sync bullets and missiles
to investigate desyncs StyleCop clean WeaponInfo and friends
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@@ -41,41 +41,44 @@ namespace OpenRA.Mods.RA.Effects
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public IEffect Create(ProjectileArgs args) { return new Bullet(this, args); }
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}
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public class Bullet : IEffect
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public class Bullet : IEffect, ISync
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{
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readonly BulletInfo info;
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readonly ProjectileArgs args;
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ContrailRenderable trail;
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Animation anim;
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WAngle angle;
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WPos pos, target;
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int length;
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int facing;
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int ticks, smokeTicks;
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[Sync] WAngle angle;
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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, smokeTicks;
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[Sync] public Actor SourceActor { get { return args.SourceActor; } }
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public Bullet(BulletInfo 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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this.pos = args.Source;
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// Convert ProjectileArg definitions to world coordinates
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// TODO: Change the yaml definitions so we don't need this
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var range = new WRange((int)(1024 * args.weapon.Range)); // Range in world units
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var range = new WRange((int)(1024 * args.Weapon.Range)); // Range in world units
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var inaccuracy = new WRange((int)(info.Inaccuracy * 1024 / Game.CellSize)); // Offset in world units at max range
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var speed = (int)(info.Speed * 4 * 1024 / (10 * Game.CellSize)); // Speed in world units per tick
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angle = WAngle.ArcTan((int)(info.Angle * 4 * 1024), 1024); // Angle in world angle
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target = args.passiveTarget;
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target = args.PassiveTarget;
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if (info.Inaccuracy > 0)
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{
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var maxOffset = inaccuracy.Range * (target - args.source).Length / range.Range;
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target += WVec.FromPDF(args.sourceActor.World.SharedRandom, 2) * maxOffset / 1024;
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var maxOffset = inaccuracy.Range * (target - pos).Length / range.Range;
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target += WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024;
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}
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facing = Traits.Util.GetFacing(target - args.source, 0);
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length = Math.Max((target - args.source).Length / speed, 1);
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facing = Traits.Util.GetFacing(target - pos, 0);
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length = Math.Max((target - pos).Length / speed, 1);
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if (info.Image != null)
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{
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@@ -85,8 +88,8 @@ namespace OpenRA.Mods.RA.Effects
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if (info.ContrailLength > 0)
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{
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var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.sourceActor) : info.ContrailColor;
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trail = new ContrailRenderable(args.sourceActor.World, color, info.ContrailLength, info.ContrailDelay, 0);
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var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.SourceActor) : info.ContrailColor;
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trail = new ContrailRenderable(args.SourceActor.World, color, info.ContrailLength, info.ContrailDelay, 0);
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}
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smokeTicks = info.TrailDelay;
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@@ -117,11 +120,11 @@ namespace OpenRA.Mods.RA.Effects
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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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pos = WPos.LerpQuadratic(args.Source, target, angle, ticks, length);
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if (info.Trail != null && --smokeTicks < 0)
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{
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var delayedPos = WPos.LerpQuadratic(args.source, target, angle, ticks - info.TrailDelay, length);
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var delayedPos = WPos.LerpQuadratic(args.Source, target, angle, ticks - info.TrailDelay, length);
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world.AddFrameEndTask(w => w.Add(new Smoke(w, delayedPos, info.Trail)));
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smokeTicks = info.TrailInterval;
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}
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@@ -130,7 +133,7 @@ namespace OpenRA.Mods.RA.Effects
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trail.Update(pos);
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if (ticks++ >= length || (!info.High && world.ActorMap
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.GetUnitsAt(pos.ToCPos()).Any(a => a.HasTrait<IBlocksBullets>())))
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.GetUnitsAt(pos.ToCPos()).Any(a => a.HasTrait<IBlocksBullets>())))
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{
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Explode(world);
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}
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@@ -145,7 +148,7 @@ namespace OpenRA.Mods.RA.Effects
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yield break;
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var cell = pos.ToCPos();
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if (!args.sourceActor.World.FogObscures(cell))
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if (!args.SourceActor.World.FogObscures(cell))
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{
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if (info.Shadow)
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{
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@@ -154,7 +157,7 @@ namespace OpenRA.Mods.RA.Effects
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yield return r;
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}
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var palette = wr.Palette(args.weapon.Underwater ? "shadow" : "effect");
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var palette = wr.Palette(args.Weapon.Underwater ? "shadow" : "effect");
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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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@@ -167,7 +170,7 @@ namespace OpenRA.Mods.RA.Effects
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else
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world.AddFrameEndTask(w => w.Remove(this));
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Combat.DoImpacts(target, args.sourceActor, args.weapon, args.firepowerModifier);
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Combat.DoImpacts(target, args.SourceActor, args.Weapon, args.FirepowerModifier);
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}
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}
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}
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