#region Copyright & License Information /* * Copyright 2007-2011 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.Linq; using OpenRA.Effects; using OpenRA.GameRules; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.RA.Effects { class TeslaZapInfo : IProjectileInfo { public readonly string Image = "litning"; public readonly int BrightZaps = 1; public readonly int DimZaps = 2; public IEffect Create(ProjectileArgs args) { return new TeslaZap( this, args ); } } class TeslaZap : IEffect { readonly ProjectileArgs Args; int timeUntilRemove = 2; // # of frames bool doneDamage = false; readonly List renderables = new List(); public TeslaZap(TeslaZapInfo info, ProjectileArgs args) { Args = args; var bright = SequenceProvider.GetSequence(info.Image, "bright"); var dim = SequenceProvider.GetSequence(info.Image, "dim"); for( var n = 0; n < info.DimZaps; n++ ) renderables.AddRange(DrawZapWandering(args.src, args.dest, dim)); for( var n = 0; n < info.BrightZaps; n++ ) renderables.AddRange(DrawZapWandering(args.src, args.dest, bright)); } public void Tick( World world ) { if( timeUntilRemove <= 0 ) world.AddFrameEndTask( w => w.Remove( this ) ); --timeUntilRemove; if (!doneDamage) { if (Args.target.IsValid) Args.dest = Args.target.CenterLocation; Combat.DoImpacts(Args); doneDamage = true; } } public IEnumerable Render() { return renderables; } static IEnumerable DrawZapWandering(PPos from, PPos to, Sequence s) { 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.ToFloat2() + (1 / 3f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm; var p2 = from.ToFloat2() + (2 / 3f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm; renderables.AddRange(DrawZap(from.ToFloat2(), p1, s, out p1)); renderables.AddRange(DrawZap(p1, p2, s, out p2)); renderables.AddRange(DrawZap(p2, to.ToFloat2(), s, out z)); } else { var p1 = from.ToFloat2() + (1 / 2f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm; renderables.AddRange(DrawZap(from.ToFloat2(), p1, s, out p1)); renderables.AddRange(DrawZap(p1, to.ToFloat2(), s, out z)); } return renderables; } static IEnumerable DrawZap(float2 from, float2 to, Sequence s, out float2 p) { 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; 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 ) .OrderBy(t => Math.Abs(float2.Dot(z + new float2(t[0], t[1]), q) + c)).First(); rs.Add(new Renderable(s.GetSprite(step[4]), z + new float2(step[2], step[3]), "effect", (int)from.Y)); z += new float2(step[0], step[1]); if( rs.Count >= 1000 ) break; } p = z; return rs; } static int[][] steps = new [] { new int[] { 8, 8, -8, -8, 0 }, new int[] { -8, -8, -16, -16, 0 }, new int[] { 8, 0, -8, -8, 1 }, new int[] { -8, 0, -16, -8, 1 }, new int[] { 0, 8, -8, -8, 2 }, new int[] { 0, -8, -8, -16, 2 }, new int[] { -8, 8, -16, -8, 3 }, new int[] { 8, -8, -8, -16, 3 } }; } }