Move Render*Circle, ThrowsParticle and ParatroopersPower to appropriate locations
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96
OpenRA.Mods.Common/Traits/ThrowsParticle.cs
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96
OpenRA.Mods.Common/Traits/ThrowsParticle.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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 OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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class ThrowsParticleInfo : ITraitInfo, Requires<RenderSimpleInfo>, Requires<IBodyOrientationInfo>
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{
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public readonly string Anim = null;
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[Desc("Initial position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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[Desc("Minimum distance to throw the particle")]
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public readonly WRange MinThrowRange = new WRange(256);
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[Desc("Maximum distance to throw the particle")]
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public readonly WRange MaxThrowRange = new WRange(768);
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[Desc("Minimum angle to throw the particle")]
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public readonly WAngle MinThrowAngle = WAngle.FromDegrees(30);
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[Desc("Maximum angle to throw the particle")]
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public readonly WAngle MaxThrowAngle = WAngle.FromDegrees(60);
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[Desc("Speed to throw the particle (horizontal WPos/tick)")]
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public readonly int Velocity = 75;
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[Desc("Maximum rotation rate")]
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public readonly float ROT = 15;
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public object Create(ActorInitializer init) { return new ThrowsParticle(init, this); }
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}
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class ThrowsParticle : ITick
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{
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WVec pos;
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WVec initialPos;
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WVec finalPos;
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WAngle angle;
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int tick = 0;
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int length;
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float facing;
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float rotation;
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public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info)
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{
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var self = init.Self;
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var rs = self.Trait<RenderSimple>();
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var body = self.Trait<IBodyOrientation>();
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// TODO: Carry orientation over from the parent instead of just facing
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var bodyFacing = init.Contains<FacingInit>() ? init.Get<FacingInit, int>() : 0;
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facing = Turreted.GetInitialTurretFacing(init, 0);
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// Calculate final position
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var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024));
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var throwDistance = Game.CosmeticRandom.Next(info.MinThrowRange.Range, info.MaxThrowRange.Range);
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initialPos = pos = info.Offset.Rotate(body.QuantizeOrientation(self, WRot.FromFacing(bodyFacing)));
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finalPos = initialPos + new WVec(throwDistance, 0, 0).Rotate(throwRotation);
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angle = new WAngle(Game.CosmeticRandom.Next(info.MinThrowAngle.Angle, info.MaxThrowAngle.Angle));
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length = (finalPos - initialPos).Length / info.Velocity;
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// Facing rotation
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rotation = WRange.FromPDF(Game.CosmeticRandom, 2).Range * info.ROT / 1024;
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var anim = new Animation(init.World, rs.GetImage(self), () => (int)facing);
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anim.PlayRepeating(info.Anim);
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rs.Add(info.Anim, new AnimationWithOffset(anim, () => pos, null));
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}
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public void Tick(Actor self)
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{
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if (tick == length)
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return;
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pos = WVec.LerpQuadratic(initialPos, finalPos, angle, tick++, length);
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// Spin the particle
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facing += rotation;
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rotation *= .9f;
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}
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}
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}
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