Spicebloom refactor
- pieces represent Min and Max instead of random interval - More control where spice spread - fix AoE in SpiceExplosion weapon - delay interval between each pieces Co-Authored-By: Gustas <37534529+PunkPun@users.noreply.github.com>
This commit is contained in:
@@ -11,6 +11,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Graphics;
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@@ -30,7 +31,7 @@ namespace OpenRA.Mods.D2k.Traits
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public readonly string SpurtSequence = "spurt";
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[Desc("The range of time (in ticks) that the spicebloom will take to grow until it blows up.")]
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public readonly int[] Lifetime = { 1000, 3000 };
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public readonly int[] Lifetime = { 2000, 3000 };
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public readonly string ResourceType = "Spice";
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@@ -41,11 +42,14 @@ namespace OpenRA.Mods.D2k.Traits
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[WeaponReference]
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public readonly string Weapon = null;
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[Desc("The amount of spice to expel.")]
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public readonly int[] Pieces = { 2, 12 };
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[Desc("The number of times to fire Weapon at the minimum and maximum actor age.")]
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public readonly int[] Bursts = { 4, 12 };
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[Desc("The maximum distance in cells that spice may be expelled.")]
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public readonly int Range = 5;
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[Desc("The minimum and maximum distance in cells that spice may be expelled.")]
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public readonly int[] Range = { 3, 5 };
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[Desc("Delay between each burst. (in Ticks)")]
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public readonly int BurstInterval = 1;
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public override object Create(ActorInitializer init) { return new SpiceBloom(init.Self, this); }
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@@ -65,7 +69,6 @@ namespace OpenRA.Mods.D2k.Traits
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readonly Animation body;
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readonly Animation spurt;
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readonly int growTicks;
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int ticks;
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int bodyFrame = 0;
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bool showSpurt = true;
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@@ -73,7 +76,6 @@ namespace OpenRA.Mods.D2k.Traits
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public SpiceBloom(Actor self, SpiceBloomInfo info)
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{
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this.info = info;
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resourceLayer = self.World.WorldActor.Trait<IResourceLayer>();
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var rs = self.Trait<RenderSprites>();
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@@ -116,23 +118,22 @@ namespace OpenRA.Mods.D2k.Traits
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void SeedResources(Actor self)
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{
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var pieces = self.World.SharedRandom.Next(info.Pieces[0], info.Pieces[1]) * ticks / growTicks;
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if (pieces < info.Pieces[0])
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pieces = info.Pieces[0];
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var cells = self.World.Map.FindTilesInAnnulus(self.Location, 1, info.Range).ToList();
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var pieces = int2.Lerp(info.Bursts[0], info.Bursts[1], ticks, growTicks);
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var range = int2.Lerp(info.Range[0], info.Range[1], ticks, growTicks);
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var cells = self.World.Map.FindTilesInAnnulus(self.Location, 1, range).ToList();
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var emptyCells = cells
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.Where(p =>
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resourceLayer.GetResource(p).Type != info.ResourceType
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&& resourceLayer.CanAddResource(info.ResourceType, p))
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.ToList();
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var projectiles = new Stack<ProjectileArgs>();
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for (var i = 0; i < pieces; i++)
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{
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var cell = cells
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.SkipWhile(p => resourceLayer.GetResource(p).Type == info.ResourceType && !resourceLayer.CanAddResource(info.ResourceType, p))
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.Cast<CPos?>()
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.RandomOrDefault(self.World.SharedRandom);
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var cell = emptyCells.Count == 0
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? cells.Random(self.World.SharedRandom)
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: emptyCells.Random(self.World.SharedRandom);
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if (cell == null)
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cell = cells.Random(self.World.SharedRandom);
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var args = new ProjectileArgs
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projectiles.Push(new ProjectileArgs
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{
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Weapon = self.World.Map.Rules.Weapons[info.Weapon.ToLowerInvariant()],
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Facing = WAngle.Zero,
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@@ -150,22 +151,11 @@ namespace OpenRA.Mods.D2k.Traits
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Source = self.CenterPosition,
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CurrentSource = () => self.CenterPosition,
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SourceActor = self,
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PassiveTarget = self.World.Map.CenterOfCell(cell.Value)
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};
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self.World.AddFrameEndTask(_ =>
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{
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if (args.Weapon.Projectile != null)
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{
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var projectile = args.Weapon.Projectile.Create(args);
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if (projectile != null)
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self.World.Add(projectile);
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if (args.Weapon.Report != null && args.Weapon.Report.Length > 0)
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Game.Sound.Play(SoundType.World, args.Weapon.Report, self.World, self.CenterPosition);
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}
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PassiveTarget = self.World.Map.CenterOfCell(cell)
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});
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}
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self.World.AddFrameEndTask(w => w.Add(new FireProjectilesEffect(projectiles, info.BurstInterval)));
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}
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void INotifyKilled.Killed(Actor self, AttackInfo e)
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@@ -174,4 +164,48 @@ namespace OpenRA.Mods.D2k.Traits
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SeedResources(self);
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}
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}
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public class FireProjectilesEffect : IEffect
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{
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readonly Stack<ProjectileArgs> projectiles = new();
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int delay = 1;
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readonly int delayInfo = 1;
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public FireProjectilesEffect(Stack<ProjectileArgs> projectiles, int delayInfo)
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{
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this.projectiles = projectiles;
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delay = delayInfo;
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this.delayInfo = delayInfo;
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}
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public void Tick(World world)
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{
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if (projectiles.Count == 0)
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{
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world.AddFrameEndTask(w => { w.Remove(this); w.ScreenMap.Remove(this); });
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return;
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}
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if (--delay > 0)
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{
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return;
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}
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delay = delayInfo;
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var args = projectiles.Pop();
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if (args.Weapon.Projectile != null)
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{
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var projectile = args.Weapon.Projectile.Create(args);
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if (projectile != null)
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world.AddFrameEndTask(w => world.Add(projectile));
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if (args.Weapon.Report != null && args.Weapon.Report.Length > 0)
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Game.Sound.Play(SoundType.World, args.Weapon.Report, world, args.Source);
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}
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}
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public IEnumerable<IRenderable> Render(WorldRenderer r)
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{
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return SpriteRenderable.None;
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}
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}
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}
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