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