Add simple, invisible instant-hit projectile
For melee attacks, machine guns and so on.
This commit is contained in:
@@ -147,6 +147,7 @@
|
|||||||
<Compile Include="Effects\SpriteEffect.cs" />
|
<Compile Include="Effects\SpriteEffect.cs" />
|
||||||
<Compile Include="Projectiles\AreaBeam.cs" />
|
<Compile Include="Projectiles\AreaBeam.cs" />
|
||||||
<Compile Include="Projectiles\Bullet.cs" />
|
<Compile Include="Projectiles\Bullet.cs" />
|
||||||
|
<Compile Include="Projectiles\InstantHit.cs" />
|
||||||
<Compile Include="Projectiles\GravityBomb.cs" />
|
<Compile Include="Projectiles\GravityBomb.cs" />
|
||||||
<Compile Include="Projectiles\LaserZap.cs" />
|
<Compile Include="Projectiles\LaserZap.cs" />
|
||||||
<Compile Include="Projectiles\Missile.cs" />
|
<Compile Include="Projectiles\Missile.cs" />
|
||||||
|
|||||||
85
OpenRA.Mods.Common/Projectiles/InstantHit.cs
Normal file
85
OpenRA.Mods.Common/Projectiles/InstantHit.cs
Normal file
@@ -0,0 +1,85 @@
|
|||||||
|
#region Copyright & License Information
|
||||||
|
/*
|
||||||
|
* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
|
||||||
|
* This file is part of OpenRA, which is free software. It is made
|
||||||
|
* available to you under the terms of the GNU General Public License
|
||||||
|
* as published by the Free Software Foundation, either version 3 of
|
||||||
|
* the License, or (at your option) any later version. For more
|
||||||
|
* information, see COPYING.
|
||||||
|
*/
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using OpenRA.GameRules;
|
||||||
|
using OpenRA.Graphics;
|
||||||
|
using OpenRA.Mods.Common.Traits;
|
||||||
|
using OpenRA.Traits;
|
||||||
|
|
||||||
|
namespace OpenRA.Mods.Common.Projectiles
|
||||||
|
{
|
||||||
|
[Desc("Simple invisible direct on target projectile.")]
|
||||||
|
public class InstantHitInfo : IProjectileInfo
|
||||||
|
{
|
||||||
|
[Desc("Maximum offset at the maximum range.")]
|
||||||
|
public readonly WDist Inaccuracy = WDist.Zero;
|
||||||
|
|
||||||
|
[Desc("Projectile can be blocked.")]
|
||||||
|
public readonly bool Blockable = false;
|
||||||
|
|
||||||
|
[Desc("The width of the projectile.")]
|
||||||
|
public readonly WDist Width = new WDist(1);
|
||||||
|
|
||||||
|
[Desc("Extra search radius beyond projectile width. Required to ensure affecting actors with large health radius.")]
|
||||||
|
public readonly WDist TargetExtraSearchRadius = new WDist(1536);
|
||||||
|
|
||||||
|
public IProjectile Create(ProjectileArgs args) { return new InstantHit(this, args); }
|
||||||
|
}
|
||||||
|
|
||||||
|
public class InstantHit : IProjectile
|
||||||
|
{
|
||||||
|
readonly ProjectileArgs args;
|
||||||
|
readonly InstantHitInfo info;
|
||||||
|
|
||||||
|
bool doneDamage;
|
||||||
|
WPos target;
|
||||||
|
WPos source;
|
||||||
|
|
||||||
|
public InstantHit(InstantHitInfo info, ProjectileArgs args)
|
||||||
|
{
|
||||||
|
this.args = args;
|
||||||
|
this.info = info;
|
||||||
|
target = args.PassiveTarget;
|
||||||
|
source = args.Source;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Tick(World world)
|
||||||
|
{
|
||||||
|
// Check for blocking actors
|
||||||
|
WPos blockedPos;
|
||||||
|
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target,
|
||||||
|
info.Width, info.TargetExtraSearchRadius, out blockedPos))
|
||||||
|
{
|
||||||
|
target = blockedPos;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (info.Inaccuracy.Length > 0)
|
||||||
|
{
|
||||||
|
var inaccuracy = OpenRA.Mods.Common.Util.ApplyPercentageModifiers(info.Inaccuracy.Length, args.InaccuracyModifiers);
|
||||||
|
var maxOffset = inaccuracy * (target - source).Length / args.Weapon.Range.Length;
|
||||||
|
target += WVec.FromPDF(args.SourceActor.World.SharedRandom, 2) * maxOffset / 1024;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!doneDamage)
|
||||||
|
{
|
||||||
|
args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);
|
||||||
|
doneDamage = true;
|
||||||
|
world.AddFrameEndTask(w => w.Remove(this));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public IEnumerable<IRenderable> Render(WorldRenderer wr)
|
||||||
|
{
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user