Make TeslaZap color palette customizable.
This commit is contained in:
@@ -18,6 +18,7 @@ namespace OpenRA.Mods.RA.Effects
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class TeslaZapInfo : IProjectileInfo
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class TeslaZapInfo : IProjectileInfo
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{
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{
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public readonly string Image = "litning";
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public readonly string Image = "litning";
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public readonly string Palette = "effect";
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public readonly int BrightZaps = 1;
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public readonly int BrightZaps = 1;
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public readonly int DimZaps = 2;
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public readonly int DimZaps = 2;
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public IEffect Create(ProjectileArgs args) { return new TeslaZap( this, args ); }
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public IEffect Create(ProjectileArgs args) { return new TeslaZap( this, args ); }
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@@ -56,7 +57,7 @@ namespace OpenRA.Mods.RA.Effects
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if (!initialized)
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if (!initialized)
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{
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{
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var pos = Args.GuidedTarget.IsValidFor(Args.SourceActor) ? Args.GuidedTarget.CenterPosition : Args.PassiveTarget;
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var pos = Args.GuidedTarget.IsValidFor(Args.SourceActor) ? Args.GuidedTarget.CenterPosition : Args.PassiveTarget;
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zap = new TeslaZapRenderable(Args.Source, 0, pos - Args.Source, Info.Image, Info.BrightZaps, Info.DimZaps);
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zap = new TeslaZapRenderable(Args.Source, 0, pos - Args.Source, Info.Image, Info.BrightZaps, Info.DimZaps, Info.Palette);
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}
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}
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yield return zap;
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yield return zap;
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}
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}
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@@ -33,18 +33,20 @@ namespace OpenRA.Mods.RA
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readonly int zOffset;
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readonly int zOffset;
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readonly WVec length;
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readonly WVec length;
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readonly string image;
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readonly string image;
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readonly string palette;
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readonly int brightZaps, dimZaps;
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readonly int brightZaps, dimZaps;
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WPos cachedPos;
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WPos cachedPos;
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WVec cachedLength;
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WVec cachedLength;
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IEnumerable<IRenderable> cache;
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IEnumerable<IRenderable> cache;
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public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, int brightZaps, int dimZaps)
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public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, int brightZaps, int dimZaps, string palette)
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{
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{
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this.pos = pos;
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this.pos = pos;
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this.zOffset = zOffset;
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this.zOffset = zOffset;
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this.length = length;
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this.length = length;
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this.image = image;
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this.image = image;
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this.palette = palette;
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this.brightZaps = brightZaps;
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this.brightZaps = brightZaps;
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this.dimZaps = dimZaps;
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this.dimZaps = dimZaps;
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@@ -59,10 +61,10 @@ namespace OpenRA.Mods.RA
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public int ZOffset { get { return zOffset; } }
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public int ZOffset { get { return zOffset; } }
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public bool IsDecoration { get { return true; } }
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public bool IsDecoration { get { return true; } }
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public IRenderable WithScale(float newScale) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
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public IRenderable WithScale(float newScale) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps, palette); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
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public IRenderable WithPalette(PaletteReference newPalette) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps, palette); }
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public IRenderable WithZOffset(int newOffset) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps); }
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public IRenderable WithZOffset(int newOffset) { return new TeslaZapRenderable(pos, zOffset, length, image, brightZaps, dimZaps, palette); }
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public IRenderable OffsetBy(WVec vec) { return new TeslaZapRenderable(pos + vec, zOffset, length, image, brightZaps, dimZaps); }
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public IRenderable OffsetBy(WVec vec) { return new TeslaZapRenderable(pos + vec, zOffset, length, image, brightZaps, dimZaps, palette); }
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public IRenderable AsDecoration() { return this; }
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public IRenderable AsDecoration() { return this; }
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public void BeforeRender(WorldRenderer wr) { }
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public void BeforeRender(WorldRenderer wr) { }
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@@ -84,14 +86,14 @@ namespace OpenRA.Mods.RA
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var target = wr.ScreenPosition(pos + length);
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var target = wr.ScreenPosition(pos + length);
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for (var n = 0; n < dimZaps; n++)
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for (var n = 0; n < dimZaps; n++)
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foreach (var z in DrawZapWandering(wr, source, target, dim))
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foreach (var z in DrawZapWandering(wr, source, target, dim, palette))
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yield return z;
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yield return z;
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for (var n = 0; n < brightZaps; n++)
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for (var n = 0; n < brightZaps; n++)
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foreach (var z in DrawZapWandering(wr, source, target, bright))
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foreach (var z in DrawZapWandering(wr, source, target, bright, palette))
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yield return z;
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yield return z;
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}
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}
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static IEnumerable<IRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s)
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static IEnumerable<IRenderable> DrawZapWandering(WorldRenderer wr, float2 from, float2 to, Sequence s, string pal)
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{
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{
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var z = float2.Zero; /* hack */
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var z = float2.Zero; /* hack */
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var dist = to - from;
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var dist = to - from;
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@@ -103,29 +105,29 @@ namespace OpenRA.Mods.RA
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var p1 = from + (1 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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var p1 = from + (1 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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var p2 = from + (2 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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var p2 = from + (2 / 3f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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renderables.AddRange(DrawZap(wr, from, p1, s, out p1));
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renderables.AddRange(DrawZap(wr, from, p1, s, out p1, pal));
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renderables.AddRange(DrawZap(wr, p1, p2, s, out p2));
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renderables.AddRange(DrawZap(wr, p1, p2, s, out p2, pal));
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renderables.AddRange(DrawZap(wr, p2, to, s, out z));
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renderables.AddRange(DrawZap(wr, p2, to, s, out z, pal));
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}
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}
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else
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else
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{
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{
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var p1 = from + (1 / 2f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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var p1 = from + (1 / 2f) * dist + WRange.FromPDF(Game.CosmeticRandom, 2).Range * dist.Length / 4096 * norm;
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renderables.AddRange(DrawZap(wr, from, p1, s, out p1));
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renderables.AddRange(DrawZap(wr, from, p1, s, out p1, pal));
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renderables.AddRange(DrawZap(wr, p1, to, s, out z));
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renderables.AddRange(DrawZap(wr, p1, to, s, out z, pal));
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}
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}
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return renderables;
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return renderables;
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}
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}
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static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p)
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static IEnumerable<IRenderable> DrawZap(WorldRenderer wr, float2 from, float2 to, Sequence s, out float2 p, string palette)
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{
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{
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var dist = to - from;
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var dist = to - from;
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var q = new float2(-dist.Y, dist.X);
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var q = new float2(-dist.Y, dist.X);
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var c = -float2.Dot(from, q);
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var c = -float2.Dot(from, q);
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var rs = new List<IRenderable>();
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var rs = new List<IRenderable>();
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var z = from;
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var z = from;
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var pal = wr.Palette("effect");
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var pal = wr.Palette(palette);
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while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5)
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while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5)
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{
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{
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