#region Copyright & License Information /* * Copyright (c) The OpenRA Developers and Contributors * 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Collections.Generic; using OpenRA.GameRules; using OpenRA.Graphics; using OpenRA.Mods.Common.Effects; using OpenRA.Mods.Common.Graphics; using OpenRA.Mods.Common.Traits; using OpenRA.Primitives; using OpenRA.Traits; namespace OpenRA.Mods.Common.Projectiles { [Desc("Projectile that travels in a straight line or arc.")] public class BulletInfo : IProjectileInfo { [Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")] public readonly WDist[] Speed = { new WDist(17) }; [Desc("The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.")] public readonly WDist Inaccuracy = WDist.Zero; [Desc("Controls the way inaccuracy is calculated. Possible values are 'Maximum' - scale from 0 to max with range, 'PerCellIncrement' - scale from 0 with range and 'Absolute' - use set value regardless of range.")] public readonly InaccuracyType InaccuracyType = InaccuracyType.Maximum; [Desc("Image to display.")] public readonly string Image = null; [SequenceReference(nameof(Image), allowNullImage: true)] [Desc("Loop a randomly chosen sequence of Image from this list while this projectile is moving.")] public readonly string[] Sequences = { "idle" }; [PaletteReference(nameof(IsPlayerPalette))] [Desc("The palette used to draw this projectile.")] public readonly string Palette = "effect"; [Desc("Palette is a player palette BaseName")] public readonly bool IsPlayerPalette = false; [Desc("Does this projectile have a shadow?")] public readonly bool Shadow = false; [Desc("Color to draw shadow if Shadow is true.")] public readonly Color ShadowColor = Color.FromArgb(140, 0, 0, 0); [Desc("Trail animation.")] public readonly string TrailImage = null; [SequenceReference(nameof(TrailImage), allowNullImage: true)] [Desc("Loop a randomly chosen sequence of TrailImage from this list while this projectile is moving.")] public readonly string[] TrailSequences = { "idle" }; [Desc("Interval in ticks between each spawned Trail animation.")] public readonly int TrailInterval = 2; [Desc("Delay in ticks until trail animation is spawned.")] public readonly int TrailDelay = 1; [PaletteReference(nameof(TrailUsePlayerPalette))] [Desc("Palette used to render the trail sequence.")] public readonly string TrailPalette = "effect"; [Desc("Use the Player Palette to render the trail sequence.")] public readonly bool TrailUsePlayerPalette = false; [Desc("Is this blocked by actors with BlocksProjectiles trait.")] public readonly bool Blockable = true; [Desc("Width of projectile (used for finding blocking actors).")] public readonly WDist Width = new(1); [Desc("Arc in WAngles, two values indicate variable arc.")] public readonly WAngle[] LaunchAngle = { WAngle.Zero }; [Desc("Up to how many times does this bullet bounce when touching ground without hitting a target.", "0 implies exploding on contact with the originally targeted position.")] public readonly int BounceCount = 0; [Desc("Modify distance of each bounce by this percentage of previous distance.")] public readonly int BounceRangeModifier = 60; [Desc("Sound to play when the projectile hits the ground, but not the target.")] public readonly string BounceSound = null; [Desc("Terrain where the projectile explodes instead of bouncing.")] public readonly HashSet InvalidBounceTerrain = new(); [Desc("Trigger the explosion if the projectile touches an actor thats owner has these player relationships.")] public readonly PlayerRelationship ValidBounceBlockerRelationships = PlayerRelationship.Enemy | PlayerRelationship.Neutral; [Desc("Altitude above terrain below which to explode. Zero effectively deactivates airburst.")] public readonly WDist AirburstAltitude = WDist.Zero; [Desc("When set, display a line behind the actor. Length is measured in ticks after appearing.")] public readonly int ContrailLength = 0; [Desc("Time (in ticks) after which the line should appear. Controls the distance to the actor.")] public readonly int ContrailDelay = 1; [Desc("Equivalent to sequence ZOffset. Controls Z sorting.")] public readonly int ContrailZOffset = 2047; [Desc("Thickness of the emitted line at the start of the contrail.")] public readonly WDist ContrailStartWidth = new(64); [Desc("Thickness of the emitted line at the end of the contrail. Will default to " + nameof(ContrailStartWidth) + " if left undefined")] public readonly WDist? ContrailEndWidth = null; [Desc("RGB color at the contrail start.")] public readonly Color ContrailStartColor = Color.White; [Desc("Use player remap color instead of a custom color at the contrail the start.")] public readonly bool ContrailStartColorUsePlayerColor = false; [Desc("The alpha value [from 0 to 255] of color at the contrail the start.")] public readonly int ContrailStartColorAlpha = 255; [Desc("RGB color at the contrail end. Will default to " + nameof(ContrailStartColor) + " if left undefined")] public readonly Color? ContrailEndColor; [Desc("Use player remap color instead of a custom color at the contrail end.")] public readonly bool ContrailEndColorUsePlayerColor = false; [Desc("The alpha value [from 0 to 255] of color at the contrail end.")] public readonly int ContrailEndColorAlpha = 0; public IProjectile Create(ProjectileArgs args) { return new Bullet(this, args); } } public class Bullet : IProjectile, ISync { readonly BulletInfo info; readonly ProjectileArgs args; readonly Animation anim; readonly WAngle facing; readonly WAngle angle; readonly WDist speed; readonly string trailPalette; readonly float3 shadowColor; readonly float shadowAlpha; readonly ContrailRenderable contrail; [Sync] WPos pos, lastPos, target, source; int length; int ticks, smokeTicks; int remainingBounces; public Bullet(BulletInfo info, ProjectileArgs args) { this.info = info; this.args = args; pos = args.Source; source = args.Source; var world = args.SourceActor.World; if (info.LaunchAngle.Length > 1) angle = new WAngle(world.SharedRandom.Next(info.LaunchAngle[0].Angle, info.LaunchAngle[1].Angle)); else angle = info.LaunchAngle[0]; if (info.Speed.Length > 1) speed = new WDist(world.SharedRandom.Next(info.Speed[0].Length, info.Speed[1].Length)); else speed = info.Speed[0]; target = args.PassiveTarget; if (info.Inaccuracy.Length > 0) { var maxInaccuracyOffset = Util.GetProjectileInaccuracy(info.Inaccuracy.Length, info.InaccuracyType, args); target += WVec.FromPDF(world.SharedRandom, 2) * maxInaccuracyOffset / 1024; } if (info.AirburstAltitude > WDist.Zero) target += new WVec(WDist.Zero, WDist.Zero, info.AirburstAltitude); facing = (target - pos).Yaw; length = Math.Max((target - pos).Length / speed.Length, 1); if (!string.IsNullOrEmpty(info.Image)) { anim = new Animation(world, info.Image, new Func(GetEffectiveFacing)); anim.PlayRepeating(info.Sequences.Random(world.SharedRandom)); } if (info.ContrailLength > 0) { var startcolor = info.ContrailStartColorUsePlayerColor ? Color.FromArgb(info.ContrailStartColorAlpha, args.SourceActor.Owner.Color) : Color.FromArgb(info.ContrailStartColorAlpha, info.ContrailStartColor); var endcolor = info.ContrailEndColorUsePlayerColor ? Color.FromArgb(info.ContrailEndColorAlpha, args.SourceActor.Owner.Color) : Color.FromArgb(info.ContrailEndColorAlpha, info.ContrailEndColor ?? startcolor); contrail = new ContrailRenderable(world, startcolor, endcolor, info.ContrailStartWidth, info.ContrailEndWidth ?? info.ContrailStartWidth, info.ContrailLength, info.ContrailDelay, info.ContrailZOffset); } trailPalette = info.TrailPalette; if (info.TrailUsePlayerPalette) trailPalette += args.SourceActor.Owner.InternalName; smokeTicks = info.TrailDelay; remainingBounces = info.BounceCount; shadowColor = new float3(info.ShadowColor.R, info.ShadowColor.G, info.ShadowColor.B) / 255f; shadowAlpha = info.ShadowColor.A / 255f; } WAngle GetEffectiveFacing() { var at = (float)ticks / (length - 1); var attitude = angle.Tan() * (1 - 2 * at) / (4 * 1024); var u = facing.Angle % 512 / 512f; var scale = 2048 * u * (1 - u); var effective = (int)(facing.Angle < 512 ? facing.Angle - scale * attitude : facing.Angle + scale * attitude); return new WAngle(effective); } public void Tick(World world) { anim?.Tick(); lastPos = pos; pos = WPos.LerpQuadratic(source, target, angle, ticks, length); if (ShouldExplode(world)) Explode(world); } bool ShouldExplode(World world) { // Check for walls or other blocking obstacles if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, args.SourceActor.Owner, lastPos, pos, info.Width, out var blockedPos)) { pos = blockedPos; return true; } if (!string.IsNullOrEmpty(info.TrailImage) && --smokeTicks < 0) { var delayedPos = WPos.LerpQuadratic(source, target, angle, ticks - info.TrailDelay, length); world.AddFrameEndTask(w => w.Add(new SpriteEffect(delayedPos, GetEffectiveFacing(), w, info.TrailImage, info.TrailSequences.Random(world.SharedRandom), trailPalette))); smokeTicks = info.TrailInterval; } if (info.ContrailLength > 0) contrail.Update(pos); var flightLengthReached = ticks++ >= length; var shouldBounce = remainingBounces > 0; if (flightLengthReached && shouldBounce) { var cell = world.Map.CellContaining(pos); if (!world.Map.Contains(cell)) return true; if (info.InvalidBounceTerrain.Contains(world.Map.GetTerrainInfo(cell).Type)) return true; if (AnyValidTargetsInRadius(world, pos, info.Width, args.SourceActor, true)) return true; target += (pos - source) * info.BounceRangeModifier / 100; var dat = world.Map.DistanceAboveTerrain(target); target += new WVec(0, 0, -dat.Length); length = Math.Max((target - pos).Length / speed.Length, 1); ticks = 0; source = pos; Game.Sound.Play(SoundType.World, info.BounceSound, source); remainingBounces--; } // Flight length reached / exceeded if (flightLengthReached && !shouldBounce) return true; // Driving into cell with higher height level if (world.Map.DistanceAboveTerrain(pos).Length < 0) return true; // After first bounce, check for targets each tick if (remainingBounces < info.BounceCount && AnyValidTargetsInRadius(world, pos, info.Width, args.SourceActor, true)) return true; return false; } public IEnumerable Render(WorldRenderer wr) { if (info.ContrailLength > 0) yield return contrail; if (anim == null || ticks >= length) yield break; var world = args.SourceActor.World; if (!world.FogObscures(pos)) { var paletteName = info.Palette; if (paletteName != null && info.IsPlayerPalette) paletteName += args.SourceActor.Owner.InternalName; var palette = wr.Palette(paletteName); if (info.Shadow) { var dat = world.Map.DistanceAboveTerrain(pos); var shadowPos = pos - new WVec(0, 0, dat.Length); foreach (var r in anim.Render(shadowPos, palette)) yield return ((IModifyableRenderable)r) .WithTint(shadowColor, ((IModifyableRenderable)r).TintModifiers | TintModifiers.ReplaceColor) .WithAlpha(shadowAlpha); } foreach (var r in anim.Render(pos, palette)) yield return r; } } void Explode(World world) { if (info.ContrailLength > 0) world.AddFrameEndTask(w => w.Add(new ContrailFader(pos, contrail))); world.AddFrameEndTask(w => w.Remove(this)); var warheadArgs = new WarheadArgs(args) { ImpactOrientation = new WRot(WAngle.Zero, Util.GetVerticalAngle(lastPos, pos), args.Facing), ImpactPosition = pos, }; args.Weapon.Impact(Target.FromPos(pos), warheadArgs); } bool AnyValidTargetsInRadius(World world, WPos pos, WDist radius, Actor firedBy, bool checkTargetType) { foreach (var victim in world.FindActorsOnCircle(pos, radius)) { if (checkTargetType && !Target.FromActor(victim).IsValidFor(firedBy)) continue; if (!info.ValidBounceBlockerRelationships.HasRelationship(firedBy.Owner.RelationshipWith(victim.Owner))) continue; // If the impact position is within any actor's HitShape, we have a direct hit // PERF: Avoid using TraitsImplementing that needs to find the actor in the trait dictionary. foreach (var targetPos in victim.EnabledTargetablePositions) if (targetPos is HitShape h) if (h.DistanceFromEdge(victim, pos).Length <= 0) return true; } return false; } } }