diff --git a/OpenRA.Game/Effects/TeslaZap.cs b/OpenRA.Game/Effects/TeslaZap.cs index 486a69ab7e..50981a2213 100755 --- a/OpenRA.Game/Effects/TeslaZap.cs +++ b/OpenRA.Game/Effects/TeslaZap.cs @@ -19,9 +19,10 @@ #endregion using System.Collections.Generic; +using System.Linq; +using OpenRA.GameRules; using OpenRA.Graphics; using OpenRA.Traits; -using OpenRA.GameRules; namespace OpenRA.Effects { @@ -33,14 +34,21 @@ namespace OpenRA.Effects class TeslaZap : IEffect { readonly ProjectileArgs Args; - readonly Sequence tesla; int timeUntilRemove = 2; // # of frames bool doneDamage = false; + const int numZaps = 3; + + readonly List renderables = new List(); + public TeslaZap(TeslaZapInfo info, ProjectileArgs args) { Args = args; - tesla = SequenceProvider.GetSequence("litning", "bright"); + var bright = SequenceProvider.GetSequence("litning", "bright"); + var dim = SequenceProvider.GetSequence("litning", "dim"); + + for (var n = 0; n < numZaps; n++) + renderables.AddRange(DrawZapWandering(args.src, args.dest, n == numZaps - 1 ? bright : dim)); } public void Tick( World world ) @@ -56,20 +64,45 @@ namespace OpenRA.Effects } } - public IEnumerable Render() - { - var from = Args.src; - var to = Args.dest; + public IEnumerable Render() { return renderables; } - if( from.X < to.X ) - return DrawZap( from, to, tesla ); - else if( from.X > to.X || from.Y > to.Y ) - return DrawZap( to, from, tesla ); + static IEnumerable DrawZapWandering(int2 from, int2 to, Sequence s) + { + var dist = to - from; + var norm = (1f / dist.Length) * new float2(-dist.Y, dist.X); + + var renderables = new List(); + if (Game.CosmeticRandom.Next(2) != 0) + { + var p1 = from + (1 / 3f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm; + var p2 = from + (2 / 3f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm; + + renderables.AddRange(DrawZap(from, p1.ToInt2(), s)); + renderables.AddRange(DrawZap(p1.ToInt2(), p2.ToInt2(), s)); + renderables.AddRange(DrawZap(p2.ToInt2(), to, s)); + } else - return DrawZap( from, to, tesla ); + { + var p1 = from + (1 / 2f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm; + + renderables.AddRange(DrawZap(from, p1.ToInt2(), s)); + renderables.AddRange(DrawZap(p1.ToInt2(), to, s)); + } + + return renderables; } - static IEnumerable DrawZap( int2 from, int2 to, Sequence tesla ) + static IEnumerable DrawZap(int2 from, int2 to, Sequence s) + { + if (from.X < to.X) + return DrawZapInner(from, to, s); + else if (from.X > to.X || from.Y > to.Y) + return DrawZapInner(to, from, s); + else + return DrawZapInner(from, to, s); + } + + static IEnumerable DrawZapInner( int2 from, int2 to, Sequence s ) { int2 d = to - from; if( d.X < 8 ) @@ -78,7 +111,7 @@ namespace OpenRA.Effects var y = d.Y; while( y >= prev.Y + 8 ) { - yield return new Renderable( tesla.GetSprite( 2 ), (float2)( from + prev - new int2( 0, 8 ) ), "effect"); + yield return new Renderable( s.GetSprite( 2 ), (float2)( from + prev - new int2( 0, 8 ) ), "effect"); prev.Y += 8; } } @@ -90,26 +123,26 @@ namespace OpenRA.Effects var y = i * d.Y / d.X; if( y <= prev.Y - 8 ) { - yield return new Renderable(tesla.GetSprite(3), (float2)(from + prev - new int2(8, 16)), "effect"); + yield return new Renderable(s.GetSprite(3), (float2)(from + prev - new int2(8, 16)), "effect"); prev.Y -= 8; while( y <= prev.Y - 8 ) { - yield return new Renderable(tesla.GetSprite(2), (float2)(from + prev - new int2(0, 16)), "effect"); + yield return new Renderable(s.GetSprite(2), (float2)(from + prev - new int2(0, 16)), "effect"); prev.Y -= 8; } } else if( y >= prev.Y + 8 ) { - yield return new Renderable(tesla.GetSprite(0), (float2)(from + prev - new int2(8, 8)), "effect"); + yield return new Renderable(s.GetSprite(0), (float2)(from + prev - new int2(8, 8)), "effect"); prev.Y += 8; while( y >= prev.Y + 8 ) { - yield return new Renderable(tesla.GetSprite(2), (float2)(from + prev - new int2(0, 8)), "effect"); + yield return new Renderable(s.GetSprite(2), (float2)(from + prev - new int2(0, 8)), "effect"); prev.Y += 8; } } else - yield return new Renderable(tesla.GetSprite(1), (float2)(from + prev - new int2(8, 8)), "effect"); + yield return new Renderable(s.GetSprite(1), (float2)(from + prev - new int2(8, 8)), "effect"); prev.X += 8; }