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[General Purpose] New Engrave trajectory #1293
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[General Purpose] New Engrave trajectory #1293
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…can change the firing weapon
This is a sequel of #1246, which makes use of logic and tag standard from the other trajectory pull requests (#1293, #1294, #1295 and #1374), and also utilizes the generic random anim function from (#1380). Many thanks to @CrimRecya for making these projectiles as well as helping with improvement of enhanced Bombard trajectory. Also thanks **NaotoYuuki** for providing the prototypes of vertical and meteor projectiles, which are used as the base of these additions. 1 - Bombard Trajectory now support `Inaccurate=true, BallisticScatter.Max and BallisticScatter.Min` keys, which allows them to scatter when picking targets. 2 - Bombard Trajectory, instead of simply flying to the top of the target and free fall, is now extended into a series of trajectories which flying to a 'turning point' first, and then turning to the targets or respawning on their top. The behaviors of the projectile and the position of the turning point could be customized by the following tags: - `Trajectory.Bombard.Height` controls the height of the turning point. - `Trajectory.Bombard.FallPercent` controls the distance of the turning point by its percentage of the total distance between attacker and intended target. If set to 0%, then it'll fly up vertically. If set to 100%, then it'll travel to the top of the intended target. - For each launch the turning point percentage could add or minus a random value, which is not greater than `Trajectory.Bombard.FallPercentShift`. If set to 0%, random shift will be disabled. - You can also makes the turning point scatter randomly in a circle with `Trajectory.Bombard.FallScatter.Max` as its radius. If set to 0, random scatter will be disabled. `Trajectory.Bombard.FallScatter.Min` can be used to determine the minimum radius of the circle. If `Trajectory.Bombard.FallScatter.Linear` set to true, the random scatter will be limited to the line that is vertical to the original direction of the projectile. - `Trajectory.Bombard.FreeFallOnTarget` controls how it'll hit the intended target. If set to true, the projectile will be respawned above the intended target and free fall. If set to false, the projectile will travel to the intended target from the turning point. - `Trajectory.Bombard.NoLaunch` controls whether the attacker will fire the projectile by itself. If set to true, projectile will directly fall from the turning point. - `Trajectory.Bombard.FallSpeed` controls the initial speed of the projectile after it turns. If set to 0.0, then it'll use `Trajectory.Speed`. Can't work when `Trajectory.Bombard.FreeFallOnTarget` set to true. - `Trajectory.Bombard.DetonationDistance` controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation (note that this can cause the projectile to overshoot the target). - `Trajectory.Bombard.DetonationHeight` controls when the projectile is in a descending state and below the height of the launch position plus this value, it will detonate prematurely. Taking effect when it is set to non negative value. If `Trajectory.Bombard.EarlyDetonation` is set to true, it'll take effect during the ascending stage instead, which makes it detonate when its height is above the launch position plus this value. - `Trajectory.Bombard.TargetSnapDistance` controls the maximum distance in cells from intended target the projectile can be at moment of detonation to make the projectile 'snap' on the intended target. Set to 0 to disable snapping. - `Trajectory.Bombard.TurningPointAnims`, if set, will play an anim when the projectile reaches the turning point. If `Trajectory.Bombard.FreeFallOnTarget` is set to true, it'll be spawned above the target with the projectile together. If `Trajectory.Bombard.NoLaunch` is set to true, it'll be played at where the projectile falls, no matter if it's free fall or not. If more than one animation is listed, a random one is selected. - `Trajectory.Bombard.LeadTimeCalculate` controls whether the projectile need to calculate the lead time of the target when firing. Note that this will not affect the facing of the turret. - The following tags further customize the projectile's descending behaviors when `Trajectory.Bombard.FreeFallOnTarget` set to false. - `Trajectory.Bombard.OffsetCoord` controls the offsets of the target. Projectile will aim at this position to attack. It also supports `Inaccurate=yes` and `Trajectory.Bombard.LeadTimeCalculate=true` on this basis. - `Trajectory.Bombard.RotateCoord` controls whether to rotate the projectile's firing direction within the angle bisector of `Trajectory.Bombard.OffsetCoord` according to the weapon's `Burst`. Set to 0 to disable this function. - `Trajectory.Bombard.MirrorCoord` controls whether `Trajectory.Bombard.OffsetCoord` need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated by `Trajectory.Bombard.RotateCoord` will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result. - `Trajectory.Bombard.UseDisperseBurst` controls whether the calculation of `Trajectory.Bombard.RotateCoord` is based on its superior's `Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather than `Burst` of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays. - `Trajectory.Bombard.AxisOfRotation` controls the rotation axis when calculating `Trajectory.Bombard.RotateCoord`. The axis will rotates with the unit orientation or the vector that from target position to the source position. - `Trajectory.Bombard.SubjectToGround` controls whether the projectile should explode when it hits the ground. Note that this will not make AI search for suitable attack locations. In `rulesmd.ini`: ```ini [SOMEPROJECTILE] ; Projectile Trajectory=Bombard ; Trajectory type Trajectory.Bombard.Height=0.0 ; double Trajectory.Bombard.FallPercent=1.0 ; double Trajectory.Bombard.FallPercentShift=0.0 ; double Trajectory.Bombard.FallScatter.Max=0.0 ; floating point value Trajectory.Bombard.FallScatter.Min=0.0 ; floating point value Trajectory.Bombard.FallScatter.Linear=false ; boolean Trajectory.Bombard.FreeFallOnTarget=true ; boolean Trajectory.Bombard.NoLaunch=false ; boolean Trajectory.Bombard.FallSpeed=0.0 ; double Trajectory.Bombard.DetonationDistance=0.4 ; floating point value Trajectory.Bombard.DetonationHeight=-1 ; integer Trajectory.Bombard.EarlyDetonation=false ; boolean Trajectory.Bombard.TargetSnapDistance=0.5 ; floating point value Trajectory.Bombard.TurningPointAnims= ; list of Animation Trajectory.Bombard.LeadTimeCalculate=false ; boolean Trajectory.Bombard.OffsetCoord=0,0,0 ; integer - Forward,Lateral,Height Trajectory.Bombard.RotateCoord=0 ; floating point value Trajectory.Bombard.MirrorCoord=true ; boolean Trajectory.Bombard.UseDisperseBurst=false ; boolean Trajectory.Bombard.AxisOfRotation=0,0,1 ; integer - Forward,Lateral,Height Trajectory.Bombard.SubjectToGround=false ; boolean ``` If all values are set to default, it'll perform as the old Bombard Trajectory. **NOTE:** Both the old and new Bombard trajectories might trigger a fatal error when firing a Voxel=true projectile (EIP: 007564B4), which is unresolved yet. Avoid using it for now, and if someone could make it work I'll be really grateful. --------- Co-authored-by: CrimRecya <[email protected]>
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I can't tell if it's 100% correct, so I could only point out some minor problems for now. Hope others could take a look at it as well
const auto checkDifference = this->GetFloorCoordHeight(pBullet, futureCoords) - futureCoords.Z; | ||
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// When crossing the cliff, directly move the position of the bullet, otherwise change the vertical velocity | ||
if (std::abs(checkDifference) >= 384) |
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need comment on these magic number to explain what they're for
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A number slightly lower than the cliff height difference, simply because it is 256+128. I also use it in Straight.
casualtyChecked.reserve(std::max(validTechnos.size(), this->TheCasualty.size())); | ||
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if (const auto pFirer = pBullet->Owner) | ||
this->TheCasualty[pFirer->UniqueID] = 20; |
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magic number again
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Record all encountered targets in 20 frames, and if they are not encountered again during this period, they will be removed from the record.
Co-Authored-By: Netsu_Negi <[email protected]>
This is a sequel of Phobos-developers#1246, which makes use of logic and tag standard from the other trajectory pull requests (Phobos-developers#1293, Phobos-developers#1294, Phobos-developers#1295 and Phobos-developers#1374), and also utilizes the generic random anim function from (Phobos-developers#1380). Many thanks to @CrimRecya for making these projectiles as well as helping with improvement of enhanced Bombard trajectory. Also thanks **NaotoYuuki** for providing the prototypes of vertical and meteor projectiles, which are used as the base of these additions. 1 - Bombard Trajectory now support `Inaccurate=true, BallisticScatter.Max and BallisticScatter.Min` keys, which allows them to scatter when picking targets. 2 - Bombard Trajectory, instead of simply flying to the top of the target and free fall, is now extended into a series of trajectories which flying to a 'turning point' first, and then turning to the targets or respawning on their top. The behaviors of the projectile and the position of the turning point could be customized by the following tags: - `Trajectory.Bombard.Height` controls the height of the turning point. - `Trajectory.Bombard.FallPercent` controls the distance of the turning point by its percentage of the total distance between attacker and intended target. If set to 0%, then it'll fly up vertically. If set to 100%, then it'll travel to the top of the intended target. - For each launch the turning point percentage could add or minus a random value, which is not greater than `Trajectory.Bombard.FallPercentShift`. If set to 0%, random shift will be disabled. - You can also makes the turning point scatter randomly in a circle with `Trajectory.Bombard.FallScatter.Max` as its radius. If set to 0, random scatter will be disabled. `Trajectory.Bombard.FallScatter.Min` can be used to determine the minimum radius of the circle. If `Trajectory.Bombard.FallScatter.Linear` set to true, the random scatter will be limited to the line that is vertical to the original direction of the projectile. - `Trajectory.Bombard.FreeFallOnTarget` controls how it'll hit the intended target. If set to true, the projectile will be respawned above the intended target and free fall. If set to false, the projectile will travel to the intended target from the turning point. - `Trajectory.Bombard.NoLaunch` controls whether the attacker will fire the projectile by itself. If set to true, projectile will directly fall from the turning point. - `Trajectory.Bombard.FallSpeed` controls the initial speed of the projectile after it turns. If set to 0.0, then it'll use `Trajectory.Speed`. Can't work when `Trajectory.Bombard.FreeFallOnTarget` set to true. - `Trajectory.Bombard.DetonationDistance` controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation (note that this can cause the projectile to overshoot the target). - `Trajectory.Bombard.DetonationHeight` controls when the projectile is in a descending state and below the height of the launch position plus this value, it will detonate prematurely. Taking effect when it is set to non negative value. If `Trajectory.Bombard.EarlyDetonation` is set to true, it'll take effect during the ascending stage instead, which makes it detonate when its height is above the launch position plus this value. - `Trajectory.Bombard.TargetSnapDistance` controls the maximum distance in cells from intended target the projectile can be at moment of detonation to make the projectile 'snap' on the intended target. Set to 0 to disable snapping. - `Trajectory.Bombard.TurningPointAnims`, if set, will play an anim when the projectile reaches the turning point. If `Trajectory.Bombard.FreeFallOnTarget` is set to true, it'll be spawned above the target with the projectile together. If `Trajectory.Bombard.NoLaunch` is set to true, it'll be played at where the projectile falls, no matter if it's free fall or not. If more than one animation is listed, a random one is selected. - `Trajectory.Bombard.LeadTimeCalculate` controls whether the projectile need to calculate the lead time of the target when firing. Note that this will not affect the facing of the turret. - The following tags further customize the projectile's descending behaviors when `Trajectory.Bombard.FreeFallOnTarget` set to false. - `Trajectory.Bombard.OffsetCoord` controls the offsets of the target. Projectile will aim at this position to attack. It also supports `Inaccurate=yes` and `Trajectory.Bombard.LeadTimeCalculate=true` on this basis. - `Trajectory.Bombard.RotateCoord` controls whether to rotate the projectile's firing direction within the angle bisector of `Trajectory.Bombard.OffsetCoord` according to the weapon's `Burst`. Set to 0 to disable this function. - `Trajectory.Bombard.MirrorCoord` controls whether `Trajectory.Bombard.OffsetCoord` need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated by `Trajectory.Bombard.RotateCoord` will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result. - `Trajectory.Bombard.UseDisperseBurst` controls whether the calculation of `Trajectory.Bombard.RotateCoord` is based on its superior's `Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather than `Burst` of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays. - `Trajectory.Bombard.AxisOfRotation` controls the rotation axis when calculating `Trajectory.Bombard.RotateCoord`. The axis will rotates with the unit orientation or the vector that from target position to the source position. - `Trajectory.Bombard.SubjectToGround` controls whether the projectile should explode when it hits the ground. Note that this will not make AI search for suitable attack locations. In `rulesmd.ini`: ```ini [SOMEPROJECTILE] ; Projectile Trajectory=Bombard ; Trajectory type Trajectory.Bombard.Height=0.0 ; double Trajectory.Bombard.FallPercent=1.0 ; double Trajectory.Bombard.FallPercentShift=0.0 ; double Trajectory.Bombard.FallScatter.Max=0.0 ; floating point value Trajectory.Bombard.FallScatter.Min=0.0 ; floating point value Trajectory.Bombard.FallScatter.Linear=false ; boolean Trajectory.Bombard.FreeFallOnTarget=true ; boolean Trajectory.Bombard.NoLaunch=false ; boolean Trajectory.Bombard.FallSpeed=0.0 ; double Trajectory.Bombard.DetonationDistance=0.4 ; floating point value Trajectory.Bombard.DetonationHeight=-1 ; integer Trajectory.Bombard.EarlyDetonation=false ; boolean Trajectory.Bombard.TargetSnapDistance=0.5 ; floating point value Trajectory.Bombard.TurningPointAnims= ; list of Animation Trajectory.Bombard.LeadTimeCalculate=false ; boolean Trajectory.Bombard.OffsetCoord=0,0,0 ; integer - Forward,Lateral,Height Trajectory.Bombard.RotateCoord=0 ; floating point value Trajectory.Bombard.MirrorCoord=true ; boolean Trajectory.Bombard.UseDisperseBurst=false ; boolean Trajectory.Bombard.AxisOfRotation=0,0,1 ; integer - Forward,Lateral,Height Trajectory.Bombard.SubjectToGround=false ; boolean ``` If all values are set to default, it'll perform as the old Bombard Trajectory. **NOTE:** Both the old and new Bombard trajectories might trigger a fatal error when firing a Voxel=true projectile (EIP: 007564B4), which is unresolved yet. Avoid using it for now, and if someone could make it work I'll be really grateful. --------- Co-authored-by: CrimRecya <[email protected]>
Engrave doesn't work in the newest build anymore. Was something changed, or is this just github nonsense? |
…e on uncrushable unit (Phobos-developers#1529) - Fix an issue where a unit will leave an impassable invisible barrier in its original position when it is teleported by ChronoSphere onto an uncrushable unit and self destruct. Thx to @NetsuNegi .
There have only been some minor fixes recently. |
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This is a feature split from #1261 .
It may have similarities with other parts.
Trajectory.Straight.ApplyRangeModifiers
controls whether any applicable weapon range modifiers from the firer are applied to the engrave process.Trajectory.Engrave.SourceCoord
controls the starting point of engraving line segment. Taking the target as the coordinate center. Specifically, it will start from the firing position when set to 0,0 . The height of the point will always at ground level.Trajectory.Engrave.TargetCoord
controls the end point of engraving line segment. Taking the target as the coordinate center. The height of the point will always at ground level.Trajectory.Engrave.MirrorCoord
controls whetherTrajectory.Engrave.SourceCoord
andTrajectory.Engrave.TargetCoord
need to mirror the lateral value to adapt to the current FLH.Trajectory.Engrave.UseDisperseCoord
controls whether the emission position of the engrave laser need to replaced with the FLH of its superior's dispersed trajectory, which setTrajectory.Disperse.RecordSourceCoord
to true.Trajectory.Engrave.TheDuration
controls the duration of the entire engrave process. Set to 0 will automatically useTrajectory.Engrave.SourceCoord
andTrajectory.Engrave.TargetCoord
to calculate the process duration.Trajectory.Engrave.IsLaser
controls whether laser drawing is required.Trajectory.Engrave.IsSupported
controls whether the engrave laser will be brighter and thicker. Need to setTrajectory.Engrave.IsHouseColor
orTrajectory.Engrave.IsSingleColor
to true.Trajectory.Engrave.IsHouseColor
controls whether set the engrave laser to draw using player's team color. These lasers respectTrajectory.Engrave.LaserThickness
andTrajectory.Engrave.IsSupported
.Trajectory.Engrave.IsSingleColor
controls whether set the engrave laser to draw using onlyTrajectory.Engrave.LaserInnerColor
. These lasers respectTrajectory.Engrave.LaserThickness
andTrajectory.Engrave.IsSupported
.Trajectory.Engrave.LaserInnerColor
controls the inner color of the engrave laser.Trajectory.Engrave.LaserOuterColor
controls the outer color of the engrave laser.Trajectory.Engrave.LaserOuterSpread
controls the spread color of the engrave laser.Trajectory.Engrave.LaserThickness
controls the thickness of the engrave laser. Need to setTrajectory.Engrave.IsHouseColor
orTrajectory.Engrave.IsSingleColor
to true.Trajectory.Engrave.LaserDuration
controls the duration of the engrave laser.Trajectory.Engrave.LaserDelay
controls how often to draw the engrave laser.Trajectory.Engrave.DamageDelay
controls how often to detonate warheads.Trajectory.Engrave.ProximityImpact
controls the initial proximity fuse times. When there are enough remaining times and the projectile approaches another valid target, it will detonate a warhead defined byTrajectory.Engrave.ProximityWarhead
on it. If the number of times is exhausted, the engraving process can still continue, but it will not detonate additional warhead as a result. This function can be cancelled by setting to 0. A negative integer means unlimited times. (You can use this to cause non repeated damage to all units encountered during the flight of the projectile.)Trajectory.Engrave.ProximityWarhead
defines the warhead detonated byTrajectory.Engrave.ProximityImpact
, andTrajectory.Engrave.ProximityDamage
defines the damage caused byTrajectory.Engrave.ProximityWarhead
.Trajectory.Engrave.ProximityRadius
controls the range of proximity fuse. It can NOT be set as a negative integer.Trajectory.Engrave.ProximityDirect
controls whether let the target receive damage instead of detonating the warhead.Trajectory.Engrave.ProximityMedial
controls whether to detonateTrajectory.Engrave.ProximityWarhead
at the bullet's location rather than the proximity target's location.Trajectory.Engrave.ProximityAllies
controls whether allies will also trigger the proximity fuse.Trajectory.Engrave.ProximitySuicide
controls whether the projectile will self destruct after the number of proximity fuse times has been exhausted. IfTrajectory.Engrave.ProximityImpact
set to 0, this will not be enabled.In
rulesmd.ini
: