rect.width;
rect.width *= -1;
}
if(rect.height < 0){
rect.y += rect.height;
rect.height *= -1;
}
float expand = 3f;
rect.y -= expand;
rect.x -= expand;
rect.width += expand * 2;
rect.height += expand * 2;
tmpUnit = null;
Units.nearbyEnemies(hitter.team, rect, e -> {
if((tmpUnit != null && e.dst2(x, y) > tmpUnit.dst2(x, y)) || !e.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround) || !e.targetable(hitter.team)) return;
e.hitbox(hitrect);
Rect other = hitrect;
other.y -= expand;
other.x -= expand;
other.width += expand * 2;
other.height += expand * 2;
Vec2 vec = Geometry.raycastRect(x, y, x2, y2, other);
if(vec != null){
tmpUnit = e;
}
});
if(tmpBuilding != null && tmpUnit != null){
if(Mathf.dst2(x, y, tmpBuilding.getX(), tmpBuilding.getY()) <= Mathf.dst2(x, y, tmpUnit.getX(), tmpUnit.getY())){
return tmpBuilding;
}
}else if(tmpBuilding != null){
return tmpBuilding;
}
return tmpUnit;
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damageUnits(Team team, float x, float y, float size, float damage, Boolf<Unit> predicate, Cons<Unit> acceptor){
Cons<Unit> cons = entity -> {
if(!predicate.get(entity) || !entity.hittable()) return;
entity.hitbox(hitrect);
if(!hitrect.overlaps(rect)){
return;
}
entity.damage(damage);
acceptor.get(entity);
};
rect.setSize(size * 2).setCenter(x, y);
if(team != null){
Units.nearbyEnemies(team, rect, cons);
}else{
Units.nearby(rect, cons);
}
}
/** Damages everything in a radius. */
public static void damage(float x, float y, float radius, float damage){
damage(null, x, y, radius, damage, false);
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damage(Team team, float x, float y, float radius, float damage){
damage(team, x, y, radius, damage, false);
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damage(Team team, float x, float y, float radius, float damage, boolean air, boolean ground){
damage(team, x, y, radius, damage, false, air, ground);
}
/** Applies a status effect to all enemy units in a range. */
public static void status(Team team, float x, float y, float radius, StatusEffect effect, float duration, boolean air, boolean ground){
Cons<Unit> cons = entity -> {
if(entity.team == team || !entity.checkTarget(air, ground) || !entity.hittable() || !entity.within(x, y, radius)){
return;
}
entity.apply(effect, duration);
};
rect.setSize(radius * 2).setCenter(x, y);
if(team != null){
Units.nearbyEnemies(team, rect, cons);
}else{
Units.nearby(rect, cons);
}
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damage(Team team, float x, float y, float radius, float damage, boolean complete){
damage(team, x, y, radius, damage, complete, true, true);
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground){
damage(team, x, y, radius, damage, complete, air, ground, false, null);
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground, boolean scaled, @Nullable Bullet source){
Cons<Unit> cons = unit -> {
if(unit.team == team || !unit.checkTarget(air, ground) || !unit.hittable() || !unit.within(x, y, radius + (scaled ? unit.hitSize / 2f : 0f))){
return;
}
boolean dead = unit.dead;
float amount = calculateDamage(scaled ? Math.max(0, unit.dst(x, y) - unit.type.hitSize/2) : unit.dst(x, y), radius, damage);
unit.damage(amount);
if(source != null){
Events.fire(bulletDamageEvent.set(unit, source));
unit.controller().hit(source);
if(!dead && unit.dead){
Events.fire(new UnitBulletDestroyEvent(unit, source));
}
}
//TODO better velocity displacement
float dst = vec.set(unit.x - x, unit.y - y).len();
unit.vel.add(vec.setLength((1f - dst / radius) * 2f / unit.mass()));
if(complete && damage >= 9999999f && unit.isPlayer()){
Events.fire(Trigger.exclusionDeath);
}
};
rect.setSize(radius * 2).setCenter(x, y);
if(team != null){
Units.nearbyEnemies(team, rect, cons);
}else{
Units.nearby(rect, cons);
}
if(ground){
if(!complete){
tileDamage(team, World.toTile(x), World.toTile(y), radius / tilesize, damage * (source == null ? 1f : source.type.buildingDamageMultiplier), source);
}else{
completeDamage(team, x, y, radius, damage);
}
}
}
public static void tileDamage(Team team, int x, int y, float baseRadius, float damage){
tileDamage(team, x, y, baseRadius, damage, null);
}
public static void tileDamage(Team team, int x, int y, float baseRadius, float damage, @Nullable Bullet source){
Core.app.post(() -> {
var in = world.build(x, y);
//spawned inside a multiblock. this means that damage needs to be dealt directly.
//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
//this needs to be compensated
if(in != null && in.team != team && in.block.size > 1 && in.health > damage){
//deal the damage of an entire side, to be equivalent with maximum 'standard' damage
in.damage(team, damage * Math.min((in.block.size), baseRadius * 0.4f));
//no need to continue with the explosion
return;
}
//cap radius to prevent lag
float radius = Math.min(baseRadius, 100), rad2 = radius * radius;
int rays = Mathf.ceil(radius * 2 * Mathf.pi);
double spacing = Math.PI * 2.0 / rays;
damages.clear();
//raycast from each angle
for(int i = 0; i <= rays; i++){
float dealt = 0f;
int startX = x;
int startY = y;
int endX = x + (int)(Math.cos(spacing * i) * radius), endY = y + (int)(Math.sin(spacing * i) * radius);
int xDist = Math.abs(endX - startX);
int yDist = -Math.abs(endY - startY);
int xStep = (startX < endX ? +1 : -1);
int yStep = (startY < endY ? +1 : -1);
int error = xDist + yDist;
while(startX != endX || startY != endY){
var build = world.build(startX, startY);
if(build != null && build.team != team){
//damage dealt at circle edge
float edgeScale = 0.6f;
float mult = (1f-(Mathf.dst2(startX, startY, x, y) / rad2) + edgeScale) / (1f + edgeScale);
float next = damage * mult - dealt;
//register damage dealt
int p = Point2.pack(startX, startY);
damages.put(p, Math.max(damages.get(p), next));
//register as hit
dealt += build.health;
if(next - dealt <= 0){
break;
}
}
if(2 * error - yDist > xDist - 2 * error){
error += yDist;
startX += xStep;
}else{
error += xDist;
startY += yStep;
}
}
}
//apply damage
for(var e : damages){
int cx = Point2.x(e.key), cy = Point2.y(e.key);
var build = world.build(cx, cy);
if(build != null){
if(source != null){
build.damage(source, team, e.value);
}else{
build.damage(team, e.value);
}
}
}
});
}
private static void completeDamage(Team team, float x, float y, float radius, float damage){
int trad = (int)(radius / tilesize);
for(int dx = -trad; dx <= trad; dx++){
for(int dy = -trad; dy <= trad; dy++){
Tile tile = world.tile(Math.round(x / tilesize) + dx, Math.round(y / tilesize) + dy);
if(tile != null && tile.build != null && (team == null || team != tile.team()) && dx*dx + dy*dy <= trad*trad){
tile.build.damage(team, damage);
}
}
}
}
private static float calculateDamage(float dist, float radius, float damage){
float falloff = 0.4f;
float scaled = Mathf.lerp(1f - dist / radius, 1f, falloff);
return damage * scaled;
}
/** @return resulting armor calculated based off of damage */
public static float applyArmor(float damage, float armor){
return Math.max(damage - armor, minArmorDamage * damage);
}
public static class Collided implements Pool.Poolable{
public float x, y;
public Teamc target;
public Collided set(float x, float y, Teamc target){
this.x = x;
this.y = y;
this.target = target;
return this;
}
@Override
public void reset(){
target = null;
}
}
}