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@ -1286,6 +1286,12 @@ static int proposeUnitHits(lua_State *L)
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* Projectile hook
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*/
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static const int offsets[8][2] = {
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{ -1, -1 }, { 0, -1 }, { 1, -1 },
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{ -1, 0 }, { 1, 0 },
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{ -1, 1 }, { 0, 1 }, { 1, 1 }
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};
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struct projectile_hook : df::proj_itemst {
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typedef df::proj_itemst interpose_base;
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@ -1293,6 +1299,9 @@ struct projectile_hook : df::proj_itemst {
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{
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target_pos = path.target;
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// Debug
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Maps::getTileOccupancy(path.goal)->bits.arrow_color = COLOR_LIGHTMAGENTA;
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PathMetrics raytrace(path);
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// Materialize map blocks, or the projectile will crash into them
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@ -1320,7 +1329,53 @@ struct projectile_hook : df::proj_itemst {
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fall_threshold = std::min(fall_threshold, engine->fire_range.second);
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}
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void aimAtArea(EngineInfo *engine)
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void aimAtPoint(EngineInfo *engine, int skill, const ProjectilePath &path)
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{
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df::coord fail_target = path.goal;
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orient_engine(engine->bld, path.goal);
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// Debug
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Maps::getTileOccupancy(path.goal)->bits.arrow_color = COLOR_LIGHTRED;
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// Dabbling always hit in 7x7 area
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if (skill < skill_rating::Novice)
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{
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fail_target.x += random_int(7)-3;
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fail_target.y += random_int(7)-3;
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aimAtPoint(engine, ProjectilePath(path.origin, fail_target));
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return;
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}
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// Exact hit chance
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float hit_chance = 1.04f - powf(0.8f, skill);
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if (float(rand())/RAND_MAX < hit_chance)
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{
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aimAtPoint(engine, path);
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return;
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}
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// Otherwise perturb
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if (skill <= skill_rating::Proficient)
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{
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// 5x5
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fail_target.x += random_int(5)-2;
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fail_target.y += random_int(5)-2;
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}
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else
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{
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// 3x3
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int idx = random_int(8);
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fail_target.x += offsets[idx][0];
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fail_target.y += offsets[idx][1];
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}
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ProjectilePath fail(path.origin, fail_target, path.fudge_delta, path.fudge_factor);
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aimAtPoint(engine, fail);
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}
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void aimAtArea(EngineInfo *engine, int skill)
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{
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df::coord target, last_passable;
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df::coord tbase = engine->target.first;
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@ -1343,7 +1398,7 @@ struct projectile_hook : df::proj_itemst {
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if (raytrace.hits() && engine->isInRange(raytrace.goal_step))
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{
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aimAtPoint(engine, path);
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aimAtPoint(engine, skill, path);
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return;
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}
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}
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@ -1351,7 +1406,7 @@ struct projectile_hook : df::proj_itemst {
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if (!last_passable.isValid())
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last_passable = target;
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aimAtPoint(engine, ProjectilePath(engine->center, last_passable));
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aimAtPoint(engine, skill, ProjectilePath(engine->center, last_passable));
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}
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static int safeAimProjectile(lua_State *L)
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@ -1373,9 +1428,9 @@ struct projectile_hook : df::proj_itemst {
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lua_call(L, 5, 1);
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if (lua_isnil(L, -1))
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proj->aimAtArea(engine);
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proj->aimAtArea(engine, skill);
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else
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proj->aimAtPoint(engine, decode_path(L, -1, engine->center));
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proj->aimAtPoint(engine, skill, decode_path(L, -1, engine->center));
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return 0;
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}
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@ -1396,13 +1451,19 @@ struct projectile_hook : df::proj_itemst {
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int skill = getOperatorSkill(engine->bld, true);
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// Dabbling can't aim
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if (skill < skill_rating::Novice)
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aimAtArea(engine, skill);
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else
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{
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lua_pushcfunction(L, safeAimProjectile);
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lua_pushlightuserdata(L, this);
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lua_pushlightuserdata(L, engine);
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lua_pushinteger(L, skill);
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if (!Lua::Core::SafeCall(out, 3, 0))
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aimAtArea(engine);
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aimAtArea(engine, skill);
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}
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switch (item->getType())
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{
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