move projectile effects into mod
This commit is contained in:
132
OpenRA.Mods.RA/Effects/TeslaZap.cs
Executable file
132
OpenRA.Mods.RA/Effects/TeslaZap.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 TeslaZapInfo : IProjectileInfo
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{
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public IEffect Create(ProjectileArgs args) { return new TeslaZap( this, args ); }
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}
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class TeslaZap : IEffect
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{
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readonly ProjectileArgs Args;
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int timeUntilRemove = 2; // # of frames
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bool doneDamage = false;
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const int numZaps = 3;
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readonly List<Renderable> renderables = new List<Renderable>();
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public TeslaZap(TeslaZapInfo info, ProjectileArgs args)
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{
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Args = args;
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var bright = SequenceProvider.GetSequence("litning", "bright");
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var dim = SequenceProvider.GetSequence("litning", "dim");
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for (var n = 0; n < numZaps; n++)
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renderables.AddRange(DrawZapWandering(args.src, args.dest, n == numZaps - 1 ? bright : dim));
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}
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public void Tick( World world )
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{
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if( timeUntilRemove <= 0 )
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world.AddFrameEndTask( w => w.Remove( this ) );
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--timeUntilRemove;
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if (!doneDamage)
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{
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Combat.DoImpacts(Args);
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doneDamage = true;
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}
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}
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public IEnumerable<Renderable> Render() { return renderables; }
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static IEnumerable<Renderable> DrawZapWandering(int2 from, int2 to, Sequence s)
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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<Renderable>();
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if (Game.CosmeticRandom.Next(2) != 0)
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{
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var p1 = from + (1 / 3f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
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var p2 = from + (2 / 3f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
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renderables.AddRange(DrawZap(from, p1, s, out p1));
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renderables.AddRange(DrawZap(p1, p2, s, out p2));
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renderables.AddRange(DrawZap(p2, to, s, out z));
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}
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else
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{
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var p1 = from + (1 / 2f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm;
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renderables.AddRange(DrawZap(from, p1, s, out p1));
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renderables.AddRange(DrawZap(p1, to, s, out z));
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}
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return renderables;
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}
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static IEnumerable<Renderable> DrawZap(float2 from, float2 to, Sequence s, out float2 p)
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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<Renderable>();
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var z = from;
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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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.OrderBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c)).First();
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rs.Add(new Renderable(s.GetSprite(step[4]), z + new float2(step[2], step[3]), "effect"));
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z += new float2(step[0], step[1]);
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}
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p = z;
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return rs;
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}
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static int[][] steps = new []
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{
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new int[] { 8, 8, -8, -8, 0 },
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new int[] { -8, -8, -16, -16, 0 },
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new int[] { 8, 0, -8, -8, 1 },
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new int[] { -8, 0, -16, -8, 1 },
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new int[] { 0, 8, -8, -8, 2 },
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new int[] { 0, -8, -8, -16, 2 },
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new int[] { -8, 8, -16, -8, 3 },
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new int[] { 8, -8, -8, -16, 3 }
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};
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}
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}
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