#68 Inaccurate weapons (2/2)

This commit is contained in:
Chris Forbes
2010-04-05 07:49:27 +12:00
parent 7dc765d120
commit 2f982c7eea
5 changed files with 38 additions and 23 deletions

View File

@@ -29,7 +29,7 @@ namespace OpenRA.Effects
{
public readonly int Speed = 1;
public readonly string Trail = null;
public readonly bool Inaccurate = false;
public readonly float Inaccuracy = 0; // expressed as pixels/cell^2
public readonly string Image = null;
public readonly bool High = false;
public readonly bool Arcing = false;
@@ -57,7 +57,13 @@ namespace OpenRA.Effects
Info = info;
Args = args;
VisualDest = args.dest + (10 * args.firedBy.World.CosmeticRandom.Gauss2D(1)).ToInt2();
if (info.Inaccuracy > 0)
{
var factor = (Args.dest - Args.src).LengthSquared / (Game.CellSize * Game.CellSize);
Args.dest += (info.Inaccuracy * factor * args.firedBy.World.SharedRandom.Gauss2D(2)).ToInt2();
}
VisualDest = Args.dest + (10 * args.firedBy.World.CosmeticRandom.Gauss2D(1)).ToInt2();
if (Info.Image != null)
{

View File

@@ -34,7 +34,7 @@ namespace OpenRA.Effects
public readonly bool Shadow = true;
public readonly bool Proximity = false;
public readonly string Trail = null;
public readonly bool Inaccurate = false;
public readonly float Inaccuracy = 0; // pixels/cell^2, not yet implemented for missiles
public readonly string Image = null;
public readonly int ROT = 5;
public readonly int RangeLimit = 0;
@@ -48,6 +48,7 @@ namespace OpenRA.Effects
readonly MissileInfo Info;
readonly ProjectileArgs Args;
int2 offset;
float2 Pos;
readonly Animation anim;
int Facing;
@@ -63,6 +64,12 @@ namespace OpenRA.Effects
Altitude = Args.srcAltitude;
Facing = Args.facing;
if (info.Inaccuracy > 0)
{
var factor = (Args.dest - Args.src).LengthSquared / (Game.CellSize * Game.CellSize);
offset = (info.Inaccuracy * factor * args.firedBy.World.SharedRandom.Gauss2D(2)).ToInt2();
}
if (Info.Image != null)
{
anim = new Animation(Info.Image, () => Facing);
@@ -77,17 +84,19 @@ namespace OpenRA.Effects
{
t += 40;
var targetPosition = Args.target.CenterLocation + offset;
var targetUnit = Args.target.traits.GetOrDefault<Unit>();
var targetAltitude = targetUnit != null ? targetUnit.Altitude : 0;
Altitude += Math.Sign(targetAltitude - Altitude);
Traits.Util.TickFacing(ref Facing,
Traits.Util.GetFacing(Args.target.CenterLocation - Pos, Facing),
Traits.Util.GetFacing(targetPosition - Pos, Facing),
Info.ROT);
anim.Tick();
var dist = Args.target.CenterLocation - Pos;
var dist = targetPosition - Pos;
if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough || Args.target.IsDead)
Explode(world);