using System; using System.Collections.Generic; using System.Linq; using System.Text; using OpenRa.Game.GameRules; using IjwFramework.Types; using OpenRa.Game.Graphics; namespace OpenRa.Game { interface IEffect { void Tick(); IEnumerable> Render(); Player Owner { get; } } class Bullet : IEffect { public Player Owner { get; private set; } readonly Actor FiredBy; readonly WeaponInfo Weapon; readonly ProjectileInfo Projectile; readonly WarheadInfo Warhead; readonly int2 Src; readonly int2 Dest; int t = 0; Animation anim; const int BaseBulletSpeed = 100; /* pixels / 40ms frame */ /* src, dest are *pixel* coords */ public Bullet(string weapon, Player owner, Actor firedBy, int2 src, int2 dest) { Owner = owner; FiredBy = firedBy; Src = src; Dest = dest; Weapon = Rules.WeaponInfo[weapon]; Projectile = Rules.ProjectileInfo[Weapon.Projectile]; Warhead = Rules.WarheadInfo[Weapon.Warhead]; if (Projectile.Image != null && Projectile.Image != "none") { anim = new Animation(Projectile.Image); anim.PlayRepeating("idle"); } } int TotalTime() { return (Dest - Src).Length * BaseBulletSpeed / Weapon.Speed; } public void Tick() { if (t == 0) Game.PlaySound(Weapon.Report + ".aud", false); t += 40; if (t > TotalTime()) /* remove finished bullets */ { Game.world.AddFrameEndTask(w => { w.Remove(this); w.Add(new Explosion(Dest, Warhead.Explosion)); if (Warhead.ImpactSound != null) Game.PlaySound(Warhead.ImpactSound + ".aud", false); }); var maxSpread = GetMaximumSpread(); var hitActors = Game.FindUnitsInCircle(Dest, GetMaximumSpread()); foreach (var victim in hitActors) victim.InflictDamage(FiredBy, this, (int)GetDamageToInflict(victim)); } } public IEnumerable> Render() { if (anim != null) yield return Pair.New(anim.Image, float2.Lerp( Src.ToFloat2(), Dest.ToFloat2(), (float)t / TotalTime()) - 0.5f * anim.Image.size); } float GetMaximumSpread() { return (int)(Warhead.Spread * Math.Log(Weapon.Damage, 2)); } float GetDamageToInflict(Actor target) { if( target.unitInfo == null ) // tree or other doodad return 0; /* todo: some things can't be damaged AT ALL by certain weapons! */ var distance = (target.CenterLocation - Dest).Length; var rawDamage = Weapon.Damage * (float)Math.Exp(-distance / Warhead.Spread); var multiplier = Warhead.EffectivenessAgainst(target.unitInfo.Armor); return rawDamage * multiplier; } } }