Improvements to Mobile to support smooth movement (like real-ra does it)

- McvDeploy got simpler.
    - BUGFIX: Bullet no longer crashes when it damages a tree
This commit is contained in:
Bob
2009-10-24 17:28:51 +13:00
parent 979bb74bba
commit 06e6d50735
5 changed files with 255 additions and 171 deletions

View File

@@ -4,19 +4,19 @@ using System.Linq;
using System.Text;
using OpenRa.Game.GameRules;
using IjwFramework.Types;
using OpenRa.Game.Graphics;
using OpenRa.Game.Graphics;
namespace OpenRa.Game
{
interface IEffect
{
void Tick();
IEnumerable<Pair<Sprite, float2>> Render();
Player Owner { get; }
}
{
interface IEffect
{
void Tick();
IEnumerable<Pair<Sprite, float2>> Render();
Player Owner { get; }
}
class Bullet : IEffect
{
{
public Player Owner { get; private set; }
readonly Actor FiredBy;
readonly WeaponInfo Weapon;
@@ -49,22 +49,22 @@ namespace OpenRa.Game
int TotalTime() { return (Dest - Src).Length * BaseBulletSpeed / Weapon.Speed; }
public void Tick()
{
{
if (t == 0)
Game.PlaySound(Weapon.Report + ".aud", false);
t += 40;
if (t > TotalTime()) /* remove finished bullets */
{
Game.world.AddFrameEndTask(w => w.Remove(this));
Game.world.AddFrameEndTask(w => w.Add(new Explosion(Dest)));
var maxSpread = GetMaximumSpread();
var hitActors = Game.FindUnitsInCircle(Dest, GetMaximumSpread());
foreach (var victim in hitActors)
victim.InflictDamage(FiredBy, this, (int)GetDamageToInflict(victim));
t += 40;
if (t > TotalTime()) /* remove finished bullets */
{
Game.world.AddFrameEndTask(w => w.Remove(this));
Game.world.AddFrameEndTask(w => w.Add(new Explosion(Dest)));
var maxSpread = GetMaximumSpread();
var hitActors = Game.FindUnitsInCircle(Dest, GetMaximumSpread());
foreach (var victim in hitActors)
victim.InflictDamage(FiredBy, this, (int)GetDamageToInflict(victim));
}
}
@@ -75,21 +75,24 @@ namespace OpenRa.Game
Src.ToFloat2(),
Dest.ToFloat2(),
(float)t / TotalTime()) - 0.5f * anim.Image.size);
}
float GetMaximumSpread()
}
float GetMaximumSpread()
{
return (int)(Warhead.Spread * Math.Log(Weapon.Damage, 2));
}
float GetDamageToInflict(Actor target)
{
return (int)(Warhead.Spread * Math.Log(Weapon.Damage, 2));
}
float GetDamageToInflict(Actor target)
{
/* todo: some things can't be damaged AT ALL by certain weapons! */
var distance = (target.CenterLocation - Dest).Length;
var rawDamage = Weapon.Damage * (float)Math.Exp(-distance / Warhead.Spread);
var multiplier = Warhead.EffectivenessAgainst(target.unitInfo.Armor);
return rawDamage * multiplier;
if( target.unitInfo == null ) // tree or other doodad
return 0;
/* todo: some things can't be damaged AT ALL by certain weapons! */
var distance = (target.CenterLocation - Dest).Length;
var rawDamage = Weapon.Damage * (float)Math.Exp(-distance / Warhead.Spread);
var multiplier = Warhead.EffectivenessAgainst(target.unitInfo.Armor);
return rawDamage * multiplier;
}
}
}