206 lines
4.6 KiB
ActionScript
206 lines
4.6 KiB
ActionScript
import orders.Order;
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from regions.regions import getRegion;
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import resources;
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import attributes;
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import system_flags;
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import ftl;
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tidy class JumpdriveOrder : Order {
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vec3d destination;
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quaterniond facing;
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double charge = 0.0;
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int cost = 0;
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int moveId = -1;
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JumpdriveOrder(vec3d pos) {
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destination = pos;
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}
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JumpdriveOrder(SaveFile& msg) {
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Order::load(msg);
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msg >> destination;
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msg >> facing;
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msg >> moveId;
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msg >> charge;
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msg >> cost;
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}
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void save(SaveFile& msg) override {
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Order::save(msg);
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msg << destination;
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msg << facing;
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msg << moveId;
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msg << charge;
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msg << cost;
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}
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OrderType get_type() override {
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return OT_Jumpdrive;
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}
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string get_name() override {
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return "Jumping";
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}
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bool cancel(Object& obj) override {
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//Cannot cancel while already ftling
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if(charge >= JUMPDRIVE_CHARGE_TIME || charge < 0.0)
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return false;
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//Refund a part of the ftl cost
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if(cost > 0) {
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double pct = 1.0 - min(charge / JUMPDRIVE_CHARGE_TIME, 1.0);
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double refund = cost * pct;
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obj.owner.modFTLStored(refund);
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cost = 0;
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}
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//Mark ship as no longer FTLing
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Ship@ ship = cast<Ship>(obj);
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if(ship !is null)
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ship.isFTLing = false;
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return true;
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}
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bool get_hasMovement() override {
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return true;
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}
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vec3d getMoveDestination(const Object& obj) override {
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return destination;
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}
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OrderStatus tick(Object& obj, double time) override {
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if(!obj.hasMover)
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return OS_COMPLETED;
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//Pay for the FTL
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Ship@ ship = cast<Ship>(obj);
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if(ship !is null && ship.delayFTL && charge >= 0) {
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if(charge > 0)
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charge = 0.001;
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return OS_BLOCKING;
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}
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if(charge == 0) {
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int scale = 1;
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if(ship !is null) {
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scale = ship.blueprint.design.size;
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if(ship.group !is null)
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scale *= ship.group.objectCount;
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}
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double dist = obj.position.distanceTo(destination);
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cost = jumpdriveCost(ship, destination);
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if(cost > 0) {
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double consumed = obj.owner.consumeFTL(cost, false, record=false);
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if(consumed < cost)
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return OS_COMPLETED;
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}
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charge = 0.001;
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//Mark ship as FTLing
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if(ship !is null)
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ship.isFTLing = true;
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//Calculate needed facing
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facing = quaterniond_fromVecToVec(vec3d_front(), destination - obj.position);
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obj.stopMoving();
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playParticleSystem("JumpCharge", vec3d(), quaterniond(), obj.radius * 4.0, obj);
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}
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//Wait for the facing to complete
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if(charge > 0.0) {
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bool isFacing = obj.rotateTo(facing, moveId);
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//Charge up the jumpdrive for a while first
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if(charge < JUMPDRIVE_CHARGE_TIME)
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charge += time;
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if(!isFacing) {
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return OS_BLOCKING;
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}
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else {
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if(charge < JUMPDRIVE_CHARGE_TIME)
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return OS_BLOCKING;
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charge = -1.0;
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moveId = -1;
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if(cost > 0)
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obj.owner.modAttribute(EA_FTLEnergySpent, AC_Add, cost);
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}
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}
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//Teleport to destination
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vec3d exitPos = destination;
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double distance = destination.distanceTo(obj.position);
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auto@ destRegion = getRegion(destination);
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double range = 10000;
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if(ship !is null)
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range = ship.blueprint.design.total(SV_JumpRange);
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if(distance > range && (destRegion is null || !destRegion.getSystemFlag(obj.owner, safetyFlag))) {
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//Random offset based on over-distance
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double minOffset = 0.0;
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double maxOffset = (distance - range) * 0.25;
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vec2d offset = random2d(randomd(minOffset, maxOffset));
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exitPos += vec3d(offset.x, 0, offset.y);
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//Random damage based on over-distance
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if(ship !is null) {
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int hits = min(int(floor((distance - range) / range * 25.0)), 100);
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for(int i = 0; i < hits; ++i) {
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DamageEvent dmg;
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dmg.damage = randomd(0.01, 0.03) * ship.blueprint.design.totalHP;
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@dmg.obj = obj;
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@dmg.target = obj;
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obj.damage(dmg, -1.0, random2d(1.0));
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}
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}
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}
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playParticleSystem("FTLEnter", obj.position, obj.rotation, obj.radius * 4.0, obj.visibleMask);
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playParticleSystem("FTLExit", exitPos, obj.rotation, obj.radius * 4.0, obj.visibleMask);
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if(obj.hasOrbit && obj.inOrbit) {
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obj.stopOrbit();
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obj.position = exitPos;
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obj.remakeStandardOrbit();
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}
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else if(obj.hasLeaderAI) {
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obj.teleportTo(exitPos, true);
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int dummy = -1;
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obj.moveTo(exitPos, dummy);
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}
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//Flag ship as no longer in ftl
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if(ship !is null) {
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ship.blueprint.clearTracking(ship);
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ship.isFTLing = false;
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}
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obj.idleAllSupports();
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//Clear tracking on arrival
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uint cnt = obj.supportCount;
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for(uint i = 0; i < cnt; ++i) {
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Ship@ support = cast<Ship>(obj.supportShip[i]);
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support.blueprint.clearTracking(support);
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}
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//Set rotation on arrival
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obj.setRotation(facing);
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return OS_COMPLETED;
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}
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};
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int safetyFlag = -1;
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void init() {
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safetyFlag = getSystemFlag("JumpdriveSafety");
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}
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