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Increased base acceleration of colony ships to compensate for drag.
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import orbitals; | ||
import resources; | ||
import regions.regions; | ||
from designs import getDesignMesh; | ||
from civilians import getCivilianName; | ||
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//Base acceleration of a colony ship | ||
const double COLONYSHIP_BASE_ACCEL = 24; | ||
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const double shipVolumePower = 2.5; | ||
const double stationRadiusFactor = 1.3; | ||
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ColonyShip@ createColonizer(Object& from, Object& to, double population, double accMod) { | ||
ObjectDesc colDesc; | ||
colDesc.type = OT_ColonyShip; | ||
colDesc.name = locale::COLONY_SHIP; | ||
colDesc.radius = 4.0 * pow(population / 0.0625, 1.0 / 3.0); | ||
colDesc.delayedCreation = true; | ||
if(from.owner.ColonizerName.length != 0) | ||
colDesc.name = from.owner.ColonizerName; | ||
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quaterniond rot = quaterniond_fromVecToVec(vec3d_front(), to.position - from.position, vec3d_up()); | ||
colDesc.position = from.position + rot * vec3d_front(colDesc.radius + from.radius); | ||
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@colDesc.owner = from.owner; | ||
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ColonyShip@ colShip = cast<ColonyShip>(makeObject(colDesc)); | ||
colShip.Health = 1000.0 * population; | ||
@colShip.Target = to; | ||
@colShip.Origin = from; | ||
colShip.rotation = rot; | ||
colShip.CarriedPopulation = population; | ||
colShip.maxAcceleration = COLONYSHIP_BASE_ACCEL * accMod * from.owner.ModSpeed.value * from.owner.ColonizerSpeed; | ||
colShip.Health *= from.owner.ModHP.value; | ||
colShip.finalizeCreation(); | ||
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return colShip; | ||
} | ||
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ColonyShip@ createColonizer(Empire@ owner, vec3d from, Object& to, double population, double accMod) { | ||
ObjectDesc colDesc; | ||
colDesc.type = OT_ColonyShip; | ||
colDesc.name = locale::COLONY_SHIP; | ||
colDesc.radius = 4.0 * pow(population / 0.0625, 1.0 / 3.0); | ||
colDesc.delayedCreation = true; | ||
if(owner.ColonizerName.length != 0) | ||
colDesc.name = owner.ColonizerName; | ||
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@colDesc.owner = owner; | ||
colDesc.position = from; | ||
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ColonyShip@ colShip = cast<ColonyShip>(makeObject(colDesc)); | ||
colShip.Health = 1000.0 * population; | ||
@colShip.Target = to; | ||
colShip.rotation = quaterniond_fromVecToVec(vec3d_front(), to.position - from, vec3d_up()); | ||
colShip.CarriedPopulation = population; | ||
colShip.maxAcceleration = COLONYSHIP_BASE_ACCEL * accMod * owner.ModSpeed.value * owner.ColonizerSpeed; | ||
colShip.Health *= owner.ModHP.value; | ||
colShip.finalizeCreation(); | ||
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return colShip; | ||
} | ||
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Pickup@ createPickup(vec3d position, uint type, Empire@ owner) { | ||
ObjectDesc desc; | ||
desc.delayedCreation = true; | ||
desc.type = OT_Pickup; | ||
@desc.owner = owner; | ||
desc.position = position; | ||
desc.flags |= objNoCollide; | ||
desc.flags |= objNoDamage; | ||
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Pickup@ obj = cast<Pickup>(makeObject(desc)); | ||
obj.PickupType = type; | ||
return obj; | ||
} | ||
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Ship@ createShip(vec3d position, const Design@ design, Empire@ owner, Object@ groupLeader = null, bool free = false, bool memorable = false) { | ||
ObjectDesc shipDesc; | ||
shipDesc.delayedCreation = true; | ||
shipDesc.type = OT_Ship; | ||
@shipDesc.owner = owner; | ||
shipDesc.name = design.name; | ||
if(design.hasTag(ST_Station)) | ||
shipDesc.radius = stationRadiusFactor * pow(design.size,1.0/shipVolumePower) * design.hull.modelScale; | ||
else | ||
shipDesc.radius = pow(design.size,1.0/shipVolumePower) * design.hull.modelScale; | ||
shipDesc.position = position; | ||
if(memorable) | ||
shipDesc.flags |= objMemorable; | ||
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MeshDesc shipMesh; | ||
getDesignMesh(owner, design, shipMesh); | ||
shipMesh.memorable = memorable; | ||
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Object@ obj = makeObject(shipDesc); | ||
bindMesh(obj, shipMesh); | ||
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Ship@ ship = cast<Ship>(obj); | ||
if(free) | ||
ship.isFree = true; | ||
ship.blueprint.create(obj, design); | ||
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if(design.hasTag(ST_IsSupport)) { | ||
ship.activateSupportAI(); | ||
ship.finalizeCreation(); | ||
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//Support ships don't provide sight | ||
ship.sightRange = 0; | ||
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if(groupLeader !is null && groupLeader.valid | ||
&& groupLeader.owner is ship.owner && groupLeader.hasLeaderAI) | ||
groupLeader.registerSupport(ship); | ||
} | ||
else { | ||
ship.activateLeaderAI(); | ||
if(design.hasTag(ST_Station)) { | ||
updateRegion(ship); | ||
ship.activateOrbit(); | ||
} | ||
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ship.finalizeCreation(); | ||
ship.stopMoving(false, false); | ||
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if(design.hasTag(ST_Station)) { | ||
ship.remakeStandardOrbit(); | ||
ship.orbitSpin(60.0); | ||
} | ||
} | ||
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return ship; | ||
} | ||
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Ship@ createShip(Object& at, const Design@ design, Empire@ owner = null, Object@ groupLeader = null, bool detectLeader = true, bool free = false, bool move = true, bool forceLeader = false) { | ||
if(owner is null) | ||
@owner = at.owner; | ||
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ObjectDesc shipDesc; | ||
shipDesc.delayedCreation = true; | ||
shipDesc.type = OT_Ship; | ||
@shipDesc.owner = owner; | ||
shipDesc.name = design.name; | ||
if(design.hasTag(ST_Station)) | ||
shipDesc.radius = stationRadiusFactor * pow(design.size,1.0/shipVolumePower) * design.hull.modelScale; | ||
else | ||
shipDesc.radius = pow(design.size,1.0/shipVolumePower) * design.hull.modelScale; | ||
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if(design.hasTag(ST_Satellite)) { | ||
Object@ spawnAt = at; | ||
if(groupLeader !is null && groupLeader.isPlanet && groupLeader.region is at.region) | ||
@spawnAt = groupLeader; | ||
if(spawnAt !is null && spawnAt.hasLeaderAI) { | ||
vec3d pos = at.position; | ||
double rad = at.getFormationRadius(); | ||
vec2d offset = random2d(at.radius * 1.1 + shipDesc.radius + 1.0, 0.95 * rad); | ||
shipDesc.position = pos + vec3d(offset.x, randomd(rad*-0.2, rad*0.2), offset.y); | ||
} | ||
else { | ||
shipDesc.position = at.position + random3d(at.radius + shipDesc.radius + 0.75); | ||
} | ||
} | ||
else | ||
shipDesc.position = at.position + random3d(at.radius + shipDesc.radius + 0.75); | ||
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MeshDesc shipMesh; | ||
getDesignMesh(owner, design, shipMesh); | ||
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Object@ obj = makeObject(shipDesc); | ||
bindMesh(obj, shipMesh); | ||
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Planet@ planet = cast<Planet>(at); | ||
Ship@ ship = cast<Ship>(obj); | ||
if(free) | ||
ship.isFree = true; | ||
ship.blueprint.create(obj, design); | ||
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if(design.hasTag(ST_IsSupport)) { | ||
ship.activateSupportAI(); | ||
if(design.hasTag(ST_Satellite)) | ||
ship.forceLockTo(at); | ||
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//Support ships don't provide sight | ||
ship.sightRange = 0; | ||
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if(groupLeader !is null && groupLeader.valid | ||
&& groupLeader.owner is ship.owner && groupLeader.hasLeaderAI) { | ||
groupLeader.registerSupport(ship, force=forceLeader); | ||
} | ||
else if(detectLeader) { | ||
if(planet !is null) | ||
planet.registerSupport(ship, force=forceLeader); | ||
else if(at.hasLeaderAI) | ||
at.registerSupport(ship, force=forceLeader); | ||
} | ||
} | ||
else { | ||
ship.activateLeaderAI(); | ||
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if(move) { | ||
if(planet !is null) { | ||
vec2d pos = random2d(0.8 * planet.OrbitSize); | ||
ship.addMoveOrder(planet.position + vec3d(pos.x, 0, pos.y), false); | ||
} | ||
else { | ||
vec2d pos = random2d(at.radius + shipDesc.radius + 3.75); | ||
ship.addMoveOrder(at.position + vec3d(pos.x, 0, pos.y), false); | ||
} | ||
} | ||
} | ||
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ship.finalizeCreation(); | ||
return ship; | ||
} | ||
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Orbital@ createOrbital(const vec3d& at, const OrbitalModule@ core, Empire@ owner = null, bool disabled = false, const string& nameOverride = "") { | ||
ObjectDesc oDesc; | ||
oDesc.type = OT_Orbital; | ||
@oDesc.owner = owner; | ||
if(nameOverride.length != 0) | ||
oDesc.name = nameOverride; | ||
else | ||
oDesc.name = core.name; | ||
oDesc.radius = core.size; | ||
oDesc.position = at; | ||
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Object@ obj = makeObject(oDesc); | ||
Orbital@ orb = cast<Orbital>(obj); | ||
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if(owner !is null && owner.valid) | ||
owner.registerOrbital(orb); | ||
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obj.rotation = quaterniond_fromAxisAngle(vec3d_up(), randomd(0.0,twopi)); | ||
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orb.checkOrbit(); | ||
if(disabled) | ||
orb.setDisabled(true); | ||
orb.addSection(core.id); | ||
return orb; | ||
} | ||
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Civilian@ createCivilian(const vec3d& at, Empire@ owner, uint type = CiT_Freighter, double radius = 2.0) { | ||
ObjectDesc desc; | ||
desc.type = OT_Civilian; | ||
@desc.owner = owner; | ||
desc.name = getCivilianName(type, radius); | ||
desc.radius = radius; | ||
desc.position = at; | ||
desc.delayedCreation = true; | ||
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Civilian@ obj = cast<Civilian>(makeObject(desc)); | ||
obj.sightRange = 0; | ||
obj.setCivilianType(type); | ||
obj.finalizeCreation(); | ||
return obj; | ||
} |