sync bullets and missiles

to investigate desyncs

StyleCop clean WeaponInfo and friends
This commit is contained in:
Matthias Mailänder
2013-08-24 10:08:13 +02:00
parent bdfdaac092
commit 5f8d8beec1
8 changed files with 119 additions and 114 deletions

View File

@@ -45,32 +45,38 @@ namespace OpenRA.Mods.RA.Effects
public IEffect Create(ProjectileArgs args) { return new Missile(this, args); }
}
class Missile : IEffect
class Missile : IEffect, ISync
{
static readonly WRange MissileCloseEnough = new WRange(7 * 1024 / Game.CellSize);
readonly MissileInfo info;
readonly ProjectileArgs args;
readonly Animation anim;
ContrailRenderable trail;
WPos pos;
int facing;
WPos target;
WVec offset;
int ticks;
bool exploded;
readonly int speed;
int ticksToNextSmoke;
ContrailRenderable trail;
[Sync] WPos pos;
[Sync] int facing;
[Sync] WPos targetPosition;
[Sync] WVec offset;
[Sync] int ticks;
[Sync] bool exploded;
[Sync] public Actor SourceActor { get { return args.SourceActor; } }
[Sync] public Target GuidedTarget { get { return args.GuidedTarget; } }
public Missile(MissileInfo info, ProjectileArgs args)
{
this.info = info;
this.args = args;
pos = args.source;
facing = args.facing;
pos = args.Source;
facing = args.Facing;
target = args.passiveTarget;
targetPosition = args.PassiveTarget;
// Convert ProjectileArg definitions to world coordinates
// TODO: Change the yaml definitions so we don't need this
@@ -78,7 +84,7 @@ namespace OpenRA.Mods.RA.Effects
speed = info.Speed * 1024 / (5 * Game.CellSize);
if (info.Inaccuracy > 0)
offset = WVec.FromPDF(args.sourceActor.World.SharedRandom, 2) * inaccuracy / 1024;
offset = WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * inaccuracy / 1024;
if (info.Image != null)
{
@@ -88,20 +94,17 @@ namespace OpenRA.Mods.RA.Effects
if (info.ContrailLength > 0)
{
var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.sourceActor) : info.ContrailColor;
trail = new ContrailRenderable(args.sourceActor.World, color, info.ContrailLength, info.ContrailDelay, 0);
var color = info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.SourceActor) : info.ContrailColor;
trail = new ContrailRenderable(args.SourceActor.World, color, info.ContrailLength, info.ContrailDelay, 0);
}
}
static readonly WRange MissileCloseEnough = new WRange(7 * 1024 / Game.CellSize);
int ticksToNextSmoke;
bool JammedBy(TraitPair<JamsMissiles> tp)
{
if ((tp.Actor.CenterPosition - pos).HorizontalLengthSquared > tp.Trait.Range * tp.Trait.Range)
return false;
if (tp.Actor.Owner.Stances[args.sourceActor.Owner] == Stance.Ally && !tp.Trait.AlliedMissiles)
if (tp.Actor.Owner.Stances[args.SourceActor.Owner] == Stance.Ally && !tp.Trait.AlliedMissiles)
return false;
return tp.Actor.World.SharedRandom.Next(100 / tp.Trait.Chance) == 0;
@@ -120,12 +123,12 @@ namespace OpenRA.Mods.RA.Effects
anim.Tick();
// Missile tracks target
if (args.guidedTarget.IsValidFor(args.sourceActor))
target = args.guidedTarget.CenterPosition;
if (args.GuidedTarget.IsValidFor(args.SourceActor))
targetPosition = args.GuidedTarget.CenterPosition;
var dist = target + offset - pos;
var dist = targetPosition + offset - pos;
var desiredFacing = Traits.Util.GetFacing(dist, facing);
var desiredAltitude = target.Z;
var desiredAltitude = targetPosition.Z;
var jammed = info.Jammable && world.ActorsWithTrait<JamsMissiles>().Any(j => JammedBy(j));
if (jammed)
@@ -133,18 +136,18 @@ namespace OpenRA.Mods.RA.Effects
desiredFacing = facing + world.SharedRandom.Next(-20, 21);
desiredAltitude = world.SharedRandom.Next(-43, 86);
}
else if (!args.guidedTarget.IsValidFor(args.sourceActor))
else if (!args.GuidedTarget.IsValidFor(args.SourceActor))
desiredFacing = facing;
facing = Traits.Util.TickFacing(facing, desiredFacing, info.ROT);
var move = new WVec(0, -1024, 0).Rotate(WRot.FromFacing(facing)) * speed / 1024;
if (target.Z > 0 && info.TurboBoost)
if (targetPosition.Z > 0 && info.TurboBoost)
move = (move * 3) / 2;
if (pos.Z != desiredAltitude)
{
var delta = move.HorizontalLength * info.MaximumPitch.Tan() / 1024;
var dz = (target.Z - pos.Z).Clamp(-delta, delta);
var dz = (targetPosition.Z - pos.Z).Clamp(-delta, delta);
move += new WVec(0, 0, dz);
}
@@ -159,9 +162,9 @@ namespace OpenRA.Mods.RA.Effects
if (info.ContrailLength > 0)
trail.Update(pos);
var shouldExplode = pos.Z < 0 // Hit the ground
|| dist.LengthSquared < MissileCloseEnough.Range * MissileCloseEnough.Range // Within range
|| info.RangeLimit != 0 && ticks > info.RangeLimit // Ran out of fuel
var shouldExplode = (pos.Z < 0) // Hit the ground
|| (dist.LengthSquared < MissileCloseEnough.Range * MissileCloseEnough.Range) // Within range
|| (info.RangeLimit != 0 && ticks > info.RangeLimit) // Ran out of fuel
|| (!info.High && world.ActorMap.GetUnitsAt(pos.ToCPos())
.Any(a => a.HasTrait<IBlocksBullets>())); // Hit a wall
@@ -182,7 +185,7 @@ namespace OpenRA.Mods.RA.Effects
if (ticks <= info.Arm)
return;
Combat.DoImpacts(pos, args.sourceActor, args.weapon, args.firepowerModifier);
Combat.DoImpacts(pos, args.SourceActor, args.Weapon, args.FirepowerModifier);
}
public IEnumerable<IRenderable> Render(WorldRenderer wr)
@@ -190,9 +193,9 @@ namespace OpenRA.Mods.RA.Effects
if (info.ContrailLength > 0)
yield return trail;
if (!args.sourceActor.World.FogObscures(pos.ToCPos()))
if (!args.SourceActor.World.FogObscures(pos.ToCPos()))
{
var palette = wr.Palette(args.weapon.Underwater ? "shadow" : "effect");
var palette = wr.Palette(args.Weapon.Underwater ? "shadow" : "effect");
foreach (var r in anim.Render(pos, palette))
yield return r;
}