homing weapons more or less work now

This commit is contained in:
Chris Forbes
2009-12-06 21:19:02 +13:00
parent 5b970c499b
commit 3d457c397d
15 changed files with 211 additions and 61 deletions

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@@ -94,7 +94,7 @@ namespace OpenRa.Game
public bool IsDead { get { return Health <= 0; } }
public void InflictDamage(Actor attacker, Bullet inflictor, int damage)
public void InflictDamage(Actor attacker, int damage)
{
/* todo: auto-retaliate, etc */
/* todo: death sequence for infantry based on inflictor */

54
OpenRa.Game/Combat.cs Normal file
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@@ -0,0 +1,54 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.GameRules;
using OpenRa.Game.Effects;
namespace OpenRa.Game
{
static class Combat /* some utility bits that are shared between various things */
{
public static void DoImpact(int2 loc, int2 visualLoc,
WeaponInfo weapon, ProjectileInfo projectile, WarheadInfo warhead, Actor firedBy)
{
var targetTile = ((1f / Game.CellSize) * loc.ToFloat2()).ToInt2();
var isWater = Game.IsWater(targetTile);
var hitWater = Game.IsCellBuildable(targetTile, UnitMovementType.Float);
if (warhead.Explosion != 0)
Game.world.AddFrameEndTask(
w => w.Add(new Explosion(visualLoc, warhead.Explosion, hitWater)));
var impactSound = warhead.ImpactSound;
if (hitWater && warhead.WaterImpactSound != null)
impactSound = warhead.WaterImpactSound;
if (impactSound != null) Sound.Play(impactSound + ".aud");
if (!isWater) Smudge.AddSmudge(targetTile, warhead);
if (warhead.Ore) Ore.Destroy(targetTile.X, targetTile.Y);
var maxSpread = GetMaximumSpread(weapon, warhead);
var hitActors = Game.FindUnitsInCircle(loc, maxSpread);
foreach (var victim in hitActors)
victim.InflictDamage(firedBy, (int)GetDamageToInflict(victim, loc, weapon, warhead));
}
static float GetMaximumSpread(WeaponInfo weapon, WarheadInfo warhead)
{
return (int)(warhead.Spread * Math.Log(weapon.Damage, 2));
}
static float GetDamageToInflict(Actor target, int2 loc, WeaponInfo weapon, WarheadInfo warhead)
{
/* todo: some things can't be damaged AT ALL by certain weapons! */
var distance = (target.CenterLocation - loc).Length;
var rawDamage = weapon.Damage * (float)Math.Exp(-distance / warhead.Spread);
var multiplier = warhead.EffectivenessAgainst(target.Info.Armor);
return rawDamage * multiplier;
}
}
}

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@@ -3,11 +3,11 @@ using System.Collections.Generic;
using OpenRa.Game.GameRules;
using OpenRa.Game.Graphics;
namespace OpenRa.Game
namespace OpenRa.Game.Effects
{
class Bullet : IEffect
{
public Player Owner { get; private set; }
readonly Player Owner;
readonly Actor FiredBy;
readonly WeaponInfo Weapon;
readonly ProjectileInfo Projectile;
@@ -40,10 +40,7 @@ namespace OpenRa.Game
{
anim = new Animation(Projectile.Image);
if (Projectile.Rotates)
anim.PlayFetchIndex("idle",
() => Traits.Util.QuantizeFacing(
Traits.Util.GetFacing((dest - src).ToFloat2(), 0),
anim.CurrentSequence.Length));
Traits.Util.PlayFacing(anim, "idle", () => Traits.Util.GetFacing((dest - src).ToFloat2(), 0));
else
anim.PlayRepeating("idle");
}
@@ -61,36 +58,10 @@ namespace OpenRa.Game
if (t > TotalTime()) /* remove finished bullets */
{
Game.world.AddFrameEndTask(w => w.Remove(this));
DoImpact();
Combat.DoImpact(Dest, VisualDest, Weapon, Projectile, Warhead, FiredBy);
}
}
void DoImpact()
{
var targetTile = ((1f / Game.CellSize) * Dest.ToFloat2()).ToInt2();
var isWater = Game.IsWater(targetTile);
var hitWater = Game.IsCellBuildable(targetTile, UnitMovementType.Float);
if (Warhead.Explosion != 0)
Game.world.AddFrameEndTask(
w => w.Add(new Explosion(VisualDest, Warhead.Explosion, hitWater)));
var impactSound = Warhead.ImpactSound;
if (hitWater && Warhead.WaterImpactSound != null)
impactSound = Warhead.WaterImpactSound;
if (impactSound != null) Sound.Play(impactSound + ".aud");
if (!isWater) Smudge.AddSmudge(targetTile, Warhead);
if (Warhead.Ore) Ore.Destroy(targetTile.X, targetTile.Y);
var maxSpread = GetMaximumSpread();
var hitActors = Game.FindUnitsInCircle(Dest, GetMaximumSpread());
foreach (var victim in hitActors)
victim.InflictDamage(FiredBy, this, (int)GetDamageToInflict(victim));
}
const float height = .1f;
public IEnumerable<Tuple<Sprite, float2, int>> Render()
@@ -116,20 +87,5 @@ namespace OpenRa.Game
yield return Tuple.New(anim.Image, pos, Owner.Palette);
}
}
float GetMaximumSpread()
{
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.Info.Armor);
return rawDamage * multiplier;
}
}
}

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@@ -1,7 +1,7 @@
using System.Collections.Generic;
using OpenRa.Game.Graphics;
namespace OpenRa.Game
namespace OpenRa.Game.Effects
{
class Explosion : IEffect
{

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@@ -1,12 +1,11 @@
using System.Collections.Generic;
using OpenRa.Game.Graphics;
namespace OpenRa.Game
namespace OpenRa.Game.Effects
{
interface IEffect
{
void Tick();
IEnumerable<Tuple<Sprite, float2, int>> Render();
Player Owner { get; }
}
}

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@@ -0,0 +1,89 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.Graphics;
using OpenRa.Game.GameRules;
namespace OpenRa.Game.Effects
{
class Missile : IEffect
{
readonly Player Owner;
readonly Actor FiredBy;
readonly WeaponInfo Weapon;
readonly ProjectileInfo Projectile;
readonly WarheadInfo Warhead;
float2 Pos;
readonly Actor Target;
readonly Animation anim;
int Facing;
int t;
public Missile(string weapon, Player owner, Actor firedBy,
int2 src, Actor target)
{
Weapon = Rules.WeaponInfo[weapon];
Projectile = Rules.ProjectileInfo[Weapon.Projectile];
Warhead = Rules.WarheadInfo[Weapon.Warhead];
FiredBy = firedBy;
Owner = owner;
Target = target;
Pos = src.ToFloat2();
/* todo: initial facing should be turret facing, or unit facing if we're not turreted */
Facing = Traits.Util.GetFacing( Target.CenterLocation - src.ToFloat2(), 0 );
if (Projectile.Image != null && Projectile.Image != "none")
{
anim = new Animation(Projectile.Image);
if (Projectile.Rotates)
Traits.Util.PlayFacing(anim, "idle", () => Facing);
else
anim.PlayRepeating("idle");
}
}
const int MissileCloseEnough = 7;
const float Scale = .3f;
public void Tick()
{
if (t == 0)
Sound.Play(Weapon.Report + ".aud");
t += 40;
Traits.Util.TickFacing(ref Facing,
Traits.Util.GetFacing(Target.CenterLocation - Pos, Facing),
Projectile.ROT);
anim.Tick();
var dist = Target.CenterLocation - Pos;
if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough || Target.IsDead)
{
Game.world.AddFrameEndTask(w => w.Remove(this));
if (t > Projectile.Arm * 40) /* don't blow up in our launcher's face! */
Combat.DoImpact(Pos.ToInt2(), Pos.ToInt2(), Weapon, Projectile, Warhead, FiredBy);
return;
}
var move = (Scale * Weapon.Speed / dist.Length) * dist;
Pos += move;
if (Projectile.Animates)
Game.world.AddFrameEndTask(w => w.Add(new Smoke((Pos - 1.5f * move).ToInt2())));
// todo: running out of fuel
// todo: turbo boost vs aircraft
}
public IEnumerable<Tuple<Sprite, float2, int>> Render()
{
yield return Tuple.New(anim.Image, Pos - 0.5f * anim.Image.size, 0);
}
}
}

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@@ -0,0 +1,32 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenRa.Game.Graphics;
namespace OpenRa.Game.Effects
{
class Smoke : IEffect
{
readonly int2 pos;
readonly Animation anim = new Animation("smokey");
public Smoke(int2 pos)
{
this.pos = pos;
anim.PlayThen("idle",
() => Game.world.AddFrameEndTask(
w => w.Remove(this)));
}
public void Tick()
{
anim.Tick();
}
public IEnumerable<Tuple<Sprite, float2, int>> Render()
{
yield return Tuple.New(anim.Image, pos.ToFloat2() - .5f * anim.Image.size, 0);
}
}
}

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@@ -5,6 +5,7 @@ using IjwFramework.Types;
using System.Collections.Generic;
using OpenRa.Game.Traits;
using OpenRa.Game.Support;
using OpenRa.Game.Effects;
namespace OpenRa.Game.Graphics
{
@@ -61,7 +62,7 @@ namespace OpenRa.Game.Graphics
.Select(u => u.traits.Get<Traits.RenderWarFactory>()))
DrawSpriteList(rect, a.RenderRoof(a.self));
foreach (IEffect e in Game.world.Effects)
foreach (var e in Game.world.Effects)
DrawSpriteList(rect, e.Render());
uiOverlay.Draw();

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@@ -79,14 +79,17 @@
<ItemGroup>
<Compile Include="Chat.cs" />
<Compile Include="Chrome.cs" />
<Compile Include="Combat.cs" />
<Compile Include="Effects\Smoke.cs" />
<Compile Include="Exts.cs" />
<Compile Include="GameRules\ActorInfo.cs" />
<Compile Include="GameRules\GeneralInfo.cs" />
<Compile Include="GameRules\TechTree.cs" />
<Compile Include="GameRules\VoiceInfo.cs" />
<Compile Include="IEffect.cs" />
<Compile Include="Effects\IEffect.cs" />
<Compile Include="IOrderSource.cs" />
<Compile Include="LocalOrderSource.cs" />
<Compile Include="Effects\Missile.cs" />
<Compile Include="NetworkOrderSource.cs" />
<Compile Include="OrderIO.cs" />
<Compile Include="OrderManager.cs" />
@@ -104,10 +107,10 @@
<Compile Include="Traits\Activities\DeliverOre.cs" />
<Compile Include="Traits\Activities\DeployMcv.cs" />
<Compile Include="Actor.cs" />
<Compile Include="Bullet.cs" />
<Compile Include="Effects\Bullet.cs" />
<Compile Include="Controller.cs" />
<Compile Include="Cursor.cs" />
<Compile Include="Explosion.cs" />
<Compile Include="Effects\Explosion.cs" />
<Compile Include="GameRules\FieldLoader.cs" />
<Compile Include="GameRules\Footprint.cs" />
<Compile Include="GameRules\InfoLoader.cs" />

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@@ -1,4 +1,5 @@
using System;
using OpenRa.Game.Effects;
namespace OpenRa.Game.Traits
{
@@ -63,10 +64,16 @@ namespace OpenRa.Game.Traits
if (weapon.Range * weapon.Range < (target.Location - self.Location).LengthSquared) return false;
fireDelay = weapon.ROF;
var projectile = Rules.ProjectileInfo[weapon.Projectile];
Game.world.Add(new Bullet(weaponName, self.Owner, self,
self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2(),
target.CenterLocation.ToInt2()));
var firePos = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2();
if (projectile.ROT != 0)
Game.world.Add(new Missile(weaponName, self.Owner, self,
firePos, target));
else
Game.world.Add(new Bullet(weaponName, self.Owner, self,
firePos, target.CenterLocation.ToInt2()));
return true;
}

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@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using OpenRa.Game.Graphics;
using OpenRa.Game.Effects;
namespace OpenRa.Game.Traits
{

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@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic;
using OpenRa.Game.Graphics;
using OpenRa.Game.Traits;
using OpenRa.Game.Effects;
namespace OpenRa.Game
{

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@@ -603,4 +603,10 @@
<unit name="mine">
<sequence name="idle" start="0" length="1" />
</unit>
<unit name="dragon">
<sequence name="idle" start="0" length="32" />
</unit>
<unit name="smokey">
<sequence name="idle" start="0" length="6" />
</unit>
</sequences>

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@@ -9,4 +9,5 @@ s1=Multi2,mcv,600,12445,0,Guard,None
s2=Multi1,mcv,600,12505,0,Guard,None
s3=Multi3,mcv,600,2910,0,Guard,None
s4=Multi7,3tnk,600,13017,0,Guard,None

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@@ -99,7 +99,8 @@ Traits=Unit, Mobile, RenderUnit
Description=Destroyer
WaterBound=yes
BuiltAt=syrd
Traits=Unit, Mobile, RenderUnit
Traits=Unit, Mobile, Turreted, AttackTurreted, RenderUnitTurreted
PrimaryOffset=0,-8,0,-3
[CA]
Description=Cruiser
WaterBound=yes
@@ -556,7 +557,6 @@ Fireball
[WarheadTypes]
SA
HE