Split TeslaRenderable out from TeslaZap.
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@@ -30,7 +30,7 @@ namespace OpenRA.Mods.RA.Effects
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{
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readonly ProjectileArgs Args;
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readonly TeslaZapInfo Info;
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IEnumerable<IRenderable> renderables;
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TeslaZapRenderable zap;
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int timeUntilRemove = 2; // # of frames
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bool doneDamage = false;
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bool initialized = false;
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@@ -41,27 +41,10 @@ namespace OpenRA.Mods.RA.Effects
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Info = info;
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}
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public IEnumerable<IRenderable> GenerateRenderables(WorldRenderer wr)
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{
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var bright = SequenceProvider.GetSequence(Info.Image, "bright");
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var dim = SequenceProvider.GetSequence(Info.Image, "dim");
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var source = wr.ScreenPosition(Args.source);
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var target = wr.ScreenPosition(Args.passiveTarget);
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for (var n = 0; n < Info.DimZaps; n++)
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foreach (var z in DrawZapWandering(wr, source, target, dim))
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yield return z;
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for (var n = 0; n < Info.BrightZaps; n++)
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foreach (var z in DrawZapWandering(wr, source, target, bright))
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yield return z;
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}
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public void Tick(World world)
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{
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if (timeUntilRemove <= 0)
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if (timeUntilRemove-- <= 0)
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world.AddFrameEndTask(w => w.Remove(this));
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--timeUntilRemove;
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if (!doneDamage)
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{
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@@ -75,75 +58,10 @@ namespace OpenRA.Mods.RA.Effects
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{
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if (!initialized)
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{
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renderables = GenerateRenderables(wr);
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initialized = true;
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var pos = Args.guidedTarget.IsValid ? Args.guidedTarget.CenterPosition : Args.passiveTarget;
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zap = new TeslaZapRenderable(Args.source, 0, pos - Args.source, Info.Image, Info.BrightZaps, Info.DimZaps);
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}
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return renderables;
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yield return zap;
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}
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static IEnumerable<IRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s)
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{
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var z = float2.Zero; /* hack */
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var dist = to - from;
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var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X);
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var renderables = new List<IRenderable>();
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if (Game.CosmeticRandom.Next(2) != 0)
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{
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var p1 = from + (1 / 3f) * dist + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
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var p2 = from + (2 / 3f) * dist + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
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renderables.AddRange(DrawZap(wr, from, p1, s, out p1));
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renderables.AddRange(DrawZap(wr, p1, p2, s, out p2));
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renderables.AddRange(DrawZap(wr, p2, to, s, out z));
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}
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else
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{
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var p1 = from + (1 / 2f) * dist + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
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renderables.AddRange(DrawZap(wr, from, p1, s, out p1));
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renderables.AddRange(DrawZap(wr, p1, to, s, out z));
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}
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return renderables;
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}
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static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p)
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{
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var dist = to - from;
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var q = new float2(-dist.Y, dist.X);
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var c = -float2.Dot(from, q);
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var rs = new List<IRenderable>();
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var z = from;
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while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5)
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{
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var step = steps.Where(t => (to - (z + new float2(t[0],t[1]))).LengthSquared < (to - z).LengthSquared )
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.OrderBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c)).First();
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rs.Add(new SpriteRenderable(s.GetSprite(step[4]), z + new float2(step[2], step[3]),
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wr.Palette("effect"), (int)from.Y));
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z += new float2(step[0], step[1]);
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if( rs.Count >= 1000 )
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break;
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}
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p = z;
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return rs;
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}
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static int[][] steps = new []
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{
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new int[] { 8, 8, 4, 4, 0 },
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new int[] { -8, -8, -4, -4, 0 },
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new int[] { 8, 0, 4, 4, 1 },
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new int[] { -8, 0, -4, 4, 1 },
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new int[] { 0, 8, 4, 4, 2 },
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new int[] { 0, -8, 4, -4, 2 },
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new int[] { -8, 8, -4, 4, 3 },
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new int[] { 8, -8, 4, -4, 3 }
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};
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}
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}
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