/// <summary> /// Updates resource. /// </summary> public override void UpdateBeforeSimulation() { try { MyRender.GetRenderProfiler().StartProfilingBlock("MyMissile.UpdateBeforeSimulation"); //Large ship weapons wont make bots curious if ((!(OwnerEntity is MyLargeShipMissileLauncherBarrel)) && MyMwcUtils.HasValidLength(this.WorldMatrix.Translation - m_previousPosition)) { MyLine line = new MyLine(this.WorldMatrix.Translation, m_previousPosition); MyDangerZones.Instance.Notify(line, OwnerEntity); } if (m_isExploded) { // Create explosion MyExplosion newExplosion = MyExplosions.AddExplosion(); if (newExplosion != null) { float radius = m_ammoProperties.ExplosionRadius; // Explicitly on Marek's request (ticket 4740) bool amplifyRadius = m_collidedEntity != null?MyFactions.GetFactionsRelation(m_collidedEntity.Faction, Faction) != MyFactionRelationEnum.Friend : false; if (amplifyRadius) { radius *= 2; } BoundingSphere explosionSphere = new BoundingSphere(m_collisionPoint.HasValue ? m_collisionPoint.Value : GetPosition(), radius); // Call main explosion starter MyExplosionInfo info = new MyExplosionInfo() { PlayerDamage = m_ammoProperties.HealthDamage, Damage = m_ammoProperties.ShipDamage, EmpDamage = m_ammoProperties.EMPDamage, ExplosionType = m_explosionType, ExplosionSphere = explosionSphere, LifespanMiliseconds = MyExplosionsConstants.EXPLOSION_LIFESPAN, ExplosionForceDirection = MyExplosionForceDirection.EXPLOSION, GroupMask = Physics.GroupMask, CascadeLevel = CascadedExplosionLevel, HitEntity = m_collidedEntity, ParticleScale = 1.5f, OwnerEntity = this.OwnerEntity, Direction = WorldMatrix.Forward, VoxelExplosionCenter = explosionSphere.Center + m_ammoProperties.ExplosionRadius * WorldMatrix.Forward * 0.5f, ExplosionFlags = MyExplosionFlags.AFFECT_VOXELS | MyExplosionFlags.APPLY_FORCE_AND_DAMAGE | MyExplosionFlags.CREATE_DEBRIS | MyExplosionFlags.CREATE_DECALS | MyExplosionFlags.CREATE_PARTICLE_EFFECT, VoxelCutoutScale = amplifyRadius ? 0.5f : 1.0f, PlaySound = true, }; newExplosion.Start(ref info); } if (m_collidedEntity != null && !m_collidedEntity.IsExploded()) { m_collidedEntity.Physics.AddForce( MyPhysicsForceType.APPLY_WORLD_IMPULSE_AND_WORLD_ANGULAR_IMPULSE, WorldMatrix.Forward * MyMissileConstants.HIT_STRENGTH_IMPULSE, GetPosition() + MyMwcUtils.GetRandomVector3Normalized() * 2, MyMissileConstants.HIT_STRENGTH_IMPULSE * MyMwcUtils.GetRandomVector3Normalized()); m_collidedEntity.OnClose -= m_collidedEntity_OnClose; } MarkForClose(); return; } bool firstTargetting = m_elapsedMiliseconds == 0; base.UpdateBeforeSimulation(); m_missileTargetUpdate += MyConstants.PHYSICS_STEP_SIZE_IN_MILLISECONDS; if (m_missileTargetUpdate >= MyGuidedMissileConstants.MISSILE_TARGET_UPDATE_INTERVAL_IN_MS || firstTargetting) { m_missileTargetUpdate = 0; switch (m_missileType) { case MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Guided_Missile_Radar_Detection: { MySmallShip targetShip = m_targetEntity as MySmallShip; if (targetShip != null && targetShip.IsRadarJammed()) { m_targetEntity = null; } } break; case MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Guided_Missile_Engine_Detection: { m_targetEntities.Clear(); Matrix proj = Matrix.CreateOrthographic(MyGuidedMissileConstants.ENGINE_GUIDED_MISSILE_RADIUS, MyGuidedMissileConstants.ENGINE_GUIDED_MISSILE_RADIUS, 0, 1000); Matrix view = Matrix.CreateLookAt(GetPosition(), GetPosition() + WorldMatrix.Forward, WorldMatrix.Up); m_visualFrustum.Matrix = view * proj; MyEntities.GetAllIntersectionWithBoundingFrustum(ref m_visualFrustum, m_targetEntities); if (m_targetEntities.Contains(m_targetEntity)) { break; } MyEntity target = null; float closestToMissileDirection = float.MaxValue; foreach (MyEntity entity in m_targetEntities) { if (CanTarget(entity)) { MySmallShip targetShip = entity as MySmallShip; if (targetShip != null) { if ((targetShip.IsEngineTurnedOff())) { continue; } } Vector3 targetPos = entity.GetPosition(); Vector3 missilePos = this.GetPosition(); Vector3 missilePosEnd = this.GetPosition() + this.WorldMatrix.Forward * 10000; Vector3 closestPos = MyUtils.GetClosestPointOnLine(ref missilePos, ref missilePosEnd, ref targetPos); float distance = Vector3.Distance(closestPos, targetPos); if (distance < closestToMissileDirection) { closestToMissileDirection = distance; target = entity; } } } UpdateTarget(target); } break; case MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Guided_Missile_Visual_Detection: { Matrix projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(MyGuidedMissileConstants.VISUAL_GUIDED_MISSILE_FOV), 1, 10, MyGuidedMissileConstants.VISUAL_GUIDED_MISSILE_RANGE); m_visualFrustum.Matrix = Matrix.Invert(WorldMatrix) * projectionMatrix; m_targetEntities.Clear(); MyEntities.GetAllIntersectionWithBoundingFrustum(ref m_visualFrustum, m_targetEntities); int testsLimit = 8; if (m_targetEntities.Contains(m_targetEntity)) { break; } MyEntity target = null; //looks better if missile gets "lost" float closestToMissileDirection = float.MaxValue; foreach (MyEntity entity in m_targetEntities) { if (!CanTarget(entity)) { continue; } if (testsLimit-- == 0) { break; } if (MyEnemyTargeting.CanSee(this, entity) == null) { Vector3 targetPos = entity.GetPosition(); Vector3 missilePos = this.GetPosition(); Vector3 missilePosEnd = this.GetPosition() + this.WorldMatrix.Forward * 10000; Vector3 closestPos = MyUtils.GetClosestPointOnLine(ref missilePos, ref missilePosEnd, ref targetPos); float distance = Vector3.Distance(closestPos, targetPos); if (distance < closestToMissileDirection) { closestToMissileDirection = distance; target = entity; } } } UpdateTarget(target); } break; } } if ((m_initTime - m_elapsedMiliseconds) > 0) { //simulating missile launch and engine ignition MyEntity owner = OwnerEntity; if (owner != null) { Vector3 transformedInitDir = Vector3.TransformNormal(m_initDir, owner.WorldMatrix); // Vector3 initialVelocity = Vector3.Zero; if (owner.Physics != null) { initialVelocity = owner.Physics.LinearVelocity; } Physics.LinearVelocity = transformedInitDir * m_ammoProperties.InitialSpeed + initialVelocity; } } else { // This will help blend "initial velocity" and "thrust velocity" so at the beginning missile is powered by initiatal velocity only, but later float velocityBlend = MathHelper.Clamp((float)(m_elapsedMiliseconds - m_initTime) / m_blendVelocities, 0, 1); if (velocityBlend == 1.0f) { m_actualSpeed = m_ammoProperties.DesiredSpeed; } else { float initialSpeed = 0.0f; MyEntity owner = OwnerEntity; if (owner != null) { if (owner.Physics != null) { initialSpeed = owner.Physics.LinearVelocity.Length(); } } m_actualSpeed = velocityBlend * m_ammoProperties.DesiredSpeed + ((1.0f - velocityBlend) * (m_ammoProperties.InitialSpeed + initialSpeed)); if (m_missileType != MyMwcObjectBuilder_SmallShip_Ammo_TypesEnum.Missile_Basic && m_smokeEffect == null) { // if (MyCamera.GetDistanceWithFOV(GetPosition()) < 150) { /* * MyParticleEffect startEffect = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.Smoke_MissileStart); * startEffect.WorldMatrix = WorldMatrix; */ m_smokeEffect = MyParticlesManager.CreateParticleEffect((int)MyParticleEffectsIDEnum.Smoke_Missile); m_smokeEffect.WorldMatrix = WorldMatrix; m_smokeEffect.AutoDelete = false; } } } m_desiredVelocity = GetDesiredVelocity(m_targetEntity); Physics.LinearVelocity = m_desiredVelocity * m_actualSpeed * 1.0f; } Physics.AngularVelocity = Vector3.Zero; if ((m_elapsedMiliseconds > m_missileTimeout) || (Vector3.Distance(GetPosition(), m_origin) >= m_maxTrajectory)) { Explode(); return; } if (m_smokeEffect != null) { Matrix smokeMatrix = Matrix.CreateWorld(WorldMatrix.Translation - 0.5f * WorldMatrix.Forward, WorldMatrix.Forward, WorldMatrix.Up); m_smokeEffect.WorldMatrix = smokeMatrix; } if (m_targetEntity != null) { if (m_targetEntity.Physics != null) { m_targetVelocity = m_targetEntity.Physics.LinearVelocity; } else { m_targetVelocity = Vector3.Zero; } } } finally { MyRender.GetRenderProfiler().EndProfilingBlock(); } }