Convert ProjectileArgs to world coords.
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@@ -1,4 +1,4 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 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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@@ -46,6 +46,8 @@ namespace OpenRA.Mods.RA.Effects
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{
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readonly BulletInfo Info;
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readonly ProjectileArgs Args;
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PPos src, dest;
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int srcAltitude, destAltitude;
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int t = 0;
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Animation anim;
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@@ -58,11 +60,17 @@ namespace OpenRA.Mods.RA.Effects
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Info = info;
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Args = args;
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src = PPos.FromWPos(args.source);
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srcAltitude = args.source.Z * Game.CellSize / 1024;
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dest = PPos.FromWPos(args.passiveTarget);
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destAltitude = args.passiveTarget.Z * Game.CellSize / 1024;
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if (info.Inaccuracy > 0)
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{
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var factor = ((Args.dest - Args.src).ToCVec().Length) / args.weapon.Range;
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Args.dest += (PVecInt) (info.Inaccuracy * factor * args.firedBy.World.SharedRandom.Gauss2D(2)).ToInt2();
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Log.Write("debug", "Bullet with Inaccuracy; factor: #{0}; Projectile dest: {1}", factor, Args.dest);
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var factor = ((dest - src).ToCVec().Length) / args.weapon.Range;
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dest += (PVecInt) (info.Inaccuracy * factor * args.sourceActor.World.SharedRandom.Gauss2D(2)).ToInt2();
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Log.Write("debug", "Bullet with Inaccuracy; factor: #{0}; Projectile dest: {1}", factor, dest);
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}
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if (Info.Image != null)
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@@ -73,17 +81,17 @@ namespace OpenRA.Mods.RA.Effects
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if (Info.ContrailLength > 0)
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{
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var color = Info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.firedBy) : Info.ContrailColor;
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Trail = new ContrailRenderable(args.firedBy.World, color, Info.ContrailLength, Info.ContrailDelay, 0);
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var color = Info.ContrailUsePlayerColor ? ContrailRenderable.ChooseColor(args.sourceActor) : Info.ContrailColor;
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Trail = new ContrailRenderable(args.sourceActor.World, color, Info.ContrailLength, Info.ContrailDelay, 0);
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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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int TotalTime() { return (dest - src).Length * BaseBulletSpeed / Info.Speed; }
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float GetAltitude()
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{
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var at = (float)t / TotalTime();
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return (Args.dest - Args.src).Length * Info.Angle * 4 * at * (1 - at);
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return (dest - src).Length * Info.Angle * 4 * at * (1 - at);
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}
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int GetEffectiveFacing()
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@@ -91,7 +99,7 @@ namespace OpenRA.Mods.RA.Effects
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var at = (float)t / TotalTime();
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var attitude = Info.Angle * (1 - 2 * at);
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var rawFacing = Traits.Util.GetFacing(Args.dest - Args.src, 0);
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var rawFacing = Traits.Util.GetFacing(dest - src, 0);
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var u = (rawFacing % 128) / 128f;
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var scale = 512 * u * (1 - u);
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@@ -112,8 +120,8 @@ namespace OpenRA.Mods.RA.Effects
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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.ToFloat2(), Args.dest.ToFloat2(), at) - new float2(0, altitude);
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var altitude = float2.Lerp(srcAltitude, destAltitude, at);
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var pos = float2.Lerp(src.ToFloat2(), dest.ToFloat2(), at) - new float2(0, altitude);
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var highPos = (Info.High || Info.Angle > 0)
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? (pos - new float2(0, GetAltitude()))
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@@ -136,13 +144,13 @@ namespace OpenRA.Mods.RA.Effects
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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.ToFloat2(), Args.dest.ToFloat2(), at);
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var pos = float2.Lerp(src.ToFloat2(), dest.ToFloat2(), at);
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var cell = ((PPos) pos.ToInt2()).ToCPos();
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if (world.ActorMap.GetUnitsAt(cell).Any(
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a => a.HasTrait<IBlocksBullets>()))
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{
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Args.dest = (PPos) pos.ToInt2();
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dest = (PPos) pos.ToInt2();
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Explode(world);
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}
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}
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@@ -159,11 +167,11 @@ namespace OpenRA.Mods.RA.Effects
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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.ToFloat2(), Args.dest.ToFloat2(), at) - new float2(0, altitude);
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var altitude = float2.Lerp(srcAltitude, destAltitude, at);
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var pos = float2.Lerp(src.ToFloat2(), dest.ToFloat2(), at) - new float2(0, altitude);
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var cell = ((PPos)pos.ToInt2()).ToCPos();
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if (!Args.firedBy.World.FogObscures(cell))
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if (!Args.sourceActor.World.FogObscures(cell))
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{
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if (Info.High || Info.Angle > 0)
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{
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@@ -184,7 +192,7 @@ namespace OpenRA.Mods.RA.Effects
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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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Combat.DoImpacts(dest.ToWPos(destAltitude), Args.sourceActor, Args.weapon, Args.firepowerModifier);
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}
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}
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}
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