#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 OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { class ThrowsParticleInfo : ITraitInfo, Requires, Requires { public readonly string Anim = null; [Desc("Initial position relative to body")] public readonly WVec Offset = WVec.Zero; [Desc("Minimum distance to throw the particle")] public readonly WRange MinThrowRange = new WRange(256); [Desc("Maximum distance to throw the particle")] public readonly WRange MaxThrowRange = new WRange(768); [Desc("Minimum angle to throw the particle")] public readonly WAngle MinThrowAngle = WAngle.FromDegrees(30); [Desc("Maximum angle to throw the particle")] public readonly WAngle MaxThrowAngle = WAngle.FromDegrees(60); [Desc("Speed to throw the particle (horizontal WPos/tick)")] public readonly int Velocity = 75; [Desc("Maximum rotation rate")] public readonly float ROT = 15; public object Create(ActorInitializer init) { return new ThrowsParticle(init, this); } } class ThrowsParticle : ITick { WVec pos; WVec initialPos; WVec finalPos; WAngle angle; int tick = 0; int length; float facing; float rotation; public ThrowsParticle(ActorInitializer init, ThrowsParticleInfo info) { var self = init.Self; var rs = self.Trait(); var body = self.Trait(); // TODO: Carry orientation over from the parent instead of just facing var bodyFacing = init.Contains() ? init.Get() : 0; facing = Turreted.GetInitialTurretFacing(init, 0); // Calculate final position var throwRotation = WRot.FromFacing(Game.CosmeticRandom.Next(1024)); var throwDistance = Game.CosmeticRandom.Next(info.MinThrowRange.Range, info.MaxThrowRange.Range); initialPos = pos = info.Offset.Rotate(body.QuantizeOrientation(self, WRot.FromFacing(bodyFacing))); finalPos = initialPos + new WVec(throwDistance, 0, 0).Rotate(throwRotation); angle = new WAngle(Game.CosmeticRandom.Next(info.MinThrowAngle.Angle, info.MaxThrowAngle.Angle)); length = (finalPos - initialPos).Length / info.Velocity; // Facing rotation rotation = WRange.FromPDF(Game.CosmeticRandom, 2).Range * info.ROT / 1024; var anim = new Animation(init.World, rs.GetImage(self), () => (int)facing); anim.PlayRepeating(info.Anim); rs.Add(info.Anim, new AnimationWithOffset(anim, () => pos, null)); } public void Tick(Actor self) { if (tick == length) return; pos = WVec.LerpQuadratic(initialPos, finalPos, angle, tick++, length); // Spin the particle facing += rotation; rotation *= .9f; } } }