add a simple projectile with random sequences for debris effects

This commit is contained in:
Matthias Mailänder
2015-08-22 13:34:49 +02:00
parent f325463204
commit 5c2849a08f
5 changed files with 189 additions and 69 deletions

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

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@@ -163,6 +163,7 @@
<Compile Include="Effects\PowerdownIndicator.cs" /> <Compile Include="Effects\PowerdownIndicator.cs" />
<Compile Include="Effects\RallyPointIndicator.cs" /> <Compile Include="Effects\RallyPointIndicator.cs" />
<Compile Include="Effects\RepairIndicator.cs" /> <Compile Include="Effects\RepairIndicator.cs" />
<Compile Include="Effects\Shrapnel.cs" />
<Compile Include="Effects\Smoke.cs" /> <Compile Include="Effects\Smoke.cs" />
<Compile Include="Commands\ChatCommands.cs" /> <Compile Include="Commands\ChatCommands.cs" />
<Compile Include="Commands\DevCommands.cs" /> <Compile Include="Commands\DevCommands.cs" />

View File

@@ -695,11 +695,10 @@ Shrapnel:
ReloadDelay: 60 ReloadDelay: 60
Range: 4c0 Range: 4c0
Report: Report:
Projectile: Bullet Projectile: Shrapnel
Speed: 50, 125 Speed: 50, 125
Blockable: false Blockable: false
Angle: 91, 264 Angle: 91, 264
Inaccuracy: 416
Image: shrapnel Image: shrapnel
Warhead@1Dam: SpreadDamage Warhead@1Dam: SpreadDamage
Spread: 192 Spread: 192

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@@ -402,76 +402,48 @@ srock05:
UseTilesetExtension: true UseTilesetExtension: true
Offset: 0, -12 Offset: 0, -12
dbris1sm: dbrissm:
idle: 1: dbris1sm
Length:*
2: dbris2sm
Length:*
3: dbris3sm
Length:*
4: dbris4sm
Length:*
5: dbris5sm
Length:*
6: dbris6sm
Length:*
7: dbris7sm
Length:*
8: dbris8sm
Length:*
9: dbris9sm
Length:*
10: dbrs10sm
Length:* Length:*
dbris2sm: dbrislg:
idle: 1: dbris1lg
Length:* Length:*
2: dbris2lg
dbris3sm:
idle:
Length:* Length:*
3: dbris3lg
dbris4sm:
idle:
Length:* Length:*
4: dbris4lg
dbris5sm:
idle:
Length:* Length:*
5: dbris5lg
dbris6sm:
idle:
Length:* Length:*
6: dbris6lg
dbris7sm:
idle:
Length:* Length:*
7: dbris7lg
dbris8sm:
idle:
Length:* Length:*
8: dbris8lg
dbris9sm:
idle:
Length:* Length:*
9: dbris9lg
dbris1lg:
idle:
Length:* Length:*
10: dbrs10lg
dbris2lg:
idle:
Length:*
dbris3lg:
idle:
Length:*
dbris4lg:
idle:
Length:*
dbris5lg:
idle:
Length:*
dbris6lg:
idle:
Length:*
dbris7lg:
idle:
Length:*
dbris8lg:
idle:
Length:*
dbris9lg:
idle:
Length:* Length:*
crat01: crat01:
@@ -512,3 +484,4 @@ palet03:
palet04: palet04:
idle: idle:

View File

@@ -48,20 +48,20 @@ SmallDebris:
ReloadDelay: 60 ReloadDelay: 60
Range: 4c0 Range: 4c0
Report: Report:
Projectile: Bullet Projectile: Shrapnel
Speed: 50, 125 Speed: 50, 125
Blockable: false
Angle: 91, 264 Angle: 91, 264
Inaccuracy: 416 Image: dbrissm
Image: dbris1sm # TODO: add some variation Sequences: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Shadow: true
LargeDebris: LargeDebris:
ReloadDelay: 60 ReloadDelay: 60
Range: 4c0 Range: 4c0
Report: Report:
Projectile: Bullet Projectile: Shrapnel
Speed: 50, 125 Speed: 50, 125
Blockable: false
Angle: 91, 264 Angle: 91, 264
Inaccuracy: 416 Image: dbrislg
Image: dbris1lg # TODO: add some variation Sequences: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
Shadow: true