Merge pull request #5937 from reaperrr/explosions2

Implements more sophisticated explosion animation/sound system
This commit is contained in:
Paul Chote
2014-08-16 01:58:11 +12:00
6 changed files with 456 additions and 118 deletions

View File

@@ -25,48 +25,87 @@ namespace OpenRA.Mods.RA
[Desc("Palette to use for explosion effect.")]
public readonly string ExplosionPalette = "effect";
[Desc("Explosion effect on hitting water (usually a splash).")]
public readonly string WaterExplosion = null;
[Desc("Palette to use for effect on hitting water (usually a splash).")]
public readonly string WaterExplosionPalette = "effect";
[Desc("Sound to play on impact.")]
public readonly string ImpactSound = null;
[Desc("Sound to play on impact with water")]
public readonly string WaterImpactSound = null;
[Desc("What impact types should this effect apply to.")]
public readonly ImpactType ValidImpactTypes = ImpactType.Ground | ImpactType.Water | ImpactType.Air | ImpactType.GroundHit | ImpactType.WaterHit | ImpactType.AirHit;
[Desc("What impact types should this effect NOT apply to.", "Overrides ValidImpactTypes.")]
public readonly ImpactType InvalidImpactTypes = ImpactType.None;
public override void DoImpact(Target target, Actor firedBy, float firepowerModifier)
{
DoImpact(target.CenterPosition, firedBy, firepowerModifier);
}
public static ImpactType GetImpactType(World world, CPos cell, WPos pos)
{
var isAir = pos.Z > 0;
var isWater = pos.Z <= 0 && world.Map.GetTerrainInfo(cell).IsWater;
var isDirectHit = GetDirectHit(world, cell, pos);
if (isAir && !isDirectHit)
return ImpactType.Air;
else if (isWater && !isDirectHit)
return ImpactType.Water;
else if (isAir && isDirectHit)
return ImpactType.AirHit;
else if (isWater && isDirectHit)
return ImpactType.WaterHit;
else if (isDirectHit)
return ImpactType.GroundHit;
return ImpactType.Ground;
}
public static bool GetDirectHit(World world, CPos cell, WPos pos)
{
foreach (var unit in world.ActorMap.GetUnitsAt(cell))
{
var healthInfo = unit.Info.Traits.GetOrDefault<HealthInfo>();
if (healthInfo == null)
continue;
// If the impact position is within any actor's health radius, we have a direct hit
if ((unit.CenterPosition - pos).LengthSquared <= healthInfo.Radius.Range * healthInfo.Radius.Range)
return true;
}
return false;
}
public void DoImpact(WPos pos, Actor firedBy, float firepowerModifier)
{
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
var isValid = IsValidImpact(pos, firedBy);
if (!world.Map.Contains(targetTile))
if ((!world.Map.Contains(targetTile)) || (!isValid))
return;
// TODO: #5937 should go in here after rebase.
var isWater = pos.Z <= 0 && world.Map.GetTerrainInfo(targetTile).IsWater;
var explosionType = isWater ? WaterExplosion : Explosion;
var explosionTypePalette = isWater ? WaterExplosionPalette : ExplosionPalette;
if (Explosion != null)
world.AddFrameEndTask(w => w.Add(new Explosion(w, pos, Explosion, ExplosionPalette)));
if (explosionType != null)
world.AddFrameEndTask(w => w.Add(new Explosion(w, pos, explosionType, explosionTypePalette)));
var sound = ImpactSound;
var isTargetWater = pos.Z <= 0 && world.Map.GetTerrainInfo(targetTile).IsWater;
if (isTargetWater && WaterImpactSound != null)
sound = WaterImpactSound;
Sound.Play(sound, pos);
if (ImpactSound != null)
Sound.Play(ImpactSound, pos);
}
public override float EffectivenessAgainst(ActorInfo ai) { return 1f; }
public bool IsValidImpact(WPos pos, Actor firedBy)
{
var world = firedBy.World;
var targetTile = world.Map.CellContaining(pos);
var impactType = GetImpactType(world, targetTile, pos);
if (!ValidImpactTypes.HasFlag(impactType) || InvalidImpactTypes.HasFlag(impactType))
return false;
return true;
}
}
}