private void mineDetector_OnEntityPositionChange(MyEntityDetector sender, MyEntity entity, Vector3 newposition) { if (sender.Closed) return; if (entity == MySession.PlayerShip) { if (m_beepCue == null || !m_beepCue.Value.IsPlaying) { m_beepCue = MyAudio.AddCue2D(MySoundCuesEnum.SfxHudAlarmDamageA); } float distance = (entity.GetPosition() - sender.GetPosition()).Length(); if (distance < m_mineStartRadius) { uint mineId = 0; for (int i = 0; i < m_mines.GetLength(0); i++) { if (m_mines[i, 1] == sender.Parent.EntityId.Value.NumericValue) { mineId = m_mines[i, 0]; } } ExplodeMine(mineId); sender.Off(); sender.Parent.MarkForClose(); } } }
public override void Load(MyMissionBase sender) { base.Load(sender); m_ship = m_shipId.HasValue ? MyScriptWrapper.GetEntity(m_shipId.Value) : MyScriptWrapper.GetEntity(m_shipName); m_trajectory = new MyLine(m_ship.GetPosition(), MyScriptWrapper.GetEntity(m_targetId).GetPosition()); if (m_isShip) { MyScriptWrapper.PrepareMotherShipForMove(m_ship); } m_shipMoving = true; }
bool MoveMotherShipForwardDest(MyEntity entity, float speed, Vector3 destination) { Vector3 velocity = speed * entity.WorldMatrix.Forward; // Speed in direction if (Vector3.DistanceSquared(destination, entity.GetPosition()) > 10 * 10) { MyScriptWrapper.Move(entity, entity.GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS); return false; } return true; }
void MoveMotherShip(MyEntity entity, Vector3 destination, List<uint> AdditionalStuffToMove) //helps to move even non prefab entities with the ship, like thruster particles and spawnpoints { MyScriptWrapper.Move(entity, destination); Vector3 delta = destination - entity.GetPosition(); foreach (var item in AdditionalStuffToMove) { MyEntity Item = MyScriptWrapper.GetEntity(item); if (Item != null) { MyScriptWrapper.Move(Item, Item.GetPosition() + delta); } } }
bool MoveMotherShipForward(MyEntity entity, float speed, Vector3 destination, List<uint> AdditionalStuffToMove) //helps to move even non prefab entities with the ship, like thruster particles and spawnpoints { Vector3 velocity = speed * entity.WorldMatrix.Forward; // Speed in direction if (Vector3.DistanceSquared(destination, entity.GetPosition()) > 10 * 10) { //Render.MyRender.ClearEnhancedStats(); MyScriptWrapper.Move(entity, entity.GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS); // recalculate position foreach (var item in AdditionalStuffToMove) { MyEntity Item = MyScriptWrapper.GetEntity(item); if (Item != null) { MyScriptWrapper.Move(Item, Item.GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS); } } //MyScriptWrapper.GetEntity((uint)EntityID.CrashingMothershipSmoke).SetPosition(MyScriptWrapper.GetEntity((uint)EntityID.CrashingMothershipSmoke).GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS); //Render.MyRender.ClearEnhancedStats(); return false; } return true; }
/// <summary> /// Chceck if ship can see target /// </summary> /// <param name="position">Target position</param> /// <param name="target">Target entity.</param> /// <returns>True, if bot can see position.</returns> public static MyEntity CanSee(MyEntity source, MyEntity target) { return CanSee(source, target.GetPosition(), target); }
public bool CanSeeTarget(MyEntity target) { bool canSeeTarget = true; if (MyFakes.ENABLE_BOTS_FOV_WHEN_RADAR_JAMMER) { MySmallShip smallShipTarget = target as MySmallShip; if (smallShipTarget != null && !smallShipTarget.IsHologram && smallShipTarget.HasRadarJammerActive()) { float distanceSqr = (GetPosition() - GetPosition()).LengthSquared(); float rangeOfViewSqr = smallShipTarget.IsHiddenFromBots() ? MyAIConstants.BOT_FOV_RANGE_HIDDEN : MyAIConstants.BOT_FOV_RANGE; float targetRange = Vector3.Dot(WorldMatrix.Forward, target.GetPosition() - GetPosition()); canSeeTarget = targetRange <= rangeOfViewSqr && Vector3.Dot(WorldMatrix.Forward, Vector3.Normalize(target.GetPosition() - GetPosition())) >= MyAIConstants.BOT_FOV_COS; } } return canSeeTarget; }
public void AddSeenEnemy(MyEntity enemy) { if (enemy != null) { Debug.Assert(!enemy.Closed); if (LeaderLostEnabled && Leader != null && Vector3.DistanceSquared(Leader.GetPosition(), enemy.GetPosition()) > MyAIConstants.FAR_LEADER_DISTANCE_SQR) return; MyBotDesire desire = null; foreach (var item in m_desires) { if (item.DesireType == BotDesireType.SEE_ENEMY && item.GetEnemy() == enemy) { desire = item; break; } } if (desire == null) { desire = new MySeeEnemyDesire(enemy); AddDesire(desire); } } }
/// <summary> /// Damage is first taken from armor, at full rate. The amount taken from armor is then multiplied by armor /// ratio to get how much damage armor absorbed. The rest is taken from ship health. /// </summary> /// <param name="healthDamage">Damage which should be taken from player health</param> /// <param name="damage">Damage to be taken from ship/entity</param> /// <param name="damageType"></param> /// <param name="ammoType"></param> /// <param name="damageSource"></param> protected override void DoDamageInternal(float healthDamage, float damage, float empDamage, MyDamageType damageType, MyAmmoType ammoType, MyEntity damageSource, bool justDeactivate) { if (HasSunWindArmor && damageType == MyDamageType.Sunwind) { return; } HandleAttack(damageSource); // Mantis 5877: There will be "friendly fire" voice notification, but nobody will get hurt. // It will work only on small ships. if (damageSource is MySmallShip && damageSource != this) { var factionRelation = MyFactions.GetFactionsRelation(this, damageSource); if (factionRelation == MyFactionRelationEnum.Friend || factionRelation == MyFactionRelationEnum.Neutral) { // Report friendly fire on friendly units, when too much damage over time is done, friends will aggro if (damageSource == MySession.PlayerShip && (this.PersistentFlags & MyPersistentEntityFlags.Parked) == 0) { MySession.PlayerShip.AddFriendlyFireDamage(this, damage); } healthDamage = damage = empDamage = 0; } } // When ship damages itself and it's player ship, don't do damage if (damageSource == this && damageSource == MySession.PlayerShip) { healthDamage = damage = empDamage = 0; } bool isPlayerShip = this == MySession.PlayerShip; #if RENDER_PROFILING if (isPlayerShip) return; #endif // Invincibility for player in editor or when profiling if (isPlayerShip && MyGuiScreenGamePlay.Static.IsEditorActive()) { return; } if (isPlayerShip && (MyGuiScreenGamePlay.Static.IsCheatEnabled(MyGameplayCheatsEnum.PLAYER_SHIP_INDESTRUCTIBLE))) { damage = empDamage = 0; } if (MyFakes.TEST_MISSION_GAMEPLAY && (damage != 10000 || damageType != MyDamageType.Explosion)) { damage = empDamage = healthDamage = 0; } if (isPlayerShip) { if (damageType != MyDamageType.Unknown) { damage *= MyGameplayConstants.GameplayDifficultyProfile.DamageToPlayerMultiplicator; } } //how much armor absorbs damage (0.0 no absorbtion, 1.0 full absorbtion) float armorReduction = m_armorProperties.HasValue ? m_armorProperties.Value.Resistance : 0; if (ammoType == MyAmmoType.Piercing) { armorReduction *= MyAmmoConstants.ArmorEffectivityVsPiercingAmmo; // Armor effectivity is lower against piercing ammo } //actual damage armor absorbed float armorDamage = Math.Min(ArmorHealth, damage); //update armor health value ArmorHealth -= armorDamage; //calculate actual damage to the ship (decrease it by the absorbed damage by armor) float shipDamage = damage - armorDamage * armorReduction; if (this == MySession.PlayerShip) { if (MySession.Static.Player.Medicines[(int)MyMedicineType.HEALTH_ENHANCING_MEDICINE].IsActive()) healthDamage *= MyMedicineConstants.HEALTH_ENHANCING_MEDICINE_DAMAGE_MULTIPLIER; if (damageType == MyDamageType.Radioactivity || damageType == MyDamageType.Sunwind) { // activate if not active if (!MySession.Static.Player.Medicines[(int)MyMedicineType.ANTIRADIATION_MEDICINE].IsActive()) { MySession.Static.Player.Medicines[(int)MyMedicineType.ANTIRADIATION_MEDICINE].ActivateIfInInventory(Inventory); } // if active, modify health damage if (MySession.Static.Player.Medicines[(int)MyMedicineType.ANTIRADIATION_MEDICINE].IsActive()) { healthDamage *= MyMedicineConstants.ANTIRADIATION_MEDICINE_RADIATION_DAMAGE_MULTIPLIER; } } if (damageSource == null || (damageSource != this && MyFactions.GetFactionsRelation(damageSource, this) == MyFactionRelationEnum.Enemy)) { healthDamage *= MyGameplayConstants.GameplayDifficultyProfile.DamageToPlayerFromEnemyMultiplicator; shipDamage *= MyGameplayConstants.GameplayDifficultyProfile.DamageToPlayerFromEnemyMultiplicator; empDamage *= MyGameplayConstants.GameplayDifficultyProfile.DamageToPlayerFromEnemyMultiplicator; } if (MySession.Static != null) { if (!MySession.Static.Player.IsDead()) { MySession.Static.Player.AddHealth(-healthDamage, damageSource); } } if (damageType == MyDamageType.Radioactivity || damageType == MyDamageType.Sunwind) { m_radiationLastDamage = MyMinerGame.TotalGamePlayTimeInMilliseconds; //PlayGeigerBeeping(); if (healthDamage >= MySmallShipConstants.WARNING_RADIATION_DAMAGE_PER_SECOND * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS) { m_radiationCriticalLastDamage = MyMinerGame.TotalGamePlayTimeInMilliseconds; //PlayRadiationWarning(); } } } DisableByEMP(TimeSpan.FromSeconds(MySmallShipConstants.EMP_SMALLSHIP_DISABLE_DURATION_MULTIPLIER * empDamage)); if (isPlayerShip) { if (damageSource != null) { MyHud.SetDamageIndicator(damageSource, damageSource.GetPosition(), shipDamage); } } base.DoDamageInternal(healthDamage, shipDamage, empDamage, damageType, ammoType, damageSource, justDeactivate); UpdateDamageEffect(); }
public MyEntity CanSee(MyEntity target) { return MyEnemyTargeting.CanSee(this, target.GetPosition(), target); }
bool MoveMotherShipForwardDest(MyEntity entity, Vector3 velocity, Vector3 destination) { if (Vector3.DistanceSquared(destination, entity.GetPosition()) > 10 * 10) { MyScriptWrapper.Move(entity, entity.GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS); return false; } return true; }
/// <summary> /// Moves and Rotates entity /// </summary> /// <param name="newPosition"></param> /// <param name="newOrientation"></param> /// <param name="entity"></param> public static void MoveAndRotateObject(Vector3 newPosition, Matrix newOrientation, MyEntity entity) { BoundingSphere sphere = new BoundingSphere(newPosition + entity.LocalVolumeOffset, entity.WorldVolume.Radius); if (MyMwcSectorConstants.SECTOR_SIZE_FOR_PHYS_OBJECTS_BOUNDING_BOX.Contains(sphere) == MinerWarsMath.ContainmentType.Contains) { Matrix entityBeforeMoveOrientation = entity.GetWorldRotation(); Vector3 entityBeforeMovePosition = entity.GetPosition(); if (entityBeforeMovePosition != newPosition || entityBeforeMoveOrientation != newOrientation) { // Move object bool moveSuccesfull = entity.MoveAndRotate(newPosition, newOrientation); Vector3 currentPosition = entity.GetPosition(); Matrix currentOrientation = entity.GetWorldRotation(); if (moveSuccesfull) { //entity.UpdateWorldMatrix(); // Play movement or rotation sounds if (MyMinerGame.TotalGamePlayTimeInMilliseconds > m_delayMovementSoundInMillis) { if (entityBeforeMovePosition != currentPosition) { MyAudio.AddCue2D(MySoundCuesEnum.GuiEditorObjectMoveStep); } if (entityBeforeMoveOrientation != currentOrientation) { MyAudio.AddCue2D(MySoundCuesEnum.GuiEditorObjectRotateStep); } m_delayMovementSoundInMillis = MyMinerGame.TotalGamePlayTimeInMilliseconds + MyEditorConstants.DELAY_OBJECT_MOVEMENT_SOUND_IN_MILLIS; } MyEditor.Static.RecheckAllColidingEntitesAndClearNonColiding();//check all coliding entites to see if any went out of collision state //MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("CheckAllCollidingObjectsForEntity"); // This was taking up to 170ms for 800 prefabs, so its replaced by void CheckCollisions(IEnumerable<MyEntity> entities) in HandleInput(). //MyEditor.Static.CheckAllCollidingObjectsForEntity(entity);//check all colliding state of entity after move //MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock(); } else { if (MyMinerGame.TotalGamePlayTimeInMilliseconds > m_delayMovementSoundInMillis) { if ((entityBeforeMovePosition != currentPosition) || (entityBeforeMoveOrientation != currentOrientation)) { MyAudio.AddCue2D(MySoundCuesEnum.GuiEditorObjectMoveInvalid); m_delayMovementSoundInMillis = MyMinerGame.TotalGamePlayTimeInMilliseconds + 1000; } } } } } }
/// <summary> /// This method calculates new object position when its being rotated - in case only one object is selected and rotated /// only rotation is changed, but for multiple selected object, rotation is calculated based on the objects selected center /// </summary> static void GetRotationAndPosition(MyEntity entity, Matrix rotation, out Vector3 newPosition, out Matrix newRotation) { Matrix entityOrientation = entity.GetWorldRotation(); Vector3 entityPosition = entity.GetPosition(); Vector3 gizmoPosition = Position; if (ActivePivot == PivotType.OBJECT_CENTER) { //gizmoPosition = entityPosition; } Matrix localRot = Matrix.Identity; localRot.Forward = entityOrientation.Forward; localRot.Up = entityOrientation.Up; localRot.Right = entityOrientation.Right; m_localRight = MyMwcUtils.Normalize(m_localRight); localRot.Translation = entityPosition - gizmoPosition; Matrix rot = localRot * rotation; newPosition = rot.Translation + gizmoPosition; entityOrientation.Forward = rot.Forward; entityOrientation.Up = rot.Up; entityOrientation.Right = rot.Right; entityOrientation.Translation = Vector3.Zero; newRotation = entityOrientation; }
/// <summary> /// Chceck if ship can see target /// </summary> /// <param name="position">Target position</param> /// <param name="target">Target entity.</param> /// <returns>True, if bot can see position.</returns> public static MyEntity CanSee(MyEntity source, Vector3 position, MyEntity ignoreEntity) { MyIntersectionResultLineTriangleEx? result = null; MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().StartProfilingBlock("MySmallShip CanSee"); //There is 100 multiplier because Epsilon can get lost during transformation inside GetAllIntersectionWithLine //and normalization assert then appears if ((source.GetPosition() - position).Length() > MyMwcMathConstants.EPSILON * 100.0f) { var line = new MyLine(source.GetPosition(), position, true); result = MyEntities.GetIntersectionWithLine(ref line, source, ignoreEntity, ignoreChilds: true); } MinerWars.AppCode.Game.Render.MyRender.GetRenderProfiler().EndProfilingBlock(); return result.HasValue ? result.Value.Entity : null; }
void MoveMotherShipForward(MyEntity entity, float speed) { Vector3 velocity = speed * entity.WorldMatrix.Forward; // Speed in direction MyScriptWrapper.Move(entity, entity.GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS); }
public static bool IsRenderingInsideEntity(MyEntity entity) { if (entity == MySession.PlayerShip) { var isMainRenderInsidePlayerShip = Static.CameraAttachedTo == MyCameraAttachedToEnum.PlayerMinerShip && !MySecondaryCamera.Instance.IsCurrentlyRendering; var isSecondaryRenderInsidePlayerShip = MySecondaryCamera.Instance.IsInsidePlayerShip && MySecondaryCamera.Instance.IsCurrentlyRendering; return isMainRenderInsidePlayerShip || isSecondaryRenderInsidePlayerShip; } var squaredDistanceToCamera = Vector3.DistanceSquared(entity.GetPosition(), MyCamera.Position); var closeEnoughToCamera = squaredDistanceToCamera < 0.0001f; return closeEnoughToCamera; }
private bool GetSafeRespawnPositionNearEntity(MyMwcObjectBuilder_SmallShip_TypesEnum shipType, MyEntity entity, out Vector3 position) { float dist = entity.WorldVolume.Radius * 2; for (int c = 15; c-- != 0; ) { Vector3 randomPointInSphere = MyMwcUtils.GetRandomVector3Normalized() * MyMwcUtils.GetRandomFloat(0, 1) * dist; // Random point in sphere Vector3 newTestPos = entity.GetPosition() + randomPointInSphere; var shipRadius = MinerWars.AppCode.Game.Models.MyModels.GetModelOnlyData(MyShipTypeConstants.GetShipTypeProperties(shipType).Visual.ModelLod0Enum).BoundingSphere.Radius; BoundingSphere bsphere = new BoundingSphere(newTestPos, shipRadius); MyEntity col = MyEntities.GetIntersectionWithSphere(ref bsphere); MyLine line = new MyLine(entity.GetPosition(), newTestPos); if (col == null && MyEntities.GetAnyIntersectionWithLine(ref line, entity, null, false, true, false, false) == null) { position = newTestPos; return true; } } position = default(Vector3); return false; }
private static bool IsTargetVisible(MySmallShip smallShip, MyEntity otherEntity) { MyLine line = new MyLine(smallShip.WorldVolume.Center, otherEntity.GetPosition(), true); MyIntersectionResultLineTriangleEx? result = MyEntities.GetIntersectionWithLine(ref line, smallShip, null, ignoreChilds: true); return result != null && result.Value.Entity.GetBaseEntity() == otherEntity; }
void MoveMotherShipForward(MyEntity entity, Vector3 velocity) { MyScriptWrapper.Move(entity, entity.GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS); }
public override void AtackedByEnemy(MyEntity damageSource) { // Leaders is far - ignore enemy attack if (IsLeaderFar() || (LeaderLostEnabled && Vector3.DistanceSquared(Leader.GetPosition(), damageSource.GetPosition()) > MyAIConstants.FAR_LEADER_DISTANCE_SQR)) { return; } MyBotDesire desire = null; foreach (var item in m_desires) { if (item.DesireType == BotDesireType.ATACKED_BY_ENEMY && item.GetEnemy() == damageSource) { desire = item; break; } } if (desire == null) { desire = new MyAttackedByEnemyDesire(damageSource); AddDesire(desire); } }
// Calculates squared distance from entity to closest player or player friend public float DistanceToPlayersSquared(MyEntity entity) { float dist = Vector3.DistanceSquared(MinerWars.AppCode.Game.GUI.MyGuiScreenGamePlay.Static.ControlledEntity.GetPosition(), entity.GetPosition()); for (int i = 0; i < PlayerFriends.Count; i++) { var friend = PlayerFriends[i]; float newdist = Vector3.DistanceSquared(friend.GetPosition(), entity.GetPosition()); if (newdist < dist) { dist = newdist; } } return dist; }
MyEntity ChooseClosestPlayer(MyEntity bot) { if (MyMultiplayerGameplay.IsHosting) { var closestEntity = MySession.PlayerShip; var distSquared = Vector3.DistanceSquared(bot.GetPosition(), MySession.PlayerShip.GetPosition()); foreach (var player in MyMultiplayerGameplay.Peers.Players) { if (player.Ship != null && !player.Ship.IsDead() && !player.Ship.IsPilotDead()) { var newDistSquared = Vector3.DistanceSquared(player.Ship.GetPosition(), closestEntity.GetPosition()); if (newDistSquared < distSquared) { distSquared = newDistSquared; closestEntity = player.Ship; } } } return closestEntity; } else { return MySession.PlayerShip; } }
bool MoveEntityForward(MyEntity entity, float speed, Vector3 destination, bool updateVelocity) { float SlowDownRadius = 200; float StopRadius = 10; // speed *= 10; Vector3 velocity = speed * entity.WorldMatrix.Forward; // Speed in direction if (Vector3.DistanceSquared(destination, entity.GetPosition()) < SlowDownRadius * SlowDownRadius) { velocity = entity.Physics.LinearVelocity * 0.995f; } entity.Physics.Clear(); if (Vector3.DistanceSquared(destination, entity.GetPosition()) > StopRadius * StopRadius) { Vector3 newPos = entity.GetPosition() + velocity * MyConstants.PHYSICS_STEP_SIZE_IN_SECONDS; //entity.SetPosition(newPos); // recalculate position if (updateVelocity) { MyScriptWrapper.MoveWithVelocity(entity, newPos, velocity); // When at target set velocity to zero if (Vector3.DistanceSquared(destination, entity.GetPosition()) > StopRadius * StopRadius) { MyScriptWrapper.MoveWithVelocity(entity, entity.GetPosition(), Vector3.Zero); } } else { MyScriptWrapper.Move(entity, newPos); } return false; } return true; }