Convert contrails to world coords.
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@@ -16,9 +16,10 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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class ContrailInfo : ITraitInfo
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class ContrailInfo : ITraitInfo, Requires<LocalCoordinatesModelInfo>
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{
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public readonly int[] ContrailOffset = {0, 0};
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[Desc("Position relative to body")]
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public readonly WVec Offset = WVec.Zero;
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public readonly int TrailLength = 25;
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public readonly Color Color = Color.White;
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@@ -29,31 +30,31 @@ namespace OpenRA.Mods.RA
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class Contrail : ITick, IPostRender
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{
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Turret contrailTurret = null;
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ContrailInfo info;
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ContrailHistory history;
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IFacing facing;
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IMove move;
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ILocalCoordinatesModel coords;
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public Contrail(Actor self, ContrailInfo info)
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{
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contrailTurret = new Turret(info.ContrailOffset);
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this.info = info;
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history = new ContrailHistory(info.TrailLength,
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info.UsePlayerColor ? ContrailHistory.ChooseColor(self) : info.Color);
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facing = self.Trait<IFacing>();
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move = self.Trait<IMove>();
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coords = self.Trait<ILocalCoordinatesModel>();
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}
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public void Tick(Actor self)
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{
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history.Tick(self.CenterLocation - new PVecInt(0, move.Altitude) - (PVecInt)contrailTurret.PxPosition(self, facing).ToInt2());
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var local = info.Offset.Rotate(coords.QuantizeOrientation(self, self.Orientation));
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history.Tick(self.CenterPosition + coords.LocalToWorld(local));
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}
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public void RenderAfterWorld(WorldRenderer wr, Actor self) { history.Render(self); }
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public void RenderAfterWorld(WorldRenderer wr, Actor self) { history.Render(wr, self); }
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}
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class ContrailHistory
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{
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List<PPos> positions = new List<PPos>();
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List<WPos> positions = new List<WPos>();
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readonly int TrailLength;
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readonly Color Color;
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readonly int StartSkip;
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@@ -74,27 +75,28 @@ namespace OpenRA.Mods.RA
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this.StartSkip = startSkip;
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}
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public void Tick(PPos currentPos)
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public void Tick(WPos currentPos)
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{
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positions.Add(currentPos);
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if (positions.Count >= TrailLength)
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positions.RemoveAt(0);
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}
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public void Render(Actor self)
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public void Render(WorldRenderer wr, Actor self)
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{
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Color trailStart = Color;
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Color trailEnd = Color.FromArgb(trailStart.A - 255 / TrailLength, trailStart.R, trailStart.G, trailStart.B);
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for (int i = positions.Count - 1 - StartSkip; i >= 4; --i)
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{
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var conPos = PPos.Average(positions[i], positions[i-1], positions[i-2], positions[i-3]);
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var nextPos = PPos.Average(positions[i-1], positions[i-2], positions[i-3], positions[i-4]);
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// World positions
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var conPos = WPos.Average(positions[i], positions[i-1], positions[i-2], positions[i-3]);
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var nextPos = WPos.Average(positions[i-1], positions[i-2], positions[i-3], positions[i-4]);
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if (self.World.RenderedShroud.IsVisible(conPos.ToCPos()) ||
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self.World.RenderedShroud.IsVisible(nextPos.ToCPos()))
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if (self.World.RenderedShroud.IsVisible(new CPos(conPos)) ||
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self.World.RenderedShroud.IsVisible(new CPos(nextPos)))
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{
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Game.Renderer.WorldLineRenderer.DrawLine(conPos.ToFloat2(), nextPos.ToFloat2(), trailStart, trailEnd);
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Game.Renderer.WorldLineRenderer.DrawLine(wr.ScreenPosition(conPos), wr.ScreenPosition(nextPos), trailStart, trailEnd);
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trailStart = trailEnd;
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trailEnd = Color.FromArgb(trailStart.A - 255 / positions.Count, trailStart.R, trailStart.G, trailStart.B);
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