#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.Collections.Generic; using OpenRA.GameRules; using OpenRA.Graphics; using OpenRA.Mods.Cnc.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Cnc.Projectiles { [Desc("Instant-hit projectile used to create electricity-like effects.")] public class TeslaZapInfo : IProjectileInfo { public readonly string Image = "litning"; [SequenceReference(nameof(Image))] [Desc("Sprite sequence to play at the center.")] public readonly string BrightSequence = "bright"; [SequenceReference(nameof(Image))] [Desc("Sprite sequence to play at the borders.")] public readonly string DimSequence = "dim"; [PaletteReference] [Desc("The palette used to draw this electric zap.")] public readonly string Palette = "effect"; [Desc("How many sprite sequences to play at the center.")] public readonly int BrightZaps = 1; [Desc("How many sprite sequences to play at the borders.")] public readonly int DimZaps = 2; [Desc("How long (in ticks) to play the sprite sequences.")] public readonly int Duration = 2; [Desc("How long (in ticks) until applying damage. Can't be longer than `" + nameof(Duration) + "`")] public readonly int DamageDuration = 1; [Desc("Follow the targeted actor when it moves.")] public readonly bool TrackTarget = true; public IProjectile Create(ProjectileArgs args) { return new TeslaZap(this, args); } } public class TeslaZap : IProjectile, ISync { readonly ProjectileArgs args; readonly TeslaZapInfo info; TeslaZapRenderable zap; int ticksUntilRemove; int damageDuration; [Sync] WPos target; public TeslaZap(TeslaZapInfo info, ProjectileArgs args) { this.args = args; this.info = info; ticksUntilRemove = info.Duration; damageDuration = info.DamageDuration > info.Duration ? info.Duration : info.DamageDuration; target = args.PassiveTarget; } public void Tick(World world) { if (ticksUntilRemove-- <= 0) world.AddFrameEndTask(w => w.Remove(this)); // Zap tracks target if (info.TrackTarget && args.GuidedTarget.IsValidFor(args.SourceActor)) target = args.Weapon.TargetActorCenter ? args.GuidedTarget.CenterPosition : args.GuidedTarget.Positions.PositionClosestTo(args.Source); if (damageDuration-- > 0) args.Weapon.Impact(Target.FromPos(target), new WarheadArgs(args)); } public IEnumerable Render(WorldRenderer wr) { zap = new TeslaZapRenderable(args.Source, 0, target - args.Source, info.Image, info.BrightSequence, info.BrightZaps, info.DimSequence, info.DimZaps, info.Palette); yield return zap; } } }