view of the back ground. Also the screen resolution and the shadowmap resolution are no longer hard coded everywhere. They are defined in mainThread.java.
797 lines
23 KiB
Java
797 lines
23 KiB
Java
package entity;
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import java.awt.Rectangle;
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import core.*;
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import enemyAI.enemyCommander;
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//the power plant model
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public class gunTurret extends solidObject{
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public static int maxHP = 250;
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public int countDownToDeath = 16;
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public vector tempVector = new vector(0,0,0);
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public vector tempVector0 = new vector(0,0,0);
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public vector tempVector1 = new vector(0,0,0);
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public vector tempVector2 = new vector(0,0,0);
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public vector tempVector3 = new vector(0,0,0);
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public int [] tileIndex = new int[1];
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public int[] tempInt;
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public float[] tempFloat;
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public vector shadowvertex0, tempshadowvertex0,shadowvertex1, tempshadowvertex1,shadowvertex2, tempshadowvertex2,shadowvertex3, tempshadowvertex3;
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// a screen space boundary which is used to test if the harvester object is
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// visible from camera point of view
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public final static Rectangle visibleBoundary = new Rectangle(-70, -25,screen_width+140, screen_height+85);
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// a screen space boundary which is used to test if the entire harvester
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// object is within the screen
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public final static Rectangle screenBoundary = new Rectangle(40, 40, screen_width-90,screen_height-80);
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//screen space boundary which is used to test if the shadow of the object is within the screen
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public final static Rectangle shadowBoundary = new Rectangle(0,0,screen_width, screen_height);
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// a screen space boundary which is used to test if the vision polygon of
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// the object is visible.
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public final static Rectangle visionBoundary = new Rectangle(0, 0, 1400+(screen_width-768),1300+(screen_height-512));
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public final static int visionW = 500 + (screen_width-768);
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public final static int visionH = 650 + (screen_height-512);
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//a bitmap representation of the vision of the power plant for enemy commander
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public static boolean[] bitmapVisionForEnemy;
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public static boolean[] bitmapVisionGainFromAttackingUnit;
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//gunTurret never moves
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public final static vector movenment = new vector(0,0,0);
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//the oreintation of the turret
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public int turretAngle;
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//attack range
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public final static float attackRange = 2f;
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//the angle that the turret have rotated between current frame and previous frame
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public int turretAngleDelta, accumulatedDelta;
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public int turretTurnRate = 8;
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public int myAttackCooldown= 24;
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public int attackCoolDown;
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public vector firingPosition;
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//index of the tiles to check when the turret is in standby mode
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public static int[] tileCheckList;
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//once the turret starts attacking, it exposed itself to the enemy
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public int exposedCountDown;
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public baseInfo theBaseInfo;
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public int attackAngle;
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public int randomInt;
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public gunTurret(float x, float y, float z, int teamNo){
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//uncontrollable unit, but act as a big sized static collidable agent
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type = 200;
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myDamage = 15;
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ID = globalUniqID++;
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randomInt = gameData.getRandom();
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if(teamNo == 0){
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isRevealed = true;
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theBaseInfo = mainThread.pc.theBaseInfo;
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}else{
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theBaseInfo = mainThread.ec.theBaseInfo;
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}
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theBaseInfo.numberOfGunTurret++;
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currentHP = maxHP;
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this.teamNo = teamNo;
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currentCommand = StandBy;
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if(teamNo == 0){
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isRevealed = true;
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}
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if(tileCheckList == null){
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tileCheckList = generateTileCheckList(8f);
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}
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if(bitmapVisionForEnemy == null){
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bitmapVisionForEnemy = createBitmapVision(6);
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bitmapVisionGainFromAttackingUnit = createBitmapVision(2);
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}
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//create 2D boundary
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boundary2D = new Rect((int)(x*64) - 8, (int)(z*64) + 8, 16, 16);
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boundary2D.owner = this;
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int centerX = (int)(x*64);
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int centerY = (int)(z*64);
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tileIndex[0] = centerX/16 + (127 - centerY/16)*128;
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mainThread.gridMap.tiles[tileIndex[0]][0] = this;
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mainThread.gridMap.tiles[tileIndex[0]][1] = this;
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mainThread.gridMap.tiles[tileIndex[0]][2] = this;
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mainThread.gridMap.tiles[tileIndex[0]][3] = this;
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mainThread.gridMap.tiles[tileIndex[0]][4] = this;
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//init model
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start = new vector(x,y,z);
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iDirection = new vector(1f,0,0);
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jDirection = new vector(0,1f,0);
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kDirection = new vector(0,0,1f);
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firingPosition = new vector(0,0,0);
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//define centre of the model in world coordinate
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start = new vector(x,y,z);
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centre = start.myClone();
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tempCentre = start.myClone();
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shadowvertex0 =start.myClone();
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shadowvertex0.add(-0.45f,-0.2f, -0.15f);
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tempshadowvertex0 = new vector(0,0,0);
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shadowvertex1 =start.myClone();
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shadowvertex1.add(-0.45f,-0.2f, 0.2f);
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tempshadowvertex1 = new vector(0,0,0);
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shadowvertex2 =start.myClone();
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shadowvertex2.add(0.2f,-0.2f, -0.15f);
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tempshadowvertex2 = new vector(0,0,0);
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shadowvertex3 =start.myClone();
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shadowvertex3.add(0.2f,-0.2f, 0.2f);
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tempshadowvertex3 = new vector(0,0,0);
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turretAngle = (int)(360*Math.random());
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makePolygons();
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}
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//create polygons
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public void makePolygons(){
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polygons = new polygon3D[46];
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vector[] v;
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//turret base
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float l =0.07f;
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float h = 0.07f;
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v = new vector[]{put(-l,h, l), put(l,h, l), put(l,h, -l), put(-l,h, -l)};
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polygons[0] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[12], 0.5f, 0.5f, 1);
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v = new vector[]{put(-l,h, -l), put(l,h, -l), put(l+0.04,h - 0.15f, -l-0.04), put(-l-0.04,h - 0.15f, -l-0.04)};
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polygons[1] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[12], 0.5f, 0.5f, 1);
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v = new vector[]{put(-l-0.04,h - 0.15f, l+0.04), put(l+0.04,h - 0.15f, l+0.04), put(l,h, l), put(-l,h, l)};
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polygons[2] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[12], 0.5f, 0.5f, 1);
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v = new vector[]{put(l,h, -l), put(l,h, l), put(l+0.04,h - 0.15f, l+0.04), put(l+0.04,h - 0.15f, -l-0.04)};
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polygons[3] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[12], 0.5f, 0.5f, 1);
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v = new vector[]{put(-l-0.04,h - 0.15f, -l-0.04), put(-l-0.04,h - 0.15f, l+0.04), put(-l,h, l), put(-l,h, -l)};
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polygons[4] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[12], 0.5f, 0.5f, 1);
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for(int i = 0; i < 5; i++){
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polygons[i].Ambient_I-=5;
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polygons[i].findDiffuse();
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polygons[i].parentObject = this;
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}
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//turret tower
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iDirection.scale(0.82f);
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kDirection.scale(0.75f);
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iDirection.rotate_XZ(360-turretAngle);
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jDirection.rotate_XZ(360-turretAngle);
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kDirection.rotate_XZ(360-turretAngle);
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h = 0.11f;
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vector a1 = put(-0.035, h, 0.08);
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vector a2 = put(0.035, h, 0.08);
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vector a3 = put(0.06, h, 0.03);
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vector a4 = put(0.06, h, -0.05);
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vector a5 = put(0.04, h, -0.07);
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vector a6 = put(-0.04, h, -0.07);
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vector a7 = put(-0.06, h, -0.05);
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vector a8 = put(-0.06, h, 0.03);
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int textureIndex = 66;
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if(teamNo != 0)
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textureIndex = 67;
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v = new vector[]{a1, a2, a3, a4,a5, a6, a7, a8};
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polygons[5] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[5].myClone(), mainThread.textures[textureIndex], 0.7f, 1f, 1);
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iDirection.scale(1.2f);
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kDirection.scale(1.2f);
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vector b1 = put(-0.035, 0.07, 0.08);
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vector b2 = put(0.035, 0.07, 0.08);
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vector b3 = put(0.06, 0.07, 0.03);
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vector b4 = put(0.06, 0.07, -0.05);
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vector b5 = put(0.04, 0.07, -0.07);
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vector b6 = put(-0.04, 0.07, -0.07);
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vector b7 = put(-0.06, 0.07, -0.05);
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vector b8 = put(-0.06, 0.07, 0.03);
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v = new vector[]{a2.myClone(), a1.myClone(), b1.myClone(), b2.myClone()};
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polygons[6] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[textureIndex], 0.5f, 0.1f, 1);
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polygons[6].shadowBias = 20000;
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v = new vector[]{a1.myClone(), a8.myClone(), b8.myClone(), b1.myClone()};
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polygons[7] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[2].myClone(), mainThread.textures[textureIndex], 0.5f, 0.1f, 1);
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v = new vector[]{a3.myClone(), a2.myClone(), b2.myClone(), b3.myClone()};
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polygons[8] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[textureIndex], 0.5f, 0.1f, 1);
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v = new vector[]{a4.myClone(), a3.myClone(), b3.myClone(), b4.myClone()};
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polygons[9] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[textureIndex], 0.5f, 0.1f, 1);
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v = new vector[]{a5.myClone(), a4.myClone(), b4.myClone(), b5.myClone()};
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polygons[10] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[textureIndex], 0.5f, 0.1f, 1);
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v = new vector[]{a6.myClone(), a5.myClone(), b5.myClone(), b6.myClone()};
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polygons[11] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[textureIndex], 0.5f, 0.1f, 1);
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v = new vector[]{a7.myClone(), a6.myClone(), b6.myClone(), b7.myClone()};
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polygons[12] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[textureIndex], 0.5f, 0.1f, 1);
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v = new vector[]{a8.myClone(), a7.myClone(), b7.myClone(), b8.myClone()};
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polygons[13] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[textureIndex], 0.5f, 0.1f, 1);
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double r1 = 0.007;
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double r2 = 0.01;
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double theta = Math.PI/16;
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for(int i = 0; i < 32; i++){
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v = new vector[]{put(r2*Math.cos(i*theta), r2*Math.sin(i*theta)+0.093, 0.05),
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put(r2*Math.cos((i+1)*theta), r2*Math.sin((i+1)*theta)+0.093, 0.05),
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put(r1*Math.cos((i+1)*theta), r1*Math.sin((i+1)*theta)+0.093, 0.17),
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put(r1*Math.cos(i*theta), r1*Math.sin(i*theta)+0.093, 0.17)
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};
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polygons[14 +i] = new polygon3D(v, v[0].myClone(), v[1].myClone(), v[3].myClone(), mainThread.textures[33], 10,10,1);
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polygons[14 +i].Ambient_I -=15;
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polygons[14 +i].reflectance -=30;
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polygons[14 +i].findDiffuse();
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}
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}
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//update the model
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public void update(){
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//process emerging from ground animation
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if(centre.y < -0.5f){
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centre.y+=0.01f;
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if(centre.y > -0.5){
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for(int i = 0; i < polygons.length; i++){
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polygons[i].origin.y+=0.0000005;
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polygons[i].rightEnd.y+=0.0000005;
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polygons[i].bottomEnd.y+=0.0000005;
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for(int j = 0; j < polygons[i].vertex3D.length; j++){
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polygons[i].vertex3D[j].y+=0.0000005;
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}
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}
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shadowvertex0.y+=0.0000005;
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shadowvertex1.y+=0.0000005;
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shadowvertex2.y+=0.0000005;
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shadowvertex3.y+=0.0000005;
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centre.y = -0.5f;
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}else{
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for(int i = 0; i < polygons.length; i++){
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polygons[i].origin.y+=0.01;
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polygons[i].rightEnd.y+=0.01;
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polygons[i].bottomEnd.y+=0.01;
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for(int j = 0; j < polygons[i].vertex3D.length; j++){
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polygons[i].vertex3D[j].y+=0.01;
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}
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}
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shadowvertex0.y+=0.01;
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shadowvertex1.y+=0.01;
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shadowvertex2.y+=0.01;
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shadowvertex3.y+=0.01;
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}
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//the building is invulnerable during emerging stage
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currentHP = maxHP;
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}
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if(underAttackCountDown > 0)
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underAttackCountDown--;
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//check if power plant has been destroyed
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if(currentHP <= 0){
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countDownToDeath--;
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if(countDownToDeath == 0){
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//spawn an explosion when the tank is destroyed
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float[] tempFloat = theAssetManager.explosionInfo[theAssetManager.explosionCount];
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tempFloat[0] = centre.x;
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tempFloat[1] = centre.y + 0.15f;
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tempFloat[2] = centre.z;
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tempFloat[3] = 2.5f;
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tempFloat[4] = 1;
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tempFloat[5] = 0;
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tempFloat[6] = 7;
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tempFloat[7] = this.height;
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theAssetManager.explosionCount++;
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theAssetManager.removeObject(this);
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if(teamNo == 0)
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mainThread.pc.theBaseInfo.numberOfGunTurret--;
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else
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mainThread.ec.theBaseInfo.numberOfGunTurret--;
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//removeFromGridMap();
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mainThread.gridMap.tiles[tileIndex[0]][0] = null;
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mainThread.gridMap.tiles[tileIndex[0]][1] = null;
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mainThread.gridMap.tiles[tileIndex[0]][2] = null;
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mainThread.gridMap.tiles[tileIndex[0]][3] = null;
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mainThread.gridMap.tiles[tileIndex[0]][4] = null;
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if(attacker.teamNo != teamNo)
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attacker.experience+=20;
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return;
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}else{
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if(mainThread.gameFrame%2==0){
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float[] tempFloat = theAssetManager.explosionInfo[theAssetManager.explosionCount];
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tempFloat[0] = centre.x + (float)Math.random()/4f - 0.125f;
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tempFloat[1] = centre.y + 0.15f;
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tempFloat[2] = centre.z + (float)Math.random()/4f - 0.125f;
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tempFloat[3] = 1.5f;
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tempFloat[4] = 1;
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tempFloat[5] = 0;
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tempFloat[6] = 6 + (gameData.getRandom()%4);
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tempFloat[7] = this.height;
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theAssetManager.explosionCount++;
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}
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return;
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}
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}
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if(isRepairing && currentHP >0){
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if(mainThread.gameFrame%5==0 && theBaseInfo.currentCredit > 0 && currentHP <maxHP){
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currentHP+=1;
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theBaseInfo.currentCredit--;
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}
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}
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//process turret AI
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carryOutCommands();
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if(attackCoolDown > 0)
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attackCoolDown--;
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if(exposedCountDown > 0)
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exposedCountDown --;
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//mark itself on obstacle map
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mainThread.gridMap.currentObstacleMap[tileIndex[0]] = false;
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//update center in camera coordinate
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tempCentre.set(centre);
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tempCentre.subtract(camera.position);
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tempCentre.rotate_XZ(camera.XZ_angle);
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tempCentre.rotate_YZ(camera.YZ_angle);
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tempCentre.updateLocation();
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theAssetManager = mainThread.theAssetManager;
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//test if the gun turret is visible in camera point of view
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if(visibleBoundary.contains(tempCentre.screenX, tempCentre.screenY) && isRevealed){
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visible = true;
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if(screenBoundary.contains(tempCentre.screenX, tempCentre.screenY))
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withinViewScreen = true;
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else
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withinViewScreen = false;
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tempshadowvertex0.set(shadowvertex0);
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tempshadowvertex0.subtract(camera.position);
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tempshadowvertex0.rotate_XZ(camera.XZ_angle);
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tempshadowvertex0.rotate_YZ(camera.YZ_angle);
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tempshadowvertex0.updateLocation();
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tempshadowvertex1.set(shadowvertex1);
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tempshadowvertex1.subtract(camera.position);
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tempshadowvertex1.rotate_XZ(camera.XZ_angle);
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tempshadowvertex1.rotate_YZ(camera.YZ_angle);
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tempshadowvertex1.updateLocation();
|
|
|
|
tempshadowvertex2.set(shadowvertex2);
|
|
tempshadowvertex2.subtract(camera.position);
|
|
tempshadowvertex2.rotate_XZ(camera.XZ_angle);
|
|
tempshadowvertex2.rotate_YZ(camera.YZ_angle);
|
|
tempshadowvertex2.updateLocation();
|
|
|
|
tempshadowvertex3.set(shadowvertex3);
|
|
tempshadowvertex3.subtract(camera.position);
|
|
tempshadowvertex3.rotate_XZ(camera.XZ_angle);
|
|
tempshadowvertex3.rotate_YZ(camera.YZ_angle);
|
|
tempshadowvertex3.updateLocation();
|
|
|
|
|
|
|
|
//if the object is visible then draw it on the shadow buffer from light point of view
|
|
if(shadowBoundary.contains(tempshadowvertex0.screenX, tempshadowvertex0.screenY) ||
|
|
shadowBoundary.contains(tempshadowvertex1.screenX, tempshadowvertex1.screenY) ||
|
|
shadowBoundary.contains(tempshadowvertex2.screenX, tempshadowvertex2.screenY) ||
|
|
shadowBoundary.contains(tempshadowvertex3.screenX, tempshadowvertex3.screenY)
|
|
){
|
|
for(int i = 0; i < polygons.length; i++){
|
|
polygons[i].update_lightspace();
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//add this object to visible unit list
|
|
theAssetManager.visibleUnit[theAssetManager.visibleUnitCount] = this;
|
|
theAssetManager.visibleUnitCount++;
|
|
|
|
|
|
}else{
|
|
visible = false;
|
|
}
|
|
|
|
|
|
//create vision for enemy commander
|
|
if(teamNo == 1){
|
|
int xPos = boundary2D.x1/16 - 6 + 10;
|
|
int yPos = 127 - boundary2D.y1/16 - 6 + 10;
|
|
|
|
for(int y = 0; y < 13; y++){
|
|
for(int x = 0; x < 13; x++){
|
|
if(bitmapVisionForEnemy[x+ y*13])
|
|
enemyCommander.tempBitmap[xPos + x + (yPos+y)*148] =true;
|
|
}
|
|
}
|
|
}else if(exposedCountDown > 0){
|
|
xPos = boundary2D.x1/16 - 2 + 10;
|
|
yPos = 127 - boundary2D.y1/16 - 2 + 10;
|
|
|
|
for(int y = 0; y < 5; y++){
|
|
for(int x = 0; x < 5; x++){
|
|
if(bitmapVisionGainFromAttackingUnit[x+ y*5])
|
|
enemyCommander.tempBitmap[xPos + x + (yPos+y)*148] =true;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
visionBoundary.x = (int) (tempCentre.screenX - visionW);
|
|
visionBoundary.y = (int) (tempCentre.screenY - visionH);
|
|
visionInsideScreen = camera.screen.intersects(visionBoundary);
|
|
|
|
|
|
if(visionInsideScreen){
|
|
if(teamNo != 0){
|
|
if(exposedCountDown > 0){
|
|
tempFloat = theAssetManager.visionPolygonInfo[theAssetManager.visionPolygonCount];
|
|
tempFloat[0] = teamNo;
|
|
tempFloat[1] = centre.x;
|
|
tempFloat[2] = -0.4f;
|
|
tempFloat[3] = centre.z;
|
|
tempFloat[4] = 1;
|
|
theAssetManager.visionPolygonCount++;
|
|
|
|
}
|
|
|
|
}else{
|
|
tempFloat = theAssetManager.visionPolygonInfo[theAssetManager.visionPolygonCount];
|
|
tempFloat[0] = teamNo;
|
|
tempFloat[1] = centre.x;
|
|
tempFloat[2] = -0.4f;
|
|
tempFloat[3] = centre.z;
|
|
tempFloat[4] = 0;
|
|
theAssetManager.visionPolygonCount++;
|
|
}
|
|
}
|
|
|
|
|
|
if(theAssetManager.minimapBitmap[tileIndex[0]]){
|
|
isRevealed = true;
|
|
}
|
|
visible_minimap = isRevealed;
|
|
|
|
|
|
if(teamNo == 0 || attackStatus == isAttacking || exposedCountDown > 0 || visible_minimap){
|
|
tempInt = theAssetManager.unitsForMiniMap[theAssetManager.unitsForMiniMapCount];
|
|
tempInt[0] = teamNo;
|
|
tempInt[1] = boundary2D.x1/16;
|
|
tempInt[2] = 127 - boundary2D.y1/16;
|
|
tempInt[3] = 2;
|
|
if(teamNo == 0 && underAttackCountDown > 0)
|
|
tempInt[4] = 10001;
|
|
else{
|
|
if(exposedCountDown > 0)
|
|
tempInt[4] = exposedCountDown;
|
|
else
|
|
tempInt[4] = 10000;
|
|
}
|
|
theAssetManager.unitsForMiniMapCount++;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
accumulatedDelta+=turretAngleDelta;
|
|
accumulatedDelta= accumulatedDelta%360;
|
|
if(visible){
|
|
//update turret polygons
|
|
for(int i = 5; i < 46; i++){
|
|
|
|
polygons[i].origin.subtract(centre);
|
|
polygons[i].origin.rotate_XZ(accumulatedDelta);
|
|
polygons[i].origin.add(centre);
|
|
|
|
|
|
polygons[i].bottomEnd.subtract(centre);
|
|
polygons[i].bottomEnd.rotate_XZ(accumulatedDelta);
|
|
polygons[i].bottomEnd.add(centre);
|
|
|
|
|
|
polygons[i].rightEnd.subtract(centre);
|
|
polygons[i].rightEnd.rotate_XZ(accumulatedDelta);
|
|
polygons[i].rightEnd.add(centre);
|
|
|
|
|
|
for(int j = 0; j < polygons[i].vertex3D.length; j++){
|
|
|
|
polygons[i].vertex3D[j].subtract(centre);
|
|
polygons[i].vertex3D[j].rotate_XZ(accumulatedDelta);
|
|
polygons[i].vertex3D[j].add(centre);
|
|
}
|
|
|
|
|
|
polygons[i].normal.rotate_XZ(accumulatedDelta);
|
|
polygons[i].findDiffuse();
|
|
}
|
|
accumulatedDelta = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//process turret AI
|
|
public void carryOutCommands(){
|
|
if(targetObject != null){
|
|
destinationX = targetObject.getRealCentre().x;
|
|
destinationY = targetObject.getRealCentre().z;
|
|
|
|
distanceToDesination = (float)Math.sqrt((destinationX - centre.x) * (destinationX - centre.x) + (destinationY - centre.z) * (destinationY - centre.z));
|
|
|
|
//check if light tank has the line of sight to its target
|
|
boolean hasLineOfSightToTarget = true;
|
|
if(distanceToDesination <= attackRange){
|
|
int numberOfIterations = (int)(distanceToDesination * 8);
|
|
float dx = (destinationX - centre.x)/numberOfIterations;
|
|
float dy = (destinationY - centre.z)/numberOfIterations;
|
|
float xStart = centre.x;
|
|
float yStart = centre.z;
|
|
|
|
for(int i = 0; i < numberOfIterations; i++){
|
|
xStart+=dx;
|
|
yStart+=dy;
|
|
solidObject s = mainThread.gridMap.tiles[(int)(xStart*4) + (127 - (int)(yStart*4))*128][0];
|
|
if(s != null){
|
|
if(s.type > 100 && s .type < 200 && s != targetObject){
|
|
hasLineOfSightToTarget = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
}else{
|
|
hasLineOfSightToTarget = false;
|
|
}
|
|
|
|
|
|
if(targetObject.currentHP <=0 || (targetObject.isCloaked && teamNo != targetObject.teamNo)){
|
|
targetObject = null;
|
|
turretAngleDelta = 0;
|
|
return;
|
|
}
|
|
|
|
if(hasLineOfSightToTarget){
|
|
attackAngle = geometry.findAngle(centre.x, centre.z, destinationX, destinationY);
|
|
|
|
if(turretAngle != attackAngle){
|
|
|
|
turretAngleDelta = 360 - (geometry.findAngleDelta(turretAngle, attackAngle, turretTurnRate) + 360)%360;
|
|
turretAngle= (turretAngle - turretAngleDelta + 360)%360;
|
|
|
|
if(Math.abs(turretAngle - attackAngle) < 10)
|
|
fireBullet(attackAngle);
|
|
}else{
|
|
fireBullet(attackAngle);
|
|
turretAngleDelta = 0;
|
|
}
|
|
}else{
|
|
turretAngleDelta = 0;
|
|
targetObject = null;
|
|
}
|
|
}else{
|
|
//if there is no target, perform standby logic
|
|
//scan for hostile unit
|
|
|
|
if((randomInt + mainThread.gameFrame)%240 == 0){
|
|
attackAngle = (int)(Math.random()*360);
|
|
}
|
|
if(turretAngle != attackAngle){
|
|
|
|
turretAngleDelta = 360 - (geometry.findAngleDelta(turretAngle, attackAngle, 2) + 360)%360;
|
|
turretAngle= (turretAngle - turretAngleDelta + 360)%360;
|
|
|
|
}else{
|
|
|
|
turretAngleDelta = 0;
|
|
}
|
|
|
|
|
|
if((ID + mainThread.gameFrame)%4 == 0){
|
|
currentOccupiedTile = (int)(centre.x*64)/16 + (127 - (int)(centre.z*64)/16)*128;
|
|
|
|
for(int i = 0; i < tileCheckList.length; i++){
|
|
if(tileCheckList[i] != Integer.MAX_VALUE){
|
|
int index = currentOccupiedTile + tileCheckList[i];
|
|
if(index < 0 || index >= 16384)
|
|
continue;
|
|
tile = mainThread.gridMap.tiles[index];
|
|
for(int j = 0; j < 4; j++){
|
|
if(tile[j] != null){
|
|
if(tile[j].teamNo != teamNo && tile[j].teamNo != -1 && tile[j].currentHP > 0 && !tile[j].isCloaked){
|
|
targetObject = tile[j];
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
}
|
|
}
|
|
|
|
|
|
//draw the model
|
|
public void draw(){
|
|
|
|
if(!visible)
|
|
return;
|
|
for(int i = 0; i < polygons.length; i++){
|
|
polygons[i].update();
|
|
polygons[i].draw();
|
|
}
|
|
}
|
|
|
|
public void attack(solidObject o){
|
|
if(targetObject != o){
|
|
|
|
distanceToDesination = (float)Math.sqrt((o.centre.x - centre.x) * (o.centre.x - centre.x) + (o.centre.z - centre.z) * (o.centre.z - centre.z));
|
|
|
|
//check if target is within range
|
|
if(distanceToDesination <= attackRange){
|
|
|
|
|
|
//check if there is any obstacles between target and the turret
|
|
//check if light tank has the line of sight to its target
|
|
boolean hasLineOfSightToTarget = true;
|
|
|
|
int numberOfIterations = (int)(distanceToDesination * 8);
|
|
float dx = (o.centre.x - centre.x)/numberOfIterations;
|
|
float dy = (o.centre.z - centre.z)/numberOfIterations;
|
|
float xStart = centre.x;
|
|
float yStart = centre.z;
|
|
|
|
for(int i = 0; i < numberOfIterations; i++){
|
|
xStart+=dx;
|
|
yStart+=dy;
|
|
solidObject s = mainThread.gridMap.tiles[(int)(xStart*4) + (127 - (int)(yStart*4))*128][0];
|
|
if(s != null){
|
|
if(s.type > 100 && s .type < 200 && s != o){
|
|
hasLineOfSightToTarget = false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(hasLineOfSightToTarget){
|
|
targetObject = o;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
public void fireBullet(int attackAngle){
|
|
if(targetObject != null && targetObject.teamNo != teamNo){
|
|
exposedCountDown = 64;
|
|
isRevealed = true;
|
|
}
|
|
|
|
int theDamage = myDamage;
|
|
if(targetObject.type == 0 || targetObject.type == 6)
|
|
theDamage = 20;
|
|
|
|
if(attackCoolDown == 0 ){
|
|
//if there is nothing between the tank and its target
|
|
firingPosition.set(0, -0.4f, 0.18f);
|
|
firingPosition.rotate_XZ(360 - attackAngle);
|
|
firingPosition.add(centre.x, 0, centre.z);
|
|
theAssetManager.spawnBullet(attackAngle, theDamage, targetObject, firingPosition, this);
|
|
attackCoolDown = myAttackCooldown;
|
|
|
|
//spawn a mini explosion
|
|
float[] tempFloat = theAssetManager.explosionInfo[theAssetManager.explosionCount];
|
|
tempFloat[0] = firingPosition.x;
|
|
tempFloat[1] = firingPosition.y;
|
|
tempFloat[2] = firingPosition.z;
|
|
tempFloat[3] = 0.4f;
|
|
tempFloat[4] = 3;
|
|
tempFloat[5] = 0;
|
|
tempFloat[6] = 6 + (gameData.getRandom()%4);
|
|
tempFloat[7] = centre.y;
|
|
theAssetManager.explosionCount++;
|
|
}
|
|
}
|
|
|
|
public void hold(){
|
|
targetObject = null;
|
|
turretAngleDelta = 0;
|
|
}
|
|
|
|
public vector getMovement(){
|
|
return movenment;
|
|
}
|
|
}
|