diff --git a/OpenRA.Game/Effects/TeslaZap.cs b/OpenRA.Game/Effects/TeslaZap.cs index 50981a2213..5e594ac324 100755 --- a/OpenRA.Game/Effects/TeslaZap.cs +++ b/OpenRA.Game/Effects/TeslaZap.cs @@ -23,6 +23,8 @@ using System.Linq; using OpenRA.GameRules; using OpenRA.Graphics; using OpenRA.Traits; +using System; +using OpenRA.FileFormats; namespace OpenRA.Effects { @@ -68,6 +70,7 @@ namespace OpenRA.Effects static IEnumerable DrawZapWandering(int2 from, int2 to, Sequence s) { + var z = float2.Zero; /* hack */ var dist = to - from; var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X); @@ -77,76 +80,53 @@ namespace OpenRA.Effects var p1 = from + (1 / 3f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm; var p2 = from + (2 / 3f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm; - renderables.AddRange(DrawZap(from, p1.ToInt2(), s)); - renderables.AddRange(DrawZap(p1.ToInt2(), p2.ToInt2(), s)); - renderables.AddRange(DrawZap(p2.ToInt2(), to, s)); + renderables.AddRange(DrawZap(from, p1, s, out p1)); + renderables.AddRange(DrawZap(p1, p2, s, out p2)); + renderables.AddRange(DrawZap(p2, to, s, out z)); } else { var p1 = from + (1 / 2f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm; - renderables.AddRange(DrawZap(from, p1.ToInt2(), s)); - renderables.AddRange(DrawZap(p1.ToInt2(), to, s)); + renderables.AddRange(DrawZap(from, p1, s, out p1)); + renderables.AddRange(DrawZap(p1, to, s, out z)); } return renderables; } - static IEnumerable DrawZap(int2 from, int2 to, Sequence s) + static IEnumerable DrawZap(float2 from, float2 to, Sequence s, out float2 p) { - if (from.X < to.X) - return DrawZapInner(from, to, s); - else if (from.X > to.X || from.Y > to.Y) - return DrawZapInner(to, from, s); - else - return DrawZapInner(from, to, s); + var dist = to - from; + var q = new float2(-dist.Y, dist.X); + var c = -float2.Dot(from, q); + var rs = new List(); + var z = from; + + while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5) + { + var step = steps.Where(t => (to - (z + new float2(t[0],t[1]))).LengthSquared < (to - z).LengthSquared ) + .OrderBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c)).First(); + + rs.Add(new Renderable(s.GetSprite(step[4]), z + new float2(step[2], step[3]), "effect")); + z += new float2(step[0], step[1]); + } + + p = z; + + return rs; } - static IEnumerable DrawZapInner( int2 from, int2 to, Sequence s ) - { - int2 d = to - from; - if( d.X < 8 ) - { - var prev = new int2( 0, 0 ); - var y = d.Y; - while( y >= prev.Y + 8 ) - { - yield return new Renderable( s.GetSprite( 2 ), (float2)( from + prev - new int2( 0, 8 ) ), "effect"); - prev.Y += 8; - } - } - else - { - var prev = new int2( 0, 0 ); - for( int i = 1 ; i < d.X ; i += 8 ) - { - var y = i * d.Y / d.X; - if( y <= prev.Y - 8 ) - { - yield return new Renderable(s.GetSprite(3), (float2)(from + prev - new int2(8, 16)), "effect"); - prev.Y -= 8; - while( y <= prev.Y - 8 ) - { - yield return new Renderable(s.GetSprite(2), (float2)(from + prev - new int2(0, 16)), "effect"); - prev.Y -= 8; - } - } - else if( y >= prev.Y + 8 ) - { - yield return new Renderable(s.GetSprite(0), (float2)(from + prev - new int2(8, 8)), "effect"); - prev.Y += 8; - while( y >= prev.Y + 8 ) - { - yield return new Renderable(s.GetSprite(2), (float2)(from + prev - new int2(0, 8)), "effect"); - prev.Y += 8; - } - } - else - yield return new Renderable(s.GetSprite(1), (float2)(from + prev - new int2(8, 8)), "effect"); - - prev.X += 8; - } - } - } + static int[][] steps = new [] + { + new int[] { 8, 8, -8, -8, 0 }, + new int[] { -8, -8, -16, -16, 0 }, + new int[] { 8, 0, -8, -8, 1 }, + new int[] { -8, 0, -16, -8, 1 }, + new int[] { 0, 8, -8, -8, 2 }, + new int[] { 0, -8, -8, -16, 2 }, + new int[] { -8, 8, -16, -8, 3 }, + new int[] { 8, -8, -8, -16, 3 } + }; } }