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[Minor] Randomized anims for several behaviors #1380

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@Coronia Coronia commented Sep 16, 2024

Allow several Phobos anim logic to display one of the random anims in the list, instead of one fixed anim. Most of them are related to destroy/take damage behaviors. You can either use their old tags to input the list directly, or use the following new tags in plural forms to override them.

In rulesmd.ini:

[SOMESHIELDTYPE]                            ; ShieldType name
BreakAnim=                                  ; list of Animation
BreakAnims=                                 ; list of Animation, overrides BreakAnim
HitAnim=                                    ; list of Animation
HitAnims=                                   ; list of Animation, overrides HitAnim

[SOMEWARHEAD]                               ; WarheadType
Shield.BreakAnim=                           ; list of Animation
Shield.BreakAnims=                          ; list of Animation, overrides Shield.BreakAnim
Shield.HitAnim=                             ; list of Animation
Shield.HitAnims=                            ; list of Animation, overrides Shield.HitAnim

[SOMETECHNO]                                   ; TechnoType
PassengerDeletion.Anim=                         ; list of Animation
PassengerDeletion.Anims=                        ; list of Animation, overrides PassengerDeletion.Anim
AutoDeath.VanishAnimation=                     ; list of Animation
AutoDeath.VanishAnimations=                    ; list of Animation, overrides AutoDeath.VanishAnimation

[SOMEANIM]                             ; AnimationType
CreateUnit.SpawnAnim=                  ; list of Animation
CreateUnit.SpawnAnims=                 ; list of Animation, overrides CreateUnit.SpawnAnim

[SOMETERRAINTYPE]  ; TerrainType
DestroyAnim=       ; list of Animation
DestroyAnims=      ; list of Animation, overrides DestroyAnim

@github-actions github-actions bot added the Minor Documentation is not required label Sep 16, 2024
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@Starkku
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Starkku commented Sep 16, 2024

Add a function to create random anim from std::vector<AnimTypeClass*> in AnimExt or something instead of copypasting the same thing across the place.

@MortonPL MortonPL added Needs improvement and removed Minor Documentation is not required labels Sep 23, 2024
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What Starkku said.

Additionally, I think that adding a separate tag is unnecessary, because changing *Anim to work with a list is backwards compatible (from INI perspective) and less confusing than an extra override. Depends on what others think.

@Coronia Coronia force-pushed the random-anims branch 2 times, most recently from 42342b7 to 29f26ce Compare September 24, 2024 09:01
@MortonPL MortonPL self-assigned this Sep 24, 2024
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Please add an entry in the changelog and credits as well.

src/Ext/Anim/Body.cpp Outdated Show resolved Hide resolved
# Conflicts:
#	docs/New-or-Enhanced-Logics.md
#	docs/Whats-New.md
#	src/Ext/Anim/Hooks.AnimCreateUnit.cpp
#	src/Ext/AnimType/Body.h
#	src/Ext/Techno/Body.h
#	src/New/Entity/ShieldClass.cpp
CrimRecya added a commit that referenced this pull request Feb 9, 2025
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]>
# Conflicts:
#	CREDITS.md
#	docs/New-or-Enhanced-Logics.md
#	src/Ext/Anim/Body.cpp
#	src/Ext/Anim/Body.h
#	src/New/Type/Affiliated/PassengerDeletionTypeClass.cpp
#	src/New/Type/Affiliated/PassengerDeletionTypeClass.h
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3 participants