move projectile effects into mod
This commit is contained in:
138
OpenRA.Mods.RA/Effects/Missile.cs
Executable file
138
OpenRA.Mods.RA/Effects/Missile.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;
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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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class MissileInfo : IProjectileInfo
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{
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public readonly int Speed = 1;
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public readonly int Arm = 0;
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public readonly bool High = false;
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public readonly bool Shadow = true;
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public readonly bool Proximity = false;
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public readonly string Trail = null;
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public readonly float Inaccuracy = 0;
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public readonly string Image = null;
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public readonly int ROT = 5;
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public readonly int RangeLimit = 0;
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public readonly bool TurboBoost = false;
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public IEffect Create(ProjectileArgs args) { return new Missile( this, args ); }
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}
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class Missile : IEffect
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{
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readonly MissileInfo Info;
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readonly ProjectileArgs Args;
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int2 offset;
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float2 Pos;
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readonly Animation anim;
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int Facing;
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int t;
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int Altitude;
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public Missile(MissileInfo info, ProjectileArgs args)
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{
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Info = info;
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Args = args;
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Pos = Args.src;
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Altitude = Args.srcAltitude;
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Facing = Args.facing;
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if (info.Inaccuracy > 0)
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offset = (info.Inaccuracy * args.firedBy.World.SharedRandom.Gauss2D(2)).ToInt2();
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if (Info.Image != null)
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{
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anim = new Animation(Info.Image, () => Facing);
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anim.PlayRepeating("idle");
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}
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}
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const int MissileCloseEnough = 7;
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const float Scale = .2f;
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public void Tick( World world )
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{
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t += 40;
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var targetPosition = Args.target.CenterLocation + offset;
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var targetUnit = Args.target.traits.GetOrDefault<Unit>();
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var targetAltitude = targetUnit != null ? targetUnit.Altitude : 0;
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Altitude += Math.Sign(targetAltitude - Altitude);
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Traits.Util.TickFacing(ref Facing,
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Traits.Util.GetFacing(targetPosition - Pos, Facing),
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Info.ROT);
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anim.Tick();
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var dist = targetPosition - Pos;
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if (dist.LengthSquared < MissileCloseEnough * MissileCloseEnough || Args.target.IsDead)
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Explode(world);
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var speed = Scale * Info.Speed * ((targetAltitude > 0 && Info.TurboBoost) ? 1.5f : 1f);
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var angle = Facing / 128f * Math.PI;
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var move = speed * -float2.FromAngle((float)angle);
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Pos += move;
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if (Info.Trail != null)
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world.AddFrameEndTask(w => w.Add(
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new Smoke(w, (Pos - 1.5f * move - new int2(0, Altitude)).ToInt2(), Info.Trail)));
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if (Info.RangeLimit != 0 && t > Info.RangeLimit * 40)
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Explode(world);
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if (!Info.High) // check for hitting a wall
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{
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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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Explode(world);
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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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Args.dest = Pos.ToInt2();
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if (t > Info.Arm * 40) /* don't blow up in our launcher's face! */
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Combat.DoImpacts(Args);
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}
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public IEnumerable<Renderable> Render()
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{
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yield return new Renderable(anim.Image, Pos - 0.5f * anim.Image.size - new float2(0, Altitude), "effect");
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}
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}
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}
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