Exemple #1
0
        /// <summary>
        /// Shifts the original target position in accordance with target leading, range estimation and weather/lighting effects
        /// </summary>
        protected virtual void ShiftTarget(ShiftVecReport report, bool calculateMechanicalOnly = false)
        {
            if (!calculateMechanicalOnly)
            {
                Vector3 u = caster.TrueCenter();
                sourceLoc.Set(u.x, u.z);

                if (numShotsFired == 0)
                {
                    // On first shot of burst do a range estimate
                    estimatedTargDist = report.GetRandDist();
                }
                Vector3 v = report.target.Thing?.TrueCenter() ?? report.target.Cell.ToVector3Shifted(); //report.targetPawn != null ? report.targetPawn.DrawPos + report.targetPawn.Drawer.leaner.LeanOffset * 0.5f : report.target.Cell.ToVector3Shifted();
                if (report.targetPawn != null)
                {
                    v += report.targetPawn.Drawer.leaner.LeanOffset * 0.5f;
                }

                newTargetLoc.Set(v.x, v.z);

                // ----------------------------------- STEP 1: Actual location + Shift for visibility

                //FIXME : GetRandCircularVec may be causing recoil to be unnoticeable - each next shot in the burst has a new random circular vector around the target.
                newTargetLoc += report.GetRandCircularVec();

                // ----------------------------------- STEP 2: Estimated shot to hit location

                newTargetLoc = sourceLoc + (newTargetLoc - sourceLoc).normalized * estimatedTargDist;

                // Lead a moving target
                newTargetLoc += report.GetRandLeadVec();

                // ----------------------------------- STEP 3: Recoil, Skewing, Skill checks, Cover calculations

                rotationDegrees = 0f;
                angleRadians    = 0f;

                GetSwayVec(ref rotationDegrees, ref angleRadians);
                GetRecoilVec(ref rotationDegrees, ref angleRadians);

                // Height difference calculations for ShotAngle
                float targetHeight = 0f;

                var coverRange = new CollisionVertical(report.cover).HeightRange;   //Get " " cover, assume it is the edifice

                // Projectiles with flyOverhead target the surface in front of the target
                if (Projectile.projectile.flyOverhead)
                {
                    targetHeight = coverRange.max;
                }
                else
                {
                    var victimVert  = new CollisionVertical(currentTarget.Thing);
                    var targetRange = victimVert.HeightRange;   //Get lower and upper heights of the target

                    /*if (currentTarget.Thing is Building && CompFireModes?.CurrentAimMode == AimMode.SuppressFire)
                     * {
                     *  targetRange.min = targetRange.max;
                     *  targetRange.max = targetRange.min + 1f;
                     * }*/
                    if (targetRange.min < coverRange.max)   //Some part of the target is hidden behind some cover
                    {
                        // - It is possible for targetRange.max < coverRange.max, technically, in which case the shooter will never hit until the cover is gone.
                        // - This should be checked for in LoS -NIA
                        targetRange.min = coverRange.max;

                        // Target fully hidden, shift aim upwards if we're doing suppressive fire
                        if (targetRange.max <= coverRange.max && CompFireModes?.CurrentAimMode == AimMode.SuppressFire)
                        {
                            targetRange.max = coverRange.max * 2;
                        }
                    }
                    else if (currentTarget.Thing is Pawn)
                    {
                        // Aim for center of mass on an exposed target
                        targetRange.min = victimVert.BottomHeight;
                        targetRange.max = victimVert.MiddleHeight;
                    }
                    targetHeight = VerbPropsCE.ignorePartialLoSBlocker ? 0 : targetRange.Average;
                }
                angleRadians += ProjectileCE.GetShotAngle(ShotSpeed, (newTargetLoc - sourceLoc).magnitude, targetHeight - ShotHeight, Projectile.projectile.flyOverhead, projectilePropsCE.Gravity);
            }

            // ----------------------------------- STEP 4: Mechanical variation

            // Get shotvariation, in angle Vector2 RADIANS.
            Vector2 spreadVec = report.GetRandSpreadVec();

            // ----------------------------------- STEP 5: Finalization

            var w = (newTargetLoc - sourceLoc);

            shotRotation = (-90 + Mathf.Rad2Deg * Mathf.Atan2(w.y, w.x) + rotationDegrees + spreadVec.x) % 360;
            shotAngle    = angleRadians + spreadVec.y * Mathf.Deg2Rad;
        }
        /// <summary>
        /// Shifts the original target position in accordance with target leading, range estimation and weather/lighting effects
        /// </summary>
        protected virtual Vector3 ShiftTarget(ShiftVecReport report)
        {
            // ----------------------------------- STEP 0: Actual location

            Vector3 targetLoc = report.targetPawn != null?Vector3.Scale(report.targetPawn.DrawPos, new Vector3(1, 0, 1)) : report.target.Cell.ToVector3Shifted();

            Vector3 sourceLoc = this.CasterPawn != null?Vector3.Scale(this.CasterPawn.DrawPos, new Vector3(1, 0, 1)) : this.caster.Position.ToVector3Shifted();

            // ----------------------------------- STEP 1: Shift for visibility

            Vector2 circularShiftVec = report.GetRandCircularVec();
            Vector3 newTargetLoc     = targetLoc;

            newTargetLoc.x += circularShiftVec.x;
            newTargetLoc.z += circularShiftVec.y;

            // ----------------------------------- STEP 2: Estimated shot to hit location

            // On first shot of burst do a range estimate
            if (this.estimatedTargDist < 0)
            {
                this.estimatedTargDist = report.GetRandDist();
            }
            newTargetLoc = sourceLoc + (newTargetLoc - sourceLoc).normalized * this.estimatedTargDist;

            // Lead a moving target
            newTargetLoc += report.GetRandLeadVec();

            // ----------------------------------- STEP 3: Recoil, Skewing, Skill checks, Cover calculations

            Vector2 skewVec = new Vector2(0, 0);

            skewVec += this.GetSwayVec();
            skewVec += this.GetRecoilVec();

            // Height difference calculations for ShotAngle
            float heightDifference = 0;
            float targetableHeight = 0;

            // Projectiles with flyOverhead target the ground below the target and ignore cover
            if (!projectileDef.projectile.flyOverhead)
            {
                targetableHeight = CE_Utility.GetCollisionHeight(this.currentTarget.Thing);
                if (report.cover != null)
                {
                    targetableHeight += CE_Utility.GetCollisionHeight(report.cover);
                }
                heightDifference += targetableHeight * 0.5f;    //Optimal hit level is halfway
            }

            this.shotHeight = CE_Utility.GetCollisionHeight(this.caster);
            if (this.CasterPawn != null)
            {
                this.shotHeight *= shotHeightFactor;
            }
            heightDifference -= this.shotHeight;
            skewVec          += new Vector2(0, GetShotAngle(this.shotSpeed, (newTargetLoc - sourceLoc).magnitude, heightDifference) * (180 / (float)Math.PI));

            // ----------------------------------- STEP 4: Mechanical variation

            // Get shotvariation
            Vector2 spreadVec = report.GetRandSpreadVec();

            skewVec += spreadVec;

            // Skewing		-		Applied after the leading calculations to not screw them up
            float distanceTraveled = GetDistanceTraveled(this.shotSpeed, (float)(skewVec.y * (Math.PI / 180)), this.shotHeight);

            newTargetLoc = sourceLoc + ((newTargetLoc - sourceLoc).normalized * distanceTraveled);
            newTargetLoc = sourceLoc + (Quaternion.AngleAxis(skewVec.x, Vector3.up) * (newTargetLoc - sourceLoc));

            this.shotAngle = (float)(skewVec.y * (Math.PI / 180));

            return(newTargetLoc);
        }