homing weapons more or less work now
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91
OpenRa.Game/Effects/Bullet.cs
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91
OpenRa.Game/Effects/Bullet.cs
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@@ -0,0 +1,91 @@
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using System;
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using System.Collections.Generic;
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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namespace OpenRa.Game.Effects
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{
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class Bullet : IEffect
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{
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readonly Player Owner;
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readonly Actor FiredBy;
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readonly WeaponInfo Weapon;
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readonly ProjectileInfo Projectile;
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readonly WarheadInfo Warhead;
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readonly int2 Src;
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readonly int2 Dest;
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readonly int2 VisualDest;
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int t = 0;
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Animation anim;
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const int BaseBulletSpeed = 100; /* pixels / 40ms frame */
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/* src, dest are *pixel* coords */
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public Bullet(string weapon, Player owner, Actor firedBy,
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int2 src, int2 dest)
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{
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Owner = owner;
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FiredBy = firedBy;
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Src = src;
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Dest = dest;
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VisualDest = Dest + new int2(
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Game.CosmeticRandom.Next(-10, 10),
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Game.CosmeticRandom.Next(-10, 10));
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Weapon = Rules.WeaponInfo[weapon];
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Projectile = Rules.ProjectileInfo[Weapon.Projectile];
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Warhead = Rules.WarheadInfo[Weapon.Warhead];
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if (Projectile.Image != null && Projectile.Image != "none")
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{
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anim = new Animation(Projectile.Image);
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if (Projectile.Rotates)
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Traits.Util.PlayFacing(anim, "idle", () => Traits.Util.GetFacing((dest - src).ToFloat2(), 0));
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else
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anim.PlayRepeating("idle");
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}
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}
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int TotalTime() { return (Dest - Src).Length * BaseBulletSpeed / Weapon.Speed; }
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public void Tick()
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{
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if (t == 0)
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Sound.Play(Weapon.Report + ".aud");
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t += 40;
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if (t > TotalTime()) /* remove finished bullets */
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{
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Game.world.AddFrameEndTask(w => w.Remove(this));
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Combat.DoImpact(Dest, VisualDest, Weapon, Projectile, Warhead, FiredBy);
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}
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}
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const float height = .1f;
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public IEnumerable<Tuple<Sprite, float2, int>> Render()
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{
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if (anim != null)
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{
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var pos = float2.Lerp(
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Src.ToFloat2(),
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VisualDest.ToFloat2(),
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(float)t / TotalTime()) - 0.5f * anim.Image.size;
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if (Projectile.High || Projectile.Arcing)
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{
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if (Projectile.Shadow)
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yield return Tuple.New(anim.Image, pos, 8);
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var at = (float)t / TotalTime();
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var highPos = pos - new float2(0, (VisualDest - Src).Length * height * 4 * at * (1 - at));
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yield return Tuple.New(anim.Image, highPos, Owner.Palette);
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}
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else
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yield return Tuple.New(anim.Image, pos, Owner.Palette);
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}
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}
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}
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}
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