bullets, missiles are all altitude-aware
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@@ -15,6 +15,8 @@ namespace OpenRa.Game.Effects
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readonly int2 Src;
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readonly int2 Dest;
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readonly int2 VisualDest;
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readonly int SrcAltitude;
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readonly int DestAltitude;
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int t = 0;
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Animation anim;
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@@ -23,7 +25,7 @@ namespace OpenRa.Game.Effects
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/* src, dest are *pixel* coords */
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public Bullet(string weapon, Player owner, Actor firedBy,
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int2 src, int2 dest)
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int2 src, int2 dest, int srcAltitude, int destAltitude)
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{
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Owner = owner;
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FiredBy = firedBy;
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@@ -55,7 +57,8 @@ namespace OpenRa.Game.Effects
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if (t > TotalTime()) /* remove finished bullets */
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{
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Game.world.AddFrameEndTask(w => w.Remove(this));
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Combat.DoImpact(Dest, VisualDest, Weapon, Projectile, Warhead, FiredBy);
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Combat.DoImpact(Dest, VisualDest - new int2( 0, DestAltitude ),
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Weapon, Projectile, Warhead, FiredBy);
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}
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}
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@@ -65,17 +68,17 @@ namespace OpenRa.Game.Effects
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{
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if (anim != null)
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{
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var pos = float2.Lerp(
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Src.ToFloat2(),
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VisualDest.ToFloat2(),
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(float)t / TotalTime()) - 0.5f * anim.Image.size;
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var at = (float)t / TotalTime();
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var altitude = float2.Lerp(SrcAltitude, DestAltitude, at);
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var pos = float2.Lerp( Src.ToFloat2(), VisualDest.ToFloat2(), at)
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- 0.5f * anim.Image.size - new float2( 0, altitude );
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if (Projectile.High || Projectile.Arcing)
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{
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if (Projectile.Shadow)
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yield return new Renderable(anim.Image, pos, 8);
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var at = (float)t / TotalTime();
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var highPos = pos - new float2(0, (VisualDest - Src).Length * height * 4 * at * (1 - at));
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yield return new Renderable(anim.Image, highPos, Owner.Palette);
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@@ -2,6 +2,7 @@
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using OpenRa.Game.GameRules;
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using OpenRa.Game.Graphics;
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using OpenRa.Game.Traits;
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using System;
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namespace OpenRa.Game.Effects
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{
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@@ -17,9 +18,10 @@ namespace OpenRa.Game.Effects
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readonly Animation anim;
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int Facing;
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int t;
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int Altitude;
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public Missile(string weapon, Player owner, Actor firedBy,
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int2 src, Actor target)
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int2 src, Actor target, int altitude)
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{
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Weapon = Rules.WeaponInfo[weapon];
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Projectile = Rules.ProjectileInfo[Weapon.Projectile];
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@@ -28,6 +30,7 @@ namespace OpenRa.Game.Effects
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Owner = owner;
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Target = target;
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Pos = src.ToFloat2();
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Altitude = altitude;
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/* todo: initial facing should be turret facing, or unit facing if we're not turreted */
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Facing = Traits.Util.GetFacing( Target.CenterLocation - src.ToFloat2(), 0 );
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@@ -50,6 +53,10 @@ namespace OpenRa.Game.Effects
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{
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t += 40;
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var targetUnit = Target.traits.GetOrDefault<Unit>();
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var targetAltitude = targetUnit != null ? targetUnit.Altitude : 0;
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Altitude += Math.Sign(targetAltitude - Altitude);
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Traits.Util.TickFacing(ref Facing,
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Traits.Util.GetFacing(Target.CenterLocation - Pos, Facing),
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Projectile.ROT);
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@@ -70,7 +77,7 @@ namespace OpenRa.Game.Effects
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Pos += move;
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if (Projectile.Animates)
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Game.world.AddFrameEndTask(w => w.Add(new Smoke((Pos - 1.5f * move).ToInt2())));
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Game.world.AddFrameEndTask(w => w.Add(new Smoke((Pos - 1.5f * move - new int2( 0, Altitude )).ToInt2())));
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// todo: running out of fuel
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// todo: turbo boost vs aircraft
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@@ -78,7 +85,7 @@ namespace OpenRa.Game.Effects
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public IEnumerable<Renderable> Render()
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{
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yield return new Renderable(anim.Image, Pos - 0.5f * anim.Image.size, 0);
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yield return new Renderable(anim.Image, Pos - 0.5f * anim.Image.size - new float2(0, Altitude), 0);
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}
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}
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}
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