Add missile jamming to MRJ

This commit is contained in:
Scott_NZ
2013-04-20 00:43:51 +12:00
parent 95b5e1856e
commit 88b59d5033
4 changed files with 68 additions and 13 deletions

View File

@@ -41,8 +41,9 @@ namespace OpenRA.Mods.RA.Effects
public readonly Color ContrailColor = Color.White;
public readonly bool ContrailUsePlayerColor = false;
public readonly int ContrailDelay = 1;
public readonly bool Jammable = true;
public IEffect Create(ProjectileArgs args) { return new Missile( this, args ); }
public IEffect Create(ProjectileArgs args) { return new Missile(this, args); }
}
class Missile : IEffect
@@ -90,27 +91,44 @@ namespace OpenRA.Mods.RA.Effects
const int MissileCloseEnough = 7;
int ticksToNextSmoke;
public void Tick( World world )
public void Tick(World world)
{
t += 40;
// In pixels
var dist = Args.target.CenterLocation + offset - PxPosition;
var targetAltitude = 0;
var targetAltitude = 0;
if (Args.target.IsValid && Args.target.IsActor && Args.target.Actor.HasTrait<IMove>())
targetAltitude = Args.target.Actor.Trait<IMove>().Altitude;
targetAltitude = Args.target.Actor.Trait<IMove>().Altitude;
Altitude += Math.Sign(targetAltitude - Altitude);
var jammed = Info.Jammable && world.ActorsWithTrait<JamsMissiles>().Any(tp =>
(tp.Actor.CenterLocation - PxPosition).ToCVec().Length <= tp.Trait.Range
if (Args.target.IsValid)
&& (tp.Actor.Owner.Stances[Args.firedBy.Owner] != Stance.Ally
|| (tp.Actor.Owner.Stances[Args.firedBy.Owner] == Stance.Ally && tp.Trait.AlliedMissiles))
&& world.SharedRandom.Next(100 / tp.Trait.Chance) == 0);
if (!jammed)
{
Altitude += Math.Sign(targetAltitude - Altitude);
if (Args.target.IsValid)
Facing = Traits.Util.TickFacing(Facing,
Traits.Util.GetFacing(dist, Facing),
Info.ROT);
}
else
{
Altitude += world.SharedRandom.Next(-1, 2);
Facing = Traits.Util.TickFacing(Facing,
Traits.Util.GetFacing(dist, Facing),
Facing + world.SharedRandom.Next(-20, 21),
Info.ROT);
}
anim.Tick();
if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough && Args.target.IsValid )
if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough && Args.target.IsValid)
Explode(world);
// TODO: Replace this with a lookup table