Split TeslaRenderable out from TeslaZap.
This commit is contained in:
@@ -30,7 +30,7 @@ namespace OpenRA.Mods.RA.Effects
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{
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{
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readonly ProjectileArgs Args;
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readonly ProjectileArgs Args;
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readonly TeslaZapInfo Info;
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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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int timeUntilRemove = 2; // # of frames
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bool doneDamage = false;
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bool doneDamage = false;
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bool initialized = 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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Info = info;
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}
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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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public void Tick(World world)
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{
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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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world.AddFrameEndTask(w => w.Remove(this));
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--timeUntilRemove;
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if (!doneDamage)
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if (!doneDamage)
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{
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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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{
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if (!initialized)
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if (!initialized)
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{
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{
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renderables = GenerateRenderables(wr);
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var pos = Args.guidedTarget.IsValid ? Args.guidedTarget.CenterPosition : Args.passiveTarget;
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initialized = true;
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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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}
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yield return zap;
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return renderables;
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}
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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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}
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}
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@@ -462,6 +462,7 @@
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<Compile Include="Orders\SetChronoTankDestination.cs" />
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<Compile Include="Orders\SetChronoTankDestination.cs" />
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<Compile Include="Effects\FrozenActorProxy.cs" />
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<Compile Include="Effects\FrozenActorProxy.cs" />
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<Compile Include="Widgets\Logic\WorldTooltipLogic.cs" />
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<Compile Include="Widgets\Logic\WorldTooltipLogic.cs" />
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<Compile Include="TeslaZapRenderable.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
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148
OpenRA.Mods.RA/TeslaZapRenderable.cs
Executable file
148
OpenRA.Mods.RA/TeslaZapRenderable.cs
Executable file
@@ -0,0 +1,148 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2013 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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struct TeslaZapRenderable : IRenderable
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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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readonly WPos pos;
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readonly int zOffset;
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readonly WVec length;
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readonly string image;
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readonly int brightZaps, dimZaps;
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WPos cachedPos;
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WVec cachedLength;
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IEnumerable<IRenderable> cache;
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public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, int brightZaps, int dimZaps)
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{
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this.pos = pos;
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this.zOffset = zOffset;
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this.length = length;
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this.image = image;
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this.brightZaps = brightZaps;
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this.dimZaps = dimZaps;
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cachedPos = WPos.Zero;
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cachedLength = WVec.Zero;
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cache = new IRenderable[] { };
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}
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public WPos Pos { get { return pos; } }
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public float Scale { get { return 1f; } }
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public PaletteReference Palette { get { return null; } }
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public int ZOffset { get { return zOffset; } }
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public IRenderable WithScale(float newScale) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
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public IRenderable WithZOffset(int newOffset) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
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public IRenderable WithPos(WPos pos) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
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public void BeforeRender(WorldRenderer wr) { }
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public void RenderDebugGeometry(WorldRenderer wr) { }
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public void Render(WorldRenderer wr)
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{
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if (!cache.Any() || length != cachedLength || pos != cachedPos)
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cache = GenerateRenderables(wr);
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cache.Do(c => c.Render(wr));
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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(image, "bright");
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var dim = SequenceProvider.GetSequence(image, "dim");
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var source = wr.ScreenPosition(pos);
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var target = wr.ScreenPosition(pos + length);
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for (var n = 0; n < 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 < 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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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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}
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}
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Reference in New Issue
Block a user