bullets, missiles are all altitude-aware
This commit is contained in:
@@ -25,7 +25,7 @@ namespace OpenRa
|
||||
|
||||
public static float2 operator -(float2 a) { return new float2(-a.X, -a.Y); }
|
||||
|
||||
static float Lerp(float a, float b, float t) { return a + t * (b - a); }
|
||||
public static float Lerp(float a, float b, float t) { return a + t * (b - a); }
|
||||
|
||||
public static float2 Lerp(float2 a, float2 b, float t)
|
||||
{
|
||||
|
||||
@@ -88,6 +88,7 @@ namespace OpenRa.Game
|
||||
|
||||
var underCursor = Game.UnitInfluence.GetUnitAt( xy )
|
||||
?? Game.BuildingInfluence.GetBuildingAt( xy );
|
||||
|
||||
if (underCursor != null && !underCursor.Info.Selectable)
|
||||
underCursor = null;
|
||||
|
||||
|
||||
@@ -15,6 +15,8 @@ namespace OpenRa.Game.Effects
|
||||
readonly int2 Src;
|
||||
readonly int2 Dest;
|
||||
readonly int2 VisualDest;
|
||||
readonly int SrcAltitude;
|
||||
readonly int DestAltitude;
|
||||
|
||||
int t = 0;
|
||||
Animation anim;
|
||||
@@ -23,7 +25,7 @@ namespace OpenRa.Game.Effects
|
||||
|
||||
/* src, dest are *pixel* coords */
|
||||
public Bullet(string weapon, Player owner, Actor firedBy,
|
||||
int2 src, int2 dest)
|
||||
int2 src, int2 dest, int srcAltitude, int destAltitude)
|
||||
{
|
||||
Owner = owner;
|
||||
FiredBy = firedBy;
|
||||
@@ -55,7 +57,8 @@ namespace OpenRa.Game.Effects
|
||||
if (t > TotalTime()) /* remove finished bullets */
|
||||
{
|
||||
Game.world.AddFrameEndTask(w => w.Remove(this));
|
||||
Combat.DoImpact(Dest, VisualDest, Weapon, Projectile, Warhead, FiredBy);
|
||||
Combat.DoImpact(Dest, VisualDest - new int2( 0, DestAltitude ),
|
||||
Weapon, Projectile, Warhead, FiredBy);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -65,17 +68,17 @@ namespace OpenRa.Game.Effects
|
||||
{
|
||||
if (anim != null)
|
||||
{
|
||||
var pos = float2.Lerp(
|
||||
Src.ToFloat2(),
|
||||
VisualDest.ToFloat2(),
|
||||
(float)t / TotalTime()) - 0.5f * anim.Image.size;
|
||||
var at = (float)t / TotalTime();
|
||||
|
||||
var altitude = float2.Lerp(SrcAltitude, DestAltitude, at);
|
||||
var pos = float2.Lerp( Src.ToFloat2(), VisualDest.ToFloat2(), at)
|
||||
- 0.5f * anim.Image.size - new float2( 0, altitude );
|
||||
|
||||
if (Projectile.High || Projectile.Arcing)
|
||||
{
|
||||
if (Projectile.Shadow)
|
||||
yield return new Renderable(anim.Image, pos, 8);
|
||||
|
||||
var at = (float)t / TotalTime();
|
||||
var highPos = pos - new float2(0, (VisualDest - Src).Length * height * 4 * at * (1 - at));
|
||||
|
||||
yield return new Renderable(anim.Image, highPos, Owner.Palette);
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using OpenRa.Game.GameRules;
|
||||
using OpenRa.Game.Graphics;
|
||||
using OpenRa.Game.Traits;
|
||||
using System;
|
||||
|
||||
namespace OpenRa.Game.Effects
|
||||
{
|
||||
@@ -17,9 +18,10 @@ namespace OpenRa.Game.Effects
|
||||
readonly Animation anim;
|
||||
int Facing;
|
||||
int t;
|
||||
int Altitude;
|
||||
|
||||
public Missile(string weapon, Player owner, Actor firedBy,
|
||||
int2 src, Actor target)
|
||||
int2 src, Actor target, int altitude)
|
||||
{
|
||||
Weapon = Rules.WeaponInfo[weapon];
|
||||
Projectile = Rules.ProjectileInfo[Weapon.Projectile];
|
||||
@@ -28,6 +30,7 @@ namespace OpenRa.Game.Effects
|
||||
Owner = owner;
|
||||
Target = target;
|
||||
Pos = src.ToFloat2();
|
||||
Altitude = altitude;
|
||||
|
||||
/* todo: initial facing should be turret facing, or unit facing if we're not turreted */
|
||||
Facing = Traits.Util.GetFacing( Target.CenterLocation - src.ToFloat2(), 0 );
|
||||
@@ -50,6 +53,10 @@ namespace OpenRa.Game.Effects
|
||||
{
|
||||
t += 40;
|
||||
|
||||
var targetUnit = Target.traits.GetOrDefault<Unit>();
|
||||
var targetAltitude = targetUnit != null ? targetUnit.Altitude : 0;
|
||||
Altitude += Math.Sign(targetAltitude - Altitude);
|
||||
|
||||
Traits.Util.TickFacing(ref Facing,
|
||||
Traits.Util.GetFacing(Target.CenterLocation - Pos, Facing),
|
||||
Projectile.ROT);
|
||||
@@ -70,7 +77,7 @@ namespace OpenRa.Game.Effects
|
||||
Pos += move;
|
||||
|
||||
if (Projectile.Animates)
|
||||
Game.world.AddFrameEndTask(w => w.Add(new Smoke((Pos - 1.5f * move).ToInt2())));
|
||||
Game.world.AddFrameEndTask(w => w.Add(new Smoke((Pos - 1.5f * move - new int2( 0, Altitude )).ToInt2())));
|
||||
|
||||
// todo: running out of fuel
|
||||
// todo: turbo boost vs aircraft
|
||||
@@ -78,7 +85,7 @@ namespace OpenRa.Game.Effects
|
||||
|
||||
public IEnumerable<Renderable> Render()
|
||||
{
|
||||
yield return new Renderable(anim.Image, Pos - 0.5f * anim.Image.size, 0);
|
||||
yield return new Renderable(anim.Image, Pos - 0.5f * anim.Image.size - new float2(0, Altitude), 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -224,7 +224,7 @@ namespace OpenRa.Game
|
||||
Rules.TileSet.GetWalkability(Rules.Map.MapTiles[a.X, a.Y])) < double.PositiveInfinity;
|
||||
}
|
||||
|
||||
static IEnumerable<Actor> FindUnits(float2 a, float2 b)
|
||||
public static IEnumerable<Actor> FindUnits(float2 a, float2 b)
|
||||
{
|
||||
var min = float2.Min(a, b);
|
||||
var max = float2.Max(a, b);
|
||||
|
||||
@@ -105,19 +105,23 @@ namespace OpenRa.Game.Traits
|
||||
}
|
||||
|
||||
var firePos = self.CenterLocation.ToInt2() + Util.GetTurretPosition(self, unit, offset, 0f).ToInt2();
|
||||
var thisTarget = target;
|
||||
var thisTarget = target; // closure.
|
||||
var destUnit = thisTarget.traits.GetOrDefault<Unit>();
|
||||
|
||||
ScheduleDelayedAction(self.Info.FireDelay, () =>
|
||||
{
|
||||
var srcAltitude = unit != null ? unit.Altitude : 0;
|
||||
var destAltitude = destUnit != null ? destUnit.Altitude : 0;
|
||||
|
||||
if( weapon.RenderAsTesla )
|
||||
Game.world.Add( new TeslaZap( firePos, thisTarget.CenterLocation.ToInt2() ) );
|
||||
|
||||
if( Rules.ProjectileInfo[ weapon.Projectile ].ROT != 0 )
|
||||
Game.world.Add(new Missile(weaponName, self.Owner, self,
|
||||
firePos, thisTarget));
|
||||
firePos, thisTarget, srcAltitude));
|
||||
else
|
||||
Game.world.Add(new Bullet(weaponName, self.Owner, self,
|
||||
firePos, thisTarget.CenterLocation.ToInt2()));
|
||||
firePos, thisTarget.CenterLocation.ToInt2(), srcAltitude, destAltitude));
|
||||
|
||||
if (!string.IsNullOrEmpty(weapon.Report))
|
||||
Sound.Play(weapon.Report + ".aud");
|
||||
|
||||
@@ -14,9 +14,13 @@ namespace OpenRa.Game.Traits
|
||||
{
|
||||
if (self.IsDead)
|
||||
{
|
||||
var unit = self.traits.GetOrDefault<Unit>();
|
||||
var altitude = unit != null ? unit.Altitude : 0;
|
||||
|
||||
Game.world.AddFrameEndTask(
|
||||
w => w.Add(new Bullet("UnitExplode", e.Attacker.Owner, e.Attacker,
|
||||
self.CenterLocation.ToInt2(), self.CenterLocation.ToInt2())));
|
||||
self.CenterLocation.ToInt2(), self.CenterLocation.ToInt2(),
|
||||
altitude, altitude)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -238,7 +238,7 @@ InitialFacing=50
|
||||
LongDesc=Anti-Armor base defense.\n Strong vs Tanks\n Weak vs Infantry, Aircraft
|
||||
[AGUN]
|
||||
Description=AA Gun
|
||||
Traits=Building, Turreted, RenderBuildingTurreted
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget
|
||||
Dimensions=1,2
|
||||
Footprint=_ x
|
||||
SelectionPriority=3
|
||||
@@ -260,7 +260,7 @@ SelectionPriority=3
|
||||
LongDesc=Regenerates the Fog of War nearby, \nobscuring the area.\n Unarmed
|
||||
[SAM]
|
||||
Description=SAM Site
|
||||
Traits=Building, Turreted, RenderBuildingTurreted
|
||||
Traits=Building, Turreted, RenderBuildingTurreted, AttackTurreted, AutoTarget
|
||||
Dimensions=2,1
|
||||
Footprint=xx
|
||||
SelectionPriority=3
|
||||
|
||||
Reference in New Issue
Block a user