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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Weapon class
*/
#include "MemDebug.h"
#include "Shield.h"
#include "Shot.h"
#include "WeaponDesign.h"
#include "Game.h"
#include "ContentBundle.h"
// +----------------------------------------------------------------------+
static char* shield_name[] = {
"sys.shield.none",
"sys.shield.deflector",
"sys.shield.grav",
"sys.shield.hyper"
};
static int shield_value[] = {
0, 2, 2, 3
};
// +----------------------------------------------------------------------+
Shield::Shield(SUBTYPE shield_type)
: System(SHIELD, shield_type, "shield", shield_value[shield_type], 100, 0),
shield_cutoff(0.0f), shield_capacitor(false), shield_bubble(false),
deflection_cost(1.0f), shield_curve(0.05f)
{
name = ContentBundle::GetInstance()->GetText(shield_name[shield_type]);
abrv = ContentBundle::GetInstance()->GetText("sys.shield.abrv");
power_flags = POWER_WATTS | POWER_CRITICAL;
energy = 0.0f;
power_level = 0.0f;
shield_level = 0.0f;
switch (shield_type) {
default:
case DEFLECTOR:
capacity = sink_rate = 2.0e3f;
shield_factor = 0.05f;
break;
case GRAV_SHIELD:
capacity = sink_rate = 7.0e3f;
shield_factor = 0.01f;
break;
case HYPER_SHIELD:
capacity = sink_rate = 10.0e3f;
shield_factor = 0.003f;
break;
}
emcon_power[0] = 0;
emcon_power[1] = 0;
emcon_power[2] = 100;
}
// +----------------------------------------------------------------------+
Shield::Shield(const Shield& s)
: System(s), shield_factor(s.shield_factor), requested_power_level(0.0f),
shield_cutoff(s.shield_cutoff), shield_capacitor(s.shield_capacitor),
shield_bubble(s.shield_bubble), deflection_cost(s.deflection_cost),
shield_curve(s.shield_curve)
{
power_flags = s.power_flags;
energy = 0.0f;
power_level = 0.0f;
shield_level = 0.0f;
Mount(s);
}
// +--------------------------------------------------------------------+
Shield::~Shield()
{ }
void
Shield::SetShieldCapacitor(bool c)
{
shield_capacitor = c;
if (shield_capacitor) {
power_flags = POWER_CRITICAL;
shield_curve = 0.05f;
}
else {
power_flags = POWER_WATTS | POWER_CRITICAL;
shield_curve = 0.25f;
}
}
// +--------------------------------------------------------------------+
void
Shield::ExecFrame(double seconds)
{
System::ExecFrame(seconds);
if (power_level < requested_power_level) {
power_level += (float) (seconds * 0.10); // ten seconds to charge up
if (power_level > requested_power_level)
power_level = (float) requested_power_level;
}
else if (power_level > requested_power_level) {
power_level -= (float) (seconds * 0.20); // five seconds to power down
if (power_level < requested_power_level)
power_level = (float) requested_power_level;
}
if (power_level < 0.01 && !shield_capacitor) {
shield_level = 0.0f;
energy = 0.0f;
}
}
// +----------------------------------------------------------------------+
void
Shield::Distribute(double delivered_energy, double seconds)
{
System::Distribute(delivered_energy, seconds);
if (shield_capacitor) {
if (shield_cutoff > 0 && shield_cutoff < 0.999) {
float cutoff = shield_cutoff * capacity;
if (energy > cutoff)
shield_level = (energy-cutoff)/(capacity-cutoff);
else
shield_level = 0.0f;
}
else {
shield_level = energy/capacity;
}
}
else {
shield_level = energy/sink_rate;
energy = 0.0f;
}
if (shield_level < 0)
shield_level = 0;
}
// +--------------------------------------------------------------------+
double
Shield::DeflectDamage(Shot* shot, double damage)
{
double filter = 1;
double penetration = 5;
double leak = 0;
if (shot)
penetration = shot->Design()->penetration;
filter = 1 - shield_factor * penetration;
if (filter < 0)
filter = 0;
else if (filter > 1)
filter = 1;
if (shield_capacitor) {
if (shield_cutoff > 0 && shield_level < 1e-6) {
leak = damage;
energy -= (float) (damage * deflection_cost);
}
else {
leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability);
double deflected = damage - leak;
energy -= (float) deflected * deflection_cost;
}
}
else {
leak = damage * (1 - pow(shield_level, shield_curve) * filter * availability);
}
return leak;
}
// +--------------------------------------------------------------------+
void
Shield::SetPowerLevel(double level)
{
if (level > 100)
level = 100;
else if (level < 0)
level = 0;
level /= 100;
if (requested_power_level != level) {
// if the system is on emergency override power,
// do not let the EMCON system use this method
// to drop it back to normal power:
if (power_level > 1 && level == 1) {
requested_power_level = (float) power_level;
return;
}
requested_power_level = (float) level;
}
}
void
Shield::SetNetShieldLevel(int level)
{
if (level > 100) level = 100;
else if (level < 0) level = 0;
requested_power_level = (float) (level/100.0);
power_level = requested_power_level;
}
void
Shield::DoEMCON(int index)
{
int e = GetEMCONPower(index);
if (power_level * 100 > e || emcon != index) {
if (e == 0) {
PowerOff();
}
else if (emcon != index) {
PowerOn();
if (power_level * 100 > e)
SetPowerLevel(e);
}
}
emcon = index;
}
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