#region Copyright & License Information /* * Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford. * This file is part of OpenRA. * * OpenRA is free software: you can redistribute it and/or modify * it 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. * * OpenRA is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with OpenRA. If not, see . */ #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 IEffect Create(ProjectileArgs args) { return new TeslaZap( this, args ); } } class TeslaZap : IEffect { readonly ProjectileArgs Args; int timeUntilRemove = 2; // # of frames bool doneDamage = false; const int numZaps = 3; readonly List renderables = new List(); public TeslaZap(TeslaZapInfo info, ProjectileArgs args) { Args = args; var bright = SequenceProvider.GetSequence("litning", "bright"); var dim = SequenceProvider.GetSequence("litning", "dim"); for (var n = 0; n < numZaps; n++) renderables.AddRange(DrawZapWandering(args.src, args.dest, n == numZaps - 1 ? bright : dim)); } public void Tick( World world ) { if( timeUntilRemove <= 0 ) world.AddFrameEndTask( w => w.Remove( this ) ); --timeUntilRemove; if (!doneDamage) { Combat.DoImpacts(Args); doneDamage = true; } } public IEnumerable Render() { return renderables; } static IEnumerable DrawZapWandering(int2 from, int2 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 + (1 / 3f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm; var p2 = from + (2 / 3f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm; renderables.AddRange(DrawZap(from, p1, s, out p1)); renderables.AddRange(DrawZap(p1, p2, s, out p2)); renderables.AddRange(DrawZap(p2, to, s, out z)); } else { var p1 = from + (1 / 2f) * dist.ToFloat2() + Game.CosmeticRandom.Gauss1D(1) * .2f * dist.Length * norm; renderables.AddRange(DrawZap(from, p1, s, out p1)); renderables.AddRange(DrawZap(p1, to, 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")); z += new float2(step[0], step[1]); } 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 } }; } }