All pastes #608610 Raw Edit

lurker.diff

public diff v1 · immutable
·published 2007-07-08 12:35 UTC
rendered paste body
Index: rts/Game/GameHelper.cpp===================================================================--- rts/Game/GameHelper.cpp	(revision 3878)+++ rts/Game/GameHelper.cpp	(working copy)@@ -109,8 +109,8 @@ 		float dist1 = dist; 		if (dist1 > radius) 			dist1 = radius;-		float mod =(radius-dist1)/(radius-dist1*edgeEffectiveness);-		float mod2=(radius-dist2)/(radius-dist2*edgeEffectiveness);+		float mod =(dist1*edgeEffectiveness+radius-dist1)/(radius);+		float mod2=(dist2*edgeEffectiveness+radius-dist2)/(radius); 		dif/=dist; // dist > (*ui)->radius+0.1f, see above 		dif.y+=0.12f; Index: rts/Sim/Units/Unit.cpp===================================================================--- rts/Sim/Units/Unit.cpp	(revision 3878)+++ rts/Sim/Units/Unit.cpp	(working copy)@@ -124,7 +124,10 @@ 	crashing(false), 	cob(0), 	bonusShieldDir(1,0,0),-	bonusShieldSaved(10),+	bonusShieldSaved(0),+	bonusShieldSavedAdd(0.05f),+	bonusShieldMaxDamage(1.9f),+	bonusShieldDifDamage(0.5f), 	group(0), 	lastDamage(-100), 	lastFireWeapon(0),@@ -389,7 +392,7 @@ 	moveType->Update();  	recentDamage*=0.9f;-	bonusShieldSaved+=0.005f;+	bonusShieldSaved+=bonusShieldSavedAdd;  	if(stunned) 		return;@@ -577,7 +580,7 @@ 			health=maxHealth; 	} -	bonusShieldSaved+=0.05f;+	bonusShieldSaved+=bonusShieldSavedAdd*10.0f; 	residualImpulse*=0.6f;  	if (scriptCloak >= 3) {@@ -686,22 +689,24 @@  	float damage=damages[armorType]; -	if(damage<0){-//		logOutput.Print("Negative damage");-		return;-	}+	if(damage>0){ -	if(attacker){-		SetLastAttacker(attacker);-		float3 adir=attacker->pos-pos;-		adir.Normalize();-		bonusShieldDir+=adir*bonusShieldSaved;		//not the best way to do it(but fast)-		bonusShieldDir.Normalize();-//		logOutput.Print("shield mult %f %f %i %i", 2-adir.dot(bonusShieldDir),bonusShieldSaved,id,attacker->id);-		bonusShieldSaved=0;-		damage*=1.4f-adir.dot(bonusShieldDir)*0.5f;+		if(attacker && bonusShieldSavedAdd){+			SetLastAttacker(attacker);+			float3 adir=attacker->pos-pos;+			adir.Normalize();+			bonusShieldDir+=adir*bonusShieldSaved;		//not the best way to do it(but fast)+			bonusShieldDir.Normalize();+//			logOutput.Print("shield mult %f %f %i %i", 1.4f-adir.dot(bonusShieldDir)*.5f,bonusShieldSaved,id,attacker->id);+			bonusShieldSaved=0;+			damage*=bonusShieldAvgDamage-adir.dot(bonusShieldDir)*bonusShieldDifDamage;+		}++		restTime=0; 	} +	float experienceMod=1;+ 	damage*=curArmorMultiple;  	float3 hitDir = impulse;@@ -729,34 +734,47 @@ 		cob->Call(COBFN_HitByWeapon, cobargs); 	} -	restTime=0;--	float experienceMod=1;- 	if(damages.paralyzeDamageTime){-		paralyzeDamage+=damage;-		experienceMod=0.1f;		//reduce experience for paralyzers-		if(health-paralyzeDamage<0){-			if(stunned)-				experienceMod=0;	//dont get any experience for paralyzing paralyzed enemy-			stunned=true;-			if(paralyzeDamage>health+(maxHealth*0.025f*damages.paralyzeDamageTime)){-				paralyzeDamage=health+(maxHealth*0.025f*damages.paralyzeDamageTime);+		if(damage>0){+			paralyzeDamage+=damage;+			experienceMod=0.1f;		//reduce experience for paralyzers+			if(health-paralyzeDamage<0){+				if(stunned)+					experienceMod=0;	//dont get any experience for paralyzing paralyzed enemy+				stunned=true;+				if(paralyzeDamage>health+(maxHealth*0.025f*damages.paralyzeDamageTime)){+					paralyzeDamage=health+(maxHealth*0.025f*damages.paralyzeDamageTime);+				} 			}+		}else{+			if(paralyzeDamage>0){+				experienceMod=0.1f;		//gives experience for healing paralysis+			}else{+				experienceMod=0;+			} 		} 	} else {-		// Dont log overkill damage (so dguns/nukes etc dont inflate values)-		float statsdamage = std::min(health, damage);-		if (attacker)+		if(damage>0){+			// Dont log overkill damage (so dguns/nukes etc dont inflate values)+			float statsdamage = std::min(health, damage);+			if (attacker) 			gs->Team(attacker->team)->currentStats.damageDealt += statsdamage;-		gs->Team(team)->currentStats.damageReceived += statsdamage;-		health-=damage;+			gs->Team(team)->currentStats.damageReceived += statsdamage;+			health-=damage;+		}else{+			if(maxHealth>health){+				health=std::min(maxHealth,health-=damage);+				experienceMod=0.1f;	//units get some, but not much, experience for healing+			}else{+				experienceMod=0;+			}+		} 	} 	recentDamage+=damage;  	if(attacker!=0 && !gs->Ally(allyteam,attacker->allyteam)){ //		logOutput.Print("%s has %f/%f h attacker %s do %f d",tooltip.c_str(),health,maxHealth,attacker->tooltip.c_str(),damage);-		attacker->experience+=0.1f*power/attacker->power*(damage+min(0.f,health))/maxHealth*experienceMod;+		attacker->experience+=0.1f*power/attacker->power*(fabs(damage)+min(0.f,health))/maxHealth*experienceMod; 		attacker->ExperienceChange(); 		ENTER_UNSYNCED; 		if (((!unitDef->isCommander && uh->lastDamageWarning+100<gs->frameNum) ||Index: rts/Sim/Units/Unit.h===================================================================--- rts/Sim/Units/Unit.h	(revision 3878)+++ rts/Sim/Units/Unit.h	(working copy)@@ -268,6 +268,9 @@  	float3 bonusShieldDir;			//units takes less damage when attacked from this dir (encourage flanking fire) 	float bonusShieldSaved;			//how much the bonus shield can turn upon an attack(zeroed when attacked, slowly increase)+	float bonusShieldSavedAdd;		//how much bonusShieldSaved builds up each slowupdate+	float bonusShieldAvgDamage;		//average factor to multiply damage by+	float bonusShieldDifDamage;		//(max damage - min damage)/2  	bool armoredState; 	float armoredMultiple;Index: rts/Sim/Units/UnitDef.h===================================================================--- rts/Sim/Units/UnitDef.h	(revision 3878)+++ rts/Sim/Units/UnitDef.h	(working copy)@@ -345,6 +345,11 @@ 	float refuelTime;				//time to fully refuel unit 	float minAirBasePower;	//min build power for airbases that this aircraft can land on +	float3 bonusShieldDir;			//units takes less damage when attacked from this dir (encourage flanking fire)+	float bonusShieldSavedAdd;		//how much bonusShieldSaved builds up each update (and 10x as much each slowupdate)+	float bonusShieldMaxDamage;		//maximum factor to multiply damage by+	float bonusShieldMinDamage;		//minimum factor to multiply damage by+ 	std::vector<CExplosionGenerator*>  sfxExplGens;  //list of explosiongenerators for use in scripts  	int maxThisUnit;	//number of units of this type allowed simultaniously in the gameIndex: rts/Sim/Units/UnitDefHandler.cpp===================================================================--- rts/Sim/Units/UnitDefHandler.cpp	(revision 3878)+++ rts/Sim/Units/UnitDefHandler.cpp	(working copy)@@ -434,6 +434,11 @@ 	tdfparser.GetDef(ud.refuelTime, "5", "UNITINFO\\refueltime"); 	tdfparser.GetDef(ud.minAirBasePower, "0", "UNITINFO\\minairbasepower"); +	ud.bonusShieldDir=tdfparser.GetFloat3(float3(1,0,0), "UNITINFO\\BonusShieldDir");+	tdfparser.GetDef(ud.bonusShieldSavedAdd, "0.005", "UNITINFO\\bonusShieldSavedAdd");+	tdfparser.GetDef(ud.bonusShieldMaxDamage, "1.9", "UNITINFO\\bonusShieldMaxDamage");+	tdfparser.GetDef(ud.bonusShieldMinDamage, "0.9", "UNITINFO\\bonusShieldMinDamage");+ 	tdfparser.GetTDef(ud.maxThisUnit, MAX_UNITS, "UNITINFO\\UnitRestricted"); 	if (gameSetup) 	{Index: rts/Sim/Units/UnitLoader.cpp===================================================================--- rts/Sim/Units/UnitLoader.cpp	(revision 3878)+++ rts/Sim/Units/UnitLoader.cpp	(working copy)@@ -153,6 +153,12 @@ 	unit->armorType=ud->armorType; 	unit->floatOnWater = ud->floater || (ud->movedata && ((ud->movedata->moveType == MoveData::Hover_Move) || (ud->movedata->moveType == MoveData::Ship_Move))); 	unit->maxSpeed = ud->speed/30.0;+	unit->bonusShieldDir=ud->bonusShieldDir;+	unit->bonusShieldDir.Normalize();+	unit->bonusShieldSaved=ud->bonusShieldSavedAdd*1000;+	unit->bonusShieldSavedAdd=ud->bonusShieldSavedAdd;+	unit->bonusShieldAvgDamage=ud->(bonusShieldMaxDamage + ud->bonusShieldMinDamage)*0.5f;+	unit->bonusShieldDifDamage=ud->(bonusShieldMaxDamage - ud->bonusShieldMinDamage)*0.5f;  	if(ud->highTrajectoryType==1) 		unit->useHighTrajectory=true;Index: rts/Sim/Weapons/WeaponDefHandler.cpp===================================================================--- rts/Sim/Weapons/WeaponDefHandler.cpp	(revision 3878)+++ rts/Sim/Weapons/WeaponDefHandler.cpp	(working copy)@@ -247,9 +247,6 @@  	weaponDefs[id].areaOfEffect=atof(sunparser->SGetValueDef("8", weaponname + "\\areaofeffect").c_str())*0.5f; 	weaponDefs[id].edgeEffectiveness=atof(sunparser->SGetValueDef("0", weaponname + "\\edgeEffectiveness").c_str());-	// prevent 0/0 division in CGameHelper::Explosion-	if (weaponDefs[id].edgeEffectiveness > 0.999f)-		weaponDefs[id].edgeEffectiveness = 0.999f; 	weaponDefs[id].projectilespeed = atof(sunparser->SGetValueDef("0", weaponname + "\\weaponvelocity").c_str())/GAME_SPEED; 	weaponDefs[id].startvelocity = max(0.01f,(float)atof(sunparser->SGetValueDef("0", weaponname + "\\startvelocity").c_str())/GAME_SPEED); 	weaponDefs[id].weaponacceleration = atof(sunparser->SGetValueDef("0", weaponname + "\\weaponacceleration").c_str())/GAME_SPEED/GAME_SPEED;