move projectile effects into mod
This commit is contained in:
145
OpenRA.Mods.RA/Effects/Bullet.cs
Executable file
145
OpenRA.Mods.RA/Effects/Bullet.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Effects;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA.Effects
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{
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public class BulletInfo : IProjectileInfo
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{
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public readonly int Speed = 1;
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public readonly string Trail = null;
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public readonly float Inaccuracy = 0; // pixels at maximum range
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public readonly string Image = null;
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public readonly bool High = false;
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public readonly bool Arcing = false;
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public readonly int RangeLimit = 0;
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public readonly int Arm = 0;
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public readonly bool Shadow = false;
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public readonly bool Proximity = false;
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public IEffect Create(ProjectileArgs args) { return new Bullet( this, args ); }
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}
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public class Bullet : IEffect
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{
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readonly BulletInfo Info;
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readonly ProjectileArgs Args;
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int t = 0;
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Animation anim;
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const int BaseBulletSpeed = 100; /* pixels / 40ms frame */
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public Bullet(BulletInfo info, ProjectileArgs args)
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{
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Info = info;
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Args = args;
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if (info.Inaccuracy > 0)
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{
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var factor = ((Args.dest - Args.src).Length / Game.CellSize) / args.weapon.Range;
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Args.dest += (info.Inaccuracy * factor * args.firedBy.World.SharedRandom.Gauss2D(2)).ToInt2();
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}
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if (Info.Image != null)
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{
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anim = new Animation(Info.Image, () => Traits.Util.GetFacing(Args.dest - Args.src, 0));
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anim.PlayRepeating("idle");
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}
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}
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int TotalTime() { return (Args.dest - Args.src).Length * BaseBulletSpeed / Info.Speed; }
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public void Tick( World world )
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{
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t += 40;
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if (anim != null) anim.Tick();
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if (t > TotalTime()) Explode( world );
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if (Info.Trail != null)
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{
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var at = (float)t / TotalTime();
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var altitude = float2.Lerp(Args.srcAltitude, Args.destAltitude, at);
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var pos = float2.Lerp(Args.src, Args.dest, at) - new float2(0, altitude);
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var highPos = (Info.High || Info.Arcing)
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? (pos - new float2(0, (Args.dest - Args.src).Length * height * 4 * at * (1 - at)))
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: pos;
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world.AddFrameEndTask(w => w.Add(
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new Smoke(w, highPos.ToInt2(), Info.Trail)));
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}
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if (!Info.High) // check for hitting a wall
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{
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var at = (float)t / TotalTime();
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var pos = float2.Lerp(Args.src, Args.dest, at);
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var cell = Traits.Util.CellContaining(pos);
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if (world.WorldActor.traits.Get<UnitInfluence>().GetUnitsAt(cell).Any(
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a => a.traits.Contains<IBlocksBullets>()))
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{
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Args.dest = pos.ToInt2();
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Explode(world);
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}
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}
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}
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const float height = .1f;
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public IEnumerable<Renderable> Render()
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{
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if (anim != null)
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{
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var at = (float)t / TotalTime();
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var altitude = float2.Lerp(Args.srcAltitude, Args.destAltitude, at);
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var pos = float2.Lerp(Args.src, Args.dest, at) - new float2(0, altitude);
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if (Info.High || Info.Arcing)
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{
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if (Info.Shadow)
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yield return new Renderable(anim.Image, pos - .5f * anim.Image.size, "shadow");
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var highPos = pos - new float2(0, (Args.dest - Args.src).Length * height * 4 * at * (1 - at));
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yield return new Renderable(anim.Image, highPos - .5f * anim.Image.size, Args.firedBy.Owner.Palette);
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}
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else
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yield return new Renderable(anim.Image, pos - .5f * anim.Image.size,
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Args.weapon.Underwater ? "shadow" : Args.firedBy.Owner.Palette);
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}
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}
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void Explode( World world )
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{
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world.AddFrameEndTask(w => w.Remove(this));
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Combat.DoImpacts(Args);
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}
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}
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}
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