#region Copyright & License Information /* * Copyright 2007-2015 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.Graphics; namespace OpenRA.Mods.RA.Graphics { struct TeslaZapRenderable : IRenderable, IFinalizedRenderable { static int[][] steps = new[] { new int[] { 8, 8, 4, 4, 0 }, new int[] { -8, -8, -4, -4, 0 }, new int[] { 8, 0, 4, 4, 1 }, new int[] { -8, 0, -4, 4, 1 }, new int[] { 0, 8, 4, 4, 2 }, new int[] { 0, -8, 4, -4, 2 }, new int[] { -8, 8, -4, 4, 3 }, new int[] { 8, -8, 4, -4, 3 } }; readonly WPos pos; readonly int zOffset; readonly WVec length; readonly string image; readonly string palette; readonly string dimSequence; readonly string brightSequence; readonly int brightZaps, dimZaps; WPos cachedPos; WVec cachedLength; IEnumerable cache; public TeslaZapRenderable(WPos pos, int zOffset, WVec length, string image, string brightSequence, int brightZaps, string dimSequence, int dimZaps, string palette) { this.pos = pos; this.zOffset = zOffset; this.length = length; this.image = image; this.palette = palette; this.brightZaps = brightZaps; this.dimZaps = dimZaps; this.dimSequence = dimSequence; this.brightSequence = brightSequence; cachedPos = WPos.Zero; cachedLength = WVec.Zero; cache = new IFinalizedRenderable[] { }; } public WPos Pos { get { return pos; } } public PaletteReference Palette { get { return null; } } public int ZOffset { get { return zOffset; } } public bool IsDecoration { get { return true; } } public IRenderable WithPalette(PaletteReference newPalette) { return new TeslaZapRenderable(pos, zOffset, length, image, brightSequence, brightZaps, dimSequence, dimZaps, palette); } public IRenderable WithZOffset(int newOffset) { return new TeslaZapRenderable(pos, zOffset, length, image, brightSequence, brightZaps, dimSequence, dimZaps, palette); } public IRenderable OffsetBy(WVec vec) { return new TeslaZapRenderable(pos + vec, zOffset, length, image, brightSequence, brightZaps, dimSequence, dimZaps, palette); } public IRenderable AsDecoration() { return this; } public IFinalizedRenderable PrepareRender(WorldRenderer wr) { return this; } public void RenderDebugGeometry(WorldRenderer wr) { } public void Render(WorldRenderer wr) { if (wr.World.FogObscures(pos) && wr.World.FogObscures(pos + length)) return; if (!cache.Any() || length != cachedLength || pos != cachedPos) cache = GenerateRenderables(wr); cache.Do(c => c.Render(wr)); } public Rectangle ScreenBounds(WorldRenderer wr) { return Rectangle.Empty; } public IEnumerable GenerateRenderables(WorldRenderer wr) { var bright = wr.World.Map.SequenceProvider.GetSequence(image, brightSequence); var dim = wr.World.Map.SequenceProvider.GetSequence(image, dimSequence); var source = wr.ScreenPosition(pos); var target = wr.ScreenPosition(pos + length); for (var n = 0; n < dimZaps; n++) foreach (var z in DrawZapWandering(wr, source, target, dim, palette)) yield return z; for (var n = 0; n < brightZaps; n++) foreach (var z in DrawZapWandering(wr, source, target, bright, palette)) yield return z; } static IEnumerable DrawZapWandering(WorldRenderer wr, float2 from, float2 to, ISpriteSequence s, string pal) { var z = float2.Zero; /* hack */ 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 + WDist.FromPDF(Game.CosmeticRandom, 2).Length * dist.Length / 4096 * norm; var p2 = from + (2 / 3f) * dist + WDist.FromPDF(Game.CosmeticRandom, 2).Length * dist.Length / 4096 * norm; renderables.AddRange(DrawZap(wr, from, p1, s, out p1, pal)); renderables.AddRange(DrawZap(wr, p1, p2, s, out p2, pal)); renderables.AddRange(DrawZap(wr, p2, to, s, out z, pal)); } else { var p1 = from + (1 / 2f) * dist + WDist.FromPDF(Game.CosmeticRandom, 2).Length * dist.Length / 4096 * norm; renderables.AddRange(DrawZap(wr, from, p1, s, out p1, pal)); renderables.AddRange(DrawZap(wr, p1, to, s, out z, pal)); } return renderables; } static IEnumerable DrawZap(WorldRenderer wr, float2 from, float2 to, ISpriteSequence s, out float2 p, string palette) { var dist = to - from; var q = new float2(-dist.Y, dist.X); var c = -float2.Dot(from, q); var rs = new List(); var z = from; var pal = wr.Palette(palette); while ((to - z).X > 5 || (to - z).X < -5 || (to - z).Y > 5 || (to - z).Y < -5) { var step = steps.Where(t => (to - (z + new float2(t[0], t[1]))).LengthSquared < (to - z).LengthSquared) .MinBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c)); var pos = wr.ProjectedPosition((z + new float2(step[2], step[3])).ToInt2()); rs.Add(new SpriteRenderable(s.GetSprite(step[4]), pos, WVec.Zero, 0, pal, 1f, true).PrepareRender(wr)); z += new float2(step[0], step[1]); if (rs.Count >= 1000) break; } p = z; return rs; } } }