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[General Purpose] New Parabola trajectory #1374
[General Purpose] New Parabola trajectory #1374
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Looks good in general, but additional code comments are needed. The mode
related code can be considered for switching to enums
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Just fix the document.
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LGTM
Resolve the conflict and we can merge it |
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not quite related with the pr itself, 2 general questions for the maintainers
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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]>
Arcing
with different enhanced functions. Without doubt, It supported linkage withTrajectory=Disperse
.Trajectory.Parabola.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.Trajectory.Parabola.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.Parabola.OpenFireMode
controls how should the projectile be launched. This has the following 6 modes.Trajectory.Speed
and target coordinates as calculation conditions, i.e. the flight time of the projectile is permanently fixed.Trajectory.Parabola.ThrowHeight
and target coordinates as calculation conditions, i.e. the detonation time of the projectile is relatively fixed.Trajectory.Parabola.LaunchAngle
and target coordinates as calculation conditions. In this mode, the performance consumption is high, and may have no solution. It is not recommended to enableSubjectToCliffs
or enableAA
with a smallerMinimumRange
when using this mode.Trajectory.Speed
andTrajectory.Parabola.ThrowHeight
as calculation conditions, i.e. the trajectory will only undergo altitude changes with the height of the target.Trajectory.Parabola.ThrowHeight
andTrajectory.Parabola.LaunchAngle
as calculation conditions, i.e. the trajectory will change horizontally with the height of the target.Trajectory.Speed
andTrajectory.Parabola.LaunchAngle
as calculation conditions, i.e. the trajectory will be permanently fixed.Trajectory.Parabola.ThrowHeight
controls the maximum height of the projectile and is only used for modes 1, 3, or 4. The specific height will be determined by taking the larger of the launch height and the target height then increasing this value. Non positive numbers are not supported.Trajectory.Parabola.LaunchAngle
controls the fire angle of the projectile and is only used for modes 2, 4, or 5. Only supports -90.0 ~ 90.0 (Cannot use boundary values) in Mode 2 or 5, and 0.0 ~ 90.0 (Cannot use boundary values) in Mode 4.Trajectory.Parabola.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.Trajectory.Parabola.DetonationAngle
controls when the angle between the projectile in the current velocity direction and the horizontal plane is less than this value, it will detonate prematurely. Taking effect when the value is at -90.0 ~ 90.0 (Cannot use boundary values).Trajectory.Parabola.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.Trajectory.Parabola.BounceTimes
controls how many times can it bounce back when the projectile hits the ground or cliff. Be aware that excessive projectile speed may cause abnormal operation. AndTrajectory.Parabola.DetonationDistance
do not conflict with this and will take effect simultaneously. So if you want to explode the bullet only after the times of bounces is exhausted, you should setTrajectory.Parabola.DetonationDistance
to a non positive value.Trajectory.Parabola.BounceOnWater
controls whether it can bounce on the water surface.Trajectory.Parabola.BounceDetonate
controls whether it detonates the warhead once extra during each bounce.Trajectory.Parabola.BounceAttenuation
controls the attenuation coefficient of projectile bounce damage, that is, how many times the next damage after each bounce is the damage just caused. This will also affect the damage of the final detonation.Trajectory.Parabola.BounceCoefficient
controls the attenuation coefficient of projectile bounce elasticity, that is, how many times the speed after each bounce is the speed before bouncing.Trajectory.Parabola.OffsetCoord
controls the offsets of the target. Projectile will aim at this position to attack. It also supportsInaccurate=yes
andTrajectory.Parabola.LeadTimeCalculate=true
on this basis.Trajectory.Parabola.RotateCoord
controls whether to rotate the projectile's firing direction within the angle bisector ofTrajectory.Parabola.OffsetCoord
according to the weapon'sBurst
. Set to 0 to disable this function.Trajectory.Parabola.MirrorCoord
controls whetherTrajectory.Parabola.OffsetCoord
need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated byTrajectory.Parabola.RotateCoord
will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result.Trajectory.Parabola.UseDisperseBurst
controls whether the calculation ofTrajectory.Parabola.RotateCoord
is based on its superior'sTrajectory.Disperse.WeaponBurst
of the dispersed trajectory, rather thanBurst
of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays.Trajectory.Parabola.AxisOfRotation
controls the rotation axis when calculatingTrajectory.Parabola.RotateCoord
. The axis will rotates with the unit orientation or the vector that from target position to the source position.In
rulesmd.ini
:What is
Trajectory=Disperse
-> #1295Trajectory=Disperse
+Trajectory=Parabola