v0.3.0: reworked the ballistica system

This commit is contained in:
Evan Debenham
2015-03-26 22:43:23 -04:00
parent 9c1cfc095f
commit 99f853c190
27 changed files with 230 additions and 162 deletions
@@ -1,6 +1,9 @@
/*
* Pixel Dungeon
* Copyright (C) 2012-2014 Oleg Dolya
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2015 Evan Debenham
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
@@ -20,43 +23,73 @@ package com.shatteredpixel.shatteredpixeldungeon.mechanics;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import java.util.ArrayList;
import java.util.List;
public class Ballistica {
public static int[] trace = new int[Math.max( Level.WIDTH, Level.HEIGHT )];
public static int distance;
//note that the path is the FULL path of the projectile, including tiles after collision.
//make sure to generate a subPath for the common case of going source to collision.
public ArrayList<Integer> path = new ArrayList<>();
public Integer sourcePos = null;
public Integer collisionPos = null;
public Integer dist = 0;
public static int cast( int from, int to, boolean magic, boolean hitChars ) {
//parameters to specify the colliding cell
public static final int STOP_TARGET = 1; //ballistica will stop at the target cell
public static final int STOP_CHARS = 2; //ballistica will stop on first char hit
public static final int STOP_TERRAIN = 4; //ballistica will stop on terrain(LOS blocking, impassable, etc.)
public static final int PROJECTILE = STOP_TARGET | STOP_CHARS | STOP_TERRAIN;
//TODO: consider if we want thrown items to use this, or just have them all be projectileWeapons
public static final int THROWN_ITEM = STOP_TARGET | STOP_TERRAIN;
public static final int MAGIC_BOLT = STOP_CHARS | STOP_TERRAIN;
public static final int WONT_STOP = 0;
public Ballistica( int from, int to, int params ){
sourcePos = from;
build(from, to, (params & STOP_TARGET) > 0, (params & STOP_CHARS) > 0, (params & STOP_TERRAIN) > 0);
if (collisionPos != null)
dist = path.indexOf( collisionPos );
else
collisionPos = path.get( dist=path.size()-1 );
}
private void build( int from, int to, boolean stopTarget, boolean stopChars, boolean stopTerrain ) {
int w = Level.WIDTH;
int x0 = from % w;
int x1 = to % w;
int y0 = from / w;
int y1 = to / w;
int dx = x1 - x0;
int dy = y1 - y0;
int stepX = dx > 0 ? +1 : -1;
int stepY = dy > 0 ? +1 : -1;
dx = Math.abs( dx );
dy = Math.abs( dy );
int stepA;
int stepB;
int dA;
int dB;
if (dx > dy) {
stepA = stepX;
stepB = stepY * w;
dA = dx;
dB = dy;
} else {
stepA = stepY * w;
stepB = stepX;
dA = dy;
@@ -64,35 +97,48 @@ public class Ballistica {
}
distance = 1;
trace[0] = from;
int cell = from;
int err = dA / 2;
while (cell != to || magic) {
while (Level.insideMap(cell)) {
//if we're in a wall, collide with the previous cell along the path.
if (stopTerrain && !Level.passable[cell] && !Level.avoid[cell]) {
collide(path.get(path.size()-1));
}
path.add(cell);
if ((stopTerrain && Level.losBlocking[cell])
|| (cell != sourcePos && stopChars && Actor.findChar( cell ) != null)
|| (cell == to && stopTarget)){
collide(cell);
}
cell += stepA;
err += dB;
if (err >= dA) {
err = err - dA;
cell = cell + stepB;
}
trace[distance++] = cell;
if (!Level.passable[cell] && !Level.avoid[cell]) {
return trace[--distance - 1];
}
if (Level.losBlocking[cell] || (hitChars && Actor.findChar( cell ) != null)) {
return cell;
}
}
trace[distance++] = cell;
return to;
}
//we only want to record the first position collision occurs at.
private void collide(int cell){
if (collisionPos == null)
collisionPos = cell;
}
//returns a segment of the path from start to end, inclusive.
//if there is an error, returns an empty arraylist instead.
public List<Integer> subPath(int start, int end){
try {
end = Math.max( end, path.size()-1);
return path.subList(start, end+1);
} catch (Exception e){
return new ArrayList<>();
}
}
}