Reorganise RA-specific parts of Mods.RA a little more
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150
OpenRA.Mods.RA/Graphics/TeslaZapRenderable.cs
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150
OpenRA.Mods.RA/Graphics/TeslaZapRenderable.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 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. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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namespace OpenRA.Mods.RA.Graphics
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{
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struct TeslaZapRenderable : IRenderable
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{
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static int[][] steps = new[]
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{
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new int[] { 8, 8, 4, 4, 0 },
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new int[] { -8, -8, -4, -4, 0 },
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new int[] { 8, 0, 4, 4, 1 },
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new int[] { -8, 0, -4, 4, 1 },
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new int[] { 0, 8, 4, 4, 2 },
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new int[] { 0, -8, 4, -4, 2 },
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new int[] { -8, 8, -4, 4, 3 },
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new int[] { 8, -8, 4, -4, 3 }
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};
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readonly WPos pos;
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readonly int zOffset;
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readonly WVec length;
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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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WPos cachedPos;
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WVec cachedLength;
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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, string palette)
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{
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this.pos = pos;
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this.zOffset = zOffset;
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this.length = length;
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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.dimZaps = dimZaps;
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cachedPos = WPos.Zero;
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cachedLength = WVec.Zero;
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cache = new IRenderable[] { };
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}
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public WPos Pos { get { return pos; } }
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public float Scale { get { return 1f; } }
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public PaletteReference Palette { get { return null; } }
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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 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, palette); }
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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, palette); }
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public IRenderable AsDecoration() { return this; }
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public void BeforeRender(WorldRenderer wr) { }
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public void RenderDebugGeometry(WorldRenderer wr) { }
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public void Render(WorldRenderer wr)
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{
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if (!cache.Any() || length != cachedLength || pos != cachedPos)
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cache = GenerateRenderables(wr);
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cache.Do(c => c.Render(wr));
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}
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public IEnumerable<IRenderable> GenerateRenderables(WorldRenderer wr)
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{
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var bright = wr.world.Map.SequenceProvider.GetSequence(image, "bright");
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var dim = wr.world.Map.SequenceProvider.GetSequence(image, "dim");
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var source = wr.ScreenPosition(pos);
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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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foreach (var z in DrawZapWandering(wr, source, target, dim, palette))
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yield return z;
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for (var n = 0; n < brightZaps; n++)
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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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}
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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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var z = float2.Zero; /* hack */
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var dist = to - from;
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var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X);
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var renderables = new List<IRenderable>();
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if (Game.CosmeticRandom.Next(2) != 0)
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{
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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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renderables.AddRange(DrawZap(wr, from, p1, s, out p1, pal));
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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, pal));
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}
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else
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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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renderables.AddRange(DrawZap(wr, from, p1, s, out p1, pal));
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renderables.AddRange(DrawZap(wr, p1, to, s, out z, pal));
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}
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return renderables;
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}
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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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var dist = to - from;
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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 rs = new List<IRenderable>();
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var z = from;
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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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{
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var step = steps.Where(t => (to - (z + new float2(t[0], t[1]))).LengthSquared < (to - z).LengthSquared)
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.MinBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c));
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var pos = wr.Position((z + new float2(step[2], step[3])).ToInt2());
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rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true));
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z += new float2(step[0], step[1]);
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if (rs.Count >= 1000)
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break;
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}
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p = z;
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return rs;
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}
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}
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}
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