add a simple projectile with random sequences for debris effects
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147
OpenRA.Mods.Common/Effects/Shrapnel.cs
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147
OpenRA.Mods.Common/Effects/Shrapnel.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 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.Drawing;
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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.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Effects
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{
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public class ShrapnelInfo : IProjectileInfo
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{
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[Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")]
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public readonly WDist[] Speed = { new WDist(17) };
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[Desc("Image to display.")]
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public readonly string Image = null;
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[Desc("Loop these sequences of Image while this projectile is moving.")]
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[SequenceReference("Image")] public readonly string[] Sequences = { "idle" };
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[Desc("The palette used to draw this projectile.")]
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public readonly string Palette = "effect";
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[Desc("Does this projectile have a shadow?")]
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public readonly bool Shadow = false;
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[Desc("Palette to use for this projectile's shadow if Shadow is true.")]
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public readonly string ShadowPalette = "shadow";
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[Desc("Arc in WAngles, two values indicate variable arc.")]
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public readonly WAngle[] Angle = { WAngle.Zero };
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public IEffect Create(ProjectileArgs args) { return new Shrapnel(this, args); }
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}
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public class Shrapnel : IEffect, ISync
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{
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readonly ShrapnelInfo info;
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readonly ProjectileArgs args;
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readonly Animation anim;
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[Sync] readonly WAngle angle;
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[Sync] readonly WDist speed;
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[Sync] WPos pos, target;
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[Sync] int length;
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[Sync] int facing;
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[Sync] int ticks;
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[Sync] public Actor SourceActor { get { return args.SourceActor; } }
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public Shrapnel(ShrapnelInfo info, ProjectileArgs args)
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{
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this.info = info;
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this.args = args;
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this.pos = args.Source;
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var world = args.SourceActor.World;
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if (info.Angle.Length > 1)
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angle = new WAngle(world.SharedRandom.Next(info.Angle[0].Angle, info.Angle[1].Angle));
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else
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angle = info.Angle[0];
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if (info.Speed.Length > 1)
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speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length));
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else
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speed = info.Speed[0];
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target = args.PassiveTarget;
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facing = OpenRA.Traits.Util.GetFacing(target - pos, 0);
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length = Math.Max((target - pos).Length / speed.Length, 1);
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if (!string.IsNullOrEmpty(info.Image))
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{
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anim = new Animation(world, info.Image, GetEffectiveFacing);
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anim.PlayRepeating(info.Sequences.Random(world.SharedRandom));
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}
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}
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int GetEffectiveFacing()
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{
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var at = (float)ticks / (length - 1);
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var attitude = angle.Tan() * (1 - 2 * at) / (4 * 1024);
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var u = (facing % 128) / 128f;
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var scale = 512 * u * (1 - u);
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return (int)(facing < 128
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? facing - scale * attitude
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: facing + scale * attitude);
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}
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public void Tick(World world)
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{
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if (anim != null)
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anim.Tick();
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pos = WPos.LerpQuadratic(args.Source, target, angle, ticks, length);
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if (ticks++ >= length)
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Explode(world);
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}
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public IEnumerable<IRenderable> Render(WorldRenderer wr)
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{
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if (anim == null || ticks >= length)
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yield break;
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var world = args.SourceActor.World;
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if (!world.FogObscures(pos))
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{
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if (info.Shadow)
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{
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var dat = world.Map.DistanceAboveTerrain(pos);
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var shadowPos = pos - new WVec(0, 0, dat.Length);
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foreach (var r in anim.Render(shadowPos, wr.Palette(info.ShadowPalette)))
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yield return r;
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}
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var palette = wr.Palette(info.Palette);
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foreach (var r in anim.Render(pos, palette))
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yield return r;
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}
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}
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void Explode(World world)
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{
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world.AddFrameEndTask(w => w.Remove(this));
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args.Weapon.Impact(Target.FromPos(pos), args.SourceActor, args.DamageModifiers);
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}
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}
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}
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