split recoil into PrimaryRecoil/SecondaryRecoil; make recovery rate configurable per turret; #1069
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@@ -24,7 +24,10 @@ namespace OpenRA.Mods.RA
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public readonly string PrimaryWeapon = null;
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[WeaponReference]
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public readonly string SecondaryWeapon = null;
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public readonly int Recoil = 0;
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public readonly int PrimaryRecoil = 0;
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public readonly int SecondaryRecoil = 0;
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public readonly float PrimaryRecoilRecovery = 0.2f;
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public readonly float SecondaryRecoilRecovery = 0.2f;
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public readonly int[] PrimaryLocalOffset = { };
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public readonly int[] SecondaryLocalOffset = { };
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public readonly int[] PrimaryOffset = { 0, 0 };
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@@ -62,17 +65,17 @@ namespace OpenRA.Mods.RA
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this.self = self;
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var info = self.Info.Traits.Get<AttackBaseInfo>();
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Turrets.Add(new Turret(info.PrimaryOffset));
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Turrets.Add(new Turret(info.PrimaryOffset, info.PrimaryRecoilRecovery));
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if (info.SecondaryOffset != null)
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Turrets.Add(new Turret(info.SecondaryOffset));
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Turrets.Add(new Turret(info.SecondaryOffset, info.SecondaryRecoilRecovery));
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if (info.PrimaryWeapon != null)
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Weapons.Add(new Weapon(info.PrimaryWeapon,
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Turrets[0], info.PrimaryLocalOffset));
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Turrets[0], info.PrimaryLocalOffset, info.PrimaryRecoil));
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if (info.SecondaryWeapon != null)
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Weapons.Add(new Weapon(info.SecondaryWeapon,
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info.SecondaryOffset != null ? Turrets[1] : Turrets[0], info.SecondaryLocalOffset));
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info.SecondaryOffset != null ? Turrets[1] : Turrets[0], info.SecondaryLocalOffset, info.SecondaryRecoil));
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}
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protected virtual bool CanAttack(Actor self, Target target)
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@@ -183,14 +183,11 @@ namespace OpenRA.Mods.RA
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static float2 GetRecoil(Actor self, float recoil)
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{
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var abInfo = self.Info.Traits.GetOrDefault<AttackBaseInfo>();
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if (abInfo == null || abInfo.Recoil == 0) return float2.Zero;
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var rut = self.TraitOrDefault<RenderUnitTurreted>();
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if (rut == null) return float2.Zero;
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if (!self.HasTrait<RenderUnitTurreted>())
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return float2.Zero;
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var facing = self.Trait<Turreted>().turretFacing;
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var localRecoil = new float2(0, recoil * abInfo.Recoil); // vector in turret-space.
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var localRecoil = new float2(0, recoil); // vector in turret-space.
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return Util.RotateVectorByFacing(localRecoil, facing, .7f);
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}
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@@ -25,15 +25,19 @@ namespace OpenRA.Mods.RA
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public class Turret
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{
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public float Recoil = 0.0f; // remaining recoil fraction
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public float Recoil = 0.0f; // remaining recoil
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public float RecoilRecovery = 0.2f; // recoil recovery rate
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public int2 UnitSpacePosition; // where, in the unit's local space.
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public int2 ScreenSpacePosition; // screen-space hack to make things line up good.
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public Turret(int[] offset)
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public Turret(int[] offset, float recoilRecovery)
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{
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ScreenSpacePosition = offset.AbsOffset().ToInt2();
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UnitSpacePosition = offset.RelOffset().ToInt2();
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RecoilRecovery = recoilRecovery;
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}
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public Turret(int[] offset) : this(offset, 0) {}
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}
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public class Weapon
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@@ -41,15 +45,17 @@ namespace OpenRA.Mods.RA
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public WeaponInfo Info;
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public int FireDelay = 0; // time (in frames) until the weapon can fire again
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public int Burst = 0; // burst counter
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public int Recoil = 0;
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public Barrel[] Barrels; // where projectiles are spawned, in local turret space.
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public Turret Turret; // where this weapon is mounted -- possibly shared
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public Weapon(string weaponName, Turret turret, int[] localOffset)
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public Weapon(string weaponName, Turret turret, int[] localOffset, int recoil)
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{
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Info = Rules.Weapons[weaponName.ToLowerInvariant()];
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Burst = Info.Burst;
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Turret = turret;
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Recoil = recoil;
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var barrels = new List<Barrel>();
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for (var i = 0; i < localOffset.Length / 5; i++)
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@@ -72,7 +78,7 @@ namespace OpenRA.Mods.RA
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public void Tick()
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{
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if (FireDelay > 0) --FireDelay;
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Turret.Recoil = Math.Max(0f, Turret.Recoil - .2f);
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Turret.Recoil = Math.Max(0f, Turret.Recoil - Turret.RecoilRecovery);
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}
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public bool IsValidAgainst(World world, Target target)
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@@ -85,7 +91,7 @@ namespace OpenRA.Mods.RA
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public void FiredShot()
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{
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Turret.Recoil = 1;
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Turret.Recoil = this.Recoil;
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if (--Burst > 0)
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FireDelay = Info.BurstDelay;
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